Showing posts with label world building. Show all posts
Showing posts with label world building. Show all posts

Friday, January 28, 2011

Running a Science Fiction Campaign

Oooh!  My favorite subject!

Running a Science Fiction campaign can be really fun if you find the right combination for you and your players.  Since I'm all about freedom, my favorites are basically Space Opera games.  My favorite setting of the whole bunch is Selling the Moon, Wholesale! with possibly a military campaign set during the Long Night (see Gene Rodinberry's Andromeda for an example) running second and an Exploration game running third (Star Trek, Buck Rogers).

I want to talk about Selling the Moon, Wholesale setup first.  This campaign offers the best freedom for you and your players in my mind.  There are a huge amount of media that represents this setting, and most of them are computer games.

The best known examples of this type of campaign that come to my mind include Wing Commander: Privateer, Microsoft's Freelancer, and Elite.

Wing Commander: Privateer

Wing Commander: Privateer is the successor of the game Elite. It's probably the best example of what to do in a campaign setting such as this.  Privateer  allows the player to really play in an expansive universe that immerses you in an expansive universe (although its only relegated to the Gemini Sector -- a sector built around the Gemini constellation in the Zodiac).   There is essentially three paths opened to you: you can be a free trader, a mercenary, or a smuggler.  What is best about the game is it's openness.



What does Selling the Moon, Wholesale offer you and your players?

Using Wing Commander: Privateer as a model, this model offers both the GM and the Players Dungeons and Dragons styled like scripting and running.  The game is made up of three separate elements that ensure player freedom.  They include:

* Random Encounters among space lanes.
* Small missions brokered by Independents, the Mercenaries Guild and the Merchants Guild
* Fixer missions.

Random Encounters

Although not in vogue among the RPGA, a Random Encounter system is great for Selling the Moon Wholesale because you can use Random encounters to set up your players with a bit of randomess against any NPC factions you have working in your universe.  Like pirates, retroes, or enemy Space Nations (like the Kilrathi [space cats] or the Magog [space orcs] for example).

 Small Missions

Small missions are GM created missions that usually don't need anything beyond an objective and random encounters.  They can be written down on 3x5 cards with stats for spaceships and who is flying them.  They can also include generated star systems for planets or drifts you can visit.  Small missions are brokered by organizations through your Merchants Guild, your Mercenary's Guild, or a concourse kiosk.

Fixer Missions

Fixer Missions are full blown adventures -- written by you or published.  They are brokered by NPCs, and provide you with a true plot and campaign scripting within your universe.  Some examples are the old SpaceMaster Modules from ICE or the old modules from Star Frontiers.  Even Gamma World modules may work with some rewriting.  The Old Privateer game had a main campaign, find out how to destroy the egg that has been plaguing shipping lanes.  While this strung people along, as a GM you don't have to string your players along in a campaign such as this.


Choosing your Game System

The Choice of a Game System is pretty important when running a game.  You need a good game system that will provide fun for you and your players.  Published game systems include:

  1. Traveler
  2. SpaceMaster: Privateers
  3. Star Trek: The Next Generation Roleplaying Game
  4. Star Wars Saga
  5. GURPS
  6. Star Frontiers
  7. Alternity
  8. d20 Future
  9. Big Eyes, Small Mouth 
  10. BESM d20
Of the games above, I tend to make a mishmash.  I use GURPS: Space and LUG's Star Trek: The Next Generation Roleplaying Game for my Gamemaster advice, and SpaceMaster: Privateers as my system of choice.  The latter is crunchy enough to handle both Space Opera and Hard SF settings.   While the earlier provides some Good Advice!  The old LUG Trek game has the best advice on making system settings (called sectors), while GURPS Space provides some good all around advice.

That is just my set up, you can use whatever game you enjoy for you and your players.

Choice of Setting

So what is left is choosing a setting.  From Star Trek to Privateer to Andromeda to Blue Planet there are a lot of published settings you can use.  Even Space 1899 and Space 1999 are not impossible!  Lets use Privateer as an example.

The game starts you out in the Gemini Sector, in the Troy system.  The Troy system has a terraformed planet (Troy 3, I think -- known as Helen), and two Mining Bases (Hector and Achilles) with jump points to the Pollux, War, Regallis, Pender's Star, and Pyrannees systems.

you allow the players to either create their own ship, or give them a Taurus scout ship (note, if they create their own Hyperyacht, do not give them starting money!).   You also can start them on Helen (which is a Garden planet) or one of the mining bases.



On a base in Privateer, the players have access to the concourse -- which provides offices to the Mercenaries Guild, the Merchant's Guild, a ship dealer, a commodity exchange, a bar, and a mission kiosk.  As GM, on certain bases, you can expand the concourse to include a mini mall in which players an buy new clothes and food for their ship (maybe even get a food replicator).

The mission kiosk is where you can dispense your "mini" missions, and the Commodity Exchange is where the players can buy commodities to buy and sell on the open (and black) markets.

There are some interesting things about the Privateer universe.  There are a couple of base types the players can fly too:
  • Agriculture planets
  • Mining Bases
  • Refinery bases
  • Pleasure Planets
  • Pirate bases
  • New Constantinople (the Capitol)
  • Perry (Military Base)
  • New Detroit (Refinery and Manufacturing center)
  • Oxford (University planet)
And there are factions.
  • Militia -- citizen Space police.
  • Confed -- Galactic Confederation Military (Earth controlled, of course)
  • Retros -- The Church of Man, a bunch of religious fanatics that want to take away your electric razor.
  • Pirates -- yes, you know who these are.
  • Bounty hunters -- the Competition in the Mercenary market, these citizens are space Vigilantes.
  • Merchants -- Your competition in the Merchant market
  • The Kilrathi -- Humanoid cats which are more like D&D Hobgoblins with their own politics and agenda.  Do not think of them as orcs . . . that's for the Magog.  The Confederation is at war with the Kilrathi.


Plus there are a bunch of NPCs you can lift from the game.  


There is a lot you can do, and I hope I gave you a lot of good ideas.  If you enjoy science fiction gaming, the sky is literally the limit since there is a whole goldmine out there just waiting for you to explore!

Tuesday, August 24, 2010

World Building (AD&D Second Edition)

What was simple is that building a world starts with the solar system in this case.  I figured four worlds in the cozy life zone, each opposite of each other.  The approach or hook I'm using is that the surface of the main campaign world: Aerthas; is where the action is taking place.

The Solar System

The Solar System is heliocentric, and flies about a central, G2 type star that is much like our own Sun.  This makes the Solar System Heliocentric.  There are four planets that support life and are on the opposite sides of their respective orbits.  So lets get the planets done and overwith.

Number of Planets in the Solar System: 9 (1d12, result 7, 7+2)

Mercury Orbit = (Earth World), a rocky mass that can only be called Hellania.  Moon sized.

Venus Orbit = Asteroid Field (the remains of a planet that blew up anciently).

Earth Orbit = Aerthas, twinned with Arborea.  Both are Terrestial worlds.  Aerthas and Arborea have a circumference of 25,000 Imperial Miles around the Equators.  They are also hollow.

Mars Orbit = Oceania twinned with Archeron.  Also Terrestial Worlds.  Oceania is a world covered with oceans, and Archeron is a world that is suffering from Defiling and Preserving.

Asteroid Belt orbit = Causiana -> a Magma World for the most part.

Jupiter orbit = Thea.  A huge Jovian planet.

Saturn Orbit = Chronia.  Chronia is a yellow-brown Dwarf star.  It used to occupy the space above the North Polar region of Aerthas.  Chronia is currently ringed like Saturn (okay, it's a Saturn rip-off.)

Uranus Orbit = Thalastos.  Another Air world.

Neptune Orbit = Halandia.  The final air world.

Pluto Orbit = (note that Pluto is down graded to a Kupier Object.  Bleh!).  Kieastos, an ice world.


Aerthas.  Aerthas is the home of Humans and Dragons.  When the Creators gathered together to create the Solar System.  The Elven Gods and the Halfling Gods created Arborea, the Orc Gods and the Saurial Gods created Archeron, the Dwarf and Gnomish Gods created Oceania, and the Ilithid God and the Scalykind Gods created the planet that blew up.

As a result, the Illithids spread across the Universe bent on conquering other worlds, along with the Scalykind.  Hellania and Causiana have no life to speak off.  Hellania is too close to the sun to support life, and Causiana is a world of magma and slag.

Aerthas' Surface was divided up among the other Gods for future colonization.  The Elves got green forests, the Dwarves got the riches of the mountains, the Gnomish gods got the sunlit, Rocky hills, and the Halflings the rolling meadows.  The Creator God of the humans got the lot that allowed humans to dwell where they pleased.  The Orc God was left the Badlands.

Humans came from inside Aerthas, the First Man and his Mates had to travel up through a cavern system to the surface.  The Elves (Eladrin, Grey Elves, High Elves, and Sylvan (Wood) Elves) and Halflings had migrated to Aerthas on Spelljammer Ships from Arborea.  The Orcs and Saurials, with their world's surface being ravaged by Defilers, were forced to flee Archeron in Spelljamming Ships -- bringing with them Warlock and Shaman magic.

The Dwarves and the Gnomes also came in Spelljaming Ships from the world of Oceania.  Thus the races colonized the surface of Aerthas and on Aerthas is where the campaign's action is. 

Monday, January 18, 2010

World Building Pt 2 -- Physics and Metaphysics


In the second installment on World building for RPGs, we get in Physics and Metaphysics. Now physics and metaphysics when applied to roleplaying games they relate to two different aspects:

Metaphysics is the actual game world. The cultures, nations, theories, continents, and everything is basically imaginative and so mental. This is the metaphysics of your game world.

Physics is the actual game system. The rules you play with. Now, before we work with Metaphysics, we need to address the Physics of your game world. Most people choose a system that they are more familiar with. This is good. But lets take a look at various systems of Physics so you can have a good idea of how your roleplaying game will work.

DUNGEONS AND DRAGONS: 36 years ago, on January 1st, 1974 something was released. It was completely out there, revolutionary, and inspired an entire culture. That thing was Dungeons and Dragons. It appealed to young mythologists, budding novel writers, and imaginists everywhere. This game was a game you can do anything! Now, it's changed so much and in such a great deal that the original audience couldn't identify with it. I'm talking about, of course, Dungeons and Dragons . There is 5 editions of this game.

  • Original Dungeons and Dragons: Also includes the Mentzer/Moldevay set. This set of Dungeons and Dragons is the original, the granddaddy. The game that started it all. It's simple, easy to learn, without a lot of rules and is clearly grounded in the Sword and Sorcery genre of Fantasy.
  • Advanced Dungeons and Dragons: Advanced rules, including more fun with numbers, classes, and monsters. The game is clearly designed with Lord of the Rings in mind, but also Sword and Sorcery.
  • Advanced Dungeons and Dragons, 2nd Edition. A roleplaying game for those who actually ROLEPLAY rather than worry about the rules, Advanced D&D 2nd Edition provided rules for roleplaying and lets the player roleplay their character. The game is designed with Medieval Europe in mind rather than Lord of the Rings, but there is Sword and Sorcery elements.
  • Dungeons and Dragons, 3rd Edition: Uhm, well . . . this is the game that revitalized a whole industry with the OGL, and certainly the best and easiest to get published with. The game broke away from Roleplayers and was delivered to the Simulationists. The definition of Fantasy in D&D 3rd is much more skitzoid (which is refreshing).
  • Dungeons and Dragons, 4th Edition: I don't have a copy. I can't give a fair introduction to this incarnation of the game. Uhm, table top World of Warcraft is pretty much what is going on here. With some strong cinematic influence. And a sucky restrictive Game System License.

The Retro-Clones
  • There are a couple of Retro-clones of Original D&D, Dungeons and Dragons Mentzer, and Advanced Dungeons and Dragons. These are Swords and Sorcery, Labyrinth Lord, and OSRIC respectively.
OTHER FANTASY ROLEPLAYING GAMES (this is not an exhaustive list)
  • GURPS: G.U.R.P.S. stands for Generic Universal Role-Playing System. GURPS, designed by Steve Jackson, breaks the mold of Dungeons and Dragons creating a system that more or less revolves around the character than levels. Although there are sufficient levels of playing -- which is considered point value. The nice thing about GURPS, though, is the quality of writing and editing that went into the world books. GURPS is a nice game to play with and it doesn't insult your intelligence. Rather, it expands it.
  • Palladium Fantasy: Retro-gaming again, but everything is ancient and dated according to the rules system. It seems to be a synthesis of AD&D 1e combined with the original Call of Cthulhu. If you are going to use this system, and it's not a bad system, I recommend the Revised 1st Edition of this game, available as a PDF from Your Games Now, DrivethruRPG, and RPGnow.
  • Feng Shui: Although the entire game revolves around Hong Kong Action Movies, you can run a fantasy game using this system. Just stick to Thieves, Big Bruisers, Sorcerers, Supernatural Beings, and Scrappy Kids and you can get by. The system's signature mechanics are shticks (4e powers and 3e Feats) and Stunts (highly original mechanic). And everything, of course, is meant to replicate an Action Movie. Things are meant to BLOW UP in Feng Shui. If you want your adventures to end by Blowing Things to Hell, Feng Shui is a game system I recommend.
  • Runequest: I haven't played this game, nor do I know it's mechanics.
  • Lord of the Rings RPG: The CODA system is geared towards the Real Roleplayer.
  • Rolemaster: This game works. I don't care if you hate it, it works. The system is a skill based system that uses levels. It's famous for it's scale of realism, it's use of d100, and the many charts it has. I have played it a lot, and I enjoy it's realism.
  • Atlantis: the Second Age. Okay, of all the game systems I've played for Fantasy, Atlantis the Second Age contains some confusing elements. The Omni System is, what can I say . . . restrictive on some aspects but allows other aspects up to the players.

Okay, I didn't list all the other game systems that can be used for fantasy (Big Eyes, Small Mouth, FUDGE, Fuzion, Castles and Crusades, Tunnels and Trolls, Sword and Chivalry, Pendragon, Elric, etc.); but I said it's not an exhaustive list. There are many, many game systems out there. Use what gives you the most mileage for your fun.

As for Galatea officially I haven't got all the mileage I want out of the d20 System (OGL instead of GSL, I didn't pick up the 4th edition, remember?). Although I'm strongly looking at one of the Retro-Clones, the d20 System has a lot going for it. Typically, the Open Game License. Galatea is, officially, d20 system. However, since it is going to be packaged with a Creative Commons provision -- there will be nothing stopping you from adapting Galatea to your favorite system, writing rules for that adaptation, and publishing it.

World Building, Pt 1


Having recently had a lesson of the creation, the first rule in World Building is this:

All worlds, whether Real or Imaginary, began as a simple thought.

A simple thought to get the ball rolling. In advertising and gamer parlance, this thought -- when expressed -- is called the "hook." (Although I'm sure its called something else to those who actually build real worlds -- Lets just call it the hook).

The hook should describe your world in one sentence, or three. The World Builder's Handbook (published for 2nd Edition) gives a lot of hooks and puts them into categories. The hook should also pull the players in to play it. Here is Galatea's hook:

Galatea is a world where an Ancient race of humans had an Interstellar Civilization that eventually fell before Illithids, goblins, and finally Dragons. Galatea was the homeworld of this Ancient Civilization. When the Earthlings came, they found a world in a New Stone Age.

From this thought, this hook, you already know a lot about the world. Galatea is the homeworld of a once proud Interstellar Civilization. The Ancients built ways to other worlds quickly and used their science to create new races from the Human Genome -> Orcs and Eladrin being prime examples. After all, how can humans interbreed with Orcs and Elves and produce children? Only if the Orcs and Elves are close enough to being human can it happen (genetic compatibility). Eventually, Earthlings did come in spaceships to escape what happened on their own world --> Earth.

See how the hook describes the world in a nutshell? From that hook, you'll know that I'm using the tools of Science Fiction and Fantasy together to build Galatea. You don't have too, of course, but that is how I approach building a fantasy world. I use both tool sets to create a rich world to play in.

As for yourself, it's kind of important to pick your tools wisely and to use them wisely. Since I'm describing Galatea as a fantasy, this means that it will be presented as Fantasy even though the tools of Science Fiction are pretty much there (spaceships, genetic manipulation, high technology, science being used to describe the world). But the tools of Fantasy are also being used liberally (magic, mythology, gods, religion, beliefs, a mystical outlook). And some tools from the real world to bring it to life (cultural analogs, food, spice mixes, and sex).

That being aside, your hook should grab your players into your world. Whether it is a book you enjoy (Thieves' World, for example); or a time you want to explore, or a situation you want to play out. Or if you want to try something off the wall. The hook is probably the most important thing you do when building a world.

And yes, for the Creator, it was different. There was no hook for us to come down to Earth given to us by the Creator -- but an overwhelming desire to progress and become like the Creators themselves.

Monday, December 28, 2009

Herbs and Spices of Galatea


Again, the old Occult Lore we've worked on has come to mind. Occult Lore has rules for Herbalism and awakening the magical properties of certain plants (herbs). So, I thought I should list some real world herbs that can be found in the World of Galatea.

Herbs are different from spices since they often contain properties that help the body to heal and or feel better. Spices makes food often taste better and carry their own special properties in interacting with the body. First some definitions:

A spice is a dried seed, fruit, root, bark, leaf, or vegetative substance used in nutritionally insignificant quantities as a food additive for the purpose of flavour, colour, or as a preservative that kills harmful bacteria or prevents their growth.

A herb is a plant that is valued for flavor, scent, or other qualities.[1] Herbs are used in cooking, as medicines, and for spiritual purposes.


Culinary Herbs
This list, from Wikipedia, is by no means complete. But the spices and herbs used are culinary in nature and may be used in certain alchemical concoctions to add flavor. Certain herb mixes are used in the Cathness Isles of Galatea.

  1. Colombo (paprika, cumin, coriander, nutmeg, ginger, black pepper, star anise, cardamom, cloves, mustard grains, saffron)
  2. Curry Powder
  3. Five Bays
  4. Herbs de Provence
  5. Old Bay Seasoning
  6. Quatre épices
Magical Herbs
the Magical Herbs of Galatea are used by Alchemists in the preparing of magical draughts, potions and elixirs. Some of these herbs also contain medicinal qualities and are often used in tinctures, infusions, poultices, and other important medical uses. These herbs, however, can be awakened by a specialist in herbs or a Wylder witch as they are attuned to have certain magical properties. This list is from Occult Lore.




Each has a history. Mistletoe, for instance, is a plant that is very opportunistic and is considered to be a vampire plant. Mistletoe is also used in rituals in the faith of the Ancients (a pagan religion) as well as a symbol of immortality among those who worship the Ancients. Henna is used for tattooing. The Imperial Willow tree contains salicylic acid, which is important in treating headaches. And the Pomegranate is a tasty fruit with various properties.

The rules for awakening these herbs' magical properties are found in Occult Lore (for now). In the hands of an Alchemist, the following magical items can be created from these magical herbs (except oils, from More Magic and Mayhem):

Journeyman Products:
Minor Healing Draught
Philter of Minor Defense
Philter of Lion's Strength
Weak Troll's Blood philter
Minor Mana Draught
Minor Rejuvenation Draught

Expert Products:
Philter of Minor Fortitude
Philter of Minor Reflex
Lesser Healing Draught
Swiftness Philter
Philter of Wisdom
Philter of Water Breathing
Swim Speed Philter

Artisan Products:
Healing Draught
Minor Magical Reistance Philter
Lesser Mana Draught
Philter of Poison Resistance
Strong Troll's Blood Philter
Philter of Defense
Fire Alchemical Oil
Shadow Protection Philter
Philter of Firepower
Philter of Lesser Reflex
Philter of Ogre's Strength
Free Action Philter
Greater Healing Draught
Mana Draught
Fire Protection Philter
Lesser Invisibility Philter
Shadow Alchemical Oil
Philter of Fortitude
Mighty Troll's Blood Philter
Philter of Reflex
Frost Protection Philter
Philter of Frost Power
Philter of Greater Defense
Philter of Detect Lesser Invisibility
Frost Alchemical Oil
Catseye Philter

Master Products:
Greater Mana Draught
Alchemical Oil of Immolation
Superior Healing Draught
Lesser Stoneshield Philter
Philter of Greater Water Breathing
Wildvine Draught
Dreamless Sleep Draught
Philter of Detect Undead
Arcane Philter
Philter of Greater Intelligence
Invisibility Philter
Philter of Dream Vision
Philter of Greater Reflex
Gift of Saturn (Gift of Arthas)
Philter of Giants
Limited Invulnerability Philter
Philter of Shadow Power
Philter of Demonslaying
Philter of Detect Demon
Superior Mana Draught
Philter of Superior Defense
Philter of the Sages
Philter of Brute Force
Major Healing Draught
Philter of the Mongoose
Greater Stoneshield Philter
Purification Draught
Greater Arcane Philter
Greater Magical Protection Philter
Major Mana Draught
Major Rejuvenation Draught

All the rules for making these potent conconctions are found in More Magic and Mayhem (available from DriveThruRPG and RPGnow). 4th Edition players: The rules in the book can easily be converted over. The skill system of the two systems -- 3.5 and 4th; are hopefully similar enough for quick conversion.

Tuesday, December 8, 2009

HISTORY OF GALATEA

Once upon a time, there was a planet spinning in space. A wonderful Garden World, it was uninhabited except for plants. Then the Ancients came from a distant galaxy and landed on the planet and spread their civilization upon it. Thus began the Golden Age of the planet Galatea.

The Ancients soon decided that they will spread human life among the Galaxy, and began so. Exploring the Galaxy, they seeded the galaxy with human life on garden worlds like Galatea. Two planets in particular -- Archaeron and Arborea; were seeded with human life. However, the Ancients that seeded them took life in different directions. One group believed in Perfection of Beauty, the other group believed in Perfection of Survival. The group that believed in perfection of Beauty perfected the human form according to beauty and set their creations upon Arborea; the Forest planet.

The group that believed in perfection of survival redesigned the human form to survive on Archaeron. And placed that group of humans upon Archaeron. While the group that believed in beauty left their creations to propagate themselves; the one devoted to survival soon found themselves underseige by their creations within 30 years of creation. Few of the ancients left Archaeron alive -- they dubbed their creation "Orc." While the Arborea group dubbed their creation, "Elf."

The Golden Age of the Ancients was for two thousand years -- until a brown dwarf star crossed the orbit of Galatea. The chaos that ensued forced the Ancients to leave Galatea, while some Ancients stayed to survive the Long Night. The Brown Dwarf was dubbed "The Destroyer" by the Ancients and then the Brown Dwarf star completed it's perihelion in its orbit and swung forward to continue on it's way.

Two hundred years, the Ancients returned to Galatea, and began the Silver Age.


The Silver Age

The Silver Age of Galatea was when the Ancients expanded again. The Ancients created new wonders, and helped their fellow Ancients understand the high technology that they had. The Silver Age continued until Ancient Expansion uncovered an alien force of a most evil intent. This alien Empire has been expanding into the Ancient Human Realm for the past five thousand years and has proved a threat to the Galactic Community. The alien force were creatures that looked like humanoid mollusks -- with ten tentacles around their beak like mouths. And they possessed powerful psionic powers.

<>

The Ancients had to fight a war with them, and they were insidious as they spread. Many people fled their power. Their enemies invaded many planets forcing many races to Galatea: Merfolk, Lizardfolk, halflings, centaurs, gnomes (which came under their own power, scary!), dwarves, giants, kobolds, and of course -- the Elves (who called themselves the Eladrin) and orcs that retained their shamanistic ways.

The war took two thousand years, but finally the Ancients made it to the homeworld of their molluskian enemies. They razed the planet, burning it and sterilizing it of all life. Finally, they exploded the planet by altering it's orbit so that it plunged into one of its Suns; making sure that all of the enemy was destroyed.

Their resources exhausted, the Ancients blasted off many colony ships to their home galaxy in case they lost. Indeed, they did. The end of the Silver Age came and again came the dark ages. After the survivors learned how to smelt copper the Destroyer came, flipping Galatea's axis again so that South became North and vice versa. It was this event that signaled the coming of the goblins.


The Goblin Invasion

The Goblin Invasion was an invasion of a species that bred itself into three castes: Those who make and sell (goblins), and those who war (hobgoblins), and those who shock others into war (bugbears). Along with them are ogres -- big muscled brutes that had one head or two. The copper aged humans and other races were no match except for the application of magic.

<>

But the goblins captured most of the orcs and most Eladrin territory. Then they transformed them by introducing the orcs and elves to demon worship and altering their minds. The goblins then taught the elves and the orcs the secrets of Steel Making. They dubbed their new creations the Makonde horde, which changed their skin color from brown to green; and the Eladrin the Pelagasir Elves after their leader. Then they released them.

The Pelagasir descended on Eladrin lands, conquering and enslaving all before them. Unable to conquer all the Eladrin, the Eladrin who were left lived in colonies that their nation had established that were beyond the reach of the Pelagasir. While the orcs fought the humans and harried them and caused much consternation.

It took an alliance of Men, Free Orcs, and Elves who marched on the goblin capital to break their power. The final battle of the invasion was decisive, as the Free Races destroyed the goblins capital city and most of their technology and forced them to disperse through out the land. Thus was the end of the Bronze Age of Galatea.

THE IRON AGE

The Secrets of Smelting Iron and Steel spread among the people. The humans expanded this knowledge and soon learned the Riddle of Mithril from the Dwarves. Conversely, the demon worshipping orcs learned the riddle of Thorium. Although many orc miners and smelters died from handling Thorium, they managed to improve their steel with small amounts of the metal.

Then came something that changed everything. Well, SIX somethings. Six large ships crashed on Galatea coming from a distant Galaxy. They were: The Bretonia, the Ys, the Rhineland, the America, the Hiroshima, and the Hispanola.

The people on board came from Earth -- in a far distant galaxy called the Milky Way. The Hispanola, Ys, and Rhineland crashed on Hyperia. The Hiroshima landed on Ashera; the far eastern; and no one knew where the America had landed. The Brettonia crashlanded on the island of Anglesey in the Caithness Isles. In no time, the new humans conquered the lands around them. They also integrated into society, their technology having become "lost."

The Brits had conquered most of the Caithness Isles. The French of the Ys formed a new country dubbed Occitania, the Hispanics created Espania, and the Germans recreated Rhineland. They all brought their religions with them, supplanting the worship of the Ancients in many areas. They created a new empire that lasted 700 years. And that was the end of the Iron Age.

The Middle Ages -- the Present

Using the power of the Church, the nations that broke away from the Empire suppressed learning, science, and all knowledge; plunging the world into a new Dark Age. The technology was stagnant, learning was stagnant. The secrets of steel and magic was all that they knew. War became incessant, and the Doctrine of the Church could never be challenged. Until now --

On Angland, which was a penal colony of Caithness for those who were disbelievers or new agers; came a new faith -- the Sacred Light. The brave who stood up for common values started fighting their enemies. The orcs, to maintain their culture, broke away from demon worship and fled to Killyronde and started their own nation. Elves from the ancient land of Massalia conquered Anglesey and made it their new home. And new thoughts arised in human thinking. Thoughts of freedom and exploration to challenge the Church.

Saturday, December 5, 2009

Title my Campaign Setting

Due to someone else publishing a Map with the title "The Known Lands" on it, I thought I should hold a contest to see what title would make it. Here are the candidates!
  • Crysania: The name of my first campaign setting that I've really had a chance to work on while I was in High School. The campaign was for Rolemaster (1989 Red Box). I named it after Crysania, the cleric that Raistlin fell in love with in the Dragonlance Legends trilogy.
  • The Magical World of Earth
  • The Strange World
  • The Isles of Caithness: Caithness is a name that grabbed me when I first read through GURPS Fantasy (2nd Edition, I think. It was in 1990) now GURPS Banestorm. The name of Caithness comes from a county in Scotland.
  • Hyperia: Hyperion feminized. Hyperia is the name of the European-cultured continent on the Campaign World.
  • The Mystical World of Galatea: Galatea ("She who is milk-white") is a name applied to the statue carved by Pygmalion of Cyprus in Roman Mythology.
  • The World of Terra: Terra is the Latin word for Earth.
Well, vote for your favorites!

Friday, December 4, 2009

The Cosmology of the Campaign Setting

(when someone thinks of the same title to your campaign and publishes something before you do, you're in trouble).


COSMOLOGY

Every religion has one, every one has a view of the universe. In our case, it's a solar system. Better get down the physical side rather than the spiritual, since every religion -- Christianity, Orc Shamanism, the Sacred Light, Hinduism, Elven Paganism, Massalian Monotheism, etc; have their own spiritual Cosmology.

But for now we will deal with the Cosmology of my campaign setting as it pertains to the Physical.

The solar system of my Campaign World consists of a G2 type star with a luminosity of 1 in a different Galaxy. The Sun is a G2 yellow star.

Their are 10 planets in the Solar System -- Hermes, Aphrodite, Earth, Ares, Zeus, Hera, Neptune, Charon, and the Destroyer

Hermes is a rocky, terrestial world.

Aphrodite is a rocky, terrestrial world covered by cloud cover.

Earth is the campaign setting planet.

Between Aphrodite and Earth is an Asteroid Belt, the remains of a planet destroyed by a collision with the Destroyer.

Ares is a desert world.

Zeus is an Blue Gas Giant.

Hera is a red Gas Giant

Neptune is a dark blue gas giant.

Charon is a Kupier object.

The Destroyer is a brown Dwarf star that never ignited.

There is one moon that orbits Earth. Ares has no moons. Zeus has twenty moons, and Hera has thirty moons, and a brilliant set of rings. Neptune has nine moons, and Charon has none. The Destroyer has no satellite planets or moons.

Whew! There we go! The physical Cosmology of the Campaign Setting! :D

Monday, November 30, 2009

Introduction to the Known Lands

Knights,Fantasy Adventure

Yes, for a long time, on this blog, I have been writing down my ideas about the Known Lands. The ideas are disapparent, not very organized, and something of a person with a active Right Brain would write down.

The world you are entering is will appear very familiar and strange at the same time. The Known Lands, on an Earth, is a world much like our own. Its sun and solitary moon are much the same, except the moon has a slight blue cast. The stars, however, are different. Different constellations hang in the sky. The flora and fauna are identical to our Earth's, since this Earth is also an index of DNA. The human cultures have analogs to our historical cultures in the Middle Ages. But, this Earth is different.

It is a magical planet. The wilds of this Earth are prowled not only by lions, tigers and bears. The wilds also harbor griffons, dragons, unicorns, and other magic beasts. Evil spirits rise from their tombs to stalk the night. And humans, the most common race, share the planet with elves, orcs, dwarves, goblins, and numerous others. In some areas, its peaceful. In others, its in conflict and turmoil. This Earth's history was home to the Ancients, humans from another Galaxy who settled this galaxy in order to spread human life. The Ancients created the other races -- mostly elves, orcs, and halflings; through genetic manipulation of their own species to populate certain planets. However, two interstellar wars -- one against a race of cephalopodic humanoids, another against the goblins. It is these two wars that brought the Orcs, Elves, Halflings and all the others to this Earth to find solace.

This Earth is a place where our Earthly fantasies are a reality. To one who is jaded and unimpressed with our world, this Earth has wonders and exotic cultures. It's deserts are just a little hotter, its winters are colder, and its forests more expansive. Wizards and warlocks weave arcane magic, and brave warriors battle creatures of legend. On this Earth, you will find adventure, romance, intrigue, and mystery. Those who yearn to perform great deeds may do so -- if they have the courage.

The Caithness Archipelago

The Game is set on the Continent of Hyperia, with the Continents of Shaleesa to the south and Ashera to the East. Hyperia is like Ancient Europe: forested with mountains and few plains. Ashera is a lot like Asia, and Shaleesa is a continent of deserts and jungle, like Africa. The center of the game takes place in the Caithness Isles or Archipelago. This area is a little larger than the British Isles, plus they are peopled with a familiar culture -- English Culture in the 11th and 12th Centuries A.D. but with some changes.

Caithness itself is the nation forged by Christians, Sacred Lighters, and Pagan humans. To the East is Tir'Tangier, twenty miles off the coast to the west is the sacred isle of Anglesey -- which has been conquered by the violent, and determined Massalian Elves. Fifteen nautical miles to the west is the Island of Killyronde, which is the new home of the orcs and several monstrous races. Caithness shares its land with Scotland and Pictland to the North. And on the Eastern island of Angland some ten miles from the South Eastern shore of Caithness is an island of people in a land that is dominated by the dead.

Fifty nautical miles to the east is the cape of Hyperia, where stands other Christian nations and nations of pagans and infidels -- and cultures of wonder and excitement. Of the three human kingdoms of Caithness: Caithness and Scotland are followers of the Sacred Light and Christian, while Pictland is pagan. Killyronde is Shamanistic, Tir'Tangier is pagan, and Angland is Atheistic. Massalia itself is monotheistic infidels. A final island kingdom, that seventeen miles to the northeast of Caithness, is the island of Kuragos, which is divided between dwarves and halflings. The land is pagan with Christian colonies. Finally, there is the isle of Skara Brae to the north, some six nautical miles beyond Pictland and Scotland. The isle is claimed by humans who claim to be Hindu as well as Pagan.

Religion

Like GURPS Fantasy or GURPS Banestorm the religions are presented here are real religions. Shamanism is a real spiritual path of Animism, and Christianity, Hinduism, and Pagan religions are real. There is one pagan religion that is not real in the same sense, this religion is the Worship of the Ancients. Also dominating the religious landscape of Caithness is an entirely atheistic religion -- the Path of the Sacred Light. It's home is in Angland, but the Anglish have spread it to Caithness and Scotland.

How Faith Works

Faith works in the Known Lands according to the Law of Cause and Effect, or in modern parlance: the Law of Attraction. But how a person's faith works is basically up to the GM's conscience, whim, or sense of drama. Although I suggest that the GM study the Law of Attraction and do his or her best to run faith according to the knowledge of that Law. The world works because there is but one God -- but many religions. Its up to you ultimately, GM, to run the world and to make faith work in the game according to your conscience.

Saturday, November 28, 2009

Elves, Dark


Dark Elven woman by ~Atlantean6 on deviantART

Those who toil.

Description: The dark Elves are descended from the Eladrin of Arborea. They are a conquered people that are the result of Eugenic breeding as a slave race to the Pelagasir, or the High Elves. Forced to wear clothes, the Dark Elves have slowly become a depraved people deprived of their basic freedoms to rule themselves.

Once in the ancient past, the Eladrin were one people. However, during the War of the Ancients a group of Eladrin was forced to flee Aborea their ancient homeland. Cut off from the planet Arborea, the Eladrin lost their magical glow in their eyes, becoming in short; the Elves. The elves split into different tribes: the fair elves of Arcadia, the Pelagasir of the Mountains, and the brown elves of Nuitari. However, Nuitari has faced invasions from the Pelagasir, destroying many cities and taking many of the brown elves of the tropical climes away into captivity.

Hundreds of years of breeding, slavery, rape, and bondage has transformed the brown elves from their African faces and body types into body types that more typify the High Elves. In the age of the nation of Tir'Tangeir, the dark elves, as they have come to be known, live as simple peasants and serfs to their High Elven overlords.

Over the years, the Dark Elves have become quite fed up with their serfdom and they are looking for ways to break their serfdom and to gain freedom. Either to start their own self styled kingdom somewhere or carve their own nation out of the Tir. The High Elves of Tir'Tangier is becoming somewhat tiresome and the old traditions of Dark Elf being serf and peasant upholding the High Elven overlords is becoming frankily . . . a problem. Still, the dark elf fights with resolve and studies arcane magic of their own, creating small libraries in their homes and learning from human wizards from Caithness.

Into this formenting chaos comes two cults: one dedicated to piece, and one dedicated to overthrow. The latter is brought about the self styled prophetesses of the Spider Queen, who whisper promises of dark elven domination over their High Elf masters. They whisper of a nation where they will be the overlords. A nation ruled by dark elves and controlled by Dark Elves created from the bones of Tir'Tangier itself. No one Dark Elf is master over all in this scenario, but all dark elves will be masters. This movement has flocked many to the Queen of Spiders and her prophetesses, but some wise women who remember the old stories, believe that it is Anansi the Spider up to his old tricks again.


Eilistraee by ~Atlantean6 on deviantART
The second movement is that of a moon goddess. The priests of the moon goddess also promises freedom, but the will to uproot and leave their masters for another land where they can be free. The priests and priestesses of the Moon Goddess call themselves the Luminari of the elves, and that the moon goddess carries a sword and is usually nude to represent freedom and fighting for one's freedom. At least to the Dark Elves.

The dark elves harbor little love for other races such as the halflings, and the humans, who are aligned with the High Elves. They have been an enslaved race for so long that they covet freedom and the ability to strike at their hated foes. Some dark elves harbor dreams of conquest and take over of all the Caithness isles. Others harbor dreams of let live and let bygones be bygones and dream of uprooting themsleves and plant themselves on new soil in a fabled lost land across the sea.

Appearance: Dark elves once had African faces, but centuries of interbreeding with High Elves and Eugenic manipulation has caused their faces to gain a Caucasian bone structure. Their skin ranges from gray to dusky brown, and their hair ranges from stark white to platinum, to a deep blue and violet. Males are lightly built, as the race tends to be ectothermic. Females are also lightly built ranging from lithe to slightly voluptuous. Unlike the orcs, which have been bred to be mesothermic, an elf looks like a delicate flower: but this is very wrong to assume. Eye colors include blue, green, golden, neutral, violet, and red.

Technology: As a whole, dark elves enjoy the technology level of the High Elves; which is Tech level 4 in GURPS terms. Dark elves have the wheel, they enjoy roads, they have the astrolabe and other implements of navigation. However, they mostly use Tech Level 3 -- Medicine isn't advanced, and they are forced to toil for the High Elf overlords.

Religion: The dark elves are caught between two extreme religions. One espousing vengeance, pride, war, and violence and the other espousing freedom. There isn't any middle ground except for High Elven religion, but that seems corrupt to the typical dark elf since the High Elf priesthood has beguiled most of the whole race into knowing that being poor is a virtue and that having riches is an evil beyond the pale. As a result, the dark elves resent and hate the rich for their abundance when they have so little as a race. Some dark elves are turning to Christianity to solve their Spiritual problems, entreating the humans for missionaries to teach them the Christian Gospel.

Naming: Dark elves use high elf parlance to name their children, but some who follow the Spider Queen has come up with their own unique names. Others look to their ancient heritage for naming.

Dark Elf Traits:
These traits are in addition to the high elf traits, except where noted.
  • +2 Intelligence, +2 Charisma.
  • Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision.
  • +2 racial bonus on Will saves against spells and spell-like abilities.
  • Automatic Languages: Common, Elven, Massalian. Additional languages include: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
  • Favored Class: Wizard (male) or rogue (female). This trait replaces the high elf’s favored class.

Friday, November 27, 2009

The Orcs


Talun-karku and Khepri by ~Atlantean6 on deviantART
To everyone outside of their lands, the orcs are nothing more but rapine savages. They are a barbaric race that barely knows how to eat with a fork or a spoon, much less than a knife. Orcs would sooner rape a human than they would try to marry one of their own kind. The rape is irrespective of gender, which does make them monstrous in human eyes. They are cunning, they are cruel, and nothing has been done to fade the memories of the wars against the orcs of the past. In time, the Makonde tribe of orcs: a loose gathering of tribes really, became the horde and was used for warfare for many days.

That is, until two young orcs changed everything for the Horde. The two young orcs became the leaders of the Makonde, slaying the former Warchiefs and the dark warlocks who guided them. They were brothers, Anghâsh Greywulf and Talûn-karkû. Born of Darûk, known as the rat; the brothers became known in battle. However, they felt that war had consumed the orcs. So, they carefully planned an idea that would preserve their race. And in a major campaign against the humans of Caithness, Anghash and Talûn-karkû made their move. They slew Warchief Shakgriig, known as the the Hammer and killed most of the leaders of the Shadow Council. After that, the orc horde was defeated and the brothers led what few clans would join them into isolation. With Anghâsh Greywulf as the leader, and his brother Talûn-karkû as the Shaman; they reshaped the tribes of the Makonde into clans and led them to the lands of Kallirond across the sea to forge a new nation.

The orcs are brutal in combat to be sure. But they fight with a style, a grace, and a passion that matches the best fencing student. The orcs believe that skill in battle brings them honor and prestige among their peers. This concept of honor was brought into orc culture by Talûn-karkû, who introduced personal honor as a step towards law and order for the orcs. The adoption of honor is much more thorough than many believe. Honor, the orcs believe, is what separates the savage orcs from the civilized orcs.

The Orcs, known as the Makonde horde, is one of the most populous races of the Caithness Isles. They control two fourths of the island of Kallirond, forging a new nation in the process. While the elves of Massalia, Tir'Tangier, and the humans of Caithness and Umber, and the strange people of the island of Saxony regard them as brutish and savage; they have managed to create their own complex society.

Technology: Orc technology is an oddity. In GURPS (General Universal Roleplaying System) terms its tech level 0; they use animal skins, leather, and other primitive devices. They don't have the wheel, and they don't have organized roads or other devices of transportation. However, they are capable of smelting iron and creating steel. As weapon smiths, they are unparralleled, creating more flexible weapon blades. They have the astrolabe, an aid in Navigation, and they also have managed to create a government under one person. They do not, however, have walled fortresses. Their main building materials are wood, stone, horn, and leather. The boats they use are still paddle boats, but they are quickly developing sails. They managed to domesticate cotton and grains. So they are Neolithic (tech level zero) but very advanced in navigation, metalworking, and government.

Appearance: Orc males are massive and brutish looking creatures. Weighing in at 250 to 300 pounds and standing from 6 to 7 feet in height, they are not a small race. Even orc women tend to be only a half-foot or so shorter than most males (and some of them are equal in stature to their male counterparts), having broad shoulders and muscular, powerful bodies. Males range from muscular to husky, and females range from cut to voluptuous to husky.

Orcs tend to have bristly hair and beards, often black or brown in color. Their skin ranges from a light green to a dark drab olive. Eyes range in color from a fierce red to a pale blue. Orcs have broad, flat noses. Males have tusk-like teeth jutting from their lower and sometimes upper
jaws. Females have fangs. Both sexes have large, pointed ears. They favor clothes of hide, and armor and arm themselves with a variety of gear.

Names: Male names stem from the Black Speech, while female names are Ancient Egyptian and Indian. Male names: Aklash, Anghâsh, Bagronk, Búbhoshum, Burzum, Dugbúrz, Ghâshbúrz, Glob, Globuk, Globum, Gûlbúbhosh, Gûlburzum, Gûlghâsh, Ologbúrz, Pushdug, Sharkû, Snagabúrz, Snagaburzum, Snagaghâsh, Snagagûl, Snagasharkû, Talûn-karkû, Urukbúrz

Female names: Afrikaisi, Akana, Bahiti, Banafrit, Dendera, DJABENUSIRI, EBIO, EMUISHÉRÉ, Femi, Halima, Haqikah, Hasina, Hathor, HETSHEPSIT, Iboni, Irisi, Jendayi, Khait, Khepri, Monifa, NAFRETIRI, Nofritari, Theoris, Zahra

Orc Racial Traits
• +2 Stamina, –2 Intellect. Orcs are incredibly tough,
but they are more likely to follow their passions instead
of reason.
• Medium: As Medium creatures, orcs have no special
bonuses or penalties due to their size.
• Orc base land speed is 30 feet.
• Low-Light Vision: Orcs can normally see two times
farther than a human in starlight, moonlight, torchlight
and similar conditions of poor illumination. Orcs retain
the ability to distinguish color under these conditions.
• Battle Rage: Orcs long ago learned how to harness
the ferocity that dwells within their fi erce hearts. This
ability functions exactly as a barbarian’s rage, except for
the differences noted below.
The orc may rage only once per day.
If the orc belongs to a class that already
allows access to a rage-like ability (such as
the barbarian class), the orc’s racial battle rage
ability allows him to rage one additional time per day.
Regardless, an orc may rage only once per encounter.
• +2 racial bonus on Handle Animal (wolf) and
Intimidate checks. Intimidate is a class skill for all orcs.
• +1 racial bonus on attacks against humans. Orcs
have a longstanding enmity with humans.
• Weapon Familiarity: Orcs may treat orc claws of
attack as martial weapons rather than exotic weapons.
• Automatic Languages: Common and Orcish.
• Bonus Languages: Goblin, Low Common, Massalian, Taur-ahe.
Orcs tend only to learn the languages of their allies.
• Favored Class by clan: Silverwolves: Shaman; Desert Vipers: Rogue; Black Talons: Hunter; Elks: hunter; Battered Axe: Barbarian; Shining Sword: Fighter; Flaming Sword: Warlock. A multiclass orc’s favored class does not count when determining whether he suffers an experience point penalty for multiclassing.

Monday, November 23, 2009

Love and Sex in the Known Lands


Okay, so I need to talk about Love and Sex. Eventually, someone will play erotic campaigns in the Known Lands, with all the fun and consequences that can result. So, lets take a look at how Love and Sex works in the Known Lands.

HUMANS

Humans, with their own creation myths, sex is often reinforced as a sin (in the case of both the Religion of the Divine Light and Christianity), something to pursue for pleasure (Worship of the Ancients), or something good and used to seek enlightenment and creativity (in the case of Tantric cults and philosophies). On the whole, while humans run the gamut of sexual pursuits: heterosexuality, homosexuality, masturbation, monogamy, single-partner, casual, recreational, and more . . . the people of Caithness is a closed, restrictive society when it comes to sex. Nudity is not something to be seen, although there are no laws against public nudity. Taboos are believed according to each religion: Generally the populace of Caithness looks down on all the cultural taboos except perhaps Masturbation. Incest with extended family is an exception: in a Medieval World, 1st and 2nd cousins may find each other attractive and may even marry.

Marriage in Caithness is "Till DEATH DO YOU PART!" or "For time and all eternity." Marriage is mostly monogamous, although its a shame as to look at the statistics there are often two women for every man. Polygamous weddings and group weddings are frowned up on by the Government. In some cities its down right unlawful to take more than one wife at a time. Other communities, especially places isolated from others, polygamous and group marriages may be performed. In very few human communities, the Pagan element may do away with marriage altogether.

However, in the great cities of Caithness, Prostitution -- or the more colloquial term "pillowing" carries on like no one cares. The Crown frowns on prostitution, but it's nigh unenforceable. Every once in a while, the Crown rounds up prostitutes who are not apart of the Courtesan's Guild or the Prostitution Guilds and makes examples of them. Courtesans are protected by the Law, and Prostitution Guilds depend on bribing the local shire reeve to continue operating without molestation.


ELVES

Dark Elves
The Dark Elves, or the peasantry of the High Elves, have been under control of the High Elves that they are repressed sexually. Dark Elves (characterized by darkened skin), are clothies -- worse than humans. Nudity in public to the Dark Elf is a grave sin. A dark elf would report to a High Elf on her own kin if she is naked in public. This repression by High Elves have created extremes.

Dark Elves are big on Sadomaschochism, Bondage, and Master/slave scenarios. Homosexuality is rife in dark elf society, a dark elf homosexual is more overtly homosexual than a human would be. Put a dark elf homosexual in a sea of men, and the dark elf would be propositioning everyone to satisfy his lust and desire not only to see male genitalia but to play with them as well.

Dark elves commonly perform sex clothed, getting a dark elf naked is really hard to do, as some dark elves have been known to go catatonic unless in front of her husband or his wife. Dark Elves believe that nudity is strictly between man and wife. Clothes are worn to the extreme, and they are really publically repressed. However, when a dark elf maid is often seen on the slave auction block, such exotic beauty is often bid upon by anyone. As a slave, a dark elf maid can release her inhibitions and become the mythical highly desirable sex slave to her Master; who ever that may be: human, elf, orc, or otherwise. However, some cool heads prevail and some dark elves do fall in love.

But due to dark elf religion, which itself is extreme, being affected and influenced by the High Elves as well as depraved dark elves seeking sexual release in the worship of he Spider Queen; the indoctrination exists. The dark elves, sexually repressed, see little hope except in the Tantric religions of the humans. A few dark elves studied these religions, lived them, and experienced visions of a goddess of the moon which teaches freedom of expression. Dark elves who participate in this religion participate in a mystery cult of tantric sex, passion, and freedom.

The High Elves
The Descendants of Pelagasir, the High Elves, control most other Elven societies in Tir'Tangier -- including the grey elves (which were the Fair Elves the Pelagasiri conquered), and the dark elves (which they conquered as well). The High Elves and their polytheism conquered most of the fair elven territories and used repressive sex doctrines and religion to cow the other elves. However, the High Elves themselves are very open about sex in their society. Tir'Tangier is the only nation in the Caithness Isles where sex is practiced openly by the aristocracy.

Nudity or near nudity is common among High Elves, after all it is their right to be nude. It's a High Elf's privilege to be naked in nature. It's the high elf's right to mate with whom they please, after all they are the Elven Aristocracy. Marriage among High Elves happen to be open, casual relationships. This often means that marriage is a casual affair where the couple often live together. Sex is casual among the high elves as love is non-existent.

Every once in a while, the high elves participate in drunken debauched orgies or celebrations of fertility in order to give every elf a chance to mate and feel close to someone. These are often held in isolation away from the eyes of their peers. Fertility nights are the rites of spring where the elven goddess of Love is celebrated and sex is joyful. The ugly and the unfortunate in love are always invited and are given a chance to have sex and to feel loved intimately. The debauchery orgy takes place around harvest time where sex can be explored in the areas of the taboo. Yes, the High Elves, its seems don't have a care in the world. But everything changed when the Massalians took over the sacred isle of Anglesey.


Massalian Elves
When the Massalian Elves conquered the sacred isle of Anglesey, the island sacred to druids of all races and under jurisdiction of the High Elves of Tir'Tangier, it brought a wake up call as the sacred land was violated.

The Massalian Elves are a driven people, they have lost their brothers, their ancestors in the Pelagasiri elven invasions of their ancient homeland. They lost Massalia to an invasion of trolls and ogres when they were driven out of Occitannia. They lost their capital, the ancient City of the Sun; to the ravages of ogres, trolls, and hobgoblins. Driven from their home, they conquered Anglesey with perfection.

The Massalians, as they are much more warlike, surprisingly treat sex as a natural affair. The Massalian culture is patriarchal and dominated by the rougher sex. When they founded Caer Massalia they did something that they vowed that they never do. They enslaved the High Elves. The Massalians Elves are slowly creating a new race of elves from their slaves, recreating the mythical fair elves.

The High Elves of New Massalia (Anglesey) are never allowed to wear clothes. They are nude all the time. The humans of New Massalia are also never allowed to wear clothes, since they are also a conquered people. Only the massalian elves are allowed to wear clothes as they were the conquerors.

Massalian Elves are mostly heterosexual, and take mates for life. Sex for them is a way to experience the higher joy of life, and many use human tantric techniques in their lovemaking. Many are faithful to their wives, since they must preserve the species. Although there are some Massalian elves that take slaves for "the pleasure of themselves and the health of their bodies."

Male slaves are often used for manual labor: stonecutting, quarrying, and heavy construction work. But the rare beautiful male slave may be taken as a pleasure slave by either Massalian elven women or men. Female slaves have it easier. They are reserved for menial work, or pleasure. Sometimes, however, love may spark between an elven man and his elven or human slave, and love slavery is often the result.

Often, offspring may issue forth from a slave. This offspring is usually considered legitimate or apart of the family as a Massalian. Whether they are half-man or full elf. Some are also regarded as bastards to be enslaved by the more evil Massalian elves. The most depraved use their slave-offspring in heinous rituals. Such people, when discovered, are put to death to remove the evil from Massalia.

Homosexuality is accepted as long as it is behind closed doors and, and the homosexual Massalian elf does his duty to sire offspring. Also Homosexual elves are expected to form long lasting relationships with their wives and their lovers, as long as they don't make their homosexuality a political means to an end. Annoyingly promiscuous homosexual Massalian elves may face execution by stoning, as open promiscuity is considered a capital sin. Homosexual Massalian elves who make their sexuality or marriage with their partner a political means to an end are often banished from New Massalia to live among the High Elves of Tir'Tangier. This also means prostitution is also a capital sin to the Massalians.

Bestiality and zoophilia is considered to be a grave sin, and often the bestial Massalian elf may see his beloved animal summarily executed in front of his eyes. Then the offender may be drawn and quartered in order to remove the evil from Massalia. Masturbation is frowned on, but seen as a necessary substitute. Necrophiliacs are given a chance to change their ways, if not they are banished from elven society. Sex with people outside Massalian culture is definitely frowned upon, and children produced from intercultural relationships can cause trouble. And Rape is potentially harmful. The offender may be forced to marry the person they raped if she were a virgin, if not then he is killed as rape of a married person is a capital offense.

Despite this: Massalian Culture accepts multiple partners, polygamy, and polyandry. Group marriage is also accepted as long as the love between all partners is proven true. Although Massalian religion is male dominated, sex is seen as a way to reinforce and strengthen relationships among those loved. Lovers are encouraged to have sex, since strengthened intimate relationships lead to a healthier society. Even sex is allowed among close relations, as long as children aren't produced.

Love is a very important emotion to Massalian elven culture. Still, couples where the love is unrequited on one side can happen. It's tolerated, after all you can't force anyone to love, no matter how terrible the case is. However, divorce is always a possibility. Massalians allow divorce if Adultery is the result of one or the other partner, but in that case the court often sides with the Man.

A Massalian elven woman may only sue for Divorce if she can prove that her husband is neglecting his duties to his children and his own wife. If it can be proved, then the writ of divorcement is granted. A man may sue for divorce from his wife often on the first case of discovered adultery, since the woman has proven not to love him. Predatory adulterers, who prey on weak family bonds face banishment or if their adulterous affair destroys a family, may face death if they proved that they wrecked the life of an entire family.

There are no alimony payments made by an adulterer, but he or she may find themselves excommunicated. Also, adulterers are treated worse than thieves, and an adulterous noble may be stripped of his title, his lands, his arms, and his family name.

Unlike the high elves, the Massalian elves do not see love as a game, or a casual pastime. Love is the lifeblood that pumps through Massalian culture, making it alive and giving the people it's driving force. Love is the most important part of Massalian culture -- even though the Massalian elves are quick to make war and circumcise their males at twelve years of age.


ORCS

Among all the races, the orcs strive to build civilization from a disjuncted, and non-unified tribal system. One of the revolutions made by the War Chief Anghâsh Greywulf is the reformation of the orc tribes into clans. Every clan has a say in the councils of the new Orcish nation.

The orcs, with their strong myths of their gods being birthed from the cosmic egg, marrying, and then making love to produce their race shows how they accept sex. Orcish sexuality isn't the barbarous, bestial thing that the Clan of the Battered Axe often display. It can be rough, or it can be gentle. It can be sublime, or it can be casual. Sex is an accepted part of orc life and culture.

Since civilizing and rediscovering their Shamanistic roots, the totem spirits of each clan have returned to the orcs to guide them in their Shamanistic ways. The orcs have mostly put away their bestial "slam, bam thank you ma'am!" way of sex. The liberation of women by the War Chief Anghâsh Greywulf also changed their culture in ways that surprise the most jaded human. In an effort to civilize his people, Anghâsh Greywulf removed the chattel slavery state of orc women and reinstituted marriage among all the clans.

Women now demand the right to be pleased by their men, and the right to orgasm; which has been denied them for so long during the time the tribes worshiped demons and demon gods. Reconnected with nature, the orcs have reconnected with love and sex.

Love has long been a foreign emotion. During the dark time, an orc who felt love for another was seen as weak and brutally sexing with your chosen mate was seen as a strength and the measure of a warrior. Overpowering a woman, orc or otherwise, was seen as a rite of passage for the young orc during the dark times. Especially if the union resulted in a child (which usually happened among humans; which made them a favorable race to raid and rape). Talûn-karkû, who's name is ironically the orc name for semen, is the present War Chief. He instituted the value of Honor among the orcs and named his clan -- the Silverfangs, to be the paragons of Honor.

From now on, Honor is what guides the young orc's life. Honor in Battle, Honor in Life, and Honor in Love and Sex. Honor is Integrity to the young orc. Among the orcs, Chastity before marriage is considered part of integrity and Honor. Mating before one can lawfully take a mate is considered to be a grave dishonor since it makes the old guard remember the days when brutality and rape was acceptable and even encouraged.

An orc who has been dishonored in this way is shunned by his clan and can only redeem himself by proving his honor by marrying the girl he dishonored. Then he and his mate are expected to stay together to maintain the honor of himself and the girl.

Adultery is considered a dishonor. The cuckolded husband has a right to call a trial by Council, while the accused may feel that his Honor is slighted and has a right to call a Trial by Combat. If a trial of Council is called, the dishonored orc has to pay in recompense in kind. Although, if a Trial by Combat is demanded by the accused, he must redeem himself to First Blood. If the accuser draws first blood, then the accused is guilty. If the accused draws first blood, then he is considered innocent. Aside from that . . .

The Orc Nation is still new, and is still trying to find its true morals and refine its culture. As the clans continue to exist as united, a unified set of values towards sex may come to life. However, each Clan has its own way of viewing sexuality and has its own taboos.

The Silverfangs

The Silverfangs view adultery, homosexuality, sodomy, multiple partners, sex toys, prostitution, transvestitism, bestiality, necrophilia, pedophilia, rape, and unmarried sex to be taboos against personal, family, and Clan honor. Marriage, chastity, and fidelity are considered to be honorable since the Wolf share these traits.

The Desert Vipers
The Desert Vipers, since they have their roots deep in the desert, are strongly patriarchal. A woman desert viper have a lot to prove to her peers that she is actually considered equal. Despite this, male homosexuality is not considered to be honorable, but is considered to be acceptable among the desert vipers. In fact, initiation rites are often had among young male vipers which they are "tutored" by older male vipers in the fraternity. Back when the clan was a desert raiding tribe, this served to build comraderie among the troops. Among female desert vipers, lesbianism is considered an aberration. However, young female desert viper orcs, in order to show that they are the equals of men; have their own "tutoring" rites among the sorority.

Other than that, Marriage is considered to be honorable within the clan, as along as the homosexual relationship stopped altogether.

The Clan of the Battered Axe

The Clan of the Battered Axe is the only orc clan where homosexuality is openly encouraged. Homosexuality is considered honorable among the males of the Clan of the Battered Axe. This is meant to create comraderie among the troops as the Clan of the Battered Axe is the only clan that raids. There is even a special unit of Battered Axe warriors and barbarians called the Brothers of the Bear where everyone in the unit is openly homosexual. Although the bear isn't homosexual in and of itself, the lifestyle somehow encourages ferocity.

Bestiality is considered to be a dishonor in the Clan of the Battered Axe, and so is polygamy. Marriage is seen as a way to continue the race or the clan, and is often regarded as a simple civil contract rather than something spiritually binding.

The Clan of the Black Talons


The Clan of the Black Talons regard adultery, male homosexuality, sodomy, incest, birth control, promiscuity, and sadomasochism to be dishonorable. Lesbianism is accepted, since the Clan of the Black Talons are strangely matriarchal. Bestiality is frowned upon, and open bestiality is regarded as dishonorable; however hunters among the Black Talons have been known to practice it.

The Brown Elk Clan

The combination of two tribes: the Elk and the Impala, the Brown Elk clan regard marriage as honorable, but attach a dishonorable taboo to almost everything except Masturbation, sexual positions, and bestiality. But only in a special way. Every spring, the Brown Elk clan would practice a fertility festival where a virgin must mate with one of the livestock in order to represent the Clan's binding and relationship with the land. The practice was had among the Impala tribe in the ancient days to show the tribe's connection to their totem. In this case, an impala was mated with the Shaman in order to ensure that the link between tribe and totem wasn't broken.


The Clan of the Flaming Sword

The clan of warlocks, and their Shadowy Ways, keep their attitudes of sex: what ever they are, secret. Everything about sex is secret to the Clan. Some whisper of sex with demons, others whisper of sadomasochism, homosexuality, and strange tastes within the clan. But among the Clan of the Flaming Sword, a clansman and clanswoman is expected to keep their sexual attitudes and relations behind closed doors.

Warlock Spell List by DC

I've completed the Warlock spell list for the Known Lands. A warlock deals in black magic, and some of these spells are terrible and awful. Perfect for a being who traffics with demons, and casts magic powered by devilish energy. Some spells are from Relics and Rituals, and others are from the World of Warcraft Roleplaying Game.

WARLOCK SPELL LIST by DC

Acid Splash: 28
Arcane Mark: 15
Detect Poison: 15
Detect Magic: 15
Mage Hand: 15
Read Magic: 17
Resistance: 16

Alarm: 22
Burning Hands: 20
Cause Fear: 20
Confusion, Lesser: 21
Grease: 22
Fiendish Skin, Lesser: 16
Magic Weapon: 22
Shocking Grasp: 20
Summon Monster: I: 23
True Strike: 22
Unseen Servant: 21

Ethereal Bolt: 28
Flame/Frost Weapon: 26
Fog Cloud: 25
Curse of the Sphinx (touch of idiocy): 25
Mellisande's Acid Arrow: 28
Orb of Annihilation: 25
Scare: 26
Summon Monster II: 28
Summon Swarm: 27


Animate Shadow: 30
Bestow Curse: 30
Chain of Tethering: 32
Dar'Tan's Shadow Bolt: 31
Explosive Runes: 30
Fiendish Skin: 31
Gaseous Form: 31
Purifying Flames: 36
Summon Monster III: 33
Wall of Fire: 35
Water Breathing: 31

Confusion: 35
Dimension Door: 34
Dimensional Anchor: 34
Eye of Gorûrz: 45
Fear: 35
Ganest's Farstrike: 32
Curse of the Glutton: 35
Dalug-hai's Black Tentacles: 35
Meldawen's Mnemonic Enhancer: 38
Minor Creation: 35
Phantasmal Killer: 34
Rain of Fire: 35
Shadowform of Lyrand: 36
Shadow Shield: 35
Summon Monster IV: 37
Water's Embrace: 37

Belsameth's Strife: 38
Bleed Lifeblood: 40
Bleed Energy: 45
Chain of Tethering, Greater: 40
Contact other Plane: 48
Dagronk's Faithful Hound: 43
Dagronk's Secret Chest: 50
Dismissal: 36
Meldawen's Telepathic Bond: 39
Mind Fog: 38
Planar Binding, Lesser: 48
Shadow Evocation: 38
Shadow Weapon: 39
Summon Monster V: 41
Verminplague: 38

Acid Fog: 45
Declaration of Death: 46
Death Blade: 45
Disintegrate: 43
Ray's Forceful Hand: 44
Fiendish Skin, Greater: 44
Geas/Quest: 52
Greater Shadow Evocation: 48
Guards and Wards: 55
Mislead: 42
Planar Binding: 52
Power Word, Thunder: 50
Repulsion: 44
Soulgem: 59
Summon Monster VI: 45
True Seeing: 43

Banishment: 44
Daggers of Vaul: 47
Aryavalië's Instant Summons: 47
Ilajam Fire: 45
Phase Door: 45
Prismatic Spray: 45
Power Word, Stun: 48
Shade Evocation: 48
Shadow Walk: 42
Summon Monster VII: 48
Twilight Transformation: 48
Limited Wish: 48

Antipathy: 64
Clone 62
Discern Location: 60
Greater Circle of Seeing: 57
Horrid Wilting 49
Incendiary Cloud: 48
Mind Blank: 48
Planar Binding, Greater: 58
Power Word, Blind: 45
Screen: 58
Summon Monster VIII: 51

Gate: 61
Imprisonment: 51
Dalug-hai's Disjunction: 51
Dominate Monster: 51
Meteor Swarm: 51
Soul Bind: 53
Prismatic Sphere: 51
Summon Monster IX: 54
Wish: 101

Feel free to suggest new spells to be added to the list. The spells have to have a theme: curses, demonic, and destructive spells should be the theme of the warlock list.
Related Posts Plugin for WordPress, Blogger...