Designing a campaign setting that you've already got partially designed is a fun way of excercising some creativity. Eventually, however, I have to get to the point where I can declare -- "finished!"
Some important details:
* The inhabitants of the Known Lands are descended from travelers from a distant star.
* The Eladrin and the Orcs are genetic redesigns of the human.
* There are no Eladrin, there are the Massalian Elves (or Fair Elves), the High Elves, and the Dark Elves (considered to be peasant folk by the High Elves).
* Orcs are split into different tribes: the Silverfang Tribe, which worships the Wolf spirit; the Hawkfeather Tribe, which worships the Kestrel; The Blacktalon Tribe, which worships the Deinonychus, the Dragon Ochre Tribe, which worships Black Dragons; the Crimson Dragonfang Tribe, which worships Red Dragons; and the Tribe of the Shattered Cross, which are christian. Also included is the tribe of the Burning Blade, and the Tribe of the Smoldering Spear.
* Orc tribes each get a favored class. Like the families in the Great Clans of Rokugan. (Tribe of the Burning Blade = Warlock, Tribe of the Smoldering Spear = Barbarian, Silverfang Tribe = Shaman).
Other races, except human, get a favored class. I'd do humans by nation, if I really wanted to do that. But I think not.
There are other things that are ideas in my head. But those are the greatest so far.
:D
Thursday, November 12, 2009
Tuesday, November 10, 2009
Monday, November 9, 2009
The Campaign Setting that is not Copyrighted
All my talk about being against Copyright for the good of all, and why don't I do something about it? Well, technically, I can.
I can write up a campaign setting (for d20 System, mind you, I don't trust the GSL) and sell it with the Creative Commons stamp on it. There is also a new symbol -- (e). Why do this? Well, an idea forces itself into the minds of everyone when published. Publishing an idea on my blog, and everyone reads it, the idea enters their heads.
Why not Copyright your Campaign Setting, whats wrong with Copyright?
I'm convinced that Copyright is a form of theft. You are recieving physical property that contains my ideas (hard copy or digital copy -- although software isn't really physical property until you print it). If I deny you rights on how you may use it, I am effectively committing theft.
Secondly, the Roleplaying Game is something that encourages creativity in its participants. Eventually, someone comes up with rules for that roleplaying game and will want to have it published or they self-publish the rules on the Internet. The OGL was invented to address this, and it was better for the Roleplaying Game industry as a whole. However, COPYRIGHT was still retained by the creators of such content. In fact, thanks to this little law, everyone else was afraid to use someone else's stuff. I.e. you can't use Monte Cook's spell names from The Book of Eldritch Might simply because he claimed the names of the spells for himself. The problem also comes up with Monster Names.
So, having looked over the OGL content, only three companies were forward in providing license to use the names of their stuff. Atlas Games (with the Penumbra line), Necromancer Games in association with White Wolf, and Alderac Entertainment Group, inc. (with their Rokugan d20 line and other lines). Therefore, I encourage everyone reading this blog to support these three companies where they can. Incidentally, two other companies are to be supported even though they failed, one of these is Guardians of Order. I encourage everyone to support this defunct company when they can by using their products.
So really, I am committing theft if I use the OGL in conjunction with Copyright (you can use this goodie, but you can't use this goodie).
Creative Commons
I'm placing my new campaign setting, the Known Lands, under Creative Commons. I am using the Creative Commons 3.0 Attribution-Share Alike 3.0 United States License for the Known Lands. Under this license you are free to:
Under the following conditions:
Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
Share Alike — If you alter, transform, or build upon this work, you may distribute the resulting work only under the same, similar or a compatible license.
You can adapt the campaign setting to D&D 4.0 according to the present terms of the GSL and distribute it as such. But you will be held responsible according to the GSL, but I won't be because I have no real knowledge of D&D 4th Edition or how it works. Fair enough, WIZARDS OF THE COAST's Legal Department?
(Note: if Wizards of the Coast seeks to publish derivative works of this Campaign Setting, they must comply to the conditions of the Creative Commons license and make their derivative work AVAILABLE to all under the same conditions).
Now, isn't that fun?
I can write up a campaign setting (for d20 System, mind you, I don't trust the GSL) and sell it with the Creative Commons stamp on it. There is also a new symbol -- (e). Why do this? Well, an idea forces itself into the minds of everyone when published. Publishing an idea on my blog, and everyone reads it, the idea enters their heads.
Why not Copyright your Campaign Setting, whats wrong with Copyright?
I'm convinced that Copyright is a form of theft. You are recieving physical property that contains my ideas (hard copy or digital copy -- although software isn't really physical property until you print it). If I deny you rights on how you may use it, I am effectively committing theft.
Secondly, the Roleplaying Game is something that encourages creativity in its participants. Eventually, someone comes up with rules for that roleplaying game and will want to have it published or they self-publish the rules on the Internet. The OGL was invented to address this, and it was better for the Roleplaying Game industry as a whole. However, COPYRIGHT was still retained by the creators of such content. In fact, thanks to this little law, everyone else was afraid to use someone else's stuff. I.e. you can't use Monte Cook's spell names from The Book of Eldritch Might simply because he claimed the names of the spells for himself. The problem also comes up with Monster Names.
So, having looked over the OGL content, only three companies were forward in providing license to use the names of their stuff. Atlas Games (with the Penumbra line), Necromancer Games in association with White Wolf, and Alderac Entertainment Group, inc. (with their Rokugan d20 line and other lines). Therefore, I encourage everyone reading this blog to support these three companies where they can. Incidentally, two other companies are to be supported even though they failed, one of these is Guardians of Order. I encourage everyone to support this defunct company when they can by using their products.
So really, I am committing theft if I use the OGL in conjunction with Copyright (you can use this goodie, but you can't use this goodie).
Creative Commons
I'm placing my new campaign setting, the Known Lands, under Creative Commons. I am using the Creative Commons 3.0 Attribution-Share Alike 3.0 United States License for the Known Lands. Under this license you are free to:
- to Share — to copy, distribute and transmit the work
- to Remix — to adapt the work
Under the following conditions:
Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
Share Alike — If you alter, transform, or build upon this work, you may distribute the resulting work only under the same, similar or a compatible license.
With the understanding that:
- Waiver — Any of the above conditions can be waived if you get permission from the copyright holder.
- Other Rights — In no way are any of the following rights affected by the license:
- Notice — For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.
You can adapt the campaign setting to D&D 4.0 according to the present terms of the GSL and distribute it as such. But you will be held responsible according to the GSL, but I won't be because I have no real knowledge of D&D 4th Edition or how it works. Fair enough, WIZARDS OF THE COAST's Legal Department?
(Note: if Wizards of the Coast seeks to publish derivative works of this Campaign Setting, they must comply to the conditions of the Creative Commons license and make their derivative work AVAILABLE to all under the same conditions).
Now, isn't that fun?
Sunday, November 8, 2009
Feds to 60 Million American Anglers: We don't need you
Our most Illustrious, most Intelligent, all Wise, and All Powerful Patsy and Tool of the Gadianton Robbers: President Barrack Obama, wants to put himself out of office. His latest outrage? Revoking recreational fishing rights on American streams, rivers, lakes, and coastal waters.
The Gadianton Robbers, also known as the Shadow Government, is Kowtowing to Environmental Groups in order to save fish from overfishing by Americans. NEVERMIND that fish often have a quick reproduction rate. NEVERMIND that the recreational Fishing Industry brings in 125 Billion dollars year into the American Economy. And NEVERMIND that many American anglers had been hoodwinked into putting him into office.
Approval ratings for Barrack Obama? Going down the tubes if this passes. If he is successful in this, his next law will be revoke hunting rights. Boy, is that going over like a ton of Bricks.
Feds to 60 Million American Anglers: We don't need you
The Gadianton Robbers, also known as the Shadow Government, is Kowtowing to Environmental Groups in order to save fish from overfishing by Americans. NEVERMIND that fish often have a quick reproduction rate. NEVERMIND that the recreational Fishing Industry brings in 125 Billion dollars year into the American Economy. And NEVERMIND that many American anglers had been hoodwinked into putting him into office.
Approval ratings for Barrack Obama? Going down the tubes if this passes. If he is successful in this, his next law will be revoke hunting rights. Boy, is that going over like a ton of Bricks.
Feds to 60 Million American Anglers: We don't need you
There Goes the U.S. Constitution!!
Nancy Pelosi's Health Care Reform Bill passed through the House of Representatives and the Senate. Say good bye to American Freedom and hello to American Communism. Where's the Second Woe mentioned in Revelation when you need it?
Its a sad, sad day. Maybe I should pack up and immigrate to . . . Israel.
Its a sad, sad day. Maybe I should pack up and immigrate to . . . Israel.
The Open Game License
Was it good? Was it bad? Did it succeed?
To tell the truth, it DID NOT succeed. The Open Game License didn't succeed perfectly. The Open Game License was the best idea for gaming, but people didn't use it the way it was meant to be used. They all created derivatives of Wizards of the Coast's stuff; and not derivatives of each other's stuff.
So, why is this bad? Its bad because people are timid of Copyright lawsuits. (Here we go again, Elton is going to talk about the Libertarian Case Against Copyright!). Here is how copyright works:
"I claim what ever I create as my property, therefore only I have the right to print it! Anyone else who prints it without my permission and me getting a cut of the action is considered stealing!"
Stealing one's intellectual property is considered bad form in today's society. But it has been taken too far by companies such as Walt Disney for instance. Or Estates, like the Tolkien estate. If you steal someone's intellectual property and pass it off as yours and sell it, you are stealing it. Their can be damages: you can be civilly sued, you can face Federal Prosecution. But lets take a look at this from a different angle.
The Open Game License is meant for a way for everyone to SHARE and SHARE ALIKE. A better way for the OGL to work is that it works like Creative Commons. It provides you with the power to make derivative works without threat of being SUED!
However, every gaming company is nervous of the other guy. As a result, you got thousands of splat books or Campaign Settings but not enough adventures utilizing the materials. People were just too scared to use the other guy's stuff. Added to the fact that Wizards of the Coast did not share all of its best toys to adventure makers. So most of the market share went to Wizards of Coast. Good one guys.
So what is to be done?
You could show your support by joining the Libertarian Case Against Copyrights. As for myself, I do believe I'll make an intention. I intend to buy Alderac Entertainment Group and its most profitable property: Legend of the Five Rings. After I buy the Company, I'm going to put all of L5R's RPG materials under the Creative Commons and make sure everyone has the right to make derivative works of the RPG. After all, Roleplaying Games' best and most wonderful strength is that they appeal to creative gamers. Give the Creative Gamer the power to CREATE A DERIVATIVE WORK and you will see growth beyond your wildest dreams.
To tell the truth, it DID NOT succeed. The Open Game License didn't succeed perfectly. The Open Game License was the best idea for gaming, but people didn't use it the way it was meant to be used. They all created derivatives of Wizards of the Coast's stuff; and not derivatives of each other's stuff.
So, why is this bad? Its bad because people are timid of Copyright lawsuits. (Here we go again, Elton is going to talk about the Libertarian Case Against Copyright!). Here is how copyright works:
"I claim what ever I create as my property, therefore only I have the right to print it! Anyone else who prints it without my permission and me getting a cut of the action is considered stealing!"
Stealing one's intellectual property is considered bad form in today's society. But it has been taken too far by companies such as Walt Disney for instance. Or Estates, like the Tolkien estate. If you steal someone's intellectual property and pass it off as yours and sell it, you are stealing it. Their can be damages: you can be civilly sued, you can face Federal Prosecution. But lets take a look at this from a different angle.
The Open Game License is meant for a way for everyone to SHARE and SHARE ALIKE. A better way for the OGL to work is that it works like Creative Commons. It provides you with the power to make derivative works without threat of being SUED!
However, every gaming company is nervous of the other guy. As a result, you got thousands of splat books or Campaign Settings but not enough adventures utilizing the materials. People were just too scared to use the other guy's stuff. Added to the fact that Wizards of the Coast did not share all of its best toys to adventure makers. So most of the market share went to Wizards of Coast. Good one guys.
So what is to be done?
You could show your support by joining the Libertarian Case Against Copyrights. As for myself, I do believe I'll make an intention. I intend to buy Alderac Entertainment Group and its most profitable property: Legend of the Five Rings. After I buy the Company, I'm going to put all of L5R's RPG materials under the Creative Commons and make sure everyone has the right to make derivative works of the RPG. After all, Roleplaying Games' best and most wonderful strength is that they appeal to creative gamers. Give the Creative Gamer the power to CREATE A DERIVATIVE WORK and you will see growth beyond your wildest dreams.
Saturday, November 7, 2009
BOOK OF EROTIC FANTASY
Okay, I downloaded it and finally read it.
First thing: it's hilarious.
Second thing: it's useful and can be deadly serious. I will fully recommend this book for adults who can successfully treat sex as natural and can enjoy it in their games. There are some classes I'd definitely use (the Tantrist and Kundala for instance). Why? because they gain the best benefit from sex: using sex to reach enlightenment or to boost creativity. Sadly, there isn't a Tantric healer class (imagist?). And the spells are sometimes useful to kinky to perversion based spells.
The book talks about sex in a matter of fact way, and treats sex as a serious, good subject. All of the pictures in it can be construed as pornography, or just erotic art in a good way (a couple is photographed having sex, and its beautiful, as all sex is beautiful before the Universe!).
but frankly, you need to judge your players before you use the adventure ideas in it. Some are light hearted (The Town Mayor has openly declared that he's gay!) to humorous (an ogre has fallen in love with our lord's daughter!) to Strike-me-through-the-heart serious (a gay paladin asks the adventurers to help reinstate him to his church).
But the book is useful. How you use it depends on your players and yourself.
First thing: it's hilarious.
Second thing: it's useful and can be deadly serious. I will fully recommend this book for adults who can successfully treat sex as natural and can enjoy it in their games. There are some classes I'd definitely use (the Tantrist and Kundala for instance). Why? because they gain the best benefit from sex: using sex to reach enlightenment or to boost creativity. Sadly, there isn't a Tantric healer class (imagist?). And the spells are sometimes useful to kinky to perversion based spells.
The book talks about sex in a matter of fact way, and treats sex as a serious, good subject. All of the pictures in it can be construed as pornography, or just erotic art in a good way (a couple is photographed having sex, and its beautiful, as all sex is beautiful before the Universe!).
but frankly, you need to judge your players before you use the adventure ideas in it. Some are light hearted (The Town Mayor has openly declared that he's gay!) to humorous (an ogre has fallen in love with our lord's daughter!) to Strike-me-through-the-heart serious (a gay paladin asks the adventurers to help reinstate him to his church).
But the book is useful. How you use it depends on your players and yourself.
Labels:
3rd Edition,
d20 System,
reviews
Tuesday, November 3, 2009
Tribute to Boris Vallejo
Shanna Barbarian Princess by ~Atlantean6 on deviantART
I thought I'd try out a tribute to Boris Vallejo this time. This is my first attempt to try something that evokes his style. Tell me how you like it. The breasts are "C" breasts thanks to Posermatic's NGM, but I made them perked.
Labels:
Classic Fantasy,
DAZ Studio,
Renders
Sunday, November 1, 2009
Return to ROKUGAN

While thinking about the world of my manga, and thinking of Samurai, Rokugan had crept back out of my memories. I wondered what it could be like to run a Rokugan campaign again. After all there is a lot about Rokugan that does make it work for what it is designed for.
To be clear, the Emerald Empire is High Fantasy. Adventures in the Emerald Empire isn't low fantasy, nor is it Anime, where anything goes in terms of power level. It's more like the Chanbara flicks with a lot of magic mixed in.
Secondly, its made by Americans who speak English. So the Japanese probably think it's funny. To be fare, the Japanese commit the same sins when they create High Fantasy European settings for anime. Tell me that Gourry and Lina Inverse are perfectly respectable names for European Fantasy: so really, L5R is laughable to them just the same as the Slayers anime series is laughable to us.
Still . . . A campaign in Rokugan is entirely possible.
Campaign Setup
System: The d20 System. Okay, those who like 4th Edition hear me out. The 4th Edition does not support Oriental Adventures at the present time. Classes like the Samurai, Courtier, and the Shugenja are really not supported by 4th Edition.
Time Period: The time of Empress Iweko. Everything is open out for me to use.
Races: Human, Nezumi, and Naga only. :) This is simply because there are no elves, dwarves, halflings, half-elves, or half-orcs in the setting. Nor spirit folk, or Hengeyokai. However, each Great Clan has several different families that have a favored class. For instance, the Akodo (Lion) family favors Samurai, the Bayushi (scorpion) favors rogues, and the Ide (Unicorn) favors Courtiers.
Flavor: I would like to do an Emerald Magistrate campaign. The players are out to mete the Empress' justice in the face of crime. So here's the break down:
- At least one Samurai from the Crane clan.
- At least two characters with Knowledge (Rokugani Law).
- 1 Shugenja who is a Jade Magistrate.
- 1 Courtier connected to the Lion, Unicorn, or Scorpion clans (the Samurai from the Crane Clan can often fit as a courtier, although is less adept than a full Courtier).
- No Characters from the Crab and Mantis Clans.
- Absolutely no ninja. I don't care how cool you think Naruto is. Konohagakure does not exist in Rokugan. This is a high fantasy world, and not a ninja campaign. No ninja, absolutely.
Going beyond the Character Sheet
Bonus points are awarded for those who use The Way of the
Books you may use:
Just about any of The Way of [insert clan's name here] books are useful, even though they are for the first edition of the L5R RPG. Particularly the Heritage tables. Also they are great sourcebooks on Clan Lore and what is expected of a particular Samurai from that Clan.
- Oriental Adventures out of print.
- Rokugan (d20 Campaign Sourcebook, Available through Drivethru).
- Magic of Rokugan
- Way of the Shugenja
- Way of the Samurai
Kakita Iaijutsu Duelist [Samurai 1]
Clan: Crane
Dojo: Kakita Dueling Academy
Social Benefit: +5 bonus to all Diplomacy or Bluff checks with any individual of the Samurai class who is of lower overall Character level than the student.
Training Benefit: Gain a competency bonus equal to half your Iaijutsu focus to your Intimidation checks with other Samurai.
Kata: Striking as Wind
Skills and Feats: Diplomacy 4, Iaijutsu Focus 4, Intimidate 4, Sense Motive 4, Spot 2, Listen 2; Know the School (Hoturi's Blade), Weapon Focus (Katana), Void Use
Shiba Ishi [Shugenja 1]
Clan: Pheonix
Dojo: Gisen Toshi
Social Benefit: none.
Skills and Feats: Concentration 4, Heal 4, Knowledge (Arcana) 4, Knowledge (Elements) 4, Knowledge (Rokugani Law) 4, Sense Motive 2, Swim 2; Element Focus, Ishiken-do, Know the School (Gisen Toshi), Sense Elements, Void Use
Spells known: 0 level - Be the Mountain, Cleanse, Drawing out the Void, Flight of Doves, Purity; 1st level -- Aura of Flame, Look into the Void, Path to Inner Peace
Akodo Lawyer [Courtier 1]
Clan: Lion
Dojo: Ikoma Dojo of Law
Social Benefit: +5 circumstance bonus to Diplomacy when dealing with any Samurai.
Training Benefit: +5 bonus to any Sense Motive check.
Skills and Feats: Bluff 4, Decipher Script 4, Diplomacy 4, Gather Information 4, Intimidate 2, Knowledge (History) 4, Knowledge (Etiquette) 4, Knowledge (Nobility and Royalty) +4, Knowledge (Rokugani Law) 4, Listen 4, Sense Motive 4, Spot 4; Know the School (Ikoma School of Law), Skill Focus: Diplomacy, Soul of Sincerity (Ancestor: Bayushi Tangen)
Class Abilities: Wealth, Talent (Diplomacy),] Style and Grace
Bayushi Samurai [Samurai 1]
Clan: Scorpion
Dojo: Honor's Lesson Dojo
Benefit: Add +2 to Bluff checks against Fighters, Ninja, Samurai, and Rogues who do not have any levels in the Courtier Class.
Training Benefit: When a character trained at Honor's Lesson Dojo is caught flatfooted, his Armor Class is considered 1 pt. higher.
Kata: Striking as Fire
Skills and Feats: Bluff 2, Craft (origami) 4, Diplomacy 4, Intimidate 4, Knowledge (Rokugani Law) 2, Sense Motive 4, Spot 2; Know the School (Honor's Lesson Dojo), Way of the Scorpion, Void Use
Friday, October 30, 2009
Hunter Village in the World of Shaper
Hunter Village is a simple village of farmers at first glance. However, at second glance there seems to be a large industry built to support the adventurers Hunter Village trains. Located in "the boonies" between Granger and Magna, Hunter Village includes swordsmiths, armorsmiths, general supply stores, and an adventuring academy.
Controlled by the best adventurer in the land, Hunter Village gets contracts from the Intermountain region and the rare contract outside the borders of the Intermountain region. Under control of a Lord Mayor, the village is a republican entity within a kingdom that is dominated by a mixture of Church and State (in a wierd synthesis, the kingdom has traits of a secular and a religious state). Also, Hunter village boasts six Samurai clans, six of the ten that escaped when the Emperor of Japan extended his influence and tried to disband the Samurai clans. The other four clans are in Sand Village and Forest Village respectively.
Hunter Village trains the following types of adventurers.
Rangers: The kingdoms, baronies, and republics of North America have their soldiers. Sharpshooters all of them; their adventuring counterpart are the rangers. Rangers are trained to handle white ops. Adventures that don't concern with espionage or assassination. The rangers are experts in wilderness and urban combat, reconnaissance, bowmanship, and are trained to handle difficult missions. Some rangers are trained to take a pet and to use their pets in combat.
Wizards: Wizards are trained to cast magic and to provide artillery backup. While the armies of the world have cannon, adventuring teams are designed to be mobile, and cannon is not practical. So wizards are trained to provide cannon on adventuring teams. There are two types of wizards: Combat Wizards and Nuclear Wizards.
Combat Wizards back up the team during normal adventures, they are trained to use spells that cause damage on a personal to a small area (like ten to thirty feet square). Nuclear Wizards are trained to use spells that cause widespread damage. They are often used during wartime.
Rogues/Ninja/Spies: Most every adventuring team does a little infiltration, and rogues are trained to do it. Hunter Village trains its rogues for two kinds of missions: White Ops and Black Ops. Rogues trained for white ops are highly skilled: they are often acrobats or gymnasts, and have skills dealing with trap disarming, removal, light espionage, and infiltration.
Ninja on the other hand. When the Samurai families immigrated to the Kingdom of Loch Salann, two clans of ninja came with them. Shinobi are trained to handle Black Ops: Assassination, deep infiltration, intelligence, and heavy espionage are some of their talents and skills. Shinobi are never apart of the usual Adventurer team; but are sent in teams of themselves. The normal Hunter Villager calls them "Black Ops" teams.
Samurai: While the other four villages do train swordsmen, the usual role of the swordsman is taken over by the Hunter Village samurai. Although proud clans, the six clans know that their traditions of Kenjutsu and Bushido will fall in disarray and be forgotten if not practiced. So, the Samurai took over the role of training swordsmen in Hunter Village. As time went on, five clans dispersed themselves to other parts of the Kingdom where they train and practice their arts quietly.
Hunter Village swordsmen are Samurai. They are trained to conduct themselves with honor and to use Kenjutsu. They also use Bushido (the Way of the Warrior) as their guide. Hunter Village samurai train to fight with no armor or little armor.
Medics: Medics are trained to heal people who are hurt or injured. An important part of Adventuring teams, most adventuring teams would be lost without medics coming along with them. Most every team that Hunter Village sends out has a medic with them. Some medics are trained in sorcery that helps to heal people while hurt them. Others are priests who join the adventuring teams against the wishes of their families.
Shapers: Because of the social stigma a shaper carries with him in society; a shaper isn't formally trained. Also known as psions, shapers are feared and reviled for rejecting both religion and wizardry. Declared apostate and renegade, they are often shunned. Unless they use their power. Shapers are very few and inbetween. The interesting thing about North American shapers is that most of them are truly Christian and call Jesus Christ the Maker -- a title of respect and reverence.
Controlled by the best adventurer in the land, Hunter Village gets contracts from the Intermountain region and the rare contract outside the borders of the Intermountain region. Under control of a Lord Mayor, the village is a republican entity within a kingdom that is dominated by a mixture of Church and State (in a wierd synthesis, the kingdom has traits of a secular and a religious state). Also, Hunter village boasts six Samurai clans, six of the ten that escaped when the Emperor of Japan extended his influence and tried to disband the Samurai clans. The other four clans are in Sand Village and Forest Village respectively.
Hunter Village trains the following types of adventurers.
Rangers: The kingdoms, baronies, and republics of North America have their soldiers. Sharpshooters all of them; their adventuring counterpart are the rangers. Rangers are trained to handle white ops. Adventures that don't concern with espionage or assassination. The rangers are experts in wilderness and urban combat, reconnaissance, bowmanship, and are trained to handle difficult missions. Some rangers are trained to take a pet and to use their pets in combat.
Wizards: Wizards are trained to cast magic and to provide artillery backup. While the armies of the world have cannon, adventuring teams are designed to be mobile, and cannon is not practical. So wizards are trained to provide cannon on adventuring teams. There are two types of wizards: Combat Wizards and Nuclear Wizards.
Combat Wizards back up the team during normal adventures, they are trained to use spells that cause damage on a personal to a small area (like ten to thirty feet square). Nuclear Wizards are trained to use spells that cause widespread damage. They are often used during wartime.
Rogues/Ninja/Spies: Most every adventuring team does a little infiltration, and rogues are trained to do it. Hunter Village trains its rogues for two kinds of missions: White Ops and Black Ops. Rogues trained for white ops are highly skilled: they are often acrobats or gymnasts, and have skills dealing with trap disarming, removal, light espionage, and infiltration.
Ninja on the other hand. When the Samurai families immigrated to the Kingdom of Loch Salann, two clans of ninja came with them. Shinobi are trained to handle Black Ops: Assassination, deep infiltration, intelligence, and heavy espionage are some of their talents and skills. Shinobi are never apart of the usual Adventurer team; but are sent in teams of themselves. The normal Hunter Villager calls them "Black Ops" teams.
Samurai: While the other four villages do train swordsmen, the usual role of the swordsman is taken over by the Hunter Village samurai. Although proud clans, the six clans know that their traditions of Kenjutsu and Bushido will fall in disarray and be forgotten if not practiced. So, the Samurai took over the role of training swordsmen in Hunter Village. As time went on, five clans dispersed themselves to other parts of the Kingdom where they train and practice their arts quietly.
Hunter Village swordsmen are Samurai. They are trained to conduct themselves with honor and to use Kenjutsu. They also use Bushido (the Way of the Warrior) as their guide. Hunter Village samurai train to fight with no armor or little armor.
Medics: Medics are trained to heal people who are hurt or injured. An important part of Adventuring teams, most adventuring teams would be lost without medics coming along with them. Most every team that Hunter Village sends out has a medic with them. Some medics are trained in sorcery that helps to heal people while hurt them. Others are priests who join the adventuring teams against the wishes of their families.
Shapers: Because of the social stigma a shaper carries with him in society; a shaper isn't formally trained. Also known as psions, shapers are feared and reviled for rejecting both religion and wizardry. Declared apostate and renegade, they are often shunned. Unless they use their power. Shapers are very few and inbetween. The interesting thing about North American shapers is that most of them are truly Christian and call Jesus Christ the Maker -- a title of respect and reverence.
More of the World of Shaper
So, last time we talked about how the world was set up so that Wizardry and Religion does not accept shaping. So lets talk more about the nations of North America in this Era and how everything is set up.
It's the present year and North America is split into several political entities. These include:
* The United States -- which is made up of the New England Colonies, New Jersey, Pennsylvania, Delaware, and Maryland. The nation also includes the Iroquois Federation and the State of Ohio.
* The Crown Colonies: The Crown Colonies are made up of all the Southern States: Virginia, Georgia, The Carolinas, Alabama, Florida, Kentucky, Tennessee, and Louisiana. The Crown Colonies is currently a Monarchy under the Leadership of Charles Stuart III.
* Beyond the Colonies is the Great plains which are controlled by the Lakota Sioux Empire. The United States does control the territory of Missouri, however. But the great plains did not offer any hope for long term settlement other than for dairy farming, vegetable farming, and grain farming. There is limited U.S. and Crown Colony settlement in the great plains.
* Texas. The Republic of Texas is it's own country.
* The Intermountain Region: the Intermountain Region comprises the Kingdom of Loch Salann -- which is in the vicinity of Utah -- parts of Colorado, New Mexico, and Arizona. The Colorado Barony, which includes most of Colorado, Wyoming, and the rest of New Mexico. Neo Massalia, which includes Western Montana and Northern Wyoming. And the Eastern Part of the Barony of Oregon.
* The West Coast region. The West Coast region includes the Barony of Oregon and the Republic of California. Nevada is considered a wasteland and wasn't fit for settlement.
The Adventuring Villages
The Major Villages of Adventures in America equal exactly five. All are farming communities except they produce a large amount of Adventurers which are trained to handle any situation when called upon. The Adventurer villages are communities in which contain a large amount of curious people who undertake dangerous missions. All of the villages are mercenary populations, not one of them undertake missions lightly.
They are the Amazon Village, Hunter Village, the Sand Village, the Forest Village, and the Swamp Village.
The Amazon Village: Located on the Columbia River in the town of the Hood River, Amazon Village is established. Amazon Village is notable because its adventurers are all women. Named after the Amazons of myth, the adventurers of Amazon Village serve the Barony of Oregon and its ruthless Feudal Lord -- Lord Alistair Shockley. The Amazons also receive contracts from the Republic of California, and their adventurers are seen as far east as the Northern Lakota Sioux Empire. The Amazon Village is in competition with Hunter Village, so they are often at war with one another.
Hunter Village: Hunter Village is located in the Kingdom of Loch Salann. The village is mostly dairy farmers and vegetable farmers; however they train many adventurers and serve the entire Intermountain Region. Also, due to the Kingdom's good relations with the Empire of Japan since the 19th Century, there are a large amount of Samurai families ( about six) that reside in Hunter Village who maintain their ideals and culture.
Hunter Village is outside Salt Lake City, the capital of the Kingdom of Loch Salann. It resides in the boonies near the mining town of Magna. Hunter Village is named for the little hamlet it grew out of -- hunter. More will be on Hunter Village later.
Sand Village: In the location of Las Vegas is the Sand Village. Hardy adventurers as if there ever was some, the Sand Village contracts from the Orcish Horde, the Navajo Nation, Mexico, and the Southern Republic of California. The Sand Village is allied with Hunter Village since the Second World War.
Forest Village: The Forest Village is located in the deep forests of Pennsylvania. Although the Amish surround the Forest Village, the Forest Village are not Amish. They are rough and tumble adventurers who are allied with Hunter Village during the Second World War. Forest Village serves the whole of the United States. Forest Village is in direct competition and has made enemies with the Swamp Village.
Swamp Village: Located in the swamps of South Carolina, the Swamp Village is composed of hardy adventurers who don't bow to the authority of King Charles Stuart the Third -- a direct descendant of the deposed English King -- Charles the First. But they are loyal to the Crown Colonies and its people; which is why they are enemies with the Forest Village. The king, having grown a spoiled child, tried to gain control of the adventurers of the Swamp Village but had no success. The Swamp Village had in no time declared itself it's own political entity and told the King where to stick his authority. Still, the King had to begrudgingly let them have their own way since the village serves the Crown Colonies by handling any emergency that crops up in his little kingdom. Swamp Village isn't allied with any other adventuring villages.
It's the present year and North America is split into several political entities. These include:
* The United States -- which is made up of the New England Colonies, New Jersey, Pennsylvania, Delaware, and Maryland. The nation also includes the Iroquois Federation and the State of Ohio.
* The Crown Colonies: The Crown Colonies are made up of all the Southern States: Virginia, Georgia, The Carolinas, Alabama, Florida, Kentucky, Tennessee, and Louisiana. The Crown Colonies is currently a Monarchy under the Leadership of Charles Stuart III.
* Beyond the Colonies is the Great plains which are controlled by the Lakota Sioux Empire. The United States does control the territory of Missouri, however. But the great plains did not offer any hope for long term settlement other than for dairy farming, vegetable farming, and grain farming. There is limited U.S. and Crown Colony settlement in the great plains.
* Texas. The Republic of Texas is it's own country.
* The Intermountain Region: the Intermountain Region comprises the Kingdom of Loch Salann -- which is in the vicinity of Utah -- parts of Colorado, New Mexico, and Arizona. The Colorado Barony, which includes most of Colorado, Wyoming, and the rest of New Mexico. Neo Massalia, which includes Western Montana and Northern Wyoming. And the Eastern Part of the Barony of Oregon.
* The West Coast region. The West Coast region includes the Barony of Oregon and the Republic of California. Nevada is considered a wasteland and wasn't fit for settlement.
The Adventuring Villages
The Major Villages of Adventures in America equal exactly five. All are farming communities except they produce a large amount of Adventurers which are trained to handle any situation when called upon. The Adventurer villages are communities in which contain a large amount of curious people who undertake dangerous missions. All of the villages are mercenary populations, not one of them undertake missions lightly.
They are the Amazon Village, Hunter Village, the Sand Village, the Forest Village, and the Swamp Village.
The Amazon Village: Located on the Columbia River in the town of the Hood River, Amazon Village is established. Amazon Village is notable because its adventurers are all women. Named after the Amazons of myth, the adventurers of Amazon Village serve the Barony of Oregon and its ruthless Feudal Lord -- Lord Alistair Shockley. The Amazons also receive contracts from the Republic of California, and their adventurers are seen as far east as the Northern Lakota Sioux Empire. The Amazon Village is in competition with Hunter Village, so they are often at war with one another.
Hunter Village: Hunter Village is located in the Kingdom of Loch Salann. The village is mostly dairy farmers and vegetable farmers; however they train many adventurers and serve the entire Intermountain Region. Also, due to the Kingdom's good relations with the Empire of Japan since the 19th Century, there are a large amount of Samurai families ( about six) that reside in Hunter Village who maintain their ideals and culture.
Hunter Village is outside Salt Lake City, the capital of the Kingdom of Loch Salann. It resides in the boonies near the mining town of Magna. Hunter Village is named for the little hamlet it grew out of -- hunter. More will be on Hunter Village later.
Sand Village: In the location of Las Vegas is the Sand Village. Hardy adventurers as if there ever was some, the Sand Village contracts from the Orcish Horde, the Navajo Nation, Mexico, and the Southern Republic of California. The Sand Village is allied with Hunter Village since the Second World War.
Forest Village: The Forest Village is located in the deep forests of Pennsylvania. Although the Amish surround the Forest Village, the Forest Village are not Amish. They are rough and tumble adventurers who are allied with Hunter Village during the Second World War. Forest Village serves the whole of the United States. Forest Village is in direct competition and has made enemies with the Swamp Village.
Swamp Village: Located in the swamps of South Carolina, the Swamp Village is composed of hardy adventurers who don't bow to the authority of King Charles Stuart the Third -- a direct descendant of the deposed English King -- Charles the First. But they are loyal to the Crown Colonies and its people; which is why they are enemies with the Forest Village. The king, having grown a spoiled child, tried to gain control of the adventurers of the Swamp Village but had no success. The Swamp Village had in no time declared itself it's own political entity and told the King where to stick his authority. Still, the King had to begrudgingly let them have their own way since the village serves the Crown Colonies by handling any emergency that crops up in his little kingdom. Swamp Village isn't allied with any other adventuring villages.
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