Showing posts with label Thaumatria. Show all posts
Showing posts with label Thaumatria. Show all posts

Tuesday, February 26, 2019

FLINTLOCK FANTASY: Campaign Notes VII: The Book of Stone


The book is titled "THEORETICA ON THE DESIGN OF THE DEMONLOCK FIREARM & THE MEANS TO ACQUIRE ITS BASE MATERIALS" by Doctor Palso Anduriac, published by University of Kvantio in the year 406CC (some six years ago and after the advent of the printing press; why it is illuminated by hand and not printed en masse is not stated). It is written entirely in Luzori; while the script used is identical to that used in Malazari and Thaumatri, the language is quite different.

Given the petrified nature of the book it is very fragile. Every bit of it has been transformed into grantite or shale, and the ink has turned to veins of obsidian and other semi-precious stones. Whenever it is opened, the reader must make a Reflex Save DC 12 or 1d10 pages will snap away from the spine (roll d8 to see from which section); a second Reflex Save DC 12 is required or the pages shatter entirely.

The book is 160 pages long and contains an introduction followed by six and one sections:

The Introduction includes a beautiful title page and a very brief description of the contents of the book, as well as dedications and notes of thanks and support aimed at high ranking members of the Kvantio scientific community. (4 pages)

Part One is an overview and analysis of the history and current development of firearm technology on the Thaumatrian continent, including its weaknesses and shortcomings. Reading this section will grant +1 Rank in Knowledge (Firearms). (28 pages)

Part Two describes the means not only to overcome these deficiencies but to increase the effectiveness and range through the use of the demonlock firearm mechanism. (16 pages)

Part Three contains technical information on the construction of the demonlock mechanism, as well as the formula required to prepare the demonstone powder. A character skilled with Craft (firearms) will be able to follow these instructions to create a prototype demonlock pistol, though it is a DC25 Craft check. A character skilled with Craft (alchemy) will be able to follow these instructions to create demonstone powder, though its ingredients are very difficult to find… (32 pages).

Part Four contains the process by which demonstone powder can be acquired. This section of the book delves deeply into heretical theories and sorcerous magic, for it involves the ritual summoning of Jugger Behem to this world – a heinous sin in the eyes of almost all faiths and states. It follows the ritual with further arcane practices to bind and hold the summoned creature to your whim. This information was provided by a high ranking Jugger Behem cultist name Zarin Chereti; his very words are included, with a notably different style. Reading this section will grant +1 Rank in Knowledge (Jugger Behem). (32 pages).

Part Five details the final essential component in the construction of demonstone powder: a gorgon from the southern continent must be acquired and persuaded to turn the summoned Jugger Behem to stone. Treating with the barbaric gorgons is considered treason by most nations. Means are given as to the methods of possible contact and what might persuade a gorgon to perform the required services. Reading this section will grant +1 Rank in Knowledge (Gorgons). (16 pages)

Part Six is an account of the manufacture of a prototype demonlock pistol and the first attempt at manufacturing demonstone powder. Utilising the eye carved from the face of living gorgon and embedded in the flesh from the Gift of the Giver, the summoned demon was petrified and the demonstone ground into powder. Combined with the superior demonlock firing mechanism, the experiment is a complete success. Four prototypes were made; one was given to the University of Kvantio as thanks for their ongoing support; the fate of the other three is not mentioned. Reading this section will grant +1 Rank in Craft (Demonlock Firearms). (24 pages)

Part Six and One is a list that the author has created of various, gunsmiths, weapons dealers, suppliers and craftsfolk in Luzori and Radahu, as well as countries further afield that may prove useful in the proposed endeavour. The de Camondo family of Malazar is prominently mentioned. The details are current as of the year 406CC, only 6 years out of date. (8 pages)

Should the book be subjected to detect magic or identify spells, they will reveal the book does possess a magical aura: conjuration magic is present, of moderate power. If the reader does not speak Luzori, each use of a comprehend languages extract will enable the reader to understand 10 pages at 1st level.

SPOILERS No peeking, players! (highlight to read): Part 4 is the most dangerous to read: the cultist Chereti provided the information under duress, and for his sufferings he decided to have his revenge by secretly including arcane summoning rituals in written form. Hidden in the illuminated marginalia are the Jugger sigils: all they require is the touch of the living to activate. Once activated the sigils vanish from the page, leaving blank circles in their absence. There are two blank circles already evident. Anyone reading this section must make a Perception check DC 20 to notice and realise that the sigils have dark implications; failure requires a Reflex Save DC 15 to avoid accidentally triggering one of the symbols. If triggered, a Jugger Behem emerges from the pages to attack the reader. The book contained 5 sets of summoning sigils; two have been activated already.




Sunday, February 24, 2019

FLINTLOCK FANTASY: Campaign Notes VI: Gambling


LEVIATHAN RISING

In Thaumatrian culture the number 7 is considered bad luck, for it is the number of the Leviathans that nearly destroyed civilization centuries ago. Many Thaumatrians avoid the number all together; instead it is common to say “six and one”, for it acknowledges the Gift of the Carcassanc, one of the seven Leviathans that redeemed itself through noble sacrifice.

These Thaumatrian customs are reflected in a simple dice game called Leviathan Rising.

Leviathan Rising is a game of chance where players roll two six-sided dice – one Red, and one Black – and hope the total of the two dice is one of the preferred results. Each round the preferred results change, and the the odds of failure increases.

Before the game starts, all players agree on an buy-in amount that they must pay to qualify for the game.

Once everyone has paid their buy-in amount into the pool, all the players rolls 2d6 and tally the result; the player with the highest roll goes first, and play goes clockwise round the group.

In the first round, every player rolls 2d6 and adds them together. If the result is a 7 it is a failure, unless the roll is Black 6 Red 1, and they are out of the game. If the result is a success, they remain in the game and must roll again in the following round.

In the following rounds the Leviathan rises: the odds of failure increase, as listed below:

ROUND 1: “LEVIATHAN RISING” (86.11% / 31 in 36 chance of success):
If a player rolls a total of 7 they fail, UNLESS the result is Black 6 and Red 1.

ROUND 2: “SIX N’ EIGHTS” (58.33% / 21 in 36 chance of success):
If a player rolls a total of 6, 7, or 8 they fail, UNLESS the result is Black 6 and Red 1.

ROUND 3 “FIVE N’ NINES” (36.11% / 13 in 36 chance of success):
If a player rolls a total of 5, 6, 7, 8 or 9 they fail, UNLESS the result is Black 6 and Red 1.

ROUND 4 “FOUR N’ TENS” (19.44% / 7 in 36 chance of success):
If a player rolls a total of 4, 5, 6, 7, 8, 9 or 10 they fail, UNLESS the result is Black 6 and Red 1.

ROUND 5 “THREE’LEVENS” (8.33% / 3 in 36 chance of success):
If a player rolls a total of 3, 4, 5, 6, 7, 8, 9, 10 or 11 they fail, UNLESS the result is Black 6 and Red 1.

ROUND 6 “TWO N’ TWELVES” or “SACRICARNE” (2.78% / 1 in 36 chance of success):
If a player rolls any result that is not a Black 6 and Red 1, they fail.

If only one player rolls a successful result in the round: they claim the pool of bets as their winnings.

If more than one player rolls a successful result in the round: they qualify for the following round.

If no player rolls a successful result and everyone fails: the game restarts at round 1 with the unclaimed bets going into the next pool. Every player who wishes to continue must pay the buy-in amount into the pool again and the game restarts, with players rolling to see who goes first as above.

The game is repeated until there is only one winner. If player leaves the game they forfeit any claim to the winnings or their bets. There is a long standing tradition of the winner sacrificing the original buy-in amount and giving it to the first player to get knocked out of the game, or should that player not be available, given as a donation to the nearest Church of Carcassara.

WORKING THE GAME

Leviathan Rising is entirely a game of chance; there is little player skill involved, and that’s part of its attraction: most people believe that it is impossible to cheat at the game.

They are wrong.

Skilled gamblers know how to nurture the dice so that they roll more favourably. It is very hard to do, and as each throw of the dice is heavily scrutinised, even harder to do without being seen. A Sleight of Hand check vs the opponent’s Perception check is required. Sharp-eyed onlookers may also make a Perception check. The Sleight of Hand check has a DC 20 or it has no effect at all. If successful, the player may choose to turn one the dice onto one adjacent face. If the result is 30+ the player may choose to turn both dice onto one adjacent face.

Additionally some gamblers like to use loaded dice that have a preference for a particular result. As everyone would benefit from their use, those that like to use loaded dice prefer to slip them into play only later on in the game, usually when there are only one or two other players still remaining. A Sleight of Hand check vs the opponent’s Perception check is required. Sharp-eyed onlookers may also make a Perception check. The Sleight of Hand check has a DC 15 or the player is unable to switch in their preferred dice and must continue play as normal.

Most Thaumatrians consider Leviathan Rising to be almost sacred game, and should a player be caught cheating they are very likely to be forced to duel their accuser to maintain their honour.

Many a fool has died in this way.

______________________________________________________________________

If anyone with more gambling skills than me thinks they can see problems or bits that don't work, lemme know so i can make this better!

Friday, February 22, 2019

FLINTLOCK FANTASY: Campaign Notes V: Languages



I previewed some of this last week; here's the complete list of languages spoken on the Thaumatrian Continent.


HUMAN LANGUAGES

Thaumatrian:
As the official language of the Thuamatrian Empire, it is used in almost every region of the continent. It originated within the Thaum Clade of the hero Verlauha, and its alphabet has been appropriated by most other human languages. It is used in the twin Empires of Thaum, Xylano, The Corbando, Estrello, and the Citadel.

Malazari:
A distinct regional Clade-born language used in Malazar that incorporates much of the vocabulary of Thaumatrian. Passionately spoken, vibrant, with distinct sibilants and trills.

Carnigan:
A distinct regional Clade-born language used in Carniga and Carniga Verdad that incorporates much of the vocabulary of Thaumatrian. Forcefully delivered, somewhat harsh and powerful.

Vulg:
A distinct regional Clade-born language used in Vulg, Klulsatra and the Vulgo Venganza that incorporates much of the vocabulary of Thaumatrian. Very rounded sounds, using lips to full effect to give each syllable a sonic journey and punctuated with flicks of the tongue.

Luzori:

A distinct regional Clade-born language used in Luzori and Rahadu that incorporates much of the vocabulary of Thaumatrian. Complicated intricacies and harmonics are used to give this a very melodious and shrill speech.

Arkharni:
The origins of this language are unclear, though some claim it is the original language used by the Arkharnen deities when they shared The Garden with humans and taught them all they know. Slow and sonorous in its delivery, many of its sounds are onomatopoeic representations of the natural world. Its written form is very slow to produce, relying on cultivation of natural forms into symbolic shapes. It is most commonly used in Arkhanya and the Lumin Concessions.


HUMAN DIALECTS

High Thaumatrian:
The archaic language used among noble clades for arcane purposes.

Gutterspit:
Street slang.

Canti:
Criminal groups use their own slang and symbols to convey covert meanings.

Shanti:
Mariner slang.

Silbari:
A melodic whistling song-like dialect that travels over considerable distances.


NON-HUMAN LANGUAGES

Bruxi:
The grinding, chittering language used by the Bruxi. Humans and Mogs are capable of clumsy attempts at speaking it but it is relatively easy to understand. It is currently developing its own written form based on gnaw marks and scratches.

The Forked Tongue:
A melange of True Gorgon and Thaumatrian that both humans and gorgons are capable of expressing, born from the slave pits of the Viperium. It uses a hybrid of Thaumatrian alphabet and the shapes of True Gorgon heat-glyphs to give it its own unique written form.

Jugger:
The hideous speech of the Jugger Behem; a deep and terrible cacophony of animalistic screams and howls that also incorporates blood-letting for emphasis. It has no written form, though the blood-letting does convey different meaning by location on the body.

Moggi:
A sensuous language that requires body contact to fully express subtle nuances. It has no fixed written form, stealing from local alphabets to convey any written concepts. Licking, growling, purring and nipping are all part of the language.

True Gorgon:
A complicated combination of sounds and heat that only gorgons and their reptilian brethren can properly sense. Masterful control of fire is used to create simmering heat-glyphs that may qualify as a symbolic language.

Tylluani:
The cries and calls of bird songs, as spoken by the owl-like Tylluan. A very difficult language for others to learn to speak, though they can learn to understand. An alphabet born from gouges and claw cuts is used to convey simpler messages, but the more advanced concepts have no written equivalent.


IN MALAZAR CITY...

...Malazari is by far the most widely used language, known by almost all. Official state documents and edicts still make use of Thaumatrian, but this is considered an archaic custom by most.

Bruxi, Moggi, and Tylluani are common in the ghettos, and the local Gutterspit and Canti are peppered with words borrowed from all three languages. Shanti is widely spoken in the docks and harbours.

Given the nation’s close proximity to the Gorgon Conquests, it is possible to learn the Forked Tongue from experienced mariners and soldiers.

Other languages are taught at various schools, the most popular being Carnigan due to its position on the northern border, and of course the various occupational jargons are taught as part of trade apprentices and service.












FLINTLOCK FANTASY: Campaign Notes IV: Cosmology

When I ain't playing RPGs I'm a passionate astronomer, so world building a celestial cosmology is like crossing the streams for me. Imagining what it would be like to live on a world with two moons, what that would do to geography, the oceans, eclipses, the night, how two worlds in the heavens might inspire or terrify... that sort of thing is my jam. So forgive me if I go a little overboard with this stuff.


THE WORLD ABOVE

The Sun: Zul, the Brilliant Star

The First World: ..... Varca, the Desire, gold with lust
The Second World: ..... Garn, the Fury, red with rage
The Third World: ..... Arkha, the Wandering Home, where you live
– The First Moon: ..... Rindat, the Threat Unseen, small, pale, and riddled with mysteries
– The Second Moon: ..... Lumin, the Threat Expectant, large, silver, and shrouded in dust
The Ring: ..... The Rings of Ui-garn, the world that is no more, scattered like the dead
The Fifth World: ..... Hri-nah, the Shame, burning with failure
The Sixth World:
..... Shar-nah, the Regret, blue with misgivings
The Lost World: ..... Karn, the Exile, unwanted, unwelcome, and not seen for centuries

The Comets: ..... The Messengers of Hail, harbingers of tumult and change

The Stars: ..... Scintillaria, The Watchers, white with death, the souls of those who have gone
The Constellations: ..... Groups of Scintillaria, bound by familial bonds.
The Zodiac: ..... The Thirteen, each representing one of the Great Clades of the Thaumaturges

Aurora Arcanus: ..... Skyfire from the arcane barrier that encircles the continent of Thaumatria.

In Malazar City...

...Astromancers gather at the newly constructed Star Island Observatory to study the heavens. Prior to its official opening, astromancers practiced their arts from the upper reaches of the Cathedral of the Redeemer, and from the observatory run by the University of Malazar. A number of nobles also field private observatories on their estates. Light pollution is a growing problem, and the University operates a second observatory on the heights of the hills to the north of the city.

The lensing technology used to produce telescopes has been in practice for only several decades, and the Star Island Observatory houses the largest telescope ever built. Spyglasses are available from several merchants near the military docks, and while they are very expensive their use has proven very advantageous as sea.




ORBITS OF THE PLANETS

The worlds of the Zul planetary system orbit their star in a pattern known as orbital resonance, with a ratio of 2:1. This makes predictions of conjuntions and alignments fairly straightforward.

PLANET (ORBITAL PERIOD)
1. Varca (1/4 Arkhan year - 91 days)
2. Garn (1/2 Arkhan year - (182 days)
3. ARKA (1 Year - 364 days)
4. Rings of Ui-garn (—)
5. Hri-nah (8 Arkhan Years)
6. Shar-nah (16 Arkhan Years)
?. Karmn (unknown)

The lack of a planet with a 4 year orbital period is a mystery to Astromancers.

Understanding the motions of the planets is vital to the prediction of eclipse events, for it is during these times that fell creatures appear, bringing death and ruin with them.

In Malazar City...

...A number of Malazar merchants place great importance on the visibility of Varca the Desire in the sky, claiming it holds great influence over the success of their endeavours. A brilliant golden light, it is sometimes visible in the hour after sunset or before the dawn and its sight is considered a blessing.

Matadors, cazadors, gladiators, soldiers and duelists hold the position of Garn the Fury important to their trade. A smouldering hunk of red that glares down from the skies, like Varca it too is only visible around dusk and dawn, though it will linger for much longer and is seen more often.

The Rings of Ui-garn trace a faint line of light across the night, and evenly divide the sky in two. Their position relevant to the stars does not change, but their angle and height slowly oscillates over the course of the year. In Malazar, vows sworn and contracts made during the months where Uigarn are highest are considered far more binding and strong.

Hri-nah the Shame is like a flickering flame in the night sky, and its presence implies failure for creative pursuits. In Malazar artisans, artists and builders have been known to refuse work or to halt projects for up to six and one months if the planet is present in their family constellation.

The first rising of Blue Shar-nah in the night sky is a time of consideration and contemplation, studying the choices and mistakes made of the last year, especially by leaders and politicians in Malazar. Decisions made after much consideration in the light of Blue Shar-nah are far more likely to be the correct choice.



CHRONOLOGY

MONTH
NAME OF MONTH
TEMP. IN MALAZAR
SEASON
NOTES
1
Verlauhia
Cool
Winter
Starts on Winter Solstice
2
Nephidia
Cool
Winter

3
Draharmia
Mild
Spring
Starts with Sacricarne
4
Mephia
Mild
Spring
Spring Equinox 1st quarter of month
5
Nebria
Warm
Spring

6
Sulia
Hot
Summer

7
Orchalia
Very Hot
Summer
Summer Solstice in middle of month
8
Eltemia
Very Hot
Summer

9
Udiimia
Hot
Summer

10
Lulkhia
Hot
Autumn
Autumn Equinox 3rd quarter of month
11
Bolakia
Warm
Autumn

12
Vereenia
Mild
Autumn
Ends with Malazar Foundation
12
Thaumia
Mild
Winter
Ends on Winter Solstice

On Arkha each day is 26 hours long, each week is 6 and 1 days long, each month is 4 weeks long, each year is 364 days long.

The small pale moon of Ridat also takes 28 days to orbit Arkha; its tidelocked to Arkha and always shows the same side towards the planet.

The large silver moon of Lumin takes 91 days to orbit Arkha, and each day on Lumin lasts 13 Arkhan days.

Most Thaumatrian cultures use a week consisting of 6 and 1 days, with work being conducted on each day save the last, which is a day of religious observances and rest.

In Malazar City...

...Chronomancers — a specialist field of Astromancy — are responsible for tracking time and informing the city of its daily progress. The Star Island Observatory has a time ball and bells that are activated on the hour every hour, and are used to calibrate navigation system and track hours of employ in the city’s factories. Chronomancers track the movement of the stars above to gauge their time pieces and citizenry often use notched time candles around the home to mark the passage of time.

Each solstice and equinox is a time for celebration
, and the coming of the New Year is the greatest. Sacricarne — the day when the Gift of the Carcassara was received — is revered and rejoiced on the first day of spring, and the Founding of Malazar is acknowledged on the last day of autumn. Each event is celebrated with religous observances for the pious, and masquerades, music, parades, parties, and monstromaquias for the rest.

During the summer months the population escapes the heat of the day by returning home for siestas. Merchants and businesses open much earlier, shut for the middle of the day, reopen in the afternoon, and close much later in the evening.




ECLIPSES & THEIR IMPORTANCE

The world of Arkha has two moons, and with five or more planets they orbit Zul, the brilliant star at the heart of the system. As such, solar, planetary and lunar alignments — when three or more celestial objects from a straight line with each other — occur a number of times each year. When these alignments are particularly close, and one of the celestial objects involved includes Zul, then there is a chance that an eclipse will occur. The shadows cast by the celestial object closest to Zul fall upon the surface of the celestial object further from Zul. This is an eclipse.

For those who live on Arkha:

• a solar eclipse occurs when either one of the moons Lumin or Rindat, or one of the planets passes between Arkha and Zul and their shadow falls upon Arkha’s surface
• a lunar eclipse occurs when one of the moons passes into Arkha’s shadow
• a planetary eclipse occurs when one of the planets passes into Arkha’s shadow
• a lesser eclispe involves Arkha and only one of its two moons or a single planet
• a greater eclipse is much rarer, requiring the alignment of Zul with Arkha and both its moons, or one moon and a single planet
• a grand eclipse is rarer still, requiring the alignment of Zul with Arkha, both its moons, and one or more planets
the Great Conjunction has never been witnessed, only hypothesised, and involves the alignment of all the celestial objects that orbit Zul

Understanding and predicting the occurrence of eclipses is of vital importance: when an eclipse occurs, arcane portals open upon the surface of Arkha. Though these portals come terrible creatures from some alien planet or plane of existence, monsters that seek only to kill all they encounter.

Astromancers have become very skilled at predicting solar and lunar eclipses that involve Arkha’s moons of Lumin and Rindat, less so when eclipses involve one of the other planets. While they can warn when an eclipse will happen, they have yet to understand where on the surface the portals will open.

In Malazar City...

...Astromancers publish an almanac of celestial events and eclipses each year known as The Ecliptica, forewarning the populace of what to expect and when. During times of eclipse, the city shuts down the day prior to ready itself for the possibility of portals opening within the city borders. Curfews are established, allowing only those on military or official business permission to travel. State-sanctioned cazadors sweep the city, hunting down ecliptids to capture for the arenas. It is a time of tension, and if no portal appears that tension is released at the end of the eclipse with impromptu celebrations. The city reopens the following morning, and life carries on...




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Friday, February 1, 2019

FLINTLOCK FANTASY: Campaign Notes III: Religions

This is hopefully the most detailed I'm gonna get, and I'm still trying to keep prep as minimal as possible. It's got storylines and ideas I've been sitting on for quite a while now, so it's pleasing for me to see the world creation and history combine into whatever the hell this is. Hope it makes sense and is a logical evolution of religious thought that sets up some decent factions for the players to tangle with.

THE MAIN RELIGIONS & BELIEFS OF THAUMATRIA

If there is a creator of the universe, they are a distant, unknowable entity that has never answered the questions of those it brought into being. Gods, monsters, and sentient beings have all called out to it, but have only ever been answered with silence. Who or whatever they are, they brought into being the universe and populated it with sentient creatures of varying degrees of power, their number increasing with their weakness, and scattered them across the stars on distant worlds.

One such world is Arkha. Orbited by the two moons, it is the third world of a planetary system around a single sun it shares with five other planets. This is your home.

ARKHARNEN

The Arkharnen are a pantheon of ancient nature gods and spirits that are said to have created these worlds, and each god represents one element of the natural world. Their worship is wide-spread, found in all known cultures, though local differences in name and variations in representation are common. The pantheon includes gods of the sky, the earth, the seas, the stars, the sun and moons; of animals and plants and storms and other expected entities who’s aspect is found locally. They are able to teach those gifted devotees some of the secrets of creation, and impose upon them the responsibility to maintain and care for their world.

It is said that in the beginning the Arkharnen lived side by side with humans in a sacred land simply called the Garden, but in their eagerness to emulate the wonder of the gods, humans stole the secrets of creation magic when it was not theirs to take. The Arkharnen forgave them, and tried to teach them the correct methods of its use; but the frailties of the human body could not handle such power, and their creations were poisoned by human’s mortality. It is from these mistakes that the Jugger Behem were born, monstrous manifestations of suffering that the Arkharnen were forced to exile beyond the realms of existence. Eventually the Arkharnen forbade the practice among humans, but it was too late; when they were found to be working magic in secret, they were cast out and the Arharnen removed themselves from direct contact with them for fear of greater theft. The Garden was abandoned and forsaken, and sealed off from the world.

THAUMATURGY

Thaumaturgy is the ancient practice of magic, a stolen variation of the divine creative powers of the Arkhanen. It is very powerful, very dangerous, and places terrible burdens upon those who practice it, for it alters and corrupts the user in the same way the user alters and corrupts the world as envisioned by the Arkharnen. As such, its use is severely restricted by the Clades — the noble houses of mutant sorcerer-kings that control the Thaumatrian Empire. It is said to utilise the same powers that created the world, and its initial codification and study was developed eons ago, possibly even taught to the clades by the Creators at the dawn of the world. Much of the true nature and knowledge of Thaumaturgy was lost in the ancient devastation that followed when the Jugger Behem manifested on the world, and Thaumatrian scholars sift through ancient ruins in the hope of recovering lost fragments of texts and artefacts.


JUGGER BEHEM

Jugger Behem is the name given to a pantheon of monstrous gods that represent the great maladies that plague the living. Each god represented a different element of suffering, and the practitioners of Jugger Behem sought to placate and appease them through human sacrifice. Centuries ago the Jugger Behem placed increasingly vile demands upon their supplicants and human civilization became greatly debased, until Verlauha, the first of the ancient hero-kings, held firm against them and refused to give them any more of his subjects. Enraged, the Jugger Behem chose to make an example of Verlauha, and seven of the Jugger Behem manifested in his kingdom. A double eclipse of sun and moons heralded their arrival: seven colossal creatures called Leviathans emerged from a great rift in the heart of Verlauha’s land and destroyed it within the hour. But their arrival only inspired the other human kings to rise up against the Jugger Behem, and the great Leviathan War began.

The Leviathans were simply too great and powerful to be defeated by the sword; only the arcane powers of the sorcerer-kings could hold them at bay. Eventually the remnants of the human kingdoms fled across the narrow seas to a new land free from the presence of the Jugger Behem, and erected thaumaturgical defences that stopped the Leviathans from crossing. The descendants of the sorcerer-kings and their families formed Thaumatrian Empire, and worked together to protect all their peoples against further depredations of the Leviathans.

Some still chose to practice appeasement of the Jugger Behem, but such practices are publicly reviled and shunned. Secret cults still gather to practice sacrificial acts in seclusion, and are still manipulated by one or more of the monstrous gods. Their aims are unclear, though the suffering of all peoples seems to be their goal, and it is said that they work towards opening a permanent rift between this world and theirs. At times of solar eclipse monstrous beings do manage to cross over, and they always seek out practitioners of thaumaturgy with the intent to kill them. Analysis of these astronomical events led to the rise of Astromancy, in order to predict the coming of more Jugger Behem.

ASTROMANCY

Astromancy is the astrological study of the heavenly bodies to determine the right course and time for action. As the sun, the two moons, the five planets and all the stars trace a predictable trajectory through the cosmos, it is possible to translate their position at the birth of an individual, entity or course of action, and predict various momentous events during their existence, as well as the means by which they end. Actions undertaken when the stars are favorable are far more likely to achieve the desired outcome, and it is said that a true master of astromancy can predict the rise and fall of nations. By utilising these astrological practices and uniting them with arcane study, it is possible to create magic of cosmological significance.










Thursday, January 31, 2019

FLINTLOCK FANTASY: Campaign Notes II: Peoples

THE PEOPLE OF THAUMATRIA

So I hammered out some notes on the main species, again just trying to keep it simple as. I also thought it'd help the players with the new setting if I'd make a list of sample characters to inspire them. The ones that don't get chosen I can use as NPC ideas.


HUMANS
  • The conquerors, bastion of civilization, bringers of light, inspired thinkers.
  • Dominant species throughout the island contient of Thaumatria, and the world.
  • Founders of the Thaumatrian Empire now fractured and divided.
Main religions:
  • The Church of Carcassara: veneration of a Leviathan that gave its flesh so that humans could live. Currently undergoing a major schism resulting in war across the continent. Venerates sacrifice and atonement for actions.
  • The Jugger Behem: placation of a pantheon of cruel monstrous gods through sacrifice and bloodshed. Venerates violence, power and control.
  • Meliorism: devotion to the purity of science and mathematical absolutes. Venerates technological advancement for the betterment of humanity.


TYLLUAN
  • Owlfolk from the frigid northern lands.
  • Carnivorous, dark-sighted and silent fliers that prefer the night.
  • Mercenary “Vorrhun” sellswords arrived in Thaumatria a century ago.
  • Famous for their skill as hunters and warriors.
  • Infamous for their merciless treatment of their enemies.
  • Worship a pantheon of northern nature deities ruled by the god Voroshka.
  • Welcomed for bringing their ice magic to the heat of the desert.
  • Roost in eyries located high in the cities or upon mesa peaks.
  • Family oriented with clan loyalties, sending tribute to their distant king.
  • Freely mingle with other cultures, but regarded with wary respect.
  • Cultured, speaking Thaumatrian and their own Tylluan language.


MOG
  • Small Catfolk that might be descended from wizard’s familiars.
  • Carnivorous, dark-sighted and silent fliers that prefer the night.
  • Capricious, erudite, self-serving, and captivating.
  • If they have a god, it would be The Mog, the first of their kind.


BRUXI
  • Small Ratfolk bred to serve as slaves for the Thaumatrian Empire.
  • Omniverous, dark-sighted, keen sense of smell.


GORGONS
  • A general term for the monstrous peoples from the southern jungles.
  • Shrouded in mystery, rumor and fear, few facts are certain.
  • Snakes, reptiles, great lizards, all in a myriad of horrible hybrid forms.
  • Carnivorous, cannibalistic, heat-sighted, and most active during the day.
  • Famous for their exotic temples and strange arcane practices…
  • … infamous for said practices involving human sacrifice and suffering.
  • Once invaded the southern archipelago of the Thaumatria continent.
  • Several enclaves of Gorgon strongholds still remain, but most reconquered.
  • Pay homage to demonic creatures from beyond, usually in prisoners.
  • Gorgon slavers plague the Thaumatrian coasts in stolen vessels.
  • Also trade in illicit narcotics sourced from deep within the jungle.

Interesting that they're all witch's familiars. Unintentional.


SAMPLE CHARACTER CONCEPTS

WARRIOR
  • A veteran Thaumatrian soldier scarred from endless desert campaigns against the Gorgons.
  • A youthful marine eager to prove their mettle on the high seas.
  • A determined high-born bodyguard assigned to protect visiting dignitaries from the Capital.
  • A mercenary Tylluan swordclaw devoted to their family’s blade.
  • A shackled Gorgon gladiator hungry to win their freedom.
  • A bloodthristy Bruxi seadog in it as much for the pillage as the plunder.
  • A skilful Mog duelist out to take on allcomers whatever the size.
  • A Tylluan musketeer who takes too much pleasure in their trade.
ROGUE
  • A honey-tongued Mog charlatan happy to lighten fool’s pockets to feed their addiction.
  • A worldly merchant noble in exile eager to slay their ennui.
  • A sunkissed buccaneer on the run from and arranged marriage.
  • A dashing pistoleer who wished they didn’t have to use violence to get the job done.
  • A black-plumed Tylluan thief who steals strange artefacts brought back from southern jungles.
  • A well-connected Bruxi street urchin who knows all the bolt holes across the city.
  • A poverty-stricken dirt farmer forced into banditry to appease the king’s taxmen.
  • A pluckskulled Tylluan street thug who rejects the old ways and embraces the new.
DIVINE
  • A troubled Carcassaran inquisitor who has read too many heritical texts.
  • A devout noble cultist who will never abandon the monstrous pantheon of their ancestors.
  • A serene Tylluan ice priest happy to share the blessings of Voroshka the Winter Wind.
  • A charming Carcassaran healer determined to share the curative flesh of their dead god.
  • A drunk Thaumatrian visionary touched by the strange beings that lurk in jungle ports.
  • A self-absorbed Mog agitator hell-bent on being worshipped as a god.
  • A curious Tylluan scholar searching for evidence of the true origins of life.
  • A pompous Meliorian industrialist who will bring the benefits of science to the betterment of all.
ARCANE
  • A nervous Bruxi war wizard, educated in Thaum but unproven in battle.
  • A monstrous high-born arcanaut corrupted by sorcery and desperate to find a cure.
  • A grieving military captain who sold their soul to devils in return for unearthly power.
  • A haughty sea mage in constant employ by merchant rivals who demand alliegence and loyalty.
  • A grim Thaumatrian weaponsmith eager to test their inventions in the field.
  • A cultured Mog diviner employed by a noble lord for their insights and advice.
  • A broken-winged Tylluan exile resolute on regaining flight by other arcane means.
  • A talented grave-robbing treasure hunter well versed in the family trade.



Thursday, January 24, 2019

FLINTLOCK FANTASY: Campaign Notes I

So I'm running a new campaign this year for some local friends, and thought I'd document how I'm putting the world together and the creative process I use. I have this map I made four years ago:


It was part of the Dead West setting. The island continent of Thaumatria was meant to be the Old World where the people in the Dead West had fled from after a major calamity. And I kept coming back to it...

... anyway. Three of the lads — Kurt, Tom and Gus — are in, and a newer friend Gabby is joining us. I really want to keep the prep as minimal as possible, cause I have a rep for overprepping then burning out a few sessions in, and I want this to last the year.

Here's my early overview of things I wanted to include in the setting:

OVERVIEW
Urban/exploration campaign, exotic elements, magic is very rare and dangerous, cultural and religious wars, reconquista/crusade/inquisition, humanocentric.

SPECIES:
  • Humans - the great conquers, bastions of civilization, bringers of enlightenment.
  • Tylluan - owl people from the frozen north.
  • Mogs - cat people, tricksters all.
  • Bruxi - ratfolk slaves bred to serve the Thaumatrian Empire.
  • Gorgons - mutant snake people from the jungles south across the seas. The "Enemy".
  • Others - very rare, from distant lands or the result of monstrous experiments.

ENVIRONMENT:
  • Dry, semi-arid, badlands, mesas, dusty mountains, cities of tall cool buildings, intricate architectural details, colourful bannerets and shady bazaars. Madrid, Cordoba, Marrakesh.
  • Stifling tropical jungles, pungent with flora and death and spice, ruined temples to dark things, dangerous seaports, pirates and armadas. Yucatan, Amazon, Zanzibar.
  • Verdant plains and great rivers, giving rise to beautiful cities, all scarred by war. 
  • Many small political entities and countries, each with their own agenda.

CULTURE:
  • Akin to early-mid Renaissance Europe, 1600s, so more advanced than your average medieval fantasy, with long swords, spears, bows, full plate and chain giving way to rapiers, pikes, matchlock firearms, muskets, breastplates, and cannon. But firearms are noisy, tricky to maintain and dangerous, and a skilled archer can be much faster, just as deadly and far more quiet.
  • War is a constant: a great enemy lies to the east, The Leviathans, and all live in fear of their attack; yet any grand alliance is marred by political intrigue, clandestine subterfuge and petty wars as each nation vies for survival. Nations are defined by their religious persuasion.
  • One great religion dominates the continent: Carcassarian, named after its Leviathan founder, but it is fractured by schisms and at war with itself. Other, older beliefs still exist on the fringe. 
  • Exploration and colonisation of distant lands as nations seek to expand their resources; strange cultures and customs are filtering in with the stolen bounty of these lands. Seafaring is vital.
  • Magic is very rare, very dangerous, and corrupts the body and mind, but definitely plays a role in society, and is almost always under the control of local powers that use it to their own advantage. 

INSPIRATION:
  • ALATRISTE, the Spanish pseudo-historical film starring Viggo Mortensen as a world-weary soldier. Ponderous film, but basically this campaign is that film with monsters and weird occult stuff. Must. Watch. The opening scene is a great demonstration on how you can have firearms and blades in the same setting. OH HEY IT’S YOUTUBE. https://www.youtube.com/watch?v=SX-y87nmZnc
  • PIRATES OF THE CARRIBEAN, dumb but entertaining and the right mix of real world pillage and plunder and supernatural. Most characters are average humans, magic lurks on the edge of reality. 
  • Some other inspirations include: VVITCH, PENNY DREADFUL, TABOO, THE MARQUIS, AGUIRRE, ASSASSIN’S CREED: BLACK FLAG, DISHONORED, THE MUSKETEERS.


I also set about looking for visual inspiration on Pintrest original page here:

https://www.pinterest.com.au/gibletblizzard/flintlock-fantasy/ .

I may have found something... I'll post more info as I go.