Monday, July 30, 2007

Addendum - Costly Deeds



I've liked the Costly Deeds SS article. I think the premise shows... promise. Some things need some work or reworking, but I like the visions I have in my head that illustrate the setting.

I liked the idea so much that I devoted nearly 30 minutes to a sketch solely for it. This bad boy is an example of a typical human. I get this kind of Jin-Roh/Helghast feel off of it, and that makes me giddy.

Sunday, July 29, 2007

Soapbox

So Alex will be MC for next week, if he's still up for it when the time rolls around.

In the meantime, I'd like to take this opportunity to provide some links for the Tomes Series rules supplements I've grown so very fond of.

For the threads containing the Tomes individually, look no further.
Tome of Fiends
Tome of Necromancy
Races of War
Dungeonomicon


Or, if you'd like it compiled into a nice, easy to read PDF, I can supply that too.
Direct from the source: Zam.

Or a Rapidshare, for those not wishing to burden AlphaNerd's site: Pow.

And a quick reference document for the mechanics presented within: Frank and K SRD

Thursday, July 26, 2007

Sowing Seeds - Costly Deeds

Roots: Faust and thematically similar works, Alternate Earth stories.

Premise: It's Earth as it will be after the collapse of humanity. In a couple hundred years, the current crop of humans will be wiped off the face of the planet, giving rise to the next generation of human evolution and history. Gods and Demons walk the earth alongside Man, denied their divine providence. Stripped of their powers, some have turned to the nether in the hopes that they might regain their lost grace. The abyssal spawn that inhabit the chasms below the earth are happy to oblige, all the while laughing behind a veil of lies.


Branches:

-Magic comes at a terrible price. Although the costs of its use are not readily apparent, the effects of even the most mundane use of arcana make themselves known in due time.
-Only those called Gods or Demons are able to use magic. Humans are completely shut out of the loop, having only technology to rely upon.
-Seeing as they aren't able to use magic out-of-the-box anymore, Gods and Demons have to make pacts with the shadowy spawn of the netherworlds to acquire a new source of power.
-During whatever deal is made for a God or Demon to use magic again, the Netherspawn requires a list of deeds to be performed in its service, as they cannot enter into our realm. In case this list of requests cannot be performed or acquiesced, the Netherspawn requires an item of considerable value to the God or Demon be placed in its care. (Usually a heart, or soul. Something vital. Not your Corvette.)
-Seeing as thousands and thousands of Gods and Demons are making deals with the Netherworld, the properties of that place are starting to seep into our realm in the places magic is used. These places are getting bigger every year and are host to strange and ferocious beasts.

Canopy: The basic idea was that you are one of the divine who is now stripped of whatever it was that made you more than Human. With nowhere else to turn, you'd either embrace your mortality and live it up with the hume's or deny your current lot and make some shady deals to regain your power.

Wednesday, July 25, 2007

Some Hapnins.

Got nothing really stellar to add to any article, so I'm just padding the blog with a quick review.

In tabletop gaming:

Monster Manual 5 is supremely bad. It left a malodorous stench that pervaded the entire store when I set it back down, reeling from the immense failure I had just born witness to. Not only is each monster detailed in the irredeemably long thousand line breaks format, but every single creature in the book is beyond salvation. I'm not going to grace it with further attention.

I highly recommend you don't get it. Unless you want septicemia. In that case, have at it.

Friday, July 20, 2007

Soapbox

So, next week's game will be Alex's responsibility. He's due for some anyway.

You know, what with being him and all. Always slacking off that one. He's gonna be the death of himself.

Wednesday, July 18, 2007

Actually, scratch that.

Forget what I wrote in the last post. Now that I think more on it, (having given the idea a grand total of 2 minutes before I started typing it), it wouldn't make sense for there to be areas where there's no magic and areas where there's heaps of it. At least, not the way I've explained it.

If it were working like I had explained it, wouldn't the low-magic zones have accumulated a great deal more magic that previously thought? Since I gave no auxiliary method for the magic to diminish other than its direct use by someone, there'd be no reason to assume the magic just "seeps" out and fades away. For example, one of the climate zones I mentioned was the desert. Now, obviously there's little magical input by way of the wind or occasional raining season, but what does accumulate stays there for centuries and centuries before being used in exceedingly rare occasions. Not only that, but I said that the sun heaps magic down onto the world's surface. The sun's been active far longer than any organic magic user, making it increasingly unlikely that there is any chance of magic from an area being drained.

So forget what I said. After 5 more minutes of thought and a modicum of debunking, that idea's just silly. Besides, I wasn't going anywhere with it anyway.

Funny how nobody thought to challenge me on that one. Makes me think you guys aren't reading these. Not that I mind or anything, but I'd appreciate some input. Why else do you think I put these up here? To flaunt my ability to pad a 1 minute idea with a paragraph of text? I think not.

Again, I'm asking for some challenges to be brought to light for me to work over if my idea presents any. I'd also like some secondary addenda if you've got any to provide. Work with me people. With me.

Sunday, July 15, 2007

Setting Ideas - Magic

Alright. Time I got to explaining the way things work in the setting.

This time around, I'll be talking about the Ken. It's the idea of "magic" for Agartha and is sort of like a local well. When a Wielder taps into the well, he's drawing out an amount of magic from the surrounding area to fuel whatever his spell needs. Over time this magic replenishes, much like a puddle drying up and filling in again when it rains.

What this means for the game is that casting spells can only be done in areas where there's enough magic to fuel the spell. In D&D, this means that there are areas where there's only enough residual magic to fire off 1st level spells and that there are areas where you could cast 9th level spells all day not worrying about a damn thing. In SAME, it means that available maneuver levels are determined by how much magic there is in the area. Expert to Awesome are the maneuver levels where spells typically fall under, and the Ken is supportive of different levels for different areas. (To make it so that you can still do stuff in the game even in a low-magic zone, you can cast an infinite amount of spells up to the maximum level with only limited Xth spells available. X being the maximum level in that last phrase. There'd also be special items that siphon magic to hold in gems or something.) These low-to-high magic zones are much like precipitous areas of natural climate; where there's a lot of energy being put into an area from flowing water or wind currents, there's going to be a lot of magic. Where there's very little activity, (like a desert) there's not so much. Thankfully, the sun provides a lot of energy to all spots on the planet, so there's nowhere on Agartha you wouldn't be able to cast at least some spells. Except underground. But thankfully there's nothing so stupid as the Underdark to make that all that important. Dungeons are another matter altogether, as they are typically crafted with magic anyway. They'd have residual magic buildup from decades or centuries of going unused and whatever junk was going on in the area (Magic portals, etc.). Anyway, on with these ideas.

For example: Rei has gotten himself into a bit of a mess with some Fyrian Lycans. They assault him on the beach. The area is flush with magical energy, as it is constantly replenished by the sea and winds. He feels pretty confident that he can use his Dark Arts abilities all he likes without worrying about running out of juice.

Obviously there are other little details attached to these general ideas about how magic works, such as below:
You are able to use higher-level magic in low-magic zones, but doing so requires concentration. When you cast a high-level spell without sufficient magic in the area, it takes twice as long to cast. (D&D would be just moving the casting time up one step in actions; Move to Standard, Standard to Full, etc. SAME would just be taking two actions to cast a spell.)
Teleporting is tricky business with the Ken, as you have to do it from one specially prepared high magic area to another. You can get lost in the intermittent space between worlds (eventually ending up at Flotsam, but that's another story.)
There are creatures, instinctively connected to the Ken, that deposit raw magic in their bodies as food or fuel for their supernatural feats of magic. Dragon's breath or the Lycan's transformation would be two readily apparent examples for this natural defense mechanism at work.

But, we'll leave it at that for now.

Here's a picture of somewhere that might qualify as a "diamond in the rough" of sorts. I.E., a high-magic zone in the middle of a large low-magic zone. Plus, it looks really cool.

Friday, July 13, 2007

Sowing Seeds

This is the first of (hopefully) many posts where I'm just throwing out whatever I happen to be mulling over in my head. Often times this amounts to Campaign Seeds; thoughts and basic premises that define the direction that a game would be taking should the idea ever be utilized.

This first one is going to also be a testbed for the format I'd use for the rest of these. If I don't like how this one works out, I'll switch it up in the next one. This first one is merely a throw-away idea I had a couple days ago. An introduction of sorts. It's not worth your time. Review the format, and tell me if you like it.

---

Roots: EVE online, Firefly, Cowboy Bebop, Outlaw Star.

Premise: Sometime in the distant future, when humankind has extended their control to the stars, life can still be pretty tough. Corporations are the ruling bodies in the galactic frontier, and you'd best not cross them. Numerous factions sprout up that promote inclement ideals, essentially splitting humanity into several idealogical and evolutionary paths.

Branches:

-The Corps that run the sectors of Human-controlled space are always at war with one another, leading to full-scale confrontation to become a natural course of business.
-Small-scale conflicts are resolved by a "governmental" body, Olympus. This group of Corp-elected officials controls the central sectors of Earthspace and make sure Corps that war with each other have the approval of the other Corps before they throw down the gauntlet and obliterate one another out in the open. Corps still fight with each other, but utilize more subtle means a lot of the time.
-Almost everyone lives either on a Terraformed planet, or in giant spatial habitats called Hubs.
-Some sectors of space aren't fully policed by the Corps or Olympus, making these spots full of outlaws, pirates and rebels.
-The factions that arose when Earthspace expanded have become ways of life for their members, with each faction supporting different aspects of human life and its interaction with technology and space. (There are those who support Splicing, Biotech, Expansionism, Isolationism, etc.)
-Xenomorphs are known to some of humanity, but mostly only those not within the control of the Corps and Olympus. Those on the fringes of Earthspace don't typically want much to do with the Corps and don't have much in the way of interstellar communication. Some xenomorphs are friendly, but most are hostile.

Canopy: This idea is basically that corporations run the sectors that people live in, and the fringes of human space are like typical D&D worlds: lots of sapient creatures, but almost all of them hate player races.

---

Man, the premise sounded a lot better in my head before I tacked on the fringe ideas and the faction crap.

Thursday, July 12, 2007

Soapbox

Next week will probably be something from either Alex or whoever pipes up in the intermittent period.

Probably gonna be doing it on a weekday, as most people seem to be their freest in that span.

Just post your schedules in the comments for this post, and I'll get back to you.

---

I'd like some suggestions for what you'd like to see in one game, be it from the Tomes game I ran just yesterday or if you want something done in my tenth-done setting.

Anything and everything is accepted. Except that. You know what I mean. Seriously. Come on. For reelz.

Wednesday, July 11, 2007

Cultural Flotsam

(This premise is borrowed from FrankTrollman, seeing as the guy's a repository of good ideas and campaign seeds. I am also using his and K's Tomes series to supplement the game. I like his work, so sue me.)

Premise (borrowed from a thread on the Gaming Den in this thread under the Sinking Ship heading. Alright, I pretty much stole it, but it was such a good premise that I couldn't not use it.):

So, the world's overlap a bit, and in the space between lies the island of Flotsam. It's a mish-mash of bits of old ships, wood and stone that has somehow made their way to the ocean in between the cosmos. The city itself is home to a wide variety of pleasant and unpleasant people, hailing from as far around the multiverse as you could possibly think. There are elementals from the Energy planes, outsiders from the myriad number of celestial and lower planes, even the numerous Prime planes; Ebberon, Faerun, Rokugan, Greyhawk; you name it. There are even the alien aberrations from the planes not thought connected to the "wheel," such as the abyssal denizens of Earth's oceans and the Old Gods of the universe.
The city is divided into two general sections, with each one then being split into 5 Wards. Topside, which is where everyone who needs air to breathe lives, is broken up into the North, East Wake, West Wake, Center and Wakeside Wards. The Underside, home to such folk as Sahaugin, constructs, elementals and such, is divided into the Breakside, East Break, West Break, Deep and South Wards. Each Ward is likened to whatever plane most of it's ship-buildings hails from, such as the North Ward being made mostly of the sunken galleons and warships of the seas in Greyhawk. The cultural make up varies wildly, however, mixing such incompatible people as Solars and Pit Fiends in a generally tolerable manner. Most denizens have gotten used to new things coming in every day, so they don't cling to the beefs most species have with one another. The city has its share of problems, however, as recently some disasters have plagued the city's Wards in great sweeps of bad luck. First and foremost, something caused the Wakeside tower to fall into the waters below, leaving many people without the watchful eye of the Ward Patron over their businesses or the Brig, Flotsam's prison. Many believe it to the be the great quakes that have wracked the Wakeside and South Wards, but there are rumors that a fair share of people, who were at the site when the tower fell, heard a rythmic chanting and booming noises coming from below the shaky foundation. Some suspect it was due to the South Ward's dislike of the Wakeside populous, but the South Ward officials have denied any involvement and vehemently protest their peoples' innocence in the matter. Whatever the case, after the tower fell in, things took a turn for the worse. While the North Ward's tower didn't fall, it might as well have. The Matron who runs the North Ward has gone missing, along with her retainers and assistants, last being seen the day before the Wakeside tower disaster. Suspicion is high, and tensions are running thick in the city. At least, they should be.

Who knows? The night is young (at all times. Flotsam never experiences what you'd call "daylight," seeing as the sky above is an expansive view of a starlit cosmos. Lots of bright colors, big bands of ether and whatnot, but nothing so annoying as a Sun.) There's doors to every place known by any creature if you've got the right key, and mystery lies behind every corner. Best be on your guard, or ye'll be walking the many planks that pass for edge-side walks.

---

Characters:

Ise: 6th level Human Samurai (Crane Clan, Rokugan [Tomes Samurai])
Marius: 5th level Jester/1st level Human Fighter (Thillonrian [Probably Stonehold], Greyhawk, [Tomes Jester/Fighter])

"Cole, be a pal and pour me a cup of the '45 West vineyard from there up on the wall."
Cole, the enigmatic and, most importantly, dead tender for the Gossiping Banshee hotel/tavern, looks up and gives the Jester a stern glance. His bone fingers scraping against the glass of the bottle, Cole wrenches the wine from its hole in the wall. Uncorking the dusty container, sets down a clean glass, and pours until the deep red liquid comes even with the lip of the cup. Marius, impressed with Cole's impeccable serving capabilities, takes the glass and sips the sweet wine quietly. A table away from the bar, within earshot, sits a large man with strikingly exotic features. A Djinn from any number of planes, the hulk of mysticism and grace sits idly while chatting with a human who sat next to him. Dressed in a gleaming regalia of Mithril plates, Ise the Swallow Tail asks his Genie friend, "what's up with all those quakes? Has anything like this happened in the city before?"
The Djinn, always happy to oblige the younger races, replies with a simple gesture and shrug. He quaffs a large gulp from his barrel of drink, and smiles at the rest of the bar.
Ise, bored with this reaction, saunters over to the bar and drops a few Rokugan coins on the counter. Cole eyes the gold, and drops the coins into his gullet, to the open coinpurse in his equally open stomach.
At the far end of the bar, two human men sit discussing the recent news in earnest. They wonder to themselves if it was one of the needlessly powerful mages or sorcerers from somewhere like Faerun or Greyhawk. The Kyton a table over (yes, there's a Kyton here.) simply drinks his beverage in solitude, scoffing at such inane babble.
Cole rushes under the bar in a fit, gesturing for those close to the bar to do the same. Perplexed, they oblige. The tables shake, the chandeliers sway and the dozens of cups and glasses Cole so neatly stacked on the counter tops and shelves crash to the floor. The bar starts to heave, angling awkwardly like a sinking ship. The humans' drinks fall from their table and stop, their fall broken by the Kyton's face. As the quake subsides, the Kyton starts to throw a fit, gesturing wildly and yelling at the two humans in some Abyssal tongue. Frustrated with having no effect with his misunderstood shouts, the Kyton drops his chains and makes short work of the insolent humans. The Djinn, obviously upset by this fight, positions himself to stop the Kyton. However, as soon as he is about to punch the devil, he clutches his stomach and mutters a curse. With a bang, he vanishes. Taken to the Brig, some would think. They often place enchantments on previous offenders to keep them in line. With no clear threat, the Kyton moves to the bar, and begins to browbeat Cole into relinquishing the coins in his stomach.
Ise, happy to show off his prowess with a blade, cuts a clean swipe along the Kyton's flank. Although the blade went deep; a blow that would've killed a steer; the wound drew no blood. The fight comes in to full swing, with Ise, Marius and the Kyton trading blows, until a furious Ise drops the sadist punk with a kiai! The skeleton guards, who were previously enjoying their break, enter the bar and drag the Kyton out to toss him off the side of the rails to the fathomless depths below. Ise and Marius follow, just to make sure.
With nothing really to do, the Jester and Samurai decide to do a little digging into these "quakes," and try to get Wakeside.
A slaad, obviously acting with the good of the rest of Flotsam in mind, is holding the doorway hostage. (The doorway is one of many on Flotsam. When you build a city out of old ships and bits of wood, you sometimes need to leave out a few passages. The doorway leads to a dimensional junction that also connects to the Wakeside.)
He preaches a quick sentence about how the Wakeside should be left to fall into the ocean, and that no one should be allowed entry for their own good, before tossing the Gate keys into the junction to seal the door behind himself. A clamor of people rush inward to the wood-laid gap in space, reaching for the Gate keys. The slaad, upset at people's inability to listen to him, croaks in a stunningly loud fashion, prompting Ise to shut him up with his blade. Marius leaps inward to the junction, and pelts the slaad with a Color Spray. The slaad, taken aback by this undeniably hostile reaction his behavior is getting, leaps into the junction as well, trying to get to the keys. Ise is too quick for him, grabbing the keys and leaping out the door. Marius soon follows, with a few of the stunned stragglers being dragged behind him. Ise slams the door in the slaad's face, leaving him with a few hours to calm down or head Wakeside.
Marius and Ise decide they should talk things over with the Matron, having not heard the news. When they reach the North Ward Watchtower, they are clued in to the breaks. They enter the watchtower, hoping to find some clues as to the Matron's whereabouts, having a bit of luck with a recent ledger entry and a page of doodles that have been Secret Paged. They get the pages to reveal themselves, and learn that she is apparently crazy or very paranoid about people seeing what she writes. They examine the scrying pools situated around her panoramic office of sorts, spying into some locales as the Plane of Fire and Ash, the Ebberon city of Sharn, and some others not worth mentioning.
They venture out, taking a few things from the office with them; such as an Everburning torch, and the Matron's notes and ledgers. The two travel Wakeside again, noticing the dimensional door ajar and the slaad lying dead in the archway. Not paying the body a second glance they enter into the Wakeside Gate. They are affronted by the numerous shops and shopkeeps who are all trying so very hard to sell them things they don't need. One man, Mark, deals in oddities and people. He fills them in on the way Wakeside's Patron ran things, being careful to note how lazy the man was.
They visit another store owned by a Water Elemental by the name of Seafoam, who deals in aquatic apparatuses. After trying futilely to understand the Elemental's Aquan tongue, they purchase some amulets of waterbreathing from him for a steal, and head Underside. They question both the South Ward and Breakside Patrons, who either don't want to talk, or don't speak at all.
Up to Topside they go, leaving the day's actions to settle themselves.

Sunday, July 8, 2007

Setting Ideas - Calderan Desert Society

So the elves on the continent of Caldera have things to consider when they think about living.

First of all, the Efreet that used to be the top dogs of the major landmass and some of the surrounding islands left in a big hurry. Obviously this means two things: there's already a large number of splendidly built cities that range from being in tip-top shape or smoldering ruins. Secondly, they left a lot of swag in the ruined cities. These were the spots where they left too quickly to make a thorough pass to grab all their possessions, leading them to demolish the area in the hopes that they'd also scorch their junk.

Secondly, those elves who were around while the Efreet still run things really don't want to give up all the things they claimed once their former masters ditched this plane. The Efreet ran a tight ship; all of the elves were created as slaves to do their bidding while they went around and partied. Once they were left without any instructions from their masters, the elves either left the cities out of contempt for their former lifestyle and went on to establish the Trader communities, or just kind of... filled the void. They moved into the buildings and ran things just as they had before, except this time the resources they produced went to them instead of some flaming tart who granted wishes.

In general terms, the elves in the desert don't much like anyone not from a family that was established after the Efreet's exodus. They've decided they have a good thing going with the way things were and are being run, so they don't much like some upstart population messing things up. Things in the elf-owned lands in the Shifting Wastes are run strictly, with a lot of people being born into their occupation. The people who worked in the capital buildings during the Efreet rule stayed in those buildings are now like royalty. The people who were quick enough to drop their old work and move into an abandoned house are counted among the elves as nobility, the Cloud caste. Below them is the Wind caste, the skilled merchants or artisans who make all the silks, paper and other neat items to spread throughout the small network of cities. Below the Wind caste, is the Sand caste. They work the fields, keep things tidy, all the typically "common" work. The elves have also taken to the cruel practice of their masters and acquired slaves. These unfortunate saps come from the desert and even beyond, from faraway planes, like the plane of Air or the plane of Water. (Things get hot in the desert.)

Those elves who weren't dicks went off to form bands of traders hocking all the crap they stole from their old masters to each other and the humans from the jungles to the north and coasts. All these disparate tribes of merchants and traders eventually formed a main group of guilds and communities called simply the Traders. They sailed to the Sand Dollar isles to establish a permanent capital for their network of societies and towns built around ruined temples or resources (Sandmetal deposits, mines, oases, etc.). The Traders like pretty much everybody, except those few especially haughty elves from the old Efreet cities. Living in their company isn't bad, especially since they always seem to have some neat trinket that's exactly what you were looking for.

Any suggestions or thoughts on how I can change these two desert peoples work better as ideas? They just seem so bad when I write it down or type it up.
Eh. Whatever. As always, comments welcome.

Inspiration:
This is something that would look quite like the northern border of the deserts in Caldera.

Tuesday, July 3, 2007

Soapbox

Hopefully for this week, things will go more smoothly than last. I'm hoping we can come up with a definite schedule for what the hell it is we're going to be doing, seeing as last week's dismal performance was partly my fault, but mostly the fault of poor scheduling. No one knew what we were going to be doing, seeing as Alex had taken the liberty to pursue a more enjoyable afternoon, and no one gave SAME more than 10 minutes of their time. (Bastards.)

Great One Alex has exclaimed he'll be willing to do Saga for this week; all that needs to be decided upon is a time. Seeing as Alex and I are unavailable on Saturday due to Jessy's shindig, I propose Sunday as our day of gathering. Friday is usually tied up, and no one really ever feels like doing anything after 9:00 (except us night owls, but we're weird and we smell funny). Unless everyone is able to rendezvous at my abode at a reasonable hour, say, 5-6:00 PM, I'd call it quits for Fridays. Sunday would be a fine day; I'm not doing anything as far as I know, and I'm pretty sure you all aren't either. If you are, nuts to you. Nuts, I say.

Seriously, someone needs to inform me of Kyle and Cody's work hours so I can coordinate our schedules better. Just throw a comment into these Soapbox posts every week so I know when you guys are working. Bryan too.

Sunday, July 1, 2007

Setting Idea - War Gods

I've had this silly idea playing around in my head for a while. From last year up until the end of January, I've been toying with this idea that there are these two deific brothers whose feuds ravage a mountain range.

What that means for the setting, well... The idea's only been roughly formed, but this is what I'm wondering about so far. In the farthest reaches of the southern ocean lies the continent of Tartarus. In the deep crags and high peaks of this untamed land, the gods Hepstus and Amahn fight each other day and night, neither one ever tiring nor becoming seriously harmed. (They're gods. Duh.) These immense gods fight each other tooth and nail, continuously shaping the landscape below them with great lightning strikes, tornadoes and all manner of spectacularly theatric events. Behind the darkened skies this battle has raged for centuries, in effect shunning would-be settlers and the like. (What's really happening is that wild magic storms cause the areas of Tartarus to become warped and chaotic. Landmarks that were there yesterday are now rubble, and something else has broken up through the crust to take its place. It's the main reason why the entire continent's devoid of civilization: nowhere safe to build.)

Anyway, the legends surrounding the lands tell of the shards of the brothers' broken weapons littering the ground and waters below the storm. These shards are said to still contain some of the god's connection to the Wield (the term for the force of magic), and can be used in potent rituals or as focus items, Attuned weapons, armor, junk, etc. Or, since the shards are big enough, to make golems and the like. (Again, the wild magic storms simply heap magic into the ground and water. Blah blah blah.)

Of course, I've got more to think about concerning these "gods" and their effects on the outer areas of Tartarus. And, obviously there's more to that continent than just this little diddy. I haven't even begun to think of what's beyond the mountains and fissures.

Waddaya think?