Showing posts with label war in the south. Show all posts
Showing posts with label war in the south. Show all posts

Wednesday, October 21, 2015

Cultures of Hrimgate: Vandal

This culture was created by Rich Forest for his War in the North Campaign last year. The original can be found at Superhero Necromancer

Vandal (Civilized Culture; Language: High Atlantean)

Standard Skills
Athletics, Endurance, Deceit, Influence, Insight, Locale, Willpower

Combat Style: Vandal Levy
Primarily fight with spear and viking shield; also trained with longspear, javelin, dagger, hatchet, and battle axe. [Cultural Style - Lower]

Combat Style: Vandal Soldier
Primarily fight with spear and viking shield or sword and viking shield; also trained with longspear, javelin, dagger, hatchet, battle axe, jǫtunn axe (great axe). [Cultural Style - Upper]

Formation Fighting (Vandal Soldier Benefit)
Permits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the ‘unit’ cannot be outflanked) and thus reducing each foe’s Action Points by one if they engage.

Professional Skills
Art (any), Craft (any), Courtesy, Language (any), Lore (any), Navigation, Seamanship, Streetwise

Specialist Careers
Seafarer, Varangian, Viking

Cults
Societies: Diggers College, Magisterium 
Sorcery Cults: The Atlantean Conclave
Theist Cults: Old Hoary Beard, Sail Filler, Tree Breaker

The Vandals first served as mercenaries in Atlantean armies hundreds of years ago. Today, there is a Vandal kingdom on the northwest coast of Atlantis itself. Vandals still fight alongside Atlantean Kingdoms against the rising threat of the Asturian Empire, with its undead hordes. 

Vandals are common along the northern coasts of Atlantis and southern coasts of Borea. When seen, it is often in the company of Atlanteans, either as traders, as bodyguards, as mercenary recruiters, or as scholars. Most Vandals speak High Atlantean, but their scholars and elites study the old Vandal tongue, which was closely related to the tongues of the Hothar, Iotar, and Thiudar. These scholars travel the world to learn the legends of Old Hoary Beard, the Sail Filler, the Tree Breaker, the one northern god still worshiped among the Vandal people.

Monday, September 14, 2015

Cults of Atlantis: The True Atlanteans

This mystic cult was designed by Rich Forest for the Magisterium Campaign.


The True Atlanteans

Atlantis is the city of paragons. Its people strive for excellence in their crafts, as it is through prowess that men and women reveal and honor the God Within. When an Atlantean comes closer to understanding the God Within, they begin to leave behind the limits of the body. True Atlanteans are not a class or caste apart. They are members of the community and neighborhood like all others. However, they are respected for their excellence and achievements, and their counsel is often sought and weighed heavily when wisdom is needed.


Atlantean

Starting Cultures: Atlantean
Starting Careers: Paragon
Standard Skills: Athletics, Endurance, Insight, Perception, Willpower
Professional Skills: Meditation, Mysticism

Students, Disciples, and Masters


Student: Aura (Confidence), Augment Craft (choose one), Augment Endurance, Augment Insight, Augment Lore (choose one), Augment (Willpower)
Disciple: Denial (Hunger and Thirst), Immunity (Disease), Immunity (Poison)
Master: Enhance (Healing Rate), Indomitable

Notes: Each True Atlantean develops mastery of one Craft or Lore--but only one. One of the True Atlantean’s starting disciplines must be either Augment Craft or Augment Lore. Whatever Craft or Lore is chosen, that is the only Craft or Lore that True Atlantean may learn to augment.  

Cults of the Inner Sea: The Atlantean Conclave

This sorcery cult was designed by Rich Forest for the Magisterium Campaign. 

The Atlantean Conclave

The Atlantean Conclave is an organization of Atlantean sorcerers of diverse backgrounds, ethnicities, and traditions who have banded together for mutual support and benefit in this strange northern city. The conclave provides tutelage and services for the Atlantean community of Andrassos and acts as an anchor for visitors and traders from Atlantis. Nearly all Atlanteans of note in Andrassos are members, including traders, local business people, Paragons, and seafarers. Most members are not themselves sorcerers. Every Atlantean sorcerer in Andrassos is a member of the conclave, with one exception: the mysterious founder of the cult of the Atlantean Mysteries keeps apart. The leaders of the Atlantean Conclave, for their part, disapprove of the actions of this mysterious rogue Atlantean who shares lost secrets with any wealthy local who joins that cult.

Only Atlanteans are allowed to join the conclave. 

Novices

Starting Cultures: Atlantean, Vandal
Standard Skills: Insight
Professional Skills: Courtesy, Culture (Andrassos), Invocation (Atlantean Conclave Sorceries), Language (South Vanoran), Literacy, Shaping
Shaping Taught: Duration (Long), Magnitude, Range, Targets

Apprentices, Adepts, Magi, and Archmagi

Apprentice Spells: Intuition, Mark, Spell Resistance, Telepathy
Adept Spells: Summon, Spirit Resistance, Store Manna
Mage/Archmage Spells: Neutralize Magic
Gifts: Perfection (mage/archmage gift)

Wednesday, September 9, 2015

Cults of Atlantis: The Society of Paragon Seafarers

The Society of Paragon Seafarers

The City of Atlantis is a city of seafarers. The people of Atlantis are the people of the sea. The highest expression of the god within is expertise, excellence, and prowess. Is it any wonder that among the Atlanteans the Paragon Seafarers have arisen? It is not. 

Paragon Seafarers have sailed Atlantean vessels around the entire circle of the world. Wherever Atlanteans are found, seafarers are among them, for it is the seafarer who brought them safely across dangerous waters. 

Sailors

Starting Cultures: Atlantean, Vandal
Starting Careers: Seafarer
Standard Skills: Boating, Endurance
Professional Skills: Craft (Shipboard Specialty), Meditation, Mysticism, Navigation, Seamanship

Students, Disciples, and Masters

Student: Augment Craft (Shipboard Specialty), Augment Endurance, Augment Navigation, Augment Seamanship
Disciple: Aura (Calm), Denial (Rain and Storms)
Master: Adhesion

Careers of Atlantis: Paragons and Seafarers

The following are two specialist careers for RuneQuest 6 characters using the Atlantean culture posted yesterday. These were created by Rich Forest for the world of Hrimgate.

Paragon (Atlantean Career)

Many Atlanteans seek unity with their own God Within. A paragon is one who has found it. Through this search the paragon gains great mastery of one or more skills and even of their own mind and body. Paragons are respected as heroes, leaders, and guides in Atlantean communities. 

Standard Skills
Athletics, Customs, Endurance, Influence, Insight, Perception, Willpower

Professional Skills
Craft (any), Culture (any), Language (any), Literacy (any), Lore (any), Meditation, Mysticism

Seafarer (Atlantean, Vandal Career)

Paragon Seafarers have sailed Atlantean vessels around the entire circle of the world. Wherever Atlanteans are found, seafarers are among them, for it is the seafarer who brought them safely across dangerous waters. 

Standard Skills
Athletics, Boating, Brawn, Endurance, Perception, Swim, Willpower

Professional Skills
Craft (Shipboard Specialty), Culture (any), Language (any), Meditation, Mysticism, Navigation, Seamanship


Tuesday, September 8, 2015

Cultures of Hrimgate: Atlantean

This culture for the Magisterium Campaign is a slightly tweaked version of the Atlantean culture posted to Superhero Necromancer last year for Rich Forest's War in the North Campaign


Atlantean (Civilized Culture; Language: High Atlantean)

Standard Skills
Customs, Influence, Insight, Locale, Perception, Ride, Willpower

Combat Style: Atlantean Civilian
A more limited style, using quarterstaff, dagger, and knife. At range, sling or short bow.

Combat Style: Atlantean Guard
Quarterstaff. Also dagger, knife, shortsword, and trident and net. At war, pike, glaive, longspear. At range, sling or short bow.

Cautious Fighter (Atlantean Guard Benefit) 
Can use the Change Range action to automatically withdraw from engagement with no need to roll.

Professional Skills
Art (Any), Commerce, Craft (any), Language (any), Literacy, Lore (any), Navigation, Seamanship

Specialist Careers

Cults
Societies: Diggers College, Fraternity of Inner Light, Magisterium 
Sorcery Cults: The Atlantean Conclave, The Atlantean Mysteries
Theist Cults: Sol Invictus (worshipped by the Mehari, Atlanteans from the Northeastern High Countries)

Atlanteans originally hail from the city of Atlantis, far to the the distant south in a land of glittering cities, steaming jungles, and sorceries undreamt of in Borea. The Atlantean Kingdoms fight a war on two fronts, one with the rising Asturian Empire that sits between them and the North, and another with the Serpent Kingdoms that sit at the heart of the continent of Atlantis.

There are many Atlanteans in Andrassos. Most who appear are merchants. Some are here to recruit Andrassan and Varangian mercenaries for their armies. Some are here to keep an eye on the Andrassans and their dabbling with the Vanoran sorceries of old. The Atlanteans remember their one and only war with Vanor and do not wish to see the Exarchate follow in the footsteps of Asturias.

Atlanteans do not worship the gods, nor do they worship Sol, nor do they worship the spirits of the land. Each Atlantean worships “the god within.” They believe themselves to be a divine people, and through proper rites and practices, their divinity can be brought forth into the mortal world.

Tuesday, October 21, 2014

Xiras: A City in Stygia

Last week, I tossed up a quick post showing off the city map for Kharazim that I hand drew. As first efforts go, it wasn't too bad, especially considering my distinct lack of artistic talent. One of my friends made the comment that it was pretty close to a publishable piece (that is to say, when looking at it, you could almost think it would fit in the back of a published RPG book -- high praise from someone not known for offering empty compliments).

This week, I have another hand drawn city map, this time the Stygian city of Xiras, former capital of the old Stygian Empire. Chief religious center for the Stygian Immortal cult of Mazda, Xiras is a sprawling city of canals, hanging gardens, and nefarious merchant princes squabbling over the remains of a dead empire. Enjoy!

  

Thursday, October 16, 2014

Kharazim, A City of Stygia

I'll do a more sustained write up Kharazim, a Stygian city known for its agricultural bounty, lacquered pottery, and cult of the Stygian Immortal Zamarmatay, some other time. Right now, I simply want to post the map, which I have just finished.

It's my first attempt at doing an urban map in a style ala Dyson of Dyson's Dodecahedron (you can find more of his urban maps here). I think it turned out all right, considering I'm not an artist at all.


Thursday, October 2, 2014

Cultures of Hrimgate: Vanoran

Vanoran (Civilized Culture)

Standard Skills
Conceal, Deceit, Drive, Influence, Insight, Local, Willpower

Combat Style: Citizen Legionary
[Cultural Style] Vanoran citizen legionnaires wield the shortsword and scutum. They carry a dagger at their side, and fight also with shortspears and javelins. They too have archers trained in the short bow.

Formation Fighting (Benefit)
Permits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the ‘unit’ cannot be outflanked) and thus reducing each foe’s Action Points by one if they engage.

Professional Skills
Bureaucracy, Commerce, Craft (any), Courtesy, Engineering, Languages (any), Lore (any), Oratory

Once citizens of a continent-spanning empire of old, today Vanorans populate many scattered lands throughout central Borea. Some have blended with other local peoples and become indistinguishable from the rest, while others have clung to their longstanding culture and heritage, confident old Vanor will rise once again from ruin to stand astride Borea.

Hardy and industrious, glory-seeking and arrogant, Vanorans have found it difficult to accept their current place in Hrimgate. Those who have moved on, as in Asturias and Andrassos, have embraced new covenants and creeds, new traditions and superstitions. But for many throughout the Riverlands, Transtygia, and the Southern Reach, the older ways remain strong. And deep within mist-shrouded Arborea, tens of thousands still live amid the ruins of Vanor itself.

The dreams of empire die hard.


Thursday, August 7, 2014

Cults of Stygia: Vouruska, the Seafarer

Vouruska, the Seafarer
Cult of Vouruska, the Seafarer, of the Nine Immortals (Stygian, Theistic)
Vouruska, the Seafarer, is one of the Nine Immortals of Stygia, Mistress of the Deep, Storm Witch, the Wave Rider, the Golden Khursar. Vouruska was reputedly a Hyperborean pirate queen, hot tempered and filled with wanderlust, who sailed the world ocean, took Mazda, the Firewalker, as a consort and captain, and taught the nomadic Stygians the ways of the sea, putting them on the path to their new home in Borea. It is said the site of the Lagoon Temple in Rhages, Stygia's oldest city, was once Vouruska's pirate haven, which she gave over to her favorite consort as a gift for his people.

Today, Vouruska sleeps beneath the waves, held in the icy embrace of the world ocean, dreaming of violent storms and the riding of sea swells, waiting to be awoken by Mazda and the other Immortals so that she can turn the fury of the deep against the Oncoming Darkness and destroy the Lie in the furthest recesses of its emptiness.

Vouruska has no formal priesthood. Instead, her temples, shrines, and coastal holy sites are commissioned and maintained by those who find their livelihood on the world ocean: sailors and sea captains, pirates, and merchants. Those who desire a deeper connection with the Immortal seek out Vouruska's khusars, itinerant pirate priestesses found wherever ships ply the open sea, for further instruction in Vouruska's mysteries. After all, when one travels the world ocean, one must pay the proper respects to the Seafarer, lest she bring you forever into her watery embrace.

Nature and Aspects
Mistress of the Deep, Storm Witch, the Wave Rider, the Golden Khursar

Lay Members
Standard Skills: Boating, Swim
Professional Skills: Devotion, Exhort, Navigation, Seamanship
Folk Magic: Breath, Calculate, Dry, Repair

Initiates, Acolytes, Heroes, Priests
Initiate Miracles: Breathe Water, Dismiss Elemental, Predict Weather*, Summon Elemental, Water Eyes*
Acolyte Miracles: Call Winds, Propitiate, Strength of the Sea*, Thunderclap
Hero/Priest Miracles: Extension
Gifts: Wellspring (Priests only)
* denotes new miracle

New Miracles
Predict Weather
Area (Tens of Kilometers), Duration (Instant), Rank Initiate
When this spell is cast, the user can know approximately what the natural weather will be like for the next 24 hours. This spell cannot account for the actions of storm demons or the use of weather-affecting spells.
Adapted from Gods of Glorantha Cults Book (Chaosium, 1985), pg. 31.

Strength of the Sea
Duration (Hours), Rank Acolyte
This spell doubles the target’s base STR, with no restrictions on maximum limit. The target must be in contact with seawater when the spell is cast.
Adapted from Gods of Glorantha Cults Book (Chaosium, 1985), pg. 73.

Water Eyes
Area (Tens of Meters), Duration (Hours), Rank Acolyte
This spell allows the user to see through water as if looking through air (or vice versa, for water-dwellers). It accurately eliminates all reflections and refractions. If the water is murky, or the air foggy or smoky, the spell will not render the medium transparent.
Adapted from Gods of Glorantha Cults Book (Chaosium, 1985), pg. 64.


Wednesday, August 6, 2014

Cults of Stygia: Mazda, the Firewalker

Mazda, the Firewalker
Cult of Mazda, the Firewalker, of the Nine Immortals (Stygian, Theistic)
Mazda, the Firewalker, is the First Among All of the Nine Immortals, the Flame of Truth, the Sword of Light. It was Mazda who took the Stygian peoples to the sea and brought them to Borea. Founder of Xiras, the old Stygian capital city, and builder of the Great House of Fire, the Firewalker was also the Great Smith of the old Stygian Empire, laying an iron foundation forged in the hottest fires that, in the end, bowed only to the Witch-Kings of Vanor.

Today, he sleeps the Immortal Sleep, the Deep Dreaming, somewhere in the maze-like catacombs of the Great House of Fire, waiting for his time of need, waiting for the End of All, the Oncoming Darkness, so he can awaken again with his fellow Immortals and vanquish the Lie once and for all.

Cultists of Mazda make the proper Mazdic offerings of fire and water, promote justice and righteousness throughout Stygia, and teach the guiding principles of the Mazdic Rites, an ancient set of proscriptions, rituals, and procedures from before used to prepare the Stygian people for the struggle against the Oncoming Darkness. As the vanguard of this struggle, Mazdic priests also craft and stockpile weapons and armor for the Great Battle at the End of All, which has a nice side benefit of providing a steady income for the cult.

The Bull Processionary, Great House of Fire, Xiras
Aspects
The Judge, The Smith, The Flame of Truth, The Sword of Light

Lay Members
Standard Skills: Insight, Perception
Professional Skills: Devotion, Exhort, Lore (the Nine Immortals)
Folk Magic: Avert, Firearrow, Fireblade, Light

Initiates, Acolytes, Heroes, Priests
Initiate Miracles: See the Light (Cure Blindness), Forged in Flame (Sacred Band), Steadfast, Sunspear, True Sword
Acolyte Miracles: Consecrate, Judgment (Omen, from Monster Island)
Hero/Priest Miracles: Excommunicate, Rain of Fire
Gifts: Reincarnation (Priests only)

The Tiered Altar, Chamber of the Eternal Flame, Great House of Fire, Xiras


Wednesday, July 30, 2014

Careers of the South: Nashir Cavalry

Nashir Cavalry (Lemurian Career)

Standard Skills
Conceal, Drive, Endurance, Evade, Locale, Ride; Combat Style (Nashir Cavalry)

Professional Skills
Craft (Animal Husbandry), Healing (Horses), Lore (Horse Breeds), Lore (Strategy & Tactics), Navigation, Survival, Track

Combat Style: Nashir Cavalry (Professional Style)
Recurve bow, javelin, broad sword, mace, hatchet

Nashir Mounted Archery (Benefit)
This style allows the cavalryman to ignore the skill cap placed upon ranged combat rolls by the Ride skill. In addition, when using a ranged weapon, mounted or on foot, the cavalryman may shift a random hit location to an adjoining body location.

Units of Nashir Cavalry are the mobile backbone of any Lemurian fighting force. Using horses bred from those few brought over from doomed Lemuria, these highly trained units are faster, more agile, and able to disrupt enemy formations from a distance with deadly, pinpoint accuracy. Used to open ranging through steppe and desert in their lost lands across the world ocean, Nashir cavalry have also adapted well to the mountainous, rocky terrain common throughout Stygia and the Southern Reach.


Monday, July 28, 2014

Cults of Asturia: St. Vacuna, the Golden Shield

The Cult of St. Vacuna, the Golden Shield
The patron saint of victory, sacrifice, and protection in the Solian Creed, St. Vacuna was once a noted bodyguard of the third Vanoran Witch-King, Marcian the Reclaimer. It was she who issued the witch-king's personal challenges on the battlefield; kept him alive during his headlong charges into the fray of a large battle; and died in battle taking a blow meant for the witch-king during the old Vanoran wars for the North. Once very popular amongst the Asturian legions, it has lost its favor and prominence since the rise of the Black Sun cult. Before battle, Asturian soldiers dedicated to the cult will hurl a flaming spear at the enemy lines and bellow "Ad Vacuna! Ad Vacuna! Ad Vacuna!" in Old Vanoran as an offering to the saint for her favor.

Lay Members
Standard Skills: Brawn, Willpower
Professional Skills: Combat Style (Asturian Legionnaire), Devotion, Exhort
Folk Magic: Alarm, Bladesharp, Demoralise, Firearrow, Fireblade, Protection

Initiates, Acolytes, Heroes, and Priests
Initiate Miracles: Aegis, Fortify, Shield
Acolyte Miracles: Clear Skies, Consecrate, Sunspear
Hero/Priest Miracle: Rejuvenate
Gift: Sanctuary (Heroes/Priests Only)

Thursday, July 17, 2014

Cultures of the South: Lemurian

Lemurian (Civilized Culture)

Standard Skills
Deceit, Endurance, Influence, Insight, Locale, Perception, Sing

Combat Style: Lemurian Alubari (urban commoners)
As a recent refugee community, Lemurians have worked hard to develop and maintain basic fighting skills throughout the lower orders (alubari), who are trained with short spear, dagger, hatchet, and sling. [Cultural Style - Lower]

or

Combat Style: Lemurian Pahi (urban elites)
Primarily fights with short spear and hoplite shield; also trained in mace, akinaka short sword, dagger, javelin, sling, and short bow. [Cultural Style - Upper]

Defensive Fighting (Benefit)
When parrying a blow during combat, a Lemurian pahi's weapon is considered one step higher in size.

Professional Skills
Craft (any), Commerce, Language (any), Literacy, Lore (any), Musicianship, Streetwise, Teach

Far across the world ocean was once a mysterious land of ancient cities, fertile river valleys, and arid deserts, the true name of which was unknown by those in Borea or simply forgotten to time. Vanorans called it Lemuria and spoke tall tales of demon lizard shibboleths and gods in living form ruling the land from great temple platforms in its cities. Older than Vanor, more ancient than Stygia, more antique perhaps than even Hyperborea and Atlantis, Lemuria was a primordial land -- the Garden of the Sun -- known only to those who could see into the Deep.

And then, within the living memory of only the most wizened elder, a great calamity befell Lemuria, and the land was gone.

But not its people.

The first refugees to Borea came as but a trickle, isolated landings in great sailing ships whose passengers carried statues of their gods and lamented the coming of Nibiru. Soon, a great flood of humanity swept across Borea, spreading throughout the southern lands of the continent from east to west. A proud people brought low by disaster, the arriving Lemurians were not content to remain as refugees and castoffs in a foreign land, and they soon turned their attentions to carving new homes into the face of the land.

Today, Lemurian communities are found throughout the South, both in Stygia and along the Central Coast. In some lands, they are a useful but distrusted minority, using their past learning and cultural knowledge as a currency to buy new stations from the old elites. In others, however, they have become lords and conquerers themselves. As armies prepare to clash across the South, Lemurians watch the preparations warily. They will not lose all they have regained so easily. The Doom will not befall them again.



Tuesday, July 15, 2014

Cultures of the South: Stygian

Stygian (Civilized Culture)

Standard Skills
Athletics, Boating, Dance, Deceit, Influence, Locale, Willpower

Combat Style: Stygian Soldier 
[Cultural Style] Primarily fights with two weapons, mixing and matching Stygian shamshir sword (scimitar), sagaris axe (one-handed battle axe), broad sword, shortspear; also trained with recurve bow, dagger, hatchet, and target shields.

Sweeping Strike (Benefit)
When dual wielding two weapons, a Stygian soldier can use a sweeping attack to push aside an enemy's defenses and immediately follow-up with another attack, as per the Flurry Special Effect. The follow-up attack must be with a different weapon than the triggering attack. Two weapons only.

Professional Skills
Bureaucracy, Commerce, Courtesy, Craft (any), Language (any), Lore (any), Musicianship, Seamanship

In the deep, distant past, Stygians were nomads and herders traveling a grass sea in a land far across the world ocean. But then that ended. They gave up their kumis, their goats, and their tent cities; built ships and learned the stars; and became nomads of the sea. That was then.

In the distant past, Stygian wayfarers made their first landings along the southwest coast of Borea, seeking plunder and good fortune. Instead, they found homes and bountiful resources, and soon the Stygian people drove their tent spikes deep into new, untamed earth. From this seed grew a great Empire, strong of ship and sail, dominant in commerce and trade, fierce in honor and pride. It spread north and east along the Borean coast, leaving its mighty stamp upon the world. And then the Witch-Kings of Vanor, covetous of all the western lands, descended on Stygia, bringing fire and war, and bent it under their yoke. That was then.

Today, the southwestern Borean coast contains the scattered seeds of Stygian hegemony, rich, discordant cities ancient in culture and distrustful of each other. Although the Vanoran boot is long removed, the scars of dominion remain, as no new Stygian Empire has thus been able to reemerge. Instead, new, hungry wolves prowl through the region: Atlantean wayfarers, dead Asturian legions, Lemurian refugees. The drums of war sound in the south, and it will be Stygian cities that will burn.


(This is something related to the War in the North campaign being run by my friend and co-blogger Rich Forest, which he has been writing about over on his Superhero Necromancer blog and will presumably link to here when he has the time. However, this is also related to a possible campaign I may run after War in the North is over, simply titled War in the South. There will be more coming. Enjoy!)