Friday, March 7, 2025

Worldbuild24 - Arodia Anthropology

Anthropology

Crabmen – Native to the Blue Reefs in the Bay of Moray. They were forced to seek refuge within the Topaz Islands and The Yellow City by the Squidmen and their kraken gods. Besides serving as menial labor with their rock-crushing claws and broader bodies, they have also carved out niches selling their magically preserved art, a great sin. Otherwise, they fight for sport, coin and entertainment. They are either lazy or calm and do not perish of age. But grow until they cannot support themselves.[i]

Deva – Some Angels loved the Earth too much to leave when the Dawn War ended, and the Primal Ban was placed upon the Gods. They choose to leave the Gods service and reincarnate as a form of adult Aasimar. Patterned in bands of light and dark. Though those who fall reincarnate as rakshasa eventually. Many appear in sacred Nefelus.[ii]

Elephant Demon – A fiendish cult which started in the city of Runggara Ban in the last century and spread to many in the Hundred Kingdoms. This cult is greatly feared in battle and has brought great success and converts in turning back enemies, particularly the Midani of Zakhara, the sultanates and Afyal. It is henotheistic and claims the God has devoured all the local gods and will do so to the world. Likewise human sacrifices have their limbs broken and are thrown in a pit shaped like a mouth to die. It is hideous. Such a god is either Gruumsh or Asmodeus.[iii]

Dwarf, Crystal – The Eastern Empire of Deep Darkness is no more, as is the norm for Dwarves. From the ruined citadels beneath the Mountains of the Moon, they now range the Oligarchies and adjoining regions. They are said to be worse tempered than normal dwarves. Forming small and embittered clans, closed to outsiders lest they lose what remains of their culture. This is due to the primacy of their finely made yet grotesque crystal masks. Cut from increasingly scarce deposits in surface caves and only removed with family or other dwarves. They are rumored to have lost their dwarvish sight.[iv]

Elven Attitudes, For – There is a diverse discourse regarding Elven merchants within Arodia society. The Elven Merchant Fleets have been trading with Arodia since before recorded history and they have never sought to conquer or preach as the Midani have done since being united by The Enlighteed Faith. The elves have a superficially similar Elven Caste System and being long-lived, fair and graceful, are among the Holy People. They fight pirates on the seas and in doing so have kept the spice route to the Thousand Thousand Islands open. They also show a keen interest in traditional religious and cultural knowledge.

Elven Attitudes, Against – There are many reasons for the people of Arodia to dislike Elves. If Arodia is the purest land, then the Elves are impure outsiders who are merely ancient and wise. Elves monopolize the best trade routes and deal with their Adventine factors and great fleets. The elves have the gall to insist they remember with their superior cultural records and lives. That once the continent was home to advanced civilizations associated with their lower Varna and untouchables who the Pure People ground beneath their Animal Nomad wagons. Accusing them of ancient hypocrisy about their own religion.

Elves, Marsh – The people of the Yellow Plant Empire continue to thrive. Not quite Elves and not quite dryads, the marsh elves are pulled from the waterlogged soil as mandrakes, become charming, four-armed, and vivacious before becoming immobile trees in age. Their carefree lives in the river forest of Lamarakh serves a vital function in Yoon-Suin. Living on boats and skiffs, lashed flotillas when convenient. They ae middlemen for trade across the Purple Lands. Seen as an exotic curiosity in The Yellow City, their language is unsolvable and unpronounceable. They greatly favour the scented cigarettes they call kojo from the city.[v]

Hanu – A race of zoomorphic Humanoids, intelligent and talking monkeys. In some parts of northern and western Arodia they are called Varana, though that may represent tribes in Láhág who they share a home with. They are certainly the same as the Zomia people, the Shanxiao. It is possible they are the same as the Laksaman in the Thousand Thousand Isles, but those share a Fey heritage with the rest of the Animal-Headed People. Certainly, the name hanu is used there. They occasionally display animalistic behaviors when their blood is up or attention wanders.[vi]

Lamarakhi – The boat people and tribes of the river forest of Lamarakh and the River of Gods. They display all the same quirks as the Marsh Elves in their language and smoking, However, they do not become trees but instead have all brothers marry the same woman, and have no other wives, as a boat cannot be split between sons. Some tribes are head-hunters who raid the Hundred Kingdoms for cattle or man flesh. Most eat the fruit and fish of the river-forest. They possess more wealth than any king but have nothing to spend it on, wearing it as trinkets.[vii]

Mountains of the Moon, Nomads of the – Though the Oligarchies hold the southern slopes and Sughd keeps the passes free from Yak-Men. The interior of the Mountains of the Moon is home to a great many tribes of Animal Nomads and Humanoids on the fridge plateau and valleys of the Zomia. Here the Ogres and Idra have their origin, and many remain. The yak and horse riders war in neighboring Xinjiang and into the Jiang Hu. Unless one seeks to impress upon their courts, the only succor is in the fortified monasteries which provide more civilized instruction. And they rule their high valley fiefs jealously.

Pure People – The social system of most of Arodia rates the people into four varna based on their purity to an idealized form and manner, signifying their karma. Certain ancestries have a natural advantage in this, based on their innate grace, beauty, and celestial origin. Though being foreign naturally cancels this out. Elves are graceful and blessed with long lives, Half-Elves only less so, Dwarves have age and skill though they lack beauty. But those with the best karma are Aasimar, and Deva in particular, since they are both reincarnations and native. Monstrous races in return have bad karma.[viii]

Slugmen – Those who built The Yellow City out of the ruins of Degringolade. It is unknown if they were always there, but the city is their birthright, and they are the sole property-owners. Ancient authority and a massive trade in narcotics have made them materialistic, effete and pompons. No slugman would not be seen without fancy outfits and eunuch slaves, but no Humanoid people who have survived so long are weak. They value knowledge above all pursuits and are great patrons of institutions of exploration and exploitation.[ix]



[i] See Adventures In Yoon Suin For 5E, p.6

[ii] See 4E Player's Handbook 2, p.8

[iii] See Yoon-Suin, the Purple Land p.16

[iv] See Adventures In Yoon Suin For 5E, p.6

[v] See Adventures In Yoon Suin For 5E, p.5

[vi] See Sword of Wuxia pp.6-7

[vii] See Yoon-Suin, the Purple Land p.11

[viii] Obviously inspired by the real-life Hindu caste system, with some of the weird fantasy racial baggage of the OSR RPG Arrows of Indra

[ix] See Adventures In Yoon Suin For 5E, p.7

Worldbuild24 - Arodia Geography

Arodia

Geography

Afyal – The island to the south-west of Arodia, a vital stop on the spice route. For this reason, it has been dominated by the Midani for hundreds of years. However, the southern mountains, where the authority of the padishah holds little sway are rarely mentioned. The Arodian caste system still holds sway here, even among the Enlightened and it is permitted for woman to have up to four husbands, inverting normal Polygamy. Merchants use this to pool their finances. The elephants on the island are strangely intelligent, tame and protected by the law of the padishah. Otherwise see Medina al-Afyal.

Alabaster City – An ancient city, where every resident was a Sage with powerful magic to fulfill their every whim. Such a place is lost, but rumors have suggested it lies at the bottom of a vertical cave deep within Láhág. What the local lizardfolk call Tulkau Shayn. Or Gullet Cave in their language due to the sharp outcropping at the top. Those who have researched the city claim it was either as the legends say, a haunted library of the rakshasa or periodically invaded by Feywild monsters.[i]

Blackstone, The – Some report their dreams are filled with a black monolith inside a cavern lined with rime. Those who have been chosen are those who wield thoughts like lightning and stone. In ages past, a breach from the Far Realm was contained in the Upper Druk Yul, behind psionic wards and elemental stone. All imbued by their consciousness. Those who have the dreams in the generations after are bound to follow them and reinforce those wards.[ii]

Bilwanti – An Oligarchy of the Mountains of the Moon. This city was much plagued by Ogre bandits, which engaged in hit and run raids against caravans crossing from Sughd. Thanks to the deep-set valley of the Riddled Peaks, which was filled with high caves. The oligarchy eschewed the traditional war-crayfish and eunuchs for horsemen of the Hundred Kingdoms who could ride faster than a complacent ogre. These lancers still proudly teach this art after their contract finished.[iii]

Degringolade – The ruins of the ancient megalopolis located in modern Láhág. During the Dawn Age and Antiquity, Degringolade was an advanced network of cities built by the descendants of the Garuda Bird Riders, which was the first state to develop steel and they harvested the Pujrbirth for strange plants and insects. In time the city was swallowed by the jungle, the conflict with inhuman foes and the pujrbirth sapping it. It was also notable for its Minotaurs which were pulled from the river during its decline and formed a large element of its population until the end.[iv]

Druk Yul – Part of the Mountains of the Moon to the east of the Axis Mundi. Druk Yul divided into Lower Druk Yul, a scrubby and dry upland region and Upper Druk Yul, a sudden ascent to dizzying heights and glaciers, thrown up by the collision of continents. The most noticeable element are the inhabitants, a surviving population of Thri-kreen from the Dawn Age live in nomadic and violent lives in the uplands. The thin air of the mountains permits only the court of the eastern Dragons, ruling over ice-sparkled hoards.[v]

Great Blue Reef, The – Beyond the Topaz Islands or the Gulf of Morays is a submerged stretch of rock and coral. Home to the squid-men who are Humanoids but do not seem to be able to speak. Very little is known about them even in The Yellow City and they do not welcome visitors. Their raids on ships mean that trade between the Yellow City and Nangia occurs by shore-hugging ships. And the sight of the reef indicates to Elven Merchant Fleets or Zakharan merchants that they must turn back, south or make the final dash for Bambung.[vi]

Hundred Kingdoms, Arodia – Due to the vagaries of the common togue, there are two places with this name. One is the vast sweep of Arodia, where rajas and sultans maintain their individualistic unity through constant warfare and patronage of hundreds of fakir schools and spirits. United only a few times, the title of the Maharaja is then supplanted by the ostentatious Vikramaditya, Sun-Horse, which carries its ancient origins from the original Animal Nomads of forgotten Peloria. The traditional rajas stand in varying contrasts to those of the Enlightened Faith in the independent northern sultanates or directly ruled, island caliph of Afyal.

Láhág – The haunted jungles along the east coast of Aroadia, extending south of The Yellow City, it comprises the bottom element of the Yoon-Suin. The jungle here has always had strong planar connections and that has produced a multitude of strange creatures which elevated animal husbandry in Degringolade to heights unseen, but also encircled it in a net of aggressive spirits and monsters. Ghosts do not rest easily here and so the jungle remains a haven for Dawn Age relic populations and tribes which have otherwise been pushed out of the Hundred Kingdoms.[vii]

Lamarakh – Frequently confused with the River of the Gods, the name properly refers to the land surrounding the sacred river. The river-forest is so filled with the tributaries of the river that the spots of dry land are more akin to islands and the rivers to lakes. The boundary between Lamarakh and Láhág is only when they forest ceases to brood and becomes alive and wet. As a major thoroughfare between The Yellow City and the rest of Arodia, the inhabitants live on rafts, boats and barges. The Marsh Elves and Lamarakhi developing the same style of life.[viii]

Medina al-Afyal – The City of the Elephant. On the distant island of Afyal, a near descendant of the First Caliph took up a fleet and set sail as far as possible to bring the Enlightened Faith. What he ended up doing was skirting Sahu Island, deposing the shifting dynasties, eliminating the local religion and establishing a new city. A critical entrepôt, the rich resources of the island combine to make the city almost as rich as Huzuz. It is Fate therefore the padishas are seemingly mad. The palace, however, is a marvel, mixing the magical and mundane methods of construction.[ix]

Mountains of the Moon, The – The greatest mountains on Earth, this range is where all Humans and Slugmen come from according to legends. Here lies Axis Mundi, the spindle of which all creation revolves. It was not created first but put in place to order Earth as the heavens should be. Between the haunted citadels of the Crystal Dwarfs and raiding Yak-Men, there are numerous Oligarchies. Each Oligarchy rules a valley and produces trade goods with slaves and eunuch-warriors in exchange. Most conducted down the River of the Gods to The Yellow City or ported down and up to Sughd. They war inconclusively.[x]

Nefelus – The poetry about Afyal fails to mention the southern city, where the Enlightened Faith fears to tread. Isolationists for two centuries, the island’s original name and inhabitants include more Deva than anywhere else, and most reincarnate here. Most prominent citizens are deva and the magocratic seven councilors are called the Thraxinium. Nefelus houses their great library, for knowledge and magical prowess are held greatest. The Nefelese defend themselves, blaming ignorance of others for destroying their idyllic culture, when an eruption of the Elemental Chaos by the Genies paved the way for the Zakharans to land.[xi]

Oligarchies – See Mountains of the Moon, The

Pajuli – The lush grasslands between the rise of Sughd and the Hundred Kingdoms. Here the grass grows shoulder high in the mud, and the termite mounds rear like giant gravestones. Water buffalo and rhinos graze free of human settlement stalked by tigers and dhole. So long as the haunted ruins of blood-drenched Hailakundpur remain, this will be a wild paradise.[xii]

Pujrbirth – A Degringolade word meaning madness, see Láhág.

Purple Land, The – See Yoon-Suin

Runggara Ban – A city in the northern parts of the Hundred Kingdoms near the lands of Lamarakh, and where Ravana the Younger first proselytized the cult of the Elephant Demon. It is a beautiful and cultured place which has thrived as a new center for pilgrimage. However, visitors have noticed that death comes quickly and without much notice in those lands. For all the ease of life brought by wealth, life is worth even less under the tutelage of their god.[xiii]

River of the Gods, The – Alternatively The God River. It is really many rivers which flow from the Mountains of the Moon to gather in Lamarakh, the riverine forest. This waterway is both holy and vital as much trade is carried on it by the Marsh Elves and Lamarakhi. It is rich and full of silt, bodies and funeral ashes. All to benefit the innumerable ancient deities which line and watch its upper reaches and the delta that is The Yellow City. All trade between the Oligarchs, Sughd and the Yellow City move along it.[xiv]

Safedvamana – In the Hundred Kingdoms is a small city of little consequence. Except here was the last lord central Arodia. A man who brought suffering to much of the region for the stated purpose of opposing the northern sultanates, but many believe it was for personal glory. He oppressed the lands until the wheel turned and he died. His supporters revere him as almost as a God. Upon his death, he was interred inside a great tomb, where his followers guard his holy body, now the focal point of their religion, and from which they launch continual bandit raids.[xv]

Sarapesh – One of the Continent’s wonders, the city theoretically nests in a western valley leading to the sea. In practice an ancient enchantment causes the city to shift between the Planes and in layout, drawing wealth and Zakharan merchants. However, it always plays a lesser role to even Earthly entrepôts, its instability makes it hard for merchants to return and so it remains a merely rich city. Its rule is split between thieves’ guilds and the Panjandrum, master merchants.[xvi]

Sempadan Forest – An old term used to refer to Láhág, still used in Zakhara and sometimes in Jungo. The inhabitants are called the Jibb. See Láhág

Speaking Mounds – The coastal lands now called Sughd By the Sea have been the crossroads of the world for millennia. Great armies have clashed in the valleys and river bends, all to be interred in the ever-growing circles of the mounds. In turn, those individuals descending or paying homage to the warriors of old have come from across the world to commune with the spirit present. They are said to move and speak to Primal mystics, but only those nearby can witness the reaction.[xvii]

Sughd – At the western edge of the Mountains of the Moon, where it becomes the World Pillar Mountains. Lies the center of Arodia’s highland tea, silk, and opium production and much is carted to the Yellow City via the River of the Gods. Sughd is part of the cultural sphere of Zakhara, theoretically followers of the Enlightened Faith and a trade nexus, running though passes west to Zakhara and north to the coast of the Sea of Ships. What makes it so shunned except to merchants is the central city of Syr Darya.[xviii]

Sughd By the Sea – One of the greatest trading cities in the world, its potential is sapped by Syr Darya’s unwholesomeness. Located in what was ancient Peloria by the Sea of Ships. Blue Sughd or Fat City to the nomads is the largest clearing house of trade in interior Nangia. Accessible via ship or by caravan, from four continents, it has preserved for thousands of years, and a dozen masters. But it should be bigger, trade comes by necessity not choice, the merchants fear the power of the Ogre Magi and scholars leave for Zakhara’s cultured gardens. A new master may be needed.

Syr Darya – The City of Dweomers, Syr Darya makes Sughd so unappealing despite the beauty of its cultivations. It is described as a place of ancient renown, famed for its mysteries, its knowledge, its ghosts, and its secrets. The city supposedly renegaded on a deal with a clan of Ogre Magi who were fleeing east from Zakhara, five hundred years prior. The ogres sought the help of a mountain demon named The Shikk. Who allowed them to seize control, but transforming the human population into nasnas – immortal but missing literally one half of themselves. Now a dusty and languishing place.[xix]

Topaz Islands, The – Beyond the quaysides of the Yellow City which cluster the vast mouth of the God River are the jewels of the Southern Sea - the Topaz Isles. A myriad of rocky islets that stretches across the Gulf of Morays like so many necklaces. Belched forth from the blazing hot depths of the earth, they brought a rich vein of gemstones with them that has never been fully mined. Here lies a ship-terrorizing Dragon which allows the Crabmen to live free. Cannibal smugglers and sea-nomads bely the ruined settlements once used by the city.[xx]

Yellow City, The – Known by many names, the common moniker is from the way the buildings glow on hot sunny days. Its inhabitants have claim to be the wealthiest, most refined and educated in the world. Unfortunately, the constant flow of narcotics, trade and hierarchy make it stratified and deeply jaded to suffering. The Slugmen who built the city from some northern tip of Degringolade, hoard the property and knowledge. Then come the Humans castes and then the disparaged Crabmen who comes into the city for servitude. The city itself is both massive and a riot of thousands of years of architecture.[xxi]

Yoon-Suin – The north-eastern side of Aroadia, where the River of the Gods empties into the sea, also known as The Purple Land. The land here is low-lying, inhabited first by zoomorphic Humanoids during the Dawn Age, then by the Human-Minotaur state of Degringolade, followed by The Yellow City. Yoon-Suin traditionally also includes Láhág to the south and west, the Topaz Isles, the riverine Lamarakh and the uplands of Lower Druk Yul. Somewhat grandiosely the inhabitants also claim The Mountains of the Moon, the Hundred Kingdoms and even distant Sughd.[xxii]



[i] See Draconomicon: Metal pp.98-107

[ii] See Psionic Power p.49

[iii] See Martial Powers p.116

[iv] See The Clay that Woke

[v] See Yoon-Suin, the Purple Land pp.13-14

[vi] See Yoon-Suin, the Purple Land p.10

[vii] See Yoon-Suin, the Purple Land pp.6-9

[viii] See Yoon-Suin, the Purple Land p.11

[ix] See Al-Qadim Land of Fate pp.108-111, Ruined Kingdoms: Campaign Book pp.23-25

[x] See Yoon-Suin, the Purple Land pp.15-16

[xi] See Dungeon Magazine #165 pp.10-11

[xii] See Yoon-Suin 2E p.326

[xiii] See Yoon-Suin, the Purple Land pp.12-13

[xiv] See Yoon-Suin, the Purple Land p.11

[xv] See White Dwarf 21, Tomb of the Maharaja pp.28-29

[xvi] See Dark Dungeon Presents: The Shifting City

[xvii] See Primal Power p.120

[xviii] See Yoon-Suin, the Purple Land p.16

[xix] See Yoon-Suin, the Purple Land pp.17-18

[xx] See Yoon-Suin, the Purple Land pp.9-10

[xxi] See Yoon-Suin the Purple Land pp.3-6

[xxii] See Yoon-Suin, the Purple Land

Making Species in Edge of the Empire and Genesys

Now for Star Wars.

As a demonstration of how to make playable species in FFG’s Genesys or FFG/Edge Studio’s Edge of the Empire RPGs. In preparation for me to dump a great big pile of them here on my blog.

This involves somewhat tedious calculations and rummaging between many books/PDFs/wikis.

We’ll do something a bit out there. Destiny’s Fallen, or Eliksni as they come to be known as.

This draws from three sources, a blogpost from one of the EotE writers, where he explained how he started from a 120 or 130 XP base as most species have 20 to 40 XP worth of abilities and a decent pile of starting XP. Brawn + WT and Will + ST are added together, so if they are both of a pair is up or both of a pair is down, generally factor in an extra -/+5XP due to the compounding.

The Genesys Keyforge book, which gave XP values for building custom species and archetypes. And a fan-guide where they reverse engineered the various species to come up with the XP numbers.
All of these are needed because abilities are custom-made and adjusted at the whims of the writer.



Starting from a basis of 130XP
I needed to give the Fallen the standard array of one stat at 3 and one stat at 1, for a net XP cost of -10.

Fallen can get big and strong, but they are also agile, even when weak. So, Agility got the +1. Now they are hostile bug aliens, so Presence might be up for the drop, but their culture of brutal piracy and bulling means their resistance to it must be low. It’s more interesting to give them a -1 to Willpower.

We will skip Dregs, they can just be minion group foes.

Fallen are normally over around 9 feet/2.7m tall. But most of them are stunted and “only” Wookie-sized. And from there I start going through their wiki entry to get all their traits from the Keyforge book.

They are good climbers, which is a trait (Climbers -5XP). They are decently tough so +2 WT (-5XP x2), They have Extra Limbs for their normal troops and pre-fallen state, so that is in (-15XP). They are noted for resisting many hostile environments without suits so a choice of Arctic, Desert Dweller, Dark Dweller and Insulated (-10, -5, -5 and 0XP).

9 feet is about Silhouette 2, compared to all normal human and bigger Silhouette 1. Now Silhouette 2 on its own is -5 XP, but the ability to choose between Vandal (Silhouette 1) and Captain (Silhouette 2) is similar to the Dowutin from Knights of Fate, trait Large: Dowutins have a silhouette of 1 or 2, chosen at character creation.

But that has no XP cost, so I must reverse engineer it by going through the Dowutin write-up and hoping it adds up to 130 minus the Large Trait to find its cost. I eventually find it’s 5 XP and so irrelevant.

Going to silhouette 2 in Keyforge also increases the Wound threshold by +2. So that needs to be accounted for and the cost supplant the generic +2 WT I was going to give them.

And since the Fallen have some sort of gaseous liquid they need to live called Ether, that needs to be represented. Air Supply (+10XP) represents all the aliens with gas masks because they don’t breathe oxygen. Without it, they treat oxygen/the air as an 8 damage toxin. Fallen still breathe oxygen, so this needs to be toned down. Changing it to a +5XP trait where they need the ether and mask to heal wounds.

That gives us a complete package for the Fallen/Eliksni

Species Abilities

Brawn 2 Agility 3 Intellect 2 Cunning 2 Willpower 1 Presence 2 (-10)

WT 12 ST 10 (should be -10 but ambiguously associated with Large via Keyforge)

Starting Experience: 90 (Remaining XP)

Starting Skills: A Fallen starts with a single rank in Coercion during character creation. They obtain this rank before spending experience points, and Coercion may not be increased above rank 2 during character creation. (-10)

Climber: Fallen can climb surfaces with plentiful holds without making an Athletics check. Generally, these surfaces count as difficult terrain. Fallen may need to make a check to scale sheer surfaces, at the GM’s discretion. (-5)

Ether Dependent: A Fallen needs a supply of gaseous liquid called Ether to live, without it and a rebreather to keep it circulating, they cannot heal Wounds. (+5)

Extra Limbs: Fallen can perform a second manoeuvre during their turn without suffering strain or giving up their action, but they can never perform more than two manoeuvres during their turn. (-15)

Insulated: Hardy exoskeletons give 1 Boost Die to checks made to resist extreme temperatures. (+0)

Large: Fallen have a silhouette of 1 or 2, chosen at character creation. (-5)

This is a good representation of the Fallen in Genesys. But runs into a problem that we were making this for the three Star Wars RPGs, where most species have at most two positive and one negative trait. If we want to bring this to the baseline, we need to trim it down.

The ambiguity for WT is a good place to start. Is it 12 because they have a silhouette of 2, even if they choose 1, like the Dowutin? Since that doesn’t change for them.

We can move the Large rule into a subspecies trait, like with how Aqualish subspecies work.

From there we can also trim back the starting WT and move some of that to the same subspecies. Really avoid the problem that a silhouette 2 creature is “merely” as tough as a Wookie and the Vandal (the silhouette 1 types) are a bit leaner than Chewbacca.

Climbing really represents the ability of the Falllen to drop from the ceiling and roofs during the first and never matched mission in Destiny. So, I guess Coercion can be replaced with Athletics and the Climber trait removed.

Following the rules from Keyforge, a Captain has a starting XP of 90, 5 less than normal. This doesn’t seem right though it is consistent with the rules. In game tweaking might adjust it to 85 XP, so they are at a disadvantage compared to the species which can use their 90XP to pump up their characteristics.

Species Abilities

Brawn 2 Agility 3 Intellect 2 Cunning 2 Willpower 1 Presence 2

WT 11 ST 10

Starting Experience 95

Starting Skills: A Fallen starts with a single rank in Athletics during character creation. They obtain this rank before spending experience points, and Athletics may not be increased above rank 2 during character creation.

Ether Dependent: A Fallen needs a supply of gaseous liquid called Ether to live, without it and a rebreather to keep it circulating, they cannot heal Wounds.

Extra Limbs: Fallen can perform a second manoeuvre during their turn without suffering strain or giving up their action, but they can never perform more than two manoeuvres during their turn.

Insulated: Hardy exoskeletons give 1 Boost Die to checks made to resist extreme temperatures.

Captain: Fallen who have achieved their true size have a Silhouette of 2, +2 Wound Threshold and Starting Experience of 90.

One Shot Microlite D20 5E Write-Up

There is not really much to say about my one-shot. So I’ll combine this and make another post with an explanation of how I comb and use FFG’s Star Wars and Genesys rules to build playable alien species.

So, I decided a good palate cleanser after the end of my Stormbringer/Wolves Upon the Coast campaign would be a Microlite D20 5E-based game.

MicroliteD20 being an extremely cut down RPG based on D&D 3E and Adamantine Edition is a complete 5E-based clone. Coming to about 17 pages.

So it took a bit longer than I thought it should to make characters. The players seemed tied to the tyranny of the Character Sheet. That is, even in a book that was less than 20 pages long, they started with the character sheet and worked down from there, never being able to find different sections in the rules because they were skipping from section to section, ignoring text that didn’t have the keyword and so never understood the rules. When reading from the beginning to the end would have taught them how to play and fill out the character sheet.

The module was from GM Binder, a well-received five room dungeon called The Delian Tomb, for 1st level players. I used my setting from my Worldbuild24 writing, so all the references are from the Adventia section.

The party was:

Death - Dragonborn - Fighter - Soldier - Drinking to forget the Anarchy

Fabian - Human - Bard - Magic Student - Sanctaphrax-trained and not doing well there

Face-eater - Elf - Druid - Hermit - Infiltrate and destroy human society

Joy Blithe - Tiefling - Mage - Positivity coordinator emphasizing peaceful state for other mages

Yers-Tuah - Dwarf - Fighter - Hermit - Seek the Holy Grail (Turned up late)

While drinking in the Green Dragon Inn, the party were interrupted by the blacksmith running in and shouting that the goblins have kidnapped his daughter. Death was being anti-social while everyone was smirking at Face-Eater failing to disguise himself as a 0 CR Human Commoner (a humorous misinterpretation of Wildshape).

Exploring the smithy and tracking the goblins through the Boar Wood and to a bare patch of hills. Attacking two goblins on patrol revealed that Sleep was as always, a good spell but Microlite D20 Adamantine Edition doesn’t properly list the specifics. Which was a black mark against it because I had to look it up.

They attacked two more goblins guarding an entrance to a tomb, one managed to get inside before dying so the next room contains some 6 goblins who were ready.

Sleep dealt with many but amid the hacking and slashing, a critical hit sliced Death, well, almost to death. He didn’t need to pass a Death Save because the Face-Eater cast cure wounds. They were a little warier then.

Next, they came to a pressure plate and by studying it, they realised it could be lifted and disarmed. But only Death had a sword, so only he tried to disarm it and failed. More damage.

Busting into the shrine, they saw the goblin shaman preparing to sacrifice the little girl to desecrate the shrine and reconsecrate it to the goblin gods. They also saw the bugbear in the corner and an extra goblin because the last player was nearly done creating a character. While the shaman went down quickly, Fabian the Bard had his head pulped by the bugbear. So much damage that it triggered 5E’s instant death rule. The other goblin sent Death back to death saves again, though he got through them. After slaying the monsters (sleeping the bugbear) rescuing the girl and looting the place. The last goblin flees and is killed by Yers-Tuah who was following the trail in. They realised there was a riddle on the statue of the deceased knight, whose tomb this is. Unable to immediately comprehend the riddle they go back to the village.

They are feted and rewarded. A petty dispute causes Death to declare that another party member did nothing and was a big coward. This started legal proceedings where no one backed Death’s version of events, followed by a Reeve deciding that they could just fight it out for being disgraceful. This somehow ended in Death committing ritual suicide so the opponent wouldn’t win.

The sort of disruption is not uncommon to the player but amplified by the one-shot nature of the session.

No one really wanted to keep going and since everyone was more comfortable with BRP. I decided to play Dragonbane next game. After umming and ahhing over adapting D&D adventures, I decided to just play Dragonbane’s Misty Vale campaign, as it was written and has art.

Wednesday, March 5, 2025

40K System - Chiron

Probably my longest one as it was the second one I came up with and originally didn't have a cohesive theme.

Chiron

Hiveworld suddenly having to shoulder all the burdens

A small dim red star maintains only two rocky planets. Breathable Chirona and airless Chirob. Chirona is the main hiveworld of the subsector, some 30,000,000,000 estimated inhabitants places it in the lower middle range of the 30,000+ listed hiveworlds.

With the almost complete destruction of Kastor’s Folly, Chirona has suddenly found itself in the awkward potion of being the major supplier of both taxes and manpower tithes for the subsector, with Vito unrelenting in maintaining the dues to demonstrate the continual strength of the region in the face of Orkish aggression.

A hundred hives line the planet in long looping lines, linked by great via-rails, each which is a narrow city in their own right. One cannot count the numbers of gangs, noble houses, guilds and sump-tribes which form the concrete bees.

Tribes of roving nomads and tailing-oasis purifiers eke out a living in between, avoiding the dust storms and transporting cargo between the via-rail lines. As the technology to build them has supposedly been lost. Rumors say their trade routes follow pre-Hive highways and so the unnamed cultures might be descendants of the ancient motor gangs of the 37th millennia. Such rumors are near-heresy to the lorry-guilds as it implies that they were unable to successfully pursue their ancient but local crusades. They insist with all the wealth and threats they can muster that the nomads are descendants of lower-hive exiles, who couldn’t achieve their anointed fates of dying in the wastes.

The spaceport of Cenorbi is an anomaly. Once a vast landing zone, it has the capacity to house 40,000,000 people, or the estimated complement of daily spaceship traffic if need be. What it does house is 200,000,000 refugees from Kastor’s Folly, crammed into fleeing chartist ships during the WAAGH!! Working their way to only other hiveworld in the sub-sector. They were dumped here, forming a vast camp on the plain that chokes and disassembles the hangers, terminals, maintenance bays and storage pits with their lean-tos and tents. Who knows how many of the recorded have perished or fled to join some hive in upheval?

The 2,000,000 workers of the skeleton crew-settlement feel overwhelmed and have turned to their traditional foes, the nomads to maintain order. Among the new generation of increasingly feral Kastorians, who know nothing but the invisible boundaries of old gangs and the cruelty of the winds, the nomads cultivate the most vicious for their warbands. To move them back is a lesser priority that will cost yet more and could see them spill away into the wastes.

The interlocking combination of power players is proving to be a real headache for the planetary government. The increased extractive burden seems to slip from each group, deferred to another by cunning law-speakers, bribes and informing. No one wants to give up more wealth and personnel in case rivals pounce upon them. In such a closed system of power, there is only one form of advancement, the eventual disposal of the governor and assumption of the throne. Even the most benevolent of leaders see it as the final achievement.

Desperate to make up the numbers, the government has turned to a more extreme form of trog regiments. Normally trogs are “recruited” from the lower hive scum, barely a more than several gangs and prisoners, grouped into a paper regiment through press gangs and religious zeal. But now the governor seeks to press-gang mutant slave levies and worse send them to Ajax. Total outrage has been the result, mutant levies are only for the most desperate defenses. Had not the mutants of Kastor’s Folly achieved purgatory by their sacrifice holding back the Orks?

Such naysayers are headed by the Arcbishop, who as per the agreement with the Cardinal of Vito, is also the Archbureaucrat of the planetary Adeptus Administratum. A position wrangled by the higher Sector Cardinal in exchange for the deployment of the Sisters of Battle in far-flung wars, centuries ago. Such a potent combination denies the governor the official approval to deploy such forces, but the governor refuses to back down, imprisoning untold number of mutants in lightless cavern domes to train them into an army fit to die.

More complications can be found on the Sagi Gun Moon, the first moon that guards the system with cannons capable of hitting the halo belt. In order to sure up the defenses, the government has commanded more shifts and more crews from the proud Bastioners. The first decade was met satisfactorily, but as Vito remains increasingly fortified and Warworld Ajax absorbs more warriors, the paranoia has grown. With not enough Gunfalones, the governor has commanded the transportation of loyal people to establish new bastions.

This is a cultural clash that is seen as threatening the very fabric of the moon. The Bastioners have lived in watchful patience for 4000 years and cultural traits have diverged slowly but inevitably from the medley of hive-defenders. Who in turn, amid their own cultures, cling to their loyalty to the governor, commonly seen as the appointed hand of the Emperor. No Hive would let its defenders go without great payment, straining the vaults even more and upending the social contract.

Subjects serve as a responsibility, the quotas from above set by custom and justified by faith. But if money is now exchangeable for loyalty, then any assumed hierarchy is now at risk. Noble titles might be meaningless, gang leaders cannot rely on strength alone and fears of heretics paying those told to believe without question. Throne-Fever has gripped some hives, with loyalties changing daily as tiny fractions of money are offered. This “Nova-Rich” lifestyle has fueled the ascendancy of lower-hive gangs and traders, who have fewer social strictures and in turn encouraged gang warfare and new economic dynamism. New brutal slave-factories grow, old domes are purged for refurbishment and gladiator voxcasts echo. Pretensions to nobility and so mastery of society entice gang-lords.

War has gripped these places, hardening fears against the governor’s extractions. The governor has moved to the position that the divine order is unchangeable but the Social Wars are simply another means in which the Imperium clears away the impure and reveals the innate nobility of the pure human genome amid the dross. Taking a percentage of wealth and war-captives.

The Governor is reaching deep into his own family’s treasury to fund the press-gangers, the new gunners and the bribes to the Administratum. For deep in the holy records are the promises and exceptions made by millions of organizations that the governor can ply for the needed tithes. Rumbles of family tensions grow as in-laws press their own dissatisfactions.

The financial woes do not stop there. On the Mining World of the Ile Moon and in the Belt Mines of the Halo, the Guilds are unable to properly respond to the buck-shifting of Chirona. Increasingly, providing more of the new quotas for the last two decades, the guilds have decided enough is enough and declared the Ile Moon and belt to be an independent mining world. Such a world might still be subject to the authority of the System capital and may have to provide its own tithes of unaffordable manpower, so negotiations continue.

Chirob remains an outlier. While Chirona professes, as much is possible among a hiveworld to be a proponent of the Holy Body Sect, Chirob is a Mining world of many faiths. The claustrophobic galleries repurposed into pit-cites are home to the biggest monasteries of the Tech-priests in the system. Millions of Holy Body Sect worshippers descend from prior transportation and yet this world and this world alone is the cradle of the Emperor’s Divine Specter sect, the official sect of Kastor’s Folly and Agsuit. Spread by the unrecognized saint Arzarimus, the lavishly decorated shrines and ecstatic visions to him were considered an annoyance to the regular purity rites until the arrival of Kastorian refugees. Some 300,000,000 have swelled the population by a quarter and found common cause with the few guilds and cities governed by sect members. Uniquely the void-merchants, waste-reprocessors and elevator-guilds are descendants from the mining world Four, and so are Three Holy Ministry sect.

Rights are being asserted, and boundary areas are being pushed to establish new areas for the sect to grow. The followers of the Omnissiah and increasingly finding themselves as ill-equipped mediators, air-plant guards and gate wardens. The governor sees this as a self-fixing problem, the more hands there are, the faster the galleries will be depleted and so the more can be opened for settlement. And more digging is needed as shipments from Eytry decline. It will just take time Chirob doesn’t have.

Saturday, March 1, 2025

Champions of the Spheres, Vikings and Irish Blarney – A Campaign Retrospective

This was one of my longer campaigns, with only a FFG Star Wars Edge of the Empire campaign and an AD&D Temple of Elemental Evil campaign running at least as long.

Cons:

The players didn’t seem to feel all that motivated to engage with the setting, even with the map, they were laser-focused on their divine objectives and keenly aware they had been dumped here by their patrons.

-          Maybe in the future, set it entirely within the setting, the initial planar jump being a genre-approved way of mixing the rules assumptions with the setting.

The demon axe dominated all the combat once it kicked into gear. While this is normal for demon weapons in Stormbringer and I could have not gifted it, the fact remains that there is no downside to investing a big chunk of the initial points into the STR Absorption power and starting with a lower STR. STR never drains out of the axe Rules as Written.

-          I should have either copied the power ebbing as the description of Stormbringer (the sword) or made more about Scarsbad getting greedy with all the powers not being released.

The players were very hesitant to use their marines, knowing they cost X5 more per day if they did.

-          Really the only thing I could of done was emphasis how many hands make light work.

The players didn’t like how monsters and armor meant most attack plinked off foes or went straight through on a critical.

-          That is three problems, the nature of Basic Role-Playing favors heavy armor. Even Runequest 2E/Classic has an issue where it’s a race to 6+ AP for most warriors. Parries slow everything down too, but's normal.

-          The second issue was that I decided that Supernatural AC meant an additional +6 AP, turning most monsters from a d6/d8/10-1 into a high number. I could have come up with a better solution, but I had already used half-damage somewhere else. Perhaps I should have not.

-          Critical are lethal no doubt, but that blame lies on me using Google Dice, which reuses the random seed if you click too often and too fast. Meaning one critical in a big group become several critical. And the high roll for damage becomes many high damage attacks which compound. As seen in the last fight when each player was fighting 5 iron-blooded at a time.

A small number of players dominated the game, they struck first, argued first and roleplayed first. Even when I tried to engage the others, they could be a bit non-committal.

-          Maybe it was simply they weren’t that into it or they kept coming in late and so were never up to full speed. I could have had a round-table system where each player needed to contribute and got a separate talking turn outside of the combat.

I decided to throw The Isle in the game as a spur of the moment thing, based on the reavers zine. That was a mistake as it bogged down the sessions and derailed the momentum. Though the momentum was flagging fast anyway.

-         I simply could not have done it.

-          Every encounter took longer, had more exposition and more debating methods that didn’t work because the players tried something, and the natural course of the game went against it or they wanted to wait something out. Like stringing up a net in the entrance and not disguising it or expecting the berry juice to last against a through soaking. I should say yes more often or have the successful character rolls explicitly disallow certain ideas as unworkable.

Pros

They loved exploration, at first a little hesitant, once they got the map, they were actively seeking adventure and monsters to fight. And every opportunity to expand their weird and wonderful powers and reputations was embraced. The karvi was their best and most coveted resource.

Battles were tense and violent fun. Critical hits and hewing of bodies were a lot better than saying I Attack each round. Though the lower starting skills and aggressive pigeonholing of professions meant some were innately better suited. Everyone got at least one moment of epic heroism.

 Stormbringer does a good job in simplifying Runequest 2E and the start of RQ 3E. Very much fast and fun, with dodges, parries and not as much lookup than a D&D variant.

The conversion process made the game low powered. While this is probably a Con for many, the outdated 90s adaptation website I used pegged HD to HP as HP = 10 + HD, meaning no monster could survive more than a few good whacks, like the PCs and mostly did 1d4/1d6+1d6 damage back. Enough to do the same and made the armor perhaps too important. But it meant that monster slaying and triumph were never out of reach for the players.

-           This reinforced the theme of this low-magic, iron-age world better than describing the weird monsters or accents.

-             They did like the &Monster descriptions though and a bunch of the freakish stuff from the Isle.

Wolves Upon the Coast magic was easy to acquire once they got the Flagstone yet was never used. Mainly because the strange descriptions kept the players always looking out for some reagent or loophole, they could use. Eager to see what wacky things were needed for the next supernatural yet minor power. What magical items they remembered to use served them well. The more elementally charged magic from The Isle meshed well with the elemental controls from Stormbringer.

They were eager for more, the game ended because we found a point to stop, however unwilling. Not because half the players slowly stopped turning up. That told me they were engaged, even if some were beginning to express dissatisfaction with schedules.

Stormbringer Wolves Upon the Coast Session 13

The party started where they stopped, about to charge the ruined tower.

Hrafknel lie still beneath it, barely moving. He wasn’t hurt enough to be unconscious as it turned out, but his player was delayed at work and didn’t make it till it was all over.

Step one was to rescue him, but the players were wary of the rain of arrows and javelins. Sigmar flew up and over to land on the tower roof. Her weight wasn’t enough to make the mud and reed plaster collapsed so she had to hew at it, causing it to unexpectantly collapse. In the top tower, she confronted 5 iron-blooded who would not come into the morning light. They threw rocks to no effect. Sigmar grappled one into the light and it screamed as it blistered. The other four made a desperate charge and Sigmar realized she could not fight back, though she dodged twice. Sigmar fled into the air and back to the rest of the group.

Meanwhile, Althrow Tams passes a Move Quietly roll to sneak up to Hrafknel while covered in mud and drag him back to the group. They stand around and debate what to do, some want to sail back, others want to attack as the iron-blooded are stuck inside their tower during the day. Sigmar inquired with her red pearl eye to see what happened to the iron-blood she had grappled. To her and the group’s disturbance, they saw it chewing on what looked like a fetus that had an adult arm growing out of it.

They debated everyone marrying Sigmar to achieve the permenant Flight spell. But they decided the limited flight might leave them in the air when it ran out. I gave them the descriptions of what consituted flying monsters from &Monster. Harpies came from the Reaver zine. I had been describing all descriptions as translated non-rhyming poetry.

They agree to attack. They order the rowers to advance, fighting as marines. The rowers argue it would be better to have Sigmar march in front of everyone due to her high-AP platemail. Sigmar marched in the front.

The arrows and javelins took a heavy toll on the marines. One fell to a critical wound to the gut, he perished soon after the whole fight was over, having lost more CON than remaining HP. Another was badly struck in the right leg for -4 DEX. Five in total were injured to varying levels. The charge took them inside the tower’s first floor where some 30 iron-bloods awaited them. Bloody was the battle, first Althrow Tams died, from critical hits of some 14 damage straight through the armor. Althrow Tams called out to the Chaos gods, but they replied they already owned Althrow Tams soul. Althrow Tams instead demanded an elemental death and was obliged with a pillar of fire upon death. Setting the second-story floor ablaze. 2 more marines fell. Sigmar was done in by another critical hit, the 14 damage too much with her prior wounds. This is a point of contention for the retrospective. Though the dead were even on both sides, it was 25 to 8. With the upper story on fire and the panicked masses fleeing down the stairs into the crush.

Miklas Domonkos and the seven surviving marines exited the tower and watched as the tower toppled from the warping of the interior and the panicked movement. They saw the iron-blooded digging into the peat bogs, trying to bury themselves to escape the sun. Once they were done, the surviving party tore open the heaps and killed all the iron-blooded one by one. The treasure was bittersweet compensation. As much of it was in trade goods and a treasure map to claim. Fortunately, close by ship or land.

About this time Hrafknel and Yrestor’s players arrived. Yerstor suggested trying to take Hrafknel ‘s axe as we were presuming Hrafknel might be dead. The demon inside it, Scarsabad  made a roll to see if it could dominate him, which was easily passed as it had twice Yerstor’s INT. Failing he Spirit of Wisdim roll meant Yerstor was fully and gleefully prepared to hew into his comrades and anything else still alive and set off on a quest of violence when Hrafknel’splayer arrived and remarked that the weapon cannot be removed from his possession while he is conscious, which is was.

Hrafknel’s player was particularly incensed by the session happening while absent due to unavoidable work. With the campaign over, everyone felt a bit unsatisfied, so I laid out what the next steps would have been.
A journey to Pyorra with an attack by a seas god along the way, which had something to do with the whale they rescued. In Pyorra they would have been given a set of tasks by the Deathless One, who was not a nice fellow or they would have a chance to kill him. Either would complete the objective of the Powers That Be.

Sigmar's player wanted to know what would have happened if Sigmar took the ring off, and I decribed them dying instantly. They realised that Sigmar could have been still alive under the rubble but decided the ring had come off or been taken off by the survivors.

A random typo triggered the Star Wars FFG Discord bot. 5 Failures 5 Setbacks and 1 Lightside Point was agreed to suit the party well. Having mostly perished but freed Ruislip from every monster bar the undead of the barrow and those were stuck in one place.

Hrafknel’s player agreed in principle that the character would have tried to get the Deathless in a single strike of his demon axe. Even after I described the Deathless One’s powers. For Hrafknel would have slain at least have the iron-blooded here. Attention was drawn to the dragon on the island south of Ruislip, and I discussed my toss up between choosing to adapt the WUtC-adapted dragon or use the Stormbringer dragon.

A comparison of Scarsabad the Axe theoretically after clearing the tower (3 STR from half the iron-blooded equals 90 or 9d6 more) and the Stormbringer dragon revealed it would have taken only two hits to slay such a beast.

I laid out my final plot twist in that I would have had Scarsabad spring free from the axe should they have killed the Deathless One too easily. With all the STR, Scarsabad could have redistributed the points and still have been an extremely lethal final boss. They agreed that would have been cool.

We debated what to play, two liked the idea of Star Wars d6, one said Mutants in the Now would have been interesting. That brought a deep objection from my regular, who had sat through 2 sessions of character creation the last time we played that.

I decided that since some had never played D&D 5E, that Microlite D20 Fifth - Adamantine Edition Revised, the 17-page cut down of D&D 5E and a well-regarded 5 room dungeon would go down as a one-shot.