Gaming material


Continuing my thoughts on developing a simplified version of Warhammer Fantasy Roleplay 3 based on the Fantasy Flight Games Star Wars system, in this post I will present some suggestions for simplifying the magic system. It is likely that my suggestions for magic will tend to over-power magicians, because that’s exactly what I like in a system…

Introduction

Magic in the simplified WFRP system should be based on strain, rather than magic points, and will use a simplified spell system in which wizards choose three or four ladders of spell types. Each ladder has a first, second and third rank spell, approximately equivalent to the spells in the cards currently available through the WFRP3 set. Spells are cast using a spellcraft skill check, with  difficulty determined by the rank of the spell and the attribute of a target. Spells will have a strain cost, and will incur additional strain from rolling banes. Spell casters also have a talent tree (as in the case of the rogue) but will have to purchase spells using development and experience points.

Spell-casting and strain

All PCs will start with a strain score equal to 8+WP. Strain is incurred through failed combat actions, and can be recovered after battles through discipline checks, and then through rest. When a spell is cast it costs 2+Rank strain; so a rank 1 spell costs 3 strain. Each additional bane rolled on the spell check incurs an additional point of strain; chaos stars incur an additional point of strain + a miscast card. Thus the average level 1 wizard with strain of 12 can safely expect to cast 3 spells in one battle; the 4th spell will carry a risk of being rendered incapable of further action.

If a spell takes a human target, the difficulty of casting the spell is set by the target attribute (usually WP, but this can vary); the spell incurs an additional misfortune die per rank above 1. If the spell has no human target, the difficulty is set by the rank: one misfortune die at rank 1, and then an additional challenge die for every rank above 1.

Spell types and effects

The basic role of spells in WFRP3 is to apply conditions to targets, or to damage them. This is easily represented through revised spell descriptions in simplified warhammer. A simple approach is to set the damage done by a spell at 2+Spell Rank+ Int. Conditions can be more diverse than those described by the cards in WFRP3. For example, a rank 1 spell can apply one misfortune die to checks with one attribute; a rank 2 spell can apply this misfortune die to all physical or all mental actions; a rank 2 spell could alternatively apply one challenge die; and rank 3 spells could apply two challenge dice or a combination of effects. Duration can be the caster’s intelligence, with modifications available from the talent tree. Other enhancement options could be damage modifiers in combat (e.g. +1 dmg per rank), stance dice enhancements, soak and defense modifiers, and other aspects of conditions (manoeuvre restrictions, changes in critical states). These effects will vary according to the ladder down which the spell steps, and don’t necessarily even need to have spell names – every player could make up their own spell names for their particular set of effects.

Table 1 shows an example of the key spell ladders and the effects that might be contained in differing ranks of one ladder.

 

Table 1: Example spell ladders

Class Order Equivalent Effects
Elemental Fury Aqshy Elemental damage attacks
Elemental Body Aqshy Elemental melee enhancements (defenses, damage)
Elemental Mind Aqshy Enhancements to social checks, reckless stance dice, bravery
Celestial luck Celestial Force target rerolls, improve luck, regain fortune points
Celestial movement Celestial Fast movement, flight, teleportation
Illusion Stealth Grey Order Shadows, Hide in plain sight, Invisibility
Shadow Damage Grey Order Conditions affecting int, willpower, control enemy
Shadow Transformation Grey order Fear, disguise, doppelganger
Shadow Body Grey order Defence effects, become insubstantial
Alchemy Gold order Damage machines, transform items, enchant items
Alchemical Enhancement Gold order Improve soak, improve int based checks, improve defence
Necromantic Protection Amethyst Prevent damage; prevent criticals; prevent death
Necromantic Perception Amethyst Detect living/dead; enhance int-based checks; speak with dead
Necromantic Attack Amethyst Cause fear; cause damage
Transformation Amber Change shape (wolf, crow, bear)
Wild Combat Amber Enhance damage; cause damage

 

Each ladder should have its own general spell effects, determined using a willpower check, that last WP in rounds during combat, or WP in minutes out of combat. Spell effects out of combat should last WP in minutes, with an extension to hours by increasing the challenge.

Wizard talent tree

The Wizard talent tree is shown in Figure 1. The extra strain talent can be taken multiple times. This talent tree doesn’t allow any option to increase duration of spells, which may be something that could be changed.

Figure 1: Wizard talent tree

Figure 1: Wizard talent tree

Alternative: spell-less magic

It would be fairly easy to categorize most magical effects in terms of conditions, damage and their equivalents, and to use an entirely spell-free magic system in which magic has a difficulty value and causes strain as the total of number of failures + number of banes. In this case magic would be equivalent to just a different and more interesting range of ways of doing skill checks. It would probably require a simple table of difficulties (comparing, e.g. applying one misfortune die to a single ability score vs. all ability scores vs. granting a target one additional reckless die, or a training die, and so on). This would lead to a very flexible and interesting magic system that gave magicians the ability to directly affect dice pools and character traits in complex and interesting ways. It could be worth a session to try out…

The people of the Steamlands view faith in a practical light, preferring mostly to avoid the attention of the greater powers in the hope of a peaceful life. That there are Gods and magic imbuing the entire land is a fact unquestioned; the utility of loyal service to them is noted; but the ultimate benefits of fealty are weak, and questionable. This is because the gods of the Steamlands divide into two bitterly opposed factions: the uncaring, capricious and probably not-even-sentient gods of the main churches, whose beneficence is limited to their closest servants; and the malicious gods of Chaos, who offer greater but uncertain rewards to those sick enough to join with them, in exchange for a life of secrecy and pain.

The gods of the main churches are universally accepted as real, but to show faith gains nothing. Even to their closest followers they offer no eternal salvation or redemption. Their teachings offer no hope for a better future, no life beyond death, no reward for goodness and no benefits to casual faith. Those who attend church regularly to offer their prayers to these gods are given no promise that the gods will attend to their needs. The ordinary citizens of the Steamlands are simply told that ruin follows from a neglect of fealty, and expected to believe in all the main gods, and accord them respect, for no better reason than the fear of floods and earthquakes that are visited upon unbelievers. Only those who dedicate their lives to service of a single church gain any benefit from their faith: for these select few, temporal power can be gained through the power to cast benedictions and to have prayers answered. For the rest, faith and worship are reflexive acts, practised to avoid the wrath of unfeeling and unsentimental elder powers rather than out of love for or hope of a greater good on this world or any other. All followers of the main gods of the churches will live out their short, nasty lives in pain and suffering, eased only by the occasional ministrations of the Shallyans, and when they have served out their allotted mortal term will be coiled up into the earth, to return to the worms and the darkness. The best hope for ordinary mortals in the Steamlands is to live their lives unnoticed by church, god or secular powers, to avoid major mishaps (or to be tended by the Shallyans when they occur) and to die with dignity, hopefully not in too much pain, and hopefully surrounded by loved ones. Thus do the gods promise that all humans are equal.

The Chaos gods whisper in the ears of some arrogant or cruel folk that they can rise above this tawdry cycle, and offer commensurate benefits. There is no ever-lasting life in Chaos, but the Chaos gods do promise a longer life, possibly much longer than any human can hope for naturally, great temporal power to aid their followers in pursuing whatever corrupt material goals they desire, and freedom from disease and pain not through the humble ministrations of healers, but through the domination and ultimate subjugation of the human condition: in short, long life and the ability to ignore or control disease, pain and terror. Those who serve the gods of Chaos well do not go to some dark and horrific hell, as is often threatened by the preachers of Sigmar: they die peacefully and return to the earth as do all mortals, all their cruel deeds and corruption unpunished forever. However, very few of the followers of the Chaos gods live long enough to gain this reward, because the Chaos churches function on hatred, cruelty and treachery. Those who first enter the church are pawns for their more powerful brethren, used horribly and treated cruelly so that only the strongest and bravest survive. Those who fail to rise to the early challenges of entry into these creeds of darkness die soon, and horribly, or are cast out to suffer the flames of the established churches. Those few who succeed in rising above the level of initiate are then able to inflict the same cruelty they experienced on others, and to use their followers as they see fit. But for those who reach these higher echelons of the Chaos church, a more dangerous fate awaits. For though the Chaos gods reward their longest-lived and most faithful followers with peace after a long life, they punish those who fail them terribly. Leaders of chaos cults or disease sects who fail to achieve the tasks they are given, who are revealed and captured by the churches, or who betray their cult, are given the worst punishment of all: their souls are thrown into hell, and tortured until the Chaos gods tire of them. Some scholars contend that it is only through this punishment that the Chaos gods are able to generate the supernatural power they need to reward their followers, since they have been cut off from whatever godhead underlies the powers of the gods of the main churches. Others contend that so long as there is pain, suffering and treachery in the world of ordinary mortals, the Chaos gods will always have supernatural power to bestow on those they seduce away from the path of righteousness. Whatever the truth of it, the reality of the Chaos cults is always the same: the new entrants are abused and used as their elders see fit, but those same elders must always succeed, lest they be fed into the great and terrible cauldron of punishment that the gods of Chaos reserve for their own kind. Should they avoid an early death and conduct themselves well in the service of their gods, however, servants of Chaos can hope to live long lives blessed with temporal power and fanatical followers who will do their every bidding.

This is the choice that faces ordinary mortals in the Steamlands: thankless piety to uncaring, capricious gods who offer them no sanctuary from the bitterness of ordinary life; or a brutal struggle to gain the favour of dark gods through fell deeds, in the small hope of extending their mortality beyond that of their kin, and slaking their lusts on the weak and the innocent. The preachers of the main churches contend that humanity is weak and morally frail, and this is why the majority of ordinary people show a cynical view of the churches and offer only the weakest semblance of piety. But the truth is that neither the gods of the main churches or the Gods of chaos offer any reason for mortals to respect them, and none to love them. For the majority of the residents of the Steamlands the presence of immortal powers is a curse, the churches a bane, their promises empty and their threats vexing. It is in this spirit that the people greet their preachers – is it any wonder, then, that the Chaos cults always seem to spring up anew, no matter how hard good folk try to destroy them?

Drawing on yesterday’s post about simplifying warhammer, here are the outlines for a high fantasy character class, akin to the Rogue class from Rolemaster.

Introduction

The rogue is a criminal and a thug, the kind of knave who hires themselves out to do nasty jobs in the bad parts of dirty towns. Rogues fight and kill for a living, but they don’t do so fairly: a rogue who finds themselves in a fair fight has made a tactical error, and given their natural tendencies towards cowardice and thuggery, the kind of rogue who regularly gets caught in open combat is likely to die. Rogues get ahead by a combination of bastardry and skullduggery. They don’t resort to “honourable” crimes like thieves, and they don’t resort to honourable combat as do Champions or warriors. They ambush, trick and run.

Class skills

Stealth, Weapon Skill OR Ballistic Skill, Coordination, Guile, Intuition

Abilities

Primary abilities: Agility, Fellowship

Wound threshold: +0

Strain: +0

Starting talents

  • Agile defender: if the rogue is not attacking, he or she can make a 1D coordination check. Every success on this check adds 1 misfortune die to the enemy’s attack; every bane causes one point of strain
  • Surprise attack: The rogue gains two fortune dice to initiative when attacking from stealth, and two fortune dice on melee attacks against those who have not acted in the first round of such an attack
  • Fluster: make a Guile vs. Discipline challenged check, with +2 misfortune dice. All allies add 1 fortune dice per success for their next action against the targeted enemy

Talent tree

Rogues develop talents according to figure 1.

Figure 1: Rogue Talents

Figure 1: Rogue Talents

I wrote a post sometime ago about the challenges of GMing Warhammer Fantasy Role-playing 3, and the possibility of simplifying it to make it easier to manage and quicker to run, or to apply it to high fantasy settings. Fantasy Flight Game’s new Star Wars RPG basically does this, by removing all the resource management and card-based elements of WFRP3 – replacing them with talent trees – and simplifying the dice pool. It also simplifies stress and fatigue, critical wounds, and character advancement. So I wonder, could the basic ideas from the Star Wars system be applied to simplify WFRP3 and make it quicker to run, and perhaps more suitable to a system with less careers and more character classes?

Replacing action cards with a talent tree

Looking at the list of action cards for melee combat on page 222 of the WFRP3 Player’s Guide, I notice that they all basically do the same thing: basic damage, or (with more successes) an extra manoeuvre or condition effect. For example, the Beat Back action forces the target to disengage on 2 successes, or to gain the sluggish condition. Meanwhile, the Cut and Run action enables you to disengage from melee and/or give the target the exposed condition. More powerful effects induce greater difficulty penalties (in misfortune dice) for using the effect. So basically the action cards represent tactical decisions which offer the chance to inflict a condition while risking a miss, and although they have a recharge cost, once you have 3 or 4 cards you’re pretty much guaranteed to be able to do something nasty every round.

So, could we replace the action card idea by simply putting these effects into a talent tree, assigning them a difficulty rank, and allowing the player who has chosen these effects to use them whenever he or she wants, given that they apply a number of misfortune dice equal to their difficulty rank? Does the recharge effect really make such a difference that it is worth making special cards to fiddle with?

For example, we could have a talent tree with the Cut and Run action on it. This is a rank 1 action (1 misfortune die to use) and when you use this action you gain the additional effect of being able to disengage if you get two or more boons; and being able to give the target the Exposed condition if you get sigmar’s comet. You can use this action as often as you want; the risk you run is that you will miss more often. Then, as PCs gain experience points they can buy more and more of these talents, which offer them diverse options in combat. There could also be a blanket rule that use of higher rank talents costs points of strain (see below) or  carries an additional risk when more than a certain number of banes is rolled (e.g. a risk of strain equal to the rank of the card). This way PCs may have a limit on how much they can use cards in combat, or may have to use fortune points or other special abilities to be able to continue using special talents.

Replacing stress and fatigue with strain

Stress and fatigue are fiddly, but could easily be replaced by a single strain statistic that doubles as power points for wizards. In Star Wars, strain points appear to be calculated as 10+Willpower, so most WFRP PCs would start with 12-14 points of strain. Strain is incurred quite easily, through rolling banes in combat, through injury and effort, and through enemy effects (for example in Star Wars a stun grenade does 8 points of strain damage). We could use strain as a catch all exhaustion/manoeuvre store in WFRP, so that for example opting to use a higher rank talent costs its rank in strain points. This would mean that PCs with low willpower would very quickly need to stop using special techniques, at risk of exhaustion. We could also remove the recharge action of spell cards, making them instead cost a number of points of strain equal to the currently-assigned recharge cost of the card; or having all spells be free to use, but incur strain points when two banes are rolled. Since most wizards would have about 14 strain points, they would probably be able to cast 2-3 spells in a combat before having to rest; if the strain points were only incurred on a roll of two banes they would be likely to be able to cast more spells, but would be more likely to knock themselves out (because they would cast spells while just under their strain total, hoping to avoid the banes). Melee combatants would usually be able to control their strain, and stop using risky talents before they went unconscious; Wizards who risked incurring large quantities of strain on a two-bane roll would be prone to random unconsciousness, which would be exciting.

If we reformed WFRP to go down this route, we could also put a massive benefit on ranged weapon classes: we could rule that ranged weapon talents don’t incur any strain, but assign them higher difficulty costs (challenge dice rather than misfortune dice). Thus PCs who chose a mix of magic use and ranged weapons would be able to back out of combat when the strain grew too much, as would melee/ranged mixed fighters.

Using strain for magic also gets around the problem of wizards being able to use infinite numbers of healing spells outside of combat, since they would run the risk of strain. This would be especially good if you added insanity rules to the strain, so that wizards who go unconscious from excess spell-casting related strain must immediately draw a miscast card, and must draw an insanity card if they simultaneously roll a chaos star. This would give magic in WFRP two elements common seen in fantasy novels: wizards have to stop casting spells due to exhaustion, and wizards who push their magic too hard end up going insane. That’s why Gandalf refused to stop the rain in the Hobbit

Simplifying critical wounds

The Star Wars system has a tiered system of four critical wounds: the first causes no extra harm, the second causes you to suffer a misfortune die on your next turn, the third causes you to suffer a misfortune die on all actions, and the fourth causes you to be incapacitated. For WFRP, a similar system could be used: every critical wound adds a misfortune die, every two misfortune dice are converted to a challenge die, and you die when your critical wounds exceeds your toughness. This is your basic death spiral, but gets rid of cards. The critical wound cards in WFRP have cute names but don’t add much that’s descriptive, so they aren’t that important as a tool. They’re just one more component you have to lug around.

Simplifying the dice pools

Dice pools can be simplified by dropping stances and their associated dice, using reckless and conservative dice instead as props which aid with frenzy, blessings and the like. Thus a dice pool consists of challenge and attribute dice, training dice, and fortune/misfortune dice. I would keep reckless and conservative dice to use as part of specific conditions, spell effects, and as rewards for stunts and tactical decisions: for example, if the PCs made a plan where they dug in and fought from a position of strength, they could upgrade to a conservative die provided they remain in their fortified position. Similarly, if a PC decided to do a reckless charge or fight with a stunt, they could upgrade one of their attribute dice to a reckless die. I’m not sure how to use the delay effect on the conservative die – with a one round initiative penalty, perhaps, or one round of gaining the Sluggish condition.

What is left

Once this reform is in place, all that is left to lug around are disease cards and miscast cards, both of which are fun to use. I would keep the progress tracker (I think it’s a good idea) and probably condition cards, though probably a character sheet could be designed with spaces for most conditions. I think the resulting system would be faster and easier for beginner players to pick up (though WFRP3 as it stands is pretty easy to come to terms with), but primarily it would be easier to set up and run, and much easier for the GM to manage – especially to manage monsters. In the next few weeks I might try a few character classes for this revised system, and see what happens to them.

Doing the Kessel run in 12 parsecs ...

Doing the Kessel run in 12 parsecs …

Today I received my copy of Fantasy Flight Games’ Star Wars: Edge of the Empire, along with some necessary WFRP3 materials. Edge of the Empire is described as a “beginner’s game,” which means that it essentially doesn’t have any character creation rules, has a very stripped down combat system, and contains a well laid out but slightly railroad-y introductory adventure. There are 4 pre-designed PCs, but no way to make other PCs. The rulebook is just 48 pages, the adventure book is 30 pages long, and there are also some tokens to represent PCs/adversaries, and a set of special dice. It really is a beginner’s game, though those with experience of other Fantasy Flight Games (FFG) product can probably hack it (see below). This is a first impressions review.

First of all, the product is very slick. It’s well laid out, in a sparse and modern style that gives the whole thing an atmosphere supportive of a space opera setting. The graphics in the book are very nice, in a space opera style, and the pictures are very heavily focused on Tattooine, which draws the reader’s attention to the original three movies and ensures a certain fidelity to the production. The text is perhaps a little small, so that at times when it is interspersed with the coloured symbols for the dice it is kind of dizzying. The general flow of the rules is sensible, introducing the basic dice mechanic first and then describing skills, then combat and finally a little bit of GM material. The maps are nicely drawn and, as you can see from the picture, include a YT-1300 light freighter. What more can you want?

The system is very light and easy to learn, and it’s a testament to FFG’s game design and presentation skills that the entire system, as well as the GM section, can be laid out in a total of 48 pages (including acknowledgements and index) – even though it includes a section on starship combat. The system is essentially a rules-lite version of Warhammer Fantasy Roleplaying 3 (WFRP3), with all the fiddly componentry stripped out. There are no action cards for combat, no talent cards or recharge tokens, but essentially the same system in place. Instead of action cards there is a talent tree, with individual parts of the tree purchased at varying xp costs and dependent on previous parts of the tree. The dice system is simplified but very similar to the WFRP3 system. In place of conservative/reckless dice and training dice we have “upgrades,” which are d12s that replace the basic d8 stat dice; challenge dice can also be upgraded. There are equivalents of fortune and misfortune dice, and so the whole thing works in a very similar way. There are also equivalents to banes and boons, and a thing called a triumph that works as a combined additional success/sigmar’s comet. So if you’re used to playing WFRP3 it’s pretty much just a straight conversion, but the dice pools are easier to put together than in WFRP3. Critical hits and wounds are also handled more simply: there are no wound cards, just a growing tier of effects, with every PC able to bear four critical wounds before they become incapacitated; each additional critical wound has an additional effect. For the beginner’s game there is no death, just incapacitation. The system includes no character creation rules but it does provide four PCs: a human smuggler, Twi’lek bounty hunter, droid colonist and wookie hired gun. These are laid out in very attractive “folios” that contain essential rules information. Each folio has three double page spreads: the first is the starting PC, the second gives the same PC with two character development options selected to show how development works, and the third is blank but for the character attributes, and includes a talent tree so that you can develop the PC any way you want. So essentially these folios contain (implicit) information on four character classes and four races, though you have to do a bit of hacking to work out the background.

The adventure is very well laid out and carefully designed for beginning players. It is partially a railroad: the first instructions to the GM are to make clear to the PCs that a) they have to escape the town they are in and b) they can’t go any way except by spaceship. It then lays out a set of six encounters designed to showcase the major aspects of the rules, up to and including starship combat. Each encounter includes boxed sections that contain reminders of the key rules from the rulebook, so a GM learning the system can quickly adapt without having to fiddle in rulebooks. I’m not sure how other “beginners” games lay out their introductory adventures but this seems like an excellent approach. Given the simplicity of the system, I suspect that after one run through this book most GMs will be ready to handle anything else. There is apparently a second adventure available free at the FFG website, but I haven’t checked it.

I think essentially in this game the people at FFG have learnt from their mistakes with the overly complex and fiddly WFRP3 system, as well as identifying better ways to introduce the system to new players and GMs, and intend to trial it with this stripped back version for Star Wars. This version is a little disappointing, in that it doesn’t offer any freedom for experienced players to just jump into the Star Wars universe, and for an experienced GM like me it seems like a rip-off. It also doesn’t provide much background material on the Star Wars milieu, which I really need (I don’t know anything beyond the stuff in the original three movies), and it is set in the early stages of the rebellion so is the perfect setting for exploring the world of the original movies with a fast-paced, simple and creative system. Given this, I’m disappointed that they didn’t include a second book of background material, perhaps with options for character development. I certainly hope that the next set they release in the series will flesh out the full system, including Jedi, so that we can have a complete gaming system for the Star Wars universe. I remain a big fan of the fundamental ideas underlying WFRP3, and it’s nice to see FFG committing to producing more material in a similar vein, while ironing out the creases in the original.

Finally, I think that the system presented here could be easily hacked to produce a rules-lite version of WFRP3. I might give this a go over the next few weeks, and see what I can come up with. In any case, I think it’s only a matter of time before the revised system presented here gets turned into a classic fantasy RPG. That will be fun, I think. Let’s hope that this Star Wars system is a success, and FFG are encouraged to apply its pared-back rules to other settings.

Elves fishing in the lakes of the high mountains

Elves fishing in the lakes of the high mountains

The north of the Steamlands is covered by a sweeping arc of human influence, reaching from the Spear Capes on the west coast to the Palace Cape on the east, where the human presence begins to wane under the influence of the Machine Minds. South of this arc of influence and west of the Palace Cape is a huge swathe of untamed land, referred to generally as the World Forest. This forest sprawls over mountains and plains, hills and rivers, and constitutes fully half of the landmass of the Steamlands. In the north and west it is dry eucalypt forest, merging with pine on the higher slopes; to the far south it turns to temperate rainforest, also primarily eucalypt, and here the Beastmen roam in what is commonly called the Beastlands. In the deep centre of this huge forest complex are the kingdoms of the elves, an ancient and reclusive race with many secrets, their own pagan gods, and a strange and wild magic that is unfamiliar to the humans of the north. Most believe that the elves and beastmen lived in the Steamlands long before the coming of humans, but this history is not clear, because there are no early records of contact between humans and elves, and it may be that the elves arrived later than humans. Although their sailing technology is primitive, it is noteworthy that the elves of the western coast – perhaps the least understood of all the elves – are remarkably adept at sailing, and have a stock of legends of long journeys that, though little studied by humans, suggest knowledge of events and places that are unknown in the Steamlands but can be dated back thousands of years.

If it is true that the elves came from elsewhere, no one knows where that elsewhere might have been, why they came to the Steamlands, or the relationship between their strange nature gods and the civilized gods of humans. Though congress between the races has improved in recent years, little exchange of cultural knowledge occurs, and it appears that the elves like to keep their secrets fast hidden. Thus, to the majority of humans the elves remain a race of barbaric wild folk, little better than Beastmen. Though explorers and adventurers returning from the World Forest report magnificent and strange cities, and marvels of nature lore and magic, most folk dismiss these tales as fanciful rubbish, and imagine elves as loose bands of tribal savages.

The truth lies somewhere between these two extremes. Elves are divided loosely into three groups: high elves, who live in the mountains; wood elves, the majority, who populate the deep forests; and low elves, who live on the coast and are expert sailors. The three groups share a language, though they have many dialects, and trade and sometimes make war with each other. The high elves seem to live mostly in small agricultural communities, farming the valleys of the high mountains and fishing on the lakes. The wood elves live in wandering bands that travel around loosely defined territories, living off the land. Low elves have small coastal communities, but spend much of their time living on the open sea, often returning to land only after months at sea. However, both the low elves and the wood elves also maintain metropolises: the cities of the low elves form at sea for brief, defined periods, as the boats of many small communities come together for festivals of marriage, diplomacy and trade[1]. The wood elves maintain permanent cities in the deepest, oldest parts of the forest, carved out of the wilderness and growing as part of it. These cities are often nearly empty, and populated on a seasonal basis as the wandering bands return from their travels. Different bands seem to maintain different, regular patterns of migration and return, but the rules governing these nomadic cycles are unclear to outsiders – whether they are religious, seasonal, or cultural is impossible to say. Because elves live longer than humans, and do not construct their lives around standard seasonal patterns, they seem to maintain longer cycles in their lives – so every 10 or 30 years the cycles of a large number of bands will synchronize, and the cities will become festivals of glorious noise and colour.

At all times elven cities will be occupied by travelers, diplomats, the elderly and the very young, as well as members of other communities at rest or play. They are also home to non-elven forest residents: centaurs, fauns, and a range of fey folk can be found in most elven cities. They also maintain strange colleges of magic and religion, shrines, and their unique agricultural and biological institutes, which fashion new and weird crops and make mysterious creations out of the stuff of life. In the World Forest, what is natural and what is created can be impossible for outsiders to distinguish, and it is not known whether the forest shaped the elves, or the elves the forest.

Elves can be remarkably diverse in appearance, with skin ranging from deep black through the palest white tinted with pale blue, green or copper hues. Their hair is usually black or blond. Universally they are small and slight of build, with delicate bone structures and exaggerated facial features – large, non-human eyes, oversized but delicate ears, and remarkable cheekbones. Their eyes usually show very little white, and can appear strangely non-sentient with their unblinking gaze. Their voices are remarkably powerful, with a wide vocal range and strange ability to project sound beyond the limits of their frame. They also have remarkable hearing, but it is easily confused by the mess of sounds in a human city – they can only employ their senses well when they are in the wilderness. Elves live perhaps three or four times the length of time of humans, and it is not clear if they are mammals. Males and females are indistinguishable, and their is no extant record of childbirth. Some suggest they are a mature (or immature) form of fey life – just an ephemeral stage in the fairy cycle – while others have suggested that they can reproduce asexually or sexually. More extreme theories also exist – that the elves produce children collectively through their will, which is why they have to gather in cities periodically; or that they are a static race incapable of producing new members of their kind. There is no record of the existence of a half elf, and dark rumours amongst those close to the elves that miscegenation of this kind is seen as abominable. The elves are also deeply resistant to the human religions, maintaining their own strange pagan worship against all reasonable evidence that it is worthless under the gaze of Sigmar.

The elves of the Steamlands are a strange, magical race that cannot ever be fully understood or accepted by humans. Nonetheless, their adventurers and traders travel amongst the humans of the Steamlands, cause little harm and, though not widely trusted, are usually accepted with good grace. Though many humans think a time will come when there is a reckoning between the races, and many humans see elves as inferior and barbaric, they are tolerated or accepted in most places. Whether the suspicions of their darker purpose will be proven true is a matter that only time will tell; and the truth of their past and their strange, alien culture is something that can only be discovered by the hardiest and most persistent of adventurers …

fn1: somewhat like the annual democratic meeting of the old Icelanders.

Everyone loves to suck the mango seed...

Everyone loves to suck the mango seed…

Mangoes are a fruit from heaven, much loved by all residents of the Steamlands, but the environment is inimical to their growth. Aside from the lush jungle of the far south, the climate of the Steamlands is harsh: cold, snowy winters and harsh, dry late summer and autumn make it difficult for a fruit as fragrant and delicate as the mango to survive. Mangoes in the Steamlands thus only survive around hot springs, where they are protected from the chill of winter and safe from the harshest excesses of summer. But because all hot springs retain a certain magical property of earth magic, mangoes have developed a kind of affinity for magic, and if the seed of a rotten mango is appropriately treated in a hot spring, it can become a cheap and durable vessel for simple magic. In particular, mango seeds that have been boiled in a hot spring can be enchanted with base magics and a trigger word, such that when thrown and activated they cast a low-grade spell in a small area.

To be enchanted, a rotten  mango must be reduced to just its seed through treatment in a hot spring. Hot spring owners don’t allow rotten fruit in their hot springs, so usually this treatment needs to be done in a wild hot spring or at a friendly location. Unfortunately, wild springs have become increasingly rare as hot spring farming has become more common, and although a few exist around Separation City they are near the graveyards, and rumoured to be haunted. This means that preparation of mango seeds can be dangerous and time consuming. However, once prepared, they can be enchanted.

Preparation is not simple, however, and requires someone with knowledge of plants and hot springs. Typically the task can be completed by a wood elf, farmer, NPC specialist, or way watcher. Preparation takes about an hour, and requires a 2D nature lore check. Failure renders the seeds unusable, but success can affect the enchantment process, as described below.

  • 1 success: the seeds can be enchanted
  • 3 successes: +1 expertise die on the enchantment check
  • 2 boons: reduce enchantment cost by 10 sps per seed
  • 2 banes: +1 misfortune die on the enchantment check
  • Chaos star: one seed is cursed so that it only produces bane and chaos effects

The enchantment process itself costs 30 sps per seed. To enchant the seeds, the wizard gathers the ingredients and conducts a ritual that lasts one night. Mango seeds only hold magic from rank 1 spells, and no more than than three mango seeds can be enchanted at any one time. Only spells that produce a lingering effect can be cast on the seeds, and if the enchantment is successful these seeds will become a kind of grenade that, when thrown, afflicts a small number of enemies in an engagement with the lingering effect. Only magic (not blessings) can be used on the mango seeds, and positive enchantments can also be cast (affecting allies rather than enemies). The enchantment check is a 3D spellcraft check, with effects described below.

  • 1 success: 1 seed enchanted
  • 3 success: 3 seeds enchanted
  • 2 boons: seeds gain the two boons effect
  • 2 banes: seeds gain the chaos star effect
  • Sigma: seeds gain the sigmar +1 wound effect

Throwing the seeds is easy: they simply need to land in an engagement, so the task is a 1D ballistic skill check with no effect of enemy defense. Once the seed lands in the engagement, the targeted enemy or enemies need to resist the effects of the spell embedded in the mango. Because the mango seed requires activation with a special word (chosen by the enchanter) only those who know the command word may use them, and there is a risk of failure due to a poorly timed command word (hence the skill check to deliver the seed). Effects of seeds do not stack, so only one seed can be used in an engagement at any one time. This is reflected on the action card through the recharge value of the card.

An example card is shown at the top of this post. This card is assumed to have been enchanted with the Jade Order entangling spell. Other spells will produce different lingering effects. The condition invoked by the seed lasts as long as there are recharge tokens on the card.

It is rumoured that there are ways to treat mango seeds to make them reusable, but this magic is either lost or known only to the elves. It is also rumoured that the flesh of mangoes makes a useful ingredient for potions, but this may also be a secret known only to the elves…

Separation City is a town in the north eastern bays of the Steamlands, that rose to prominence during the period of religious diversification that swept the whole northern half of the island early in its recorded history. As part of the changes that took place at that time, one sect of worshippers of Sigmar split from the main body of the faith, and through manipulation of political disputes were able to establish themselves in a position of relative power and security during the turbulent times of religious reformation. However, this sect proved to be on the wrong side of history, and the area they lay claim to spiritual guidance of has slowly declined in wealth and power as it fell behind the more religiously diverse northern and western regions. Separation city remains an important trade route with the Four Kingdoms, however, and also the last major town on the road heading into the deeper mountains of the steamlands – making it also potentially the last bulwark against beastmen emerging from the inmost parts of the island.

Separation City was originally a small fishing town, ruled by petty nobles who dabbled equally in trade and piracy. Like most of the human-inhabited parts of the Steamlands, its citizens were originally exclusively worshipers of the warrior god Sigmar, though they only had a poor and weak shrine, and paid lip-service to their faith. However, some hundreds of years ago new religions began to filter into the Steamlands – Verana worship entered through the elves, and Ulric gained popularity as traders from the Shadowlands began to gain a greater influence in distant Store and Twinluck. There was much debate within the church of Sigmar about whether to accept foreign religions or to attempt to quell them, and this debate slowly solidified into two forces: the larger, more prosperous Eight Banners Sect, which was linked with the Emperor of Infinite Ways in Twinluck, and the smaller but more ferocious Peaceful Mind sect. As more religions entered the Steamlands, debate intensified between these sects. There were rumours that one or both sects were using ancient assassin guilds to settle scores and resolve differences, and more than once the Emperor of Infinite Ways had to intervene to resolve petty land disputes over shrines or other possessions. The dispute came to a head, however, when Shallya’s envoys sailed into the chief port of the Spear Bays in a fleet of white ships, and with their healing powers eliminated in a week a stubborn and ferocious outbreak of ghoulpox that had threatened to destroy the kingdom. The Emperor of Infinite Ways saw an opportunity to profit, and granted the Shallya faith leave to preach and practice anywhere in the Steamlands. The men of the Peaceful Mind sect rebelled against his teachings, and demanded that he cast all other religions forth from the land. The Emperor, finding the voice of the Peaceful Mind unopposed after the sudden disappearance of the High Priest of the Eight Banners, agreed to their demands reluctantly, hoping to end further religious strife. Unfortunately, the Shallyans disapproved of the scenes of persecution that followed, and refused to offer further healing services until religious tolerance was extended to all. In the chaos of the following days a group of fanatics of the Peaceful Mind sect executed healers who were attending to an urgent ghoulpox outbreak in Store, and the resulting outburst of public anger forced the Emperor to have the fanatics executed. In protest, the men of the Peaceful Mind sect then announced their withdrawal from the Church of Sigmar, and marched enmasse from its central shrine at Heavenbalm toward the sea. They established a new church in Separation City, forced out the nascent churches of the new religions, and invited nobles who agreed with them to join them there. Though few did, a powerful noble family from Store saw an opportunity to escape troubles in their own city, and moved to Separation City. Thus ennobled, the priests of the Peaceful Mind sect set about establishing a new, purer religious presence in Separation City. The Emperor of Infinite Ways prepared for war, and the noble family of Separation City used their newfound position of importance to negotiate a deal that would favour their allies in Store: the Peaceful Mind sect would rejoin the church of Sigmar and accept religious tolerance if the Emperor would abdicate, free all the city states of the Steamlands to pursue their own path, and dissolve the Empire. In the interests of peace and harmony the Emperor so agreed, and the modern political landscape was formed. Of course, in the aftermath of the Emperor’s abdication, the first family to grab power in Store was a close ally of that family that had moved to Separation City, and many old scores were settled; but most agree the resolution of the conflict was for the best, since it allowed the healers freedom to settle in every major town in the Steamlands, as well as opening the path for other minor religions, and subsequently for the entrance of wizards from the North and West.

Others, of course, maintain that it was in this period of religious tolerance that Chaos was able to gain a foothold in the steamlands, and revile the Eight Banners Sect and the last Emperor of Infinite Ways as the initial agents of Chaos. Certainly, it is an unhappy coincidence that the healers of Shallya should have arrived at the Spear Capes just at the same time as the first ever outbreak of ghoulpox was observed, and that ghoulpox should have afflicted so many other communities in the years that followed. No evidence has been found of a guiding hand behind the spread of that vile disease, but the whispers cannot be stilled …

To this day, Separation City remains a haven of religious intolerance. It is the spiritual home of the minority Peaceful Mind sect, whose fanatics wander the land preaching the equivalence of Chaos and all the other non-Sigmar gods. Besides an unusually small Shallyan presence and a decrepit shrine to Verana, it has no significant outside religious presence, and though itinerant religious folk are tolerated, they are not welcome. This makes the land East of Separation City also spiritually poor, since Greathalf though larger is poorer and weaker, and holds no appeal for the major churches. Some in the centre of the Steamlands worry that this makes Separation City a hotbed of Chaos activity, especially since it is the closest major city to the Beastlands.

Separation City holds a trading outposts with the dwarves of the Four Kingdoms, and also has significant steam wealth – there are many hot springs and various steam-powered luxuries in the town, as well as a small industry based around the healing and recuperating powers of the spas – many nobles from the wilder west coast, and even from lands over the sea, come to Separation City to “take the airs.” Separation City also boasts eight huge pits of boiling water called the Eight Hells, each of which has been named after one of the eight flags of the Eight Banners sect, and which are rumoured to hold magical properties that can be harnessed by properly trained wizards. Wizards are not welcome in Separation City, however, and rarely given much chance to conduct research at the hells.

Separation City is divided into four main areas, each surrounded by its own low walls and separated by short stretches of hills and rice paddies. There is a port area at the beach, with some small hot spring hotels; inland to the northwest and built across a small plateau is Iron Ring, the centre of the town. To its west is the cemetery area, which also holds some open air hot springs and one of the Hells. Finally, northeast of the Iron Ring, and north of the port, is Turtle River, where the main church of Sigmar is built and many of the services supporting the priests can be found. Each area is linked to each other by roads, and a kind of steam-powered rail system links the port to the Iron Ring, so that goods and people can be dragged up from the bay. Between the cemetery area and the Iron Ring is a small dwarven outpost, neat and well-built and situated in its own walled area, from the middle of which rises a large docking spike for the dwarves’ famous airships. The dwarves are liked in the town and contribute to its well-built and well-maintained engineering, especially the defensive walls around the separate sections of the town. One of the Hells is also located just outside the dwarven outpost, and is rumoured to be the easiest hell to research.

West of the city, on the road that leads into the interior of the island, is a small mountain called Monkey Mountain, that is rumoured to be home to a race of intelligent monkeys. These monkeys do not usually bother the folk of the city, though they occasionally raid caravans passing on the west road, or on the coast road to Greathalf. These monkeys worship an ancient and twisted monkey god, and travellers passing the mountain typically leave offerings at one of its dilapidated shrine, as a form of tribute to guarantee safe passage. Though humans have little contact with these monkeys, no one has ever suspected that they might be related to the beastmen – they are not pernicious, merely mischievous and simple.

Prosperous, inward-looking, and peaceful, Separation City has been largely forgotten by the rest of the Steamlands, being remembered only when there is an upsurge of beastman violence, and the emissaries of the Separated head north and west to raise armies of vengeance. It is to Separation City that our adventuring group came to sign the deed to their hot spring hotel, and it is here that their adventures started …

 

On the eastern coast of the Steamlands is a long stretch of open coastline called the Palace Cape. Bordered on the south and west by the wilds of the Beastlands, the Palace Cape is a land of forested hills and open grassland, all sweeping down to a rugged and wild coastline famed for its beauty. The landscape is largely untouched by human settlement, but its emptiness is belied by the sense of order and regularity in the terrain. Though it appears unoccupied by humans, it is not virgin territory.

In fact, the Palace Cape is the home of a mysterious race of mechanical entities, generally referred to simply as the Machines. This race confounds efforts by its flesh-bodied neighbours to categorize it, because the Machines have a range of forms as diverse as the animal kingdom, and its members are as alien and inscrutable as the fish of the sea or the great diving lizards that bask on the rocks of its southern beaches. Though few Machines are ever seen by humans, they are reported to have been seen in forms as diverse and various as gleaming steal humanoids, fragile porcelain dolls, spider-like monstrosities, humming discs floating in the air, mysterious immobile constructions of crystal, and even a flittering cloud of mechanical insects. Some scholars dispute that the various entities of the Machine kingdom are even separate minds, claiming that they are all animated agents of a single mighty intellect referred to as the Slip Mind. Whatever the truth of it, the Machines of the Cape have little in common with the warm-blooded folk to their north and west.

Nonetheless, the Machines do maintain a society that in some ways resembles that of humans. They take shelter from the elements as do any living creatures, and it is from these majestic shelters that the land gains its name. The Machines – or perhaps some older race before them – have built mighty and fantastic towers that stand lonely and magnificent against the backdrop of the distant mountains, or emerge from the waves of the near shore like behemoths of rock and steel. The towers appear unoccupied, the land around them being untilled and devoid of farms or settlements – just a single spire of steel and glass emerging from the wilds of the surrounding land. But if an interested observer waits outside long enough, they might be lucky enough to see a procession of machine workers emerge from some secret door, marching off into the wilderness to attend to some task, or setting about pruning the trees and tending the lands immediately about the tower. Very occasionally one might see a human resident emerge, or stumble on a small hamlet whose residents have lived in the shadow of the tower for millenia. These residents will have little to tell the traveller about the Machines among whom they live, however, except that they are peaceful and trustworthy and the life is good.

Scholars from other realms have been unable to comprehend the truth of the Machines, and the Machines themselves defying all forms of investigation, the scholars of the living have been forced to come to wild and unsupported views about the provenance, views and lives of the Machines. However, some things are known fairly well, and all theories must account for the quirks of Machine life that have been observed. It is not known whether the Machines eat or sleep, but it is generally believed that they gain some form of power from the Palace Cape, for they cannot leave it. Indeed, were one to be foolish enough as to abduct a Machine and take it beyond the ill-mapped borders of its realm, it would fall quiescent and incapable of movement or thought. Some argue that the Machines’ power is a magical device buried in the centre of the Palace Cape; others, pointing to the Cape’s name, suggest that the power source lies in the Palaces themselves, and that were they to fall the Machines would be extinct. Yet others believe the land itself is the source of the Machines power. It has been noted that on the boundaries of the Palace Cape, there live a breed of feral and degenerate Machines, which the Machines themselves disown. These beast-machines prey on passing humans, or hide from them, acting for all the world like animals; but some of them have a rudimentary cunning, or form groups of bandits, who attack passing caravans. It has been noted that while the Machines of the Cape can repair themselves by some mysterious means, these beasts on the border cannot, and will usually be seen carrying damage, rust and decay that they seem unaware or uncaring of. Thus, many scholars have argued that the power source has some centre, and wanes as one moves away from the centre, leading to a decay in both physical and intellectual strength. Other, more practical minds care not about the nature of the Machine’s motile force, but note that the borders of the Palace Cape are dangerous, and those who go to trade with the Machines should go well armed. The Machines themselves show little care for these degenerate brethren, seeming to treat them as animal cousins, best avoided but to be dealt with if they cause trouble. Of course, for the Machines these brethren are no burden, since the Machine folk do not leave the Cape.

The Machines also seem to maintain a cohort of slave machines, which they control remotely through their strange magic and which behave as machines are traditionally understood to operate. Often these slaves are accompanied by a sentient Machine, which guides and manages them. This is also how the Machines fight, not engaging directly with their enemies but instead fighting through slave soldiers. Machine soldiers are rarely seen, because the Machines do not make war, but those who fight Beastmen, or who have patrolled the western reaches of the Cape, report fighting spiders of steel and glass, and floating wagons heavily armed with cannon. Sometimes individual Machines will fight alongside these beasts, seeking fame and fortune amongst their kind; but it is known that Machines can die, though they seem quite tough, and usually the Machines are happy to let their automatons wage war for them.

The Machines trade with all the kingdoms of the Steamlands and elsewhere, and welcome human guests, though sometimes in a cold and remote way that can be confused with rudeness. Some of their number seem to understand or even appreciate humans, and there are a few small human settlements in the Cape which often hold a kind of ambassadorial status. It is known that the Machines have a way to enable a select few of their number to travel outside the Cape, but they seem not to like to do this, and reserve this expediency only for the most dire of situations. They do maintain a Tower near their border with Greathalf, however, and here a few Machines and humans live alongside each other in a mixed town that is renowned for its wonders and mysteries, though dangerous to reach. Here humans can trade raw materials and art for fine steel, gems, and occasionally technological items of rare power. The Machines are strangely unable to create art, though they can appreciate it, and their fondness for certain kinds of human art leads them to trade. But in general the Machines have little need for congress with humans, and keep to themselves. This can make the leaders of other nations uncomfortable, and occasionally rumour and confusion have led these rulers to ill-fated missions against the Cape. The Machines seem not to hold grudges, though they remain an inscrutable and poorly understood people. They are yet another mystery of the Steamlands, a strange amalgam of magic and metal that remains beyond the understanding of mortals. Were a group of intrepid adventurers to uncover the secret of their origins and their power source, great wealth and power could come their way … along with great danger …

Image

The Four Kingdoms are a group of four dwarven nations, located on an island to the east of the Steamlands, which I have previously mapped. Being a dwarven holding, they are not well understood by the humans of the other lands, but more is understood of the history and geography of the Four Kingdoms than, for example, the homes of the dwarves of the Shadowlands in the far north, because the Four Kingdoms were once a human land. Unlike other dwarven kingdoms, it is sometimes possible to find maps or even histories in the great libraries of the Steamlands  – though even then the history of the ancient humans who lost this land to the dwarves is not well understood. The presence of a network of ancient and sinister shrines across the surface of the Four Kingdoms suggests, however, that the ancient human residents were worshippers of chaos, and this was their undoing.

In addition to the strange historical accident by which their kingdom was revealed to them, the dwarves of the Four Kingdoms have another unusual trait: they are masters of both the earth and the heavens. They build their cities beneath the mountains, just as do dwarves of every land, but above the ruins of the old human settlements they have constructed mighty towers, from which they send forth airships of astounding size and beauty, to ply the trade routes of the nearby islands, and to defend their kingdom against incursion. These airships are filled with helium, which the dwarves of the Four Kingdoms mine deep beneath the earth using secrets only they know. The airships are their prize possession, and have given the Four Kingdoms great wealth and power. Many is the foolish human lord who has staked their future popularity on a campaign to reclaim the lost human birthright of the Four Kingdoms, only to be brought to ruin by the massed cannon and bombs of the dwarves’ inassailable airships; and no sight is more feared on the battlefields of the Steamlands than a mercenary dwarven aerostat as it hoves into view above the battlefield, its bomb bays open and ready to rain fire on the hapless footsoldiers below.

Rumours abound regarding the lost human settlements of the Four Kingdoms. Some say that the dwarves destroyed the humans utterly and usurped their claim to the land; others say that even to this day the descendants of its original inhabitants are enslaved to the will of the dwarves, and toil in their fields while the dwarves live lives of luxury and corruption in their gilded halls. Some scholars note the network of sinister and ruined shrines above ground, and observe that sometimes in their deep delvings the dwarves waken dark powers from their slumber. These scholars suggest that the humans of the Four Kingdoms worshipped chaos, and their evil religion was their undoing. Dwarves are renowned for their hatred of chaos, and whether the dwarves destroyed these humans out of duty, or arrived too late to save them from their own doom, or simply inherited a devastated and empty land, no one knows. To learn the truth of this secret past would require the unravelling of secrets long buried deep in dwarven halls, and it is clear the dwarves do not care to reveal what – if anything – they know of the land’s ancient secrets. So, if humans are to learn of the folly – and the doom – of their ancient brethren on this island, it will fall to a team of dedicated adventurers to pierce to the heart of the dwarven strongholds, there to learn the truth of the dark powers that stalk the island and its subterranean depths …

fn1: the picture is from this NZ site on all things dwarven (oddly appropriate, given the season!)

Next Page »

Follow

Get every new post delivered to your Inbox.

Join 48 other followers