Monday, May 6, 2019

Rusted Lands

I haven't posted in quite a while - almost two months. My workload was massive, and I had little time for game writing. I had, however, time to teach myself the Scribus  layout software and do a new layout for Cepheus: Faster Than Light, which, hopefully, will allow me to publish it through DriveThruRPG, which is more visible to Stellagama Publishing's prospective customers than Lulu. This is because DriveThruRPG PoD works with Lightning Source, which is far more demanding in terms of layout than Lulu. Fingers crossed, this will clear Pre-Media in a few weeks; if this will work, Cepheus Light: Pocket Edition is next!

Anyhow, I have been thinking about an ACKS post-apocalyptic steampunk-magitech setting. I have toyed with the idea of post-apocalyptic ACKS before, but it was a "modern" or "futuristic" apocalypse, demanding specialized classes and technology rules. However, a steampunk-magitech apocalypse means that I can use existing ACKS rules with significantly more minor modifications: ACKS already has steampunk-ish machinists and automaton rules, as well as Magical Engineering. Most magic will be ACKS-type, especially after the War, with pre-War magic being more common and automatons being much cheaper before the War.

Pre-War society had industry, steam power, and clockwork automatons as the basis for an advanced society. Then, civilization blew itself apart in total war. Now, as the industrial infrastructure lies in ruins, building machines is expensive, as per the automaton rules in ACKS' Player's Companion, and magic is less common (that is, as common as in ACKS Core).

This will use ACKS Core rules for the most part, rather than the Heroic Fantasy Handbook. Pre-War magic was flashy and wondrous; in the War itself, it was highly destructive. Imagine how destructive the Napoleonic Wars, the American Civil War, and WWI would have been with ritual-level spells combined with massive mecha in addition to the usual guns, artillery, and flamethrowers.

I see the WWI aesthetic as appropriate to this setting: ponderous machines (as WWI tanks were), chemical weapons and gas masks, and a long, futile, murderous trench war. Imagine how it would have looked if steampunk technology and magic existed on Terra. Imagine how deadly this would have been.

This is how the Rusted Lands came into being.

Civilization is dead, save several surviving pockets and enclaves. Huge wrecked war machines and industrial edifices stand rusting among the old battlefields. Technology regressed to an almost Dark Ages level - as per ACKS core ("late antiquity" - but I always imagined it as a bit later, along the lines of the early Dark Ages). However, matchlocks are still around - two steps down from the flintlocks (and beyond) of the War.

So, among the ruins, the survivors lead a feudal existence. And you can conquer them and restore a piece of the past's Glory.

Saturday, March 16, 2019

Dark Nebula 2900: Solomani and Aslan naval doctrines

Dark Nebula, 2900 CE. The Rule of Man is dead for 157 years. Human - mostly Solomani - civilization persists on Maadin, far from the horrors at the Core. Now, a new force arises to challenge the nine-world Maadin Confederation. Proud aliens, hungry for land and glory. The Aslan. A mere 377 years since their invention of the Jump Drive, the young Aslan grow their empire rapidly. For centuries, their meager Jump-1 drives confined them to the Kuzu Main to the Spinward. However, in the last century, Jump-2 technology acquired from Solomani traders allowed them to expand to the Trailing as well. Thus, their thirst for land leads them into inevitable conflict with the Solomani of Maadin.

But how do these two powers organize their navies towards the coming war? One should remember that neither side has a copy of High Guard. While Classic Traveller rules lead to certain conclusions in ship design, both sides build their navies based on historical experience and societal factors. Such historical experience has much to do, in turn, with various factors outside raw Traveller ship optimization. Being untested against one another, these forces have naval doctrines which would evolve with the conflict.

The Solomani draw their naval tradition from the Interstellar wars between the nascent Terran Confederation and the Ziru Sirka. In these wars, while missile boats - a Terran innovation - played a certain role, major victories were won by massive capital ships. The concentration of battle-cruisers and battleships, alongside Terran technological advantage in Jump-3 drives, led to a decisive Solomani victory over the crumbling First Imperium. The subsequent Rule of Man faced little external conflict, while internal conflict during its collapse rarely involves large naval engagements. 

Thus, the 30th century Solomani naval doctrine calls for significant investment of resources in Heavy Cruisers (Type-CR), with an eye towards the construction of Dreadnoughts. The Confederation currently possesses two Heavy Cruisers, CNV Gilgamesh and CNV Enkidu (CNV is Confederation Naval Vessel), and its first Dreadnought, CNV Inanna, is under construction at the Maadin shipyards. Other combatants are much smaller than these multi-kton monstrosities, and many are below 1000 tons - mostly frigates, small missile boats, and destroyers (the latter being in the 1000-3000 ton range). Two massive troop ships, CNV Enki and CNV Enlil, prepare for ground invasions [actual fleet composition may vary once I run through Trillion Credits Squadron data for these fleets].

The Solomani plan is to use these two main combatants in a concerted attack against Aslan naval concentrations, using an aggressive strategy aimed at destroying Aslan naval infrastructures before the aliens will have a chance to organize their forces. Maadin gambles on an all-or-nothing strategy - leaving their rear mostly unguarded while burning their way into Aslan space by superior firepower to destroy Kuzu's shipyards and thus neutralize the Aslan threat for the time being. Solomani are uninterested in conquering and occupying Aslan space itself, but plan to use this war as a pretext to annex the various independent human worlds to the Confederation, or at least render them its client-states.

Thus, the Solomani main objective is to neutralize and contain the Aslan threat, with the secondary objective being expansion into neutral human space.

The Aslan naval doctrine revolves around two factors - the fragmented nature of the Heirate and the Aslan male. Lacking a unified naval force, each major Aslan clan fields its own navy. This greatly limits Aslan ability to field Solomani-style Heavy Cruisers, at least early in the coming war. Aslan clans also have to prepare for limited, but serious, aggression by other clans, alongside preparation for war with the Solomani. This biases their naval doctrine towards a larger number of smaller ships. The Aslan male is another factor influencing alien strategy. Each Aslan male, especially high-born ones, dreams of glory among the stars - and a lion's share of prime interstellar real-estate. Aslan males love to be pilots, where their superior spatial awareness and predatory instincts shine and lead them to glory. If they cannot be pilots, they dream of being Marines, facing the enemy in honorable face-to-face personnel combat. Gunnery, another traditional male naval profession, is only a distant third in its desirability.

This leads to small ships and swarms of fighters to maximize pilot positions, alongside preparation for ground combat and boarding actions. The few major clans prepared for combat with the Solomani field a Light Carrier each (I'll import the Mothership from Imperium, which is Dark Nebula's sister-game, potentially toned down to be listed as a Light Carrier rather than a full-scale one), alongside a Troop Transport; other ships tend to be much smaller attack craft, often below 1000 tons. There are five such clans interested in war with the Solomani, leading to 5x Light Carriers and 5x Transports, alongside much smaller support and patrol craft.

The Aslan plan, if one can describe it as such, is to invade human space piecemeal: first Enjiwa, Pasar and Godoro, then Simsek and the Mizah Cluster. This would be  a race between the five clans; and will potentially lead to (ritually limited) conflict between them. Invading the confederation itself is a distant objective, as there are hordes of ihatei thirsting for land who must be satisfied - this is the primary Aslan objective.

Thus, the primary Aslan objective is an interstellar land-grab, with the secondary objective being a grab for the greatest prize in the Dark Nebula - Maadin itself.

Friday, February 8, 2019

Camalynn 1666 - County of Aerik (Barrowmaze)

As you may have noticed, I have integrated Greg Gillespie's Barrowmaze into my own Camalynn EY1666 setting.

Barrowmaze's Duchy of Aerik becomes Aerik County. It is one of the four counties ruled by the city-state of Surabka (to the north of this map). The map also shows the neighboring Mersic County (administered from Mersicton) and lands (to the south) controlled by Surabka's rival city-state, Igorburg (to the south of this map). There is also an autonomous Dwarven colony, the Krum Tok Vault, nominally a vassal of Igorburg.

Between EY (Elysian Year) 1647 and EY 1651, Surabka and Igorburg fought a bitter war. The main battlefields were in Aerik County and its environs. Krum Tok stayed mostly neutral, only paying taxes to Igorburg to finance the war effort; fighting destroyed the fortified Igorburgian town of Blackfort. Bogtown was the site of another battle, and two battles occurred inside Barrowmoor itself - the First and Second Battles of Barrowmoor. Remnants of battle and bodies - some say, also spirits - of the fallen are common in Barrowmoor, both near Bogtown (where the First Battle of Barrowmoor took place) and directly to the south of the Old Dwarf Bridge (where the Second Battle of Barrowmoor took place).

Worse still, the Yellow Plague swept through the County in the fateful year of EY1659, further depopulating the area and leaving many disfigured.

The result is a devastated, depopulated County, on the beginning of its very long road to recovery. It has three things going in its favor: fertile lands in the County's northern edge; the strong - and virtually untouched - mining economy of Krum Tok, and *drumroll* Barrowmaze itself. The horrid barrow-mounds began attracting adventurers and grave-robbers in the post-War years, as deserters from both armies came home with major treasures and rumors of horrid monsters. Helix, once a peaceful peat-digging and farming community, grew into a rich "boomtown" with adventurers, tomb-robbers, and assorted scum flooded it, as roads from Helix to Barrowmaze are better explored than those from Mersicton (which also saw growth in light of this adventuring craze).

Surabka rules an area of 123 6-mile hexes, a little less than 4,000 square miles. In ACKS terms, it is a mid-sized Duchy, though its ruler calls himself a Prince. Following the plague, average population is 50 people per square mile, or 300 families per 6-mile hex, for a total of approximately 37,000 families.

This is an advanced, urban realm, like the rest of Camalynn, technologically similar to the earlier part of Terra's early modern period. It is also highly centralized around the city-state of Surabka. This means an urban population of 7,000 families, with Surabka itself being home to 4,500 of them, being a Large City (Class II Market). The other 2,000 urban families are distributed between the various settlements, primarily the county seats.

The Duchy of Aerik suffered war and plague and is depopulated. On paper, it has an area of 35 6-mile hexes (approx. 1,000 square miles), making it huge for a county. However, it is mostly uninhabitable Moor. Thus, average population density is 30 people per square mile, 180 families per 6-mile hex, and a total population of approximately 6,300 families. Of them, 950 are urban families; 600 of them live in the fortified county seat of Ironguard, which is a Large Town (Class IV Market) 150 in the devastated Bogtown, a Village (Class VI Market), and 200 in Helix, another Village. However, Helix's "boomtown" economics "upgrade" it to a Class V Market.

Mersicton is the county seat of Mersic County, which has an area of 29 6-mile hexes and an average population of 40 people per square mile, or 250 families per 6-mile hex mostly working in forest-related agriculture. The total is approximately 7,250 families, of them 800 live in urban settlements, of which the largest is Mersicton, a small town of 500 families (Class V Market). Mersicton sees some economic growth from the Barrowmaze "industry", but not as much as the more accessible Helix.

Krum Tok Vault, a Dwarven colony and a nominal (though very autonomous) vassal of Igorburg, controls 19 hexes, mostly of mountain and forest country, an average population of 40 people per square mile, or 250 families per 6-mile hex, for a total of approximately 4,750 families. They are centralized mostly in the industrial town of Krum Tok, surrounding the Dwarven vault, with an urban population of 700 families, of them 475 in Krum Tok, making it a Small Town (Class V market).

Saturday, January 26, 2019

Camalynn 1666 - On Dwarves

More on my Camalynn setting - and now, on Dwarves. Dwarves build their vaults near underground rivers and/or geothermal vents. This brings a natural power source to the forge's massive bellows and mechanical hammers, as well as other machinery. Thermal vents usually also bring hot spring water for the bathhouse.

The forge is the vault's heart and its temple. The head craftpriest works the forge as part of his sacred duties - he is also the head smith in most cases.(edited)

They tend to be independent; dwarves in my setting once ruled over a kingdom, Muspelheim, which had both a dwarven and a human population. Most of Muspelheim is now the domain of beastmen; only a few independent vaults remain in the south of Muspelheim.

Once they did pay tribute to kings of Camalynn (a human kingdom). Now Camalynn has fallen into a collection of city-states itself, so the vaults are independent themselves

Dwarves worship the Mastersmith - the one Lawful god who forged the world out of stone and the dwarves from steel. Some rogue theologists claim that the Mastersmith and the (human Lawful god) Conquering Sun are one, but both the Churches and the dwarves deny this. The hammer is the Mastersmith's favored weapon, and favored tool.

Dwarves are the most technologically-advanced race of my setting. They have flintlock firearms while humans have matchlocks; they have all the cool mechanical technology inspired by real-world Song Dynasty China medieval tech (even an Alchemist's Fire double-piston flamethrower). And, of course, automatons. And some lost vaults are rumored to have even higher tech.(edited)

Automatons are the sole monopoly of the Machinist's Guild, which is Dwarven. They guard their technology jealously and enjoy legal protection in most human kingdoms and city-states. They also produce superb versions of technology known to Man, such as clocks and printing presses. A city's Dwarven Quarter, dominated by the Guild, is thus a technological wonder.

Monday, January 14, 2019

Camalynn 1666 - Anunaki

More on my Camalynn setting - and now more on lizardmen and anunaki. In 1534 BE (Before Elysia), the Eridan sorcerer-queen Beletseri, ruler of the city of Urun, desired tough, disciplined amphibious troops. She dreamed of conquering entire Erida and the neighboring lands. Since three rivers lie at Erida's heart, the Eridan heartland is swampy - where such troops will grant a significant advantage. Thus she cross-bred lizardmen with men to create lesser anunaki - reptilian soldiers combining lizardman resilience with human cunning and discipline. As their elite shock-troops, she cross-bred lesser anunaki with drakes (sub-sentient relatives of dragons) to create the winged greater anunaki capable of flight.

As things like this usually go, the anunaki soon rebelled, killed Beletseri, and embarked on their own campaign of conquest. They conquered Erida's heartland and extended their empire as far as Qedem. There they ruled with an iron fist for a millennium, until a successful slave rebellion in 470 BE returned Erida into human hands and slew most anunaki.

The remaining anunaki scattered; centuries of inbreeding between themselves, as well as breeding with swamp lizardmen, diluted their blood. Many degenerated into Chaotic lizardmen - twice as tough as ordinary lizardmen, cannibalistic, but lacking the cunning of a true anunaki. A few remained in secluded colonies. Chaotic lizardmen will see a lesser anunaki as a born king and a greater anunaki as a god. Ordinary lizardmen will view both as demons.

In ACKS terms, lesser anunaki use ordinary thrassian stats, with 2 thrassian build points; greater anunaki use 4 thrassian build points.

Sunday, January 13, 2019

Camalynn, EY 1666 - Historical Overview

More on my Camalynn setting mentioned in my previous post.

The main question - how do you go from the dying Elysian Empire of EY516 (EY = Elysian Year) to the large city-states of EY1666 Camalynn?

Camalynn, inspired by England and with some inspiration from Russia and the Scandinavian countries as well, at least culturally and in terms of naming conventions, was united in EY534 by the former Elysian soldier, turned popular general Aeron Dragonshield, who became King Aeron I.

Aeron I and his immediate descendants fought against the Wolf Horde - the Chaotic berserker armies of Outer Kvenland and their lycanthrope and beastman allies.

Aeron III struck the killing blow against Chaotic Kvenland in EY 591, slaying the dread Werewolf King, Rolf Redtooth and routing the Wolf Horde. This led to an uprising of the Kvenlander population, which was Neutral for the most part, against their Chaotic overlords.

Camalynn was always a bastion of the austere, zealous Grey Church, as the power behind Aeron Dragonshield's rise to power was the Grey Church's Matriarch Vindicta (nothing makes a 9th level fighter's life easier than alliance with a politically savvy, highly popular 13th level priestess). The older Bright Church was, and is, always present but always as a secondary power.

Fast forward several centuries, and Camalynn began developing as an imperial power of its own, eclipsing its neighbors Leoneis and Rayanes. Around EY1200, it even began conquering offshore lands to the far west, and at its height, it reigned over Leoneis as well.

But all fell apart in the Bastard War.

King Alfred II of Camalynn died in EY1388 without legitimate issue. He had, however, two illegitimate sons - Gunnar the Bastard, born from his unlawful relationship with a kitchen maid, and Albert the Hunchback, born from incest between the King and his sister.

Albert the Hunchback was the eldest, and with better pedigree (born from the union of a King and a Princess, no less), but incest is considered an abomination by the Grey Church, so Matriarch Gloria III refused to anoint him and instead blessed his half-brother, Gunnar the Bastard.

Albert, with his eyes set on the throne, traveled all the way to far Elysia to be blessed by the Bright Church's Pontifex.

Each claimant to the throne had several prominent noble houses behind him, as well as the blessing of a Church.

Thus began the fratricidal Bastard War. It combined religious strife with personal and family ambitions, a deadly combination for the kingdom and many of its residents.

This also spilled over into a religious conflict in neighboring kingdoms.

Both Gunnar the Bastard and Albert the Hunchback fell in the Battle of Darkford in EY1399. Legend has it that they struck each other in an epic duel, but in reality, Gunnar the Bastard was killed by a cannonball - a recent innovation - while Albert was slain by an errant arrow. Both died without issue.

The remaining noble houses tried to claim the empty throne but none had a strong legitimate claim to it. Thus, they continued the war for half a century. This war engulfed Camalynn, Kvenland, Leoneis, and Rayanes and had, in addition to the machinations of nobles hungry for thrones, a strong sectarian religious element.

The war ended with the exhaustion of all belligerents, and wide devastation of the lands, with the Peace of Mont Rayenn in EY1444, signed by the remaining noble houses and both Churches.

Each House retained its holdings, but none gained the throne. All parties agreed not to crown a king over Camalynn except by agreement of a majority of the noble houses. The other kingdoms, where there were legitimate heirs to the thrones, were restored. Both churches recognized each other's legitimacy and were allowed to operate without restriction across Camalynn and its neighbors.

Recovery, fueled by recent technological advances, focused on Camalynn's major cities, each a seat of a Great House.

Thus, contemporary (EY1666) Camalynn is a land of city-states, most ruled by Princes, and one by a Senate after overthrowing its Prince.

And the Throne sits empty. None has a strong enough legitimate claim to it to convince the noble houses to enthrone him.

But "someone" (read: power-hungry PCs) could, "theoretically", force the noble houses to elect him/her as a Monarch by force of arms!

Saturday, January 12, 2019

ACKS - Camalynn (tentative map)

I've started working on my setting for ACKS, in which I intend to run various modules from Barrowmaze to Stonehell (and my own Dark Inheritance mini-campaign). The basic concept is an Early Modern-ish former kingdom now broken into several warring city-states following a nasty succession struggle.

As this is a strictly non-commercial setting, I can borrow from any source I want, with attribution, of course. So the setting has a Barrowmoor and a Stonehell Dungeon on its map, where I intend to run these respective dungeons.

So, without further ado, is the first work-in-progress of the Camalynn map.

You can find its full-res version HERE.