Showing posts with label setting. Show all posts
Showing posts with label setting. Show all posts

Wednesday, March 13, 2013

Swords of Mars: Laws in Izmir

I pulled out an old document for an earlier idea for a campaign setting, and tweaked it for Izmir. Rather than setting up a complex document for playing out legal issues, I wanted to set things up to see general principles.
  • Sumptuary Laws: Fancy hats, shoes, clothes, and even foods are restricted by social station. Thus, even if you look like a noble, you can't live like a noble without having a title or living in danger of arrest. 
  • Taxes and Fees: Taxes and fees can be frequent, arbitrary, and common. In addition to government taxes and fees are also allowed to guilds, universities and the like; and tithes are allowed to churches. 
  • Canon Law: Churches cannot enforce law on non-believers, but followers may not be held to laws about decency, morality and heresy. These cannot result in imprisonment, but may result in shunning, branding, lashing or excommunication. 
  • Sedition: The Aquilans take great exception to rebels.
  • Sorcery: The use of magic to create undead, summon demons, dominate or charm others, or cause harm or unwilling transformation is criminal sorcery which punished by imprisonment, disfigurement, or even death. Use of magic for fraud is just a property crime. 
  • Property Crime: Is usually remedied by repayment, hard labor, or indenture. 
  • Slavery. Slavery is legal in the city. Most slaves are captured in war or are indentured servants. Nobles often keep slaves as personal servants and tutors. Beastmen are commonly used as labor slaves, Hadiri as household slaves. 
  • Poison: Use of poison is illegal in the city, but surprisingly common, except by licensed members of the Assassins' Guild. Punishment is death by poison, unless the Assassins' Guild gets to you first.... 
  • Murder: Killing a slave is a property crime. Otherwise, the penalty for murder depends on motive, victim, and killer. A commoner victim killed in the heat of the moment may result in a punishment in weregild, though some murders may result in imprisonments. Only heinous murders or murder of a noble or ranking priest may very will result in death. 
  • Trade Crimes: Guilds license the practice of their professions an may levy fines, ban practice of a trade, or exile those who violate trade monopolies and controls under their charter.

Wednesday, February 27, 2013

Swords of Mars: Barbarians and Canal City Dwellers



Taking after Leigh Brackett's image of Mars, I see Martians as divided between desert nomads and decadent city dwellers. Well, actually, it seems to me that Brackett takes her image from the Edgar Rice Burroughs in A Princess of Mars. But for Burroughs, the desert nomads are the Green Martians, and the city dwellers are Red Martians.

The desert nomads ride and hunt dinosaur herds on the former seabeds of Mars, living by a code of barbarian honor that reveres strength and cleverness, looks at magic with scorn, and distrusts the old ways. Desert nomads also distrust ancient technology. They are kind of dinosaur-riding Mongols/Cossacks/Dothraki/Hell's Angels — hard, superstitious, communal, and hierarchical. They live by a code no civilized person could really admire, they love their rides and their freedom, and they have a disdain for the ways of "proper" civilized folk.

The Canal City folk see themselves as the descendants of Ancient Mars, keepers of the ancient history and traditions of the Red Planet, and guardians of the great heritage of Mars. But they are decadent and fractious, caught up in politics, vendetta, honor killings, and upholding a dying noble class. They lack unity or vision, even as the Terrans look to plunder and colonize— mostly because they see their ancient ways as superior to Terrans. This despite the fact that they have forgotten the old technologies and fallen into a steep decline from their ancient days of glory. They value honor and propriety, prefer to track favor and fealty over nation and planet, and are more fond of drinking, dance, and dueling than of learning, discovery, and the common good.

Wednesday, February 20, 2013

Swords of Mars: Burroughs and Brackett

The two biggest influences in my approach to Mars are Edgar Rice Burroughs and Leigh Brackett. Burroughs introduces many of the Sword-and-Planet tropes that define the genre and shape my world design, and Brackett's Stark stories add the twists to style and method that really infuse some flavor and create interest with staying power.

The thing that is fascinating to me about this is that I find their works very much in opposition to my own views of the world. But I love their work, and I love the fictional worlds they create. As someone whose political sensibilities began shifting very leftward from early adolescence (despite being rather immersed in comics, science fiction and fantasy stories that tended to point toward a world of rugged individualism, evil government, and love for the military-industrial complex), I would guess that many of the people I have known through the years would be surprised at my love of either of these authors.

Edgar Rice Burroughs

Burroughs is perhaps the harder one to reconcile with politics. The structure of his Barsoom novels mirrors colonial adventure stories of exotic lands, noble savages, and superior White men who learn freedom from the exotic foreign lands and show them how to live to their potential. Carter is a Southern Gentleman, a confederate officer of means and lineage whose sense of genteel honor is part of why he can appreciate life in a warrior society. He finds himself an exotic red woman, he becomes a conquering warlord, and only he can typically save the day. To be certain, Burroughs has more depth to his world, and more than a little wicked parody built into his treatment of religion, for sure. And his work is certainly more of the borrowing of a colonial discourse for entertainment purposes than the development of a sort of propoganda supporting the colonial project. But at its heart, this is a story of an indigenous people being saved by the Great White Hope who borrows from them enough culture to become free from the constraints of civilization while becoming the Great Civilizer.

I don't know much of Burroughs' real-life politics. I do know of his time in the army in Apache territory, and how he writes about Apaches in A Princess of Mars, and how he depicts other cultures in Tarzan. To today's sensibilities, that might make him seem racist or deeply conservative, but I suspect that this would be a poor description, and entirely anachronistic. But I think we would have very different views on indigenous peoples, and on the world in general.

All that said, what captured me as a child was a world that is strange, yet familiar, filled with characters I loved, where honor and romance matter, and where adventure is everywhere.

Leigh Brackett

I only discovered Brackett recently. Her Eric John Stark stories and novels, published from 1949 through the early 1970s, present a hero who is equal parts Tarzan, hardboiled detective, and John Carter. From what I know of her, Brackett's personal politics were conservative along the lines of mid-century individualists. Individual freedom and responsibility, limited government, and hardy self-reliance are part of what makes Stark such a badass, but her stories are more complex in their approach.

Stark, for instance, is on the side of the indigenous people, and often against the interests of colonizers from Earth— running guns to alien worlds, fighting alongside the aliens to protect their freedom from outside governments, and the like. Brackett isn't necessarily on the side of industrialists and corporate heads like Ayn Rand, nor does she endorse wealth and power, which she seems to distrust as much as government.

And government is something she attacks vehemently (along with hippies) in her Skaith trilogy. But her critiques of the oppressive power of big government often come with the acknowledgement of its well-being, whether it is in the form of good cop Simon Aston, acknowledging the good intent of the original governmental plans of Skaith's out of control welfare state, or presenting the dutiful and well-meaning haughtiness of the more noble Wandsmen. But in the end, she presents Stark as willing to bring everything crashing down to do what he knows is right, and damn the consequences.

But in the heart of all this is a world background that is rife with interest — conflicts between city-dwellers and fractious barbarian tribes, scheming colonists, complex moral gray areas, and a conflicts between the indigenous peoples and colonizers. All of this creates a living world filled with lots of shadows where scoundrels — both noble and ignoble — can thrive and adventure.

Conclusion

Of course, it's hard to imagine playing a role-playing where things I value — building deep relationships, avoiding violence, showing kindness, trying to effect change on an individual and institutional level — would really work. And I don't see role-playing games as actually being some sort of cultural or political work. They're recreation based on adventure fiction, and part of choosing to engage in that kind of recreation is accepting the tropes and methods of the fiction, film, and art that inspire such work. How your players react to that setting, how they subvert, embrace, or resist the forces at play in your world aren't even really in your power. The fun comes in watching what comes once other people enter the crazy quilt of setting and situation that you set up anyway, so being obsessed about what messages your game gives off seem misguided at best.

Wednesday, February 13, 2013

Swords of Mars: Lycanthropes of Mars


Martian Lycanthropes are not governed by phases of the moons of Mars (or maybe they are -- both Phobos and Deimos are tidally locked and don't go through phases...), and aren't infected with a disease.

Rather, Lycanthropy is a gift granted by certain infernal powers to sorcerers who go through complicated rituals. Lycanthropes become shape-shifters, able to withstand damage others cannot, and able to take on the forms of creatures, typically Osquips (the giant rats of Mars), Wara (the giant wolves of Mars), or Mahrinn (the giant cats of Mars) or human-animal hybrids. Lycanthropes are also immune to harm by weapons made of Hraa-hide, requiring magical or iron weapons to be harmed.

Treat these creatures as wererats, werewolves, or weretigers except that they are also skilled in magic use, using magic as magic-users with a level equal to their hit dice.




Wednesday, February 6, 2013

Swordsof Mars: Ancient Menaces Underground

The darkness under Martian cities hides a number of secrets. Most cities are built on ruins of past cities, layers and layers of history buried under the feet of the canal city dwellers. The ruins of the past live on there, and under the ruins of abandoned cities far above the waterline of the canals. Those underground ruins are host to illegal cults, smugglers, and conspirators; enclaves of beastmen and lycanthrope sorcerers, vermin, osquips, stirges, and much worse.

But the most terrifying creatures are the remnants of old biological warfare, weapons created by the Ancients, such as the Witch Kings of Ylum. These ancient monsters are often cunning, intelligent, and malevolent, plotting inhuman plots against the descendants of their old enemies. Dopplegangers, medusas, nagas, carrion crawlers, grells, and tentacular horrors of all sorts are among the things that lurk from the ancient past under the cities, waiting to destroy the sons of man, to devour them, to bring them down.

Though others have spoken of the dungeon as a sort of Mythic Underworld, I tend to think of the spaces under Martian cities as a Malevolent Underground, where the environment is filled with rage and hatred for the creatures of light. The creatures conspire, plot, and destroy, fleeing and regrouping and concentrating into more and more dread. This is a place of horror and survival, where the deeper you go, the less you see of common human foes, and the more terrible and inhuman you find your surroundings and your foes.



Wednesday, January 30, 2013

Swords of Mars: Hydras or the Dragons of Mars

On Mars, the hydra is perhaps the greatest land predator. with a long, sinous four-legged body, 5-12 heads, and a venomous bite and breath, the creature is a deadly foe. But it is also intelligent, hard to kill, and frequently capable of magic.

Armor Class: 2
Hit Dice: 5-12**
Move: 150' (50')
Attacks: One bite per head
Damage: 2d8 per head
No. Appearing: 1-4
Save As: Fighter: level equal to Hit Dice
Morale: 9
Treasure Type: H
Alignment: Chaotic

Martian Hydras have the following special abilities:
  • HEADS: A hydra has one hit die for each head, and always has 8 points per hit die. A hydra will attack with all of its heads each round. For every 8 points of damage a hydra takes, one head will no longer attack. EXAMPLE: If a 7-headed hydra took 18 points of damage, it would only attack with 5 heads in the next round. A hydra saves as a fighter of a level equal to its number of heads.
  • REGENERATION: Hydras will regrow a severed head in 1d6 rounds if the head is not cauterized.
  • TALKING: Martian Hydras are intelligent, and 50% of Hydras can speak Draconian and Common. Talking hydras are also able to use Magic-user/Elf spells as if they were a magic-user with a level equal to their number of hit dice.
  • VENOMOUS BITE: The bite of Martian Hydras is venomous. Those bitten must save vs. poison or die in 1d6 rounds.
  • VENOMOUS BREATH: Martian Hydras may breathe a cloud of venom three times per day in a 40' x 40' x 20' cloud. Those within the cloud take 1d6 damage per hit die of the hydra, half if they save vs. poison.
  • SUBDUAL: Martian Hydras may be subdued as if they were dragons.

Wednesday, January 23, 2013

Swords of Mars: Beastmen

Engineered for service by the Witch Kings of Ylum in the Age of Oceans, the Beastmen were originally created as slave labor. Animalistic creatures, the Beastmen tend to be easily cowed by a strong leader, fearful of (and poor at) magic, and prone to clannishness. While this served them well as a servitor race, it has not served them will since the fall of the witch kings.

In the wilds, this tends to make them congregate in fractious tribes led by the strongest and most cunning warlords among their folk, with the weaker and smaller Beastmen falling into line under the strong. This means that it is difficult for Beastmen to form associations that are lasting, undermining their ability to build large social groups. Instead, they tend to move from charismatic leader to charismatic leader. This often means that their clans fight amongst each other and with humans or end up enslaved by powerful human barbarian lords.

In cities, Beastmen quickly become servants to others —mercenaries, servants, laborers, and enforcers. This means that in cities, Beastmen tend to be poor and subject to the will of the powerful.

BEASTMAN, SMALL
Armor Class: 6
Hit Dice: 1-1
Move: 90' (30')
Attacks: 1 weapon
Damage: by weapon type
No. Appearing: 2d4 (6d10)
Save As: Normal Man
Morale: 7
Treasure Type: R (C)
Alignment: Chaotic

BEASTMAN, MEDIUM
Armor Class: 6
Hit Dice: 1+1
Move: 120' (40')
Attacks: 1 weapon
Damage: by weapon type
No. Appearing: 1d6 (6d6)
Save As: Fighter: 1
Morale: 8
Treasure Type: D
Alignment: Chaotic

BEASTMAN, LARGE
Armor Class: 5
Hit Dice: 3+1
Move: 90' (30')
Attacks: 1 weapon
Damage: By weapon type +1
No. Appearing: 2d4 (5d4)
Save As: Fighter: 3
Morale: 9
Treasure Type: B
Alignment: Chaotic
  • Small Beastmen carry a spear or short bow, and a short sword.
  • Medium Beastmen carry 3 javelins, sword and mace.
  • Large Beastmen carry a two-handed sword.
Beastman swords are crude affairs, essentially clubs made of wood or bone with either volcanic glass or the teeth of dinosaurs embedded along the edges, much like the Aztec macahuitl, the Central American macana,  the tebute shark-tooth sword of the Gilbert Islands, or the Polynesian leiomano shark-tooth club.

Beastman tribes can be very different from one another. You may reflect this by rolling a special trait for each tribe.

BEASTMAN TRAITS TABLE: Roll d20 for Special Tribal Traits (stolen from one of my posts way back...)
  1. Tracking scent.
  2. Echolocation.
  3. Leader is a thief, level 1d4+1
  4. Leader is a magic-user, level 1d4+2
  5. Leader is a cleric, level 1d4+1
  6. Make use of traps and tricks.
  7. Organized tacticians.
  8. Tame and use osquips.
  9. Tame and use giant spiders.
  10. Tame and use stirges.
  11. Tame and use giant beetles.
  12. Skilled guerilla fighters.
  13. Berserkers.
  14. Superstitious.
  15. Eat flesh of PC races.
  16. Headhunters.
  17. Primitive firearms and gunpowder.
  18. Climb walls like spiders.
  19. Camouflage, surprised on 1-4.

Wednesday, January 16, 2013

Swords of Mars: The Martian Calendar

Martian days are only slightly longer than an Earth day (less than 3% longer), but the Martian year lasts about 670 days. Mars’ eccentric orbit means its seasons are not equal in length -- the Martian Spring lasts 210 days, Summer 180 days, Fall 160 days, and Winter, 120 days.

Months mean nothing to Martians — Mars’ two moons, Phobos and Deimos are small, dim, and fast–moving. Phobos orbits the planet every 8 hours, Deimos every day. Both moons are tidally locked, and thus do not have phases to track — they always look like bright stars or planets in the sky rather than like Earth’s moon. Martians track the calendar by season, using equinoxes and solstices to track the start and end of each season. Martians just track the number of days in the season, so they may note that a day is Winter 111.

Martian years were numbered by the name of the ruler, and the year of their rule. Once, the ruler was the ruler of the great Kingdoms that dominated Mars. Now, the ruler tends to be more local. This means that cross-referencing year references from place to place on Mars can be a challenge for Terran scholars and bureaucrats, and that the notations can lead to confusion and miscommunication, but Martian society currently lacks a strong unified way of keeping track of the passage of the year.

Martian time-keeping is very local, and while clocks exist, Martians lack a common system of relating time from location to location.

Wednesday, November 28, 2012

Swords of Mars: City-State of Izmir

Izmir is a city-state along one of Mars’ great canals. Ruled by the Warlord Arctos Kan, Izmir is notable for its large warrens of old tunnels and underground ruins that belong to cities from centuries before. The city is divided into eight districts:
  1. The Citadel, where the Warlord maintains his army, courts, jails and arena.
  2. The Merchant Quarter, home to city’s guilds, open air markets, and trade.
  3. Red Lanterns, the pleasure district.
  4. The Docks where barges come to the city and home to a TTC office.
  5. The Maze, the most crime-ridden and dangerous neighborhood in Izmir.
  6. The Holy Quarter, home to the temples of the Ten, as well as family shrines.
  7. University Hill, where libraries and the Magicians’ Guild, may be found.
  8. Downwind, the poorest neighborhood; home to factories and-foul industries.

Power Groups in the City

  1. The Great Houses are the rival noble families of Izmir.
  2. The Guilds control trade as well as licensing, monopolies, and training of skilled workers.
  3. Wizards are disorganized but powerful, and willing to protect (or crush) their own.
  4. The Ten Churches have connections throughout the city and work behind the scenes.
  5. The Black Hand is a major criminal organization based in the Maze, touching the whole city.
  6. The Terran Trade Corp whose dockside offices are active in the city.

Wednesday, November 21, 2012

Swords of Mars: Mars, part 5

Flora and Fauna
Mars is an arid land. The old sea beds have large patches of ochre-colored lichen that serve as a major food source for vast herds of Hraa that roam the beds, hunted by the great cats of Mars, the Mahrinn. Also common on the plains are the Huru, the Martian equivalent of a horse, adapted to the sands, and the Wara, the huge Martian wolf, and various dinosaurs.

While lands around the canals of Mars are generally safe, terrible creatures can be found in the ruins of mars and in the wilderness. Even in civilized areas, stirges are deadly pests and the giant Martian rats, known as Osquips, are common.

The Old Ones
Rumors of intelligent beings that predate humans and haunt the deep burrows under ancient ruins persist. These things whisper in darkness and have inhuman desires, the legends say.

Monster List
BASIC RULES: Ape, White; Bandit; Beetle, Giant (all); Berserker; Bugbear (=Beastman); Carrion Crawler; ; Cat, Great (Sabre-toothed tiger =Mahrinn); Cave Locust; Centipede, Giant; Doppleganger; Driver Ant; Dwarf (=Dwur); Elf (=Eldarin); Gargoyle; Gelatinous Cube; Ghoul; Goblin (=Beastman); Grey Ooze; Green Slime; Halfling (=Hadiri); Hobgoblin (=Beastman); Insect Swarms; Living Statue (all); Medusa; Noble; Normal Human; NPC Party; Ochre Jelly; Rat, Giant (=Osquip); Rust Monster; Shadow; Shrieker; Skeleton; Snake, Giant (Spitting Cobra, Pit Viper, Rock Python); Spider, Giant (Crab, Black Widow); Stirge; Trader; Troglodyte (=Keshai); Veteran; Wight; Wolf, Dire (=Wara); Yellow Mold; Zombie
EXPERT RULES: Basilisk; Black Pudding; Caecilia; Cockatrice; Crab, Giant; Displacer Beast; Elemental (all); Elephant (=Hraa); Golem (all); Hellhound; Horse (=Huru); Hydra; Invisible Stalker; Leech, Giant; Manticore; Men (all); Mummy; Pterodactyl; Purple Worm; Rhagodessa; Scorpion, Giant; Stegosaurus; Triceratops; Tyrannosaurus Rex; Vampire; Wraith; Wyvern

Wednesday, November 14, 2012

Swords of Mars: Mars, part 4: Religion on Mars

Religion on Mars takes three major forms. The first is the veneration of the dead, which is undertaken at family shrines in canal cities, or as part of clan rites among barbarians. Those who serve the cults of the dead do so to maintain the sanctity of family and clan, and the dead may be sought for guidance, but are not seen as gods of any sort. This sort of worship is common among all people on Mars.

Second is the worship of the Ten; the 5 Lords of Stability and the 5 Lords of Change. Such worship is common in the canal cities and among the Eldarin. While Terrans find such worship confounding, particularly the acceptance of the Lords of Change (whom many Terrans consider evil), the worship of these gods is common.

Third is a broad sort of naturalistic pantheism that venerates Mars itself as living and filled with spiritual power, and teaches that all things are imbued with spirits that encompass the nature of those items. Veneration of specific sites, types of animals, or natural phenomena is common. This faith is common among the barbarians, beastmen, Dwur and Hadiri.

5 LORDS OF STABILITY

  • Shem (Sun, sky, truth, farming). Symbol: Gold disk; Raiment: White robes.

  • Ilu (Learning, law, crafts). Symbol: Scroll; Raiment: Hooded robes.

  • Astaru (Love, fertility, secrets). Symbol: Mirror; Raiment: Blue mantle.

  • Hadu (War, honor, command). Symbol: Lightning Red armor.

  • Nergal (Judge of the dead). Symbol: Scales Yellow robes.


5 LORDS OF CHANGE

  • Naru (Darkness, night, change). Symbol: Black Disk; Purple, demon mask.

  • Vashal (Sorcery, secret knowledge). Symbol: Spider; Raiment: Orange, blank mask.

  • Nayari (Lust, pleasure, pain). Symbol: Jade knife; Raiment: Slave collar.

  • Kalak (Destruction, fire). Symbol: Flame; Raiment: Red robes.

  • Dalku (Lord of the Undead). Symbol: Skull; Raiment: Black, skull mask.

Wednesday, November 7, 2012

Swords of Mars: Mars, Part 3

Technology on Mars

Mars is iron-poor, at least in ore form, having expended much of its old resources. Ironically, iron oxide is common in the soil of Mars, and the Terran Trade Corporation makes much of its wealth dredging the drylands and converting iron oxide into iron to send back to Terra.Thus iron and steel are highly prized. Instead of iron,

Martians are able to treat the hide of the Hraa, a ox-like reptilian draft-beast with a thick hide, with special chemical treatments that make it a bit harder than bronze and able to hold an edge. Iron is highly valued, and treated as magic weapon or armor with a value of +1 to +3.

Except for the rare ancient artifact, Martians do not use much technology beyond late medieval, early renaissance. Gunpowder is unknown on Mars, and firearms only exist as Terran weapons introduced to Mars. Terran firearms are energy weapons, and greatly valued. Fuel cells for Terran energy weapons are even more valued.

Terran ray weapons will harm creatures hurt only by magical weapons and creatures who are gaseous or insubstantial.

One unique Martian Technology is the Airship. Airships look much like standard earth sea vessels with particularly deep keels They gain their motive power from sails, but their lift comes from harnessing magical crystals of Orichalcum. Skilled pilots are rare and priceless, as are the Orichalcum orbs– killing a pilot or destroying an orb is greatly frowned upon. Airships are not common, and a mark of great power in a city state. They are mostly used for military purposes, while trade is done by caravan or canal barge. Martian airships are inferior to Terran flyers.

Magic

Magic is a unique property of the Martian people, and one the TTC hopes to understand, replicate, and profit from. The Martian people, however, say that magic is a gift from the Ten Gods, or perhaps from the spirit of Mars herself. Terran science only knows that the rituals of magic allow magicians to channel energy from other planes of existence through strongly ritualized elements. Why this should work is unknown. How it works is unknown, but what is known is that it does for Martians, much to the consternation of Terrans.

Ancient Artifacts

Ancient artifacts from the pre-cataclysm Martians are extremely durable, but very rare. The engines that melt ice for the canals and the canals themselves are notable examples. However, other types of technology also exist. Most of these are singular artifacts, frequently specific to a location or function. A few, however, are portable and usable by adventurers. The most common of these artifacts are the “eyes”. These are golfball-sized spheres with an aperture on one side and a stud or button on the other. Operating the controls will cause a charged and functioning eye to fire a beam or ray from the aperture. Each eye has a different function, which must be discovered through use. These essentially function as wands.

Another portable ancient technology are crystal devices, usually rods or orbs. These channel energy and function as staffs.

Wednesday, October 31, 2012

Swords of Mars: Mars, part 2

The People of Mars
  • HUMANS: The human population of Mars is broadly divided into two groups: the canal city folk, and the desert barbarians. The former have light olive skin, dark eyes and hair, and tend to be slim and graceful of build. The latter are taller and broader, with bronze or copper skin, yellow, brown, or grey eyes, and hair that tends to be red or coppery.
  • DWUR: one of four former slave races of the ancient Witch Kings of Lost Ylum, the Dwur are short, squat humanoids. They have broad physiques, bowed legs, long arms and broad faces with thick beards. Their skin is brown-grey, their eyes solid black, and their hair white or red. They are skilled craftsmen and excellent miners. They tend to live in hilly and mountainous terrain and are allied to humanity. Mechanically, they are identical to Dwarves.
  • ELDARIN: the Eldarin (sing. Eldar) are the second former slave race of the Witch Kings. They are smaller and slimmer than humans with golden skin, red or black hair, and large unblinking black eyes. Few of the Eldarin still survive, and most think they are only legends. Eldarin are mechanically identical to Elves.
  • HADIRI: the third of the former slave races of the Witch Kings, the Hadiri (sing. Hardirim) are small, copper-skinned, with brown Or green hair and black eyes. They are cunning, love food, and tend to be tricksters. The Hadiri are a dying race, found mostly in small forests along the canals, or serving as crew on barges. Mechanically, they are identical to Halflings.
  • BEASTMEN: the last of the former slave races of the Witch Kings. Humanoids with broad, animal-like heads and mean dispositions, the beastmen vie with the barbarian tribes for control of the plains. Beastmen tend to live in small groups, and vary greatly in size and stature. Mechanically, treat them as Goblins, Hobgoblins, and Bugbears.
  • KESHAI: once powerful sorcerers, these degenerate creatures are now feral barbarians. They are one of the terrors of ancient ruins and underground complexes of the south. These lizardmen have a dangerous musk, a strongly territorial nature, and a taste for fresh meat. They are mechanically identical to Troglodytes.

Wednesday, October 24, 2012

Swords of Mars: Mars, part 1

Millenia ago, Mars was populous and lush, and Martian society was advanced scientifically and socially. However, a terrible disaster came to their world and nearly destroyed it, precipitated by the coming of terrible monsters from the stars, say the old legends. Mars barely survived. The ruling classes built the canals and tried to preserve what they could, but too much was lost, and Mars has since fallen into decline. Though Terrans almost always refer to the planet at Mars, the Martians refer to their world as Barruz.

The Wastes

The northern hemisphere of Mars is an arid lowland interrupted by patches of touch lichen-bed clinging to deep water. The great herbivores of the lowlands survive on the lichen; the great predators of the lowlands and the barbarian peoples of the lowlands thrive on the herbivores.

The Canal Cities

The arid highlands of the south are criss-crossed with canals that pump water melted from the ice caps to the remaining cities of Mars. The canals are narrow ribbons on life across the planet, where fields, forests, and even marshes survive, and which are used for trade using flat-bottomed barges.

The canal cities are independent city-states, led by a King who is usually some sort of warlord or general as well. Most are at war with each other or in some sort of conflict that goes back centuries. The populations of these cities are often decadent and out of touch with the past grandeur of Mars.

The Polar Ice Caps

Though the ancient machinery of the canals uses the ice caps as its source of water, the frozen lands to the north and south are considered taboo and dangerous by all Martians, even to outsiders like the Terrans.

Thursday, October 18, 2012

Swords of Mars: The Solar System

The campaign setting assumes that interplanetary travel exists, but that interstellar travel does not. The solar system is a populated system, with hints of ancient terraforming and seeding of humanity across at least three worlds in a distant past.

A Brief History
The people of Old Terra nearly destroyed themselves in war and economic ruin; but over time they rebuilt their world under the leadership of the Imperium, and then reached out into space. As they traveled, they found that humans were not alone in the system, encountering the human and non-human races of Venus, Mars, and the Jovian moons. Early encounters on Venus led to protracted war, but now the solar system is at peace. Terra grows fat on the resources of the solar system, and has begun looking for places to house its people, living in crowded cities across the globe.

The 9 Planets & Asteroid Belt
  • MERCURY is tidally locked to the sun, one side perpetually superheated, the other perpetually dark and cold. Life exists along the twilight band between hemispheres; a perpetually half-lighted, arid and rocky landscape populated by reptiles and small, furry, primitive humanoids. A handful of Terran mining colonies dot the twilight band.
  • VENUS is a cloudy world covered with shallow seas, vast marshes, and thick jungles. It is populated by huge arthropods, dinosaurs, lizardmen, and pale-skinned, pale-haired humans who share an ancestry with Terran and Martian humans. Both Venusian species fought a protracted war with Terran invaders before settling into an uneasy peace.
  • TERRA is home to the Imperium and the Terran Trading Corporation. Crowded, technologically advanced, and given to a sense of Imperial largesse toward the other worlds, Terra is not always welcomed in the Solar System.
  • MARS is an ancient world which has gone through several periods before sliding into decline. The world is now arid and dying, most of its cities ruins, and the civilized Canal States are falling into decline. The Terran Trade Corporation is active here, with little Imperial interference.
  • The ASTEROID BELT is a lawless region, home to space pirates, pleasure worlds, and free miners. Once it was an ancient planet— even compared to Mars— ruled by masters of science and magic, but it was destroyed in a great catastrophe, and only echoes of their past still exist.
  • JUPITER is a gas giant, utterly uninhabitable. Its four major moons, Callisto, Europa, Ganymede, Io, are cold but habitable worlds warmed by volcanic activity. Each are home to alien forests, animal life, and a variety of primitive intelligent life. Ganymede is the warmest of the four moons, covered with jungles and home to a species of blue-skinned humans who live on mesas that rise above the jungles. Terran colonies on these worlds exist mostly as bases for mining the smaller moons of Jupiter.
  • SATURN, like Jupiter, is a gas giant. Terrans mine the ice of its rings and its cold moons for gasses, fuels, and water. The moons of saturn are lifeless.
  • URANUS and Neptune are icy gas giants, generally deemed to distant to be worth mining for resources when closer planets offer similar resources.
  • PLUTO is a rocky planet. Terran explorers have gone to Pluto twice and not returned. It is now a quarantined world. 

The Terran Trade Corporation
The Terran Trade Corporation, also known as the TTC or the Corp, is a latter-day interplanetary version of the East India Company. Their primary purpose is off-world trade, so TTC runs mining operations, import-export operations, and even smuggling of artifacts. They also trade in spices, rare fabrics like Venusian spider-silk, and other exotic goods. In pursuit of its Imperial monopolies, the TTC has a large security force and controls territories off-world, giving them a paramilitary presence and wide-ranging powers to protect their interests. The TTC has learned from entanglements on Venus to try subtlety, bribery, espionage and manipulation where it can, however.

Wednesday, April 27, 2011

Haven: Going Around Armed and Armored

Armor is illegal in the city, but you can conceal leather or studded leather armor under some sorts of heavy clothing. Of course, if your armor is exposed, that will still lead to trouble.

Legally, anyone can carry a dagger, walking stick (club), or quarterstaff. Nobles may carry longswords. Short swords, darts, and slings are illegal, but easily concealed.

Licensed bodyguards may wear armor and carry one-handed melee weapons in the execution of their work. Members of the Guard, soldiers, licensed mercenaries, pit fighters, and assassins may use armor and arms in pursuit of their work.

These laws are generally unenforced in the Necropolis, the Maze, and the sewers. They don't apply in the Salt Marsh and The Park, though the Elves do not take kindly to armed intruders.

Bans on two-handed weapons and ranged weapons are forcefully pursued since such weapons are more of a threat to the Guard. Likewise, since armor can stop someone from being harmed, it is looked on poorly, too.

Tuesday, April 26, 2011

Haven: Under the City

Some very old sewers run under the Old City, while some less ancient sewers run under the Grand Market and the Merchant Quarter. The sewers drain runoff from the cobbled streets in those areas under the city and into the bay.

These sewers are often connected to basements, the dungeons under the Fortress, smugglers' pairs, cisterns, and secret caches. The sewers provide enough room to move to be frequent haunts of smugglers and other criminals needing illicit travel options.

The sewers are dangerous, home to dangerous vermin, criminals, undead, wererats, and sewer monsters. These areas are best looked at as avenues of egress and ingress rather than places to spend much time.

Monday, April 25, 2011

Haven: Who's on Patrol?

  • Common patrol: 1d4+1 normal men. Padded, small shield, club, dagger, whistle.
  • Heavy patrol: 1d3+1 normal men. Studded, small shield, light crossbow, longsword, shield.
  • Centurions: 1d6 normal men, 1 level 2 fighter. Scale, large shield, 2 javelins, spear, short sword.
  • Hawkmasks (Thieves' Guild Enforcers): 1d3 normal men, 1 thief 1. Leather, sling, 2 daggers.
  • Rakes: 1d3 fighters, level 1d4-1, leather, longsword, dagger.
  • Racketeers: 1d3 normal men, 1 fighter or thief level 1d3. Leather, club, dagger.

Thursday, April 21, 2011

Haven: Factions and VIPs

Important Factions

  • Imperials
  • Trade Guilds
  • Thieves' Guild
  • Assassins' Guild
  • Priests
  • Wizards (not an organized guild!)
  • Beggars
  • Kemari elders
  • Elves of The Park


Important People

  • Baroness Marketable Lucius, overlord of the city. Charming political schemer.
  • Capt. Antonius Martus, commander of the Baroness' 50 imperial centurions. Stiff, by the book, young, a lot to prove. Itching for a fight.
  • Regulus Plautus, treasurer/tax collector. Ruthless bureaucrat. Ambitious. Dreams of imposing Imperial order on Haven. Has own network of informants and lackeys.
  • Countess Lydia Nefaria, aide to the Baroness. Also agent of the Imperial Eye with her own network of spies and assassins.
  • Colonnus Meritus, high priest of Tarim. Ambitious but officious, seeks religious control of the city.
  • Brianna Weaver, head of Alliance of Trade Guilds. Kemari.
  • Gannoc Smith, 60 year old Kemari. Built like a bull, traditionalist, smarter than he looks.
  • Alaurune Selmarin, Elven "count", de facto head of the Elves in The Park. Fickle, unpredictable, inscrutable.
  • Rhiannon Wise, Kemari high priestess of Demaru. Conservative voice of peace with the Aquilans. Healer and wise woman. Secretly supports Kemari resistance.
  • Azhakh Nung, wealthy Dwarf merchant. Stingy, egocentric, zealously anti-tax and vocally anti-Aquilan. Looking to sponsor expedition to reconquer lost Zharku mines.

Wednesday, April 20, 2011

Haven Encounter Tables

Another day, another post of stuff from my current DM notebook....
 

    Old City              Great Market         Merchant Quarter
 2  Goblin slave          Prostitute           Racketeers
 3  Street urchins        Street busker        Exotic foreigners
 4  Wizard & apprentices  Pickpocket           Porters
 5  Surly young rakes     Racketeers           Thief
 6  Pretty maidens        Street urchins       Pushy rich shoppers
 7  Guard patrol          Cryer/Hawker         Guard patrol
 8  Matron & servants     Angry customers      Snotty rich shoppers
 9  Scholar & students    Guard patrol         Beggar
10  Noble & guards        Guide                Teamsters
11  Beggar                Colorful foreigners  Street urchins
12  Halfling servant      Loose livestock      Black marketeers

    Farm Quarter          Foreign Quarter      The Maze

 2  Beggar                Goblin gang          Cheap prostitute

 3  Pack of strays        Crazed cultists      Burglars

 4  Superstitious hicks   Exotic merchant      Press gang

 5  Burly workers         Guide/translator     Black marketeers

 6  Loose livestock       Beggar               Beggars

 7  Vegetable cart        Strange procession   Hawkmasks

 8  Step in dung          Thugs/racketeers     Pickpocket

 9  Loud women            Odd food cart        Street urchins

10  Hedge witch           Con artist           Drug dealer

11  Mean ol' cat          Guard patrol         Brawl/fight

12  Street urchins        Dwarf brawlers       Murder in progress


    Waterfront            Street of Gods       The Park

 2  Crime in progress     Prophet              Giant spider

 3  Goblin slaves         Temple prostitute    Giant weasels

 4  Press gang            Religious conflict   Wolves

 5  Street urchins        Parade               Goblin slaves

 6  Teamsters             Guard patrol         Woodland critters

 7  Drunken sailors       Street preacher      Elf patrol

 8  Fishmonger            Funeral procession   Pixies

 9  Thugs/racketeers      Pickpocket           Elf citizens

10  Press gang            Idols/relic sales    Giant owl

11  Merchant & guards     Guru & students      Treant

12  Guard patrol          A god incarnate      Unicorn


    The Necropolis        Salt Marsh           Sewers

 2  Wights                Alligator            Ochre Jelly

 3  Ghouls                Wererats             Wererats

 4  Skeletons             Snakes               Cultists

 5  Temple patrol         Giant rats           Giant rats

 6  Mourners              Rats                 Thieves

 7  Funeral procession    Smugglers            Smugglers

 8  Graverobbers          Giant centipedes     Giant centipedes

 9  Necromancer & help    Goblins              Large spider

10  Zombies               Giant frog           Zombies

11  Ghouls                Undead               Ghouls

12  Ghasts                Giant swamp spider   Otyugh
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