Wednesday, 9 January 2013

Hiruma Scout school


Hiruma Scout

Moves:

Rank 1: The Bounty of the Land. When in wilderness areas, you do not need to consume any rations – you will always find some form of sustenance, even in the harshest circumstances. You also have an unerring sense of direction, even in the Shadowlands.

Rank 2: The Eagles sees All. When you observe an enemy’s position, you can Read a Person in the enemy camp, and when you act on the MC’s answers, you take +1 forward against that person.

Rank 3: The Land Protects. When you Fight in the wilderness, you use the terrain to your advantage, dodging behind rocks, using trees as cover, picking slippery or rough ground that inconveniences your opponent. Count yourself having an extra +1 Armor because of these advantages.

Rank 4: One with the Land. When in wilderness areas, as long as you have some form of cover or camouflage and you do not move, you cannot be seen.

Rank 5: Hidden Strike. When you attack from hiding (such as when using the One with the Land move above), your attack is treated as a roll of 12+, and you ignore any armor your opponent is wearing. You can then make a Defy Danger roll to escape back into hiding.

Scout Improvements:

___ Get +1 Bold (max Bold +2)
___ Get +1 Strong (max Strong +2)
___ Get +1 Sagacious (max Sagacious +3)
___ Get a new Scout Move
___ Get a new Scout Move
___ Get a Move from another Archetype

Hiruma Scout Improvements:

___ Get +1 Strong (max Strong +2)
___ Get +1 Bold (max Bold +2)
___ Get +1 Sagacious (max Sagacious +3)
___ Get a new Hiruma Scout Move
___ Get a new Hiruma Scout Move
___ Get a new Hiruma Scout Move
___ Get a new Hiruma Scout Move

Starting stats
1 Strong +2, Bold 0, Elegant -1, Sagacious +2, Blessed -1
2 Strong +1, Bold +1, Elegant -1, Sagacious +2, Blessed 0
3 Strong +1, Bold 0, Elegant 0, Sagacious +2, Blessed 0
4 Strong +1, Bold +2, Elegant -2, Sagacious +2, Blessed -1

Kitsuki Investigator school


Kitsuki Investigator

Rank 1: The Kitsuki Method. When investigating a scene, take a +1 to Read the Situation.

Rank 2: Tell-Tale Signs of Deception. When you successfully Read a Person, you always ask if the person is telling the truth without spending a hold.

Rank 3: The Mind Recreates the Scene. Once per session, you can ask your MC “what happened here?” and he or she will tell you. You probably won’t be able to tell you murdered the Daimyo, but you will be able to discern how it was done, and might pick up clues as to who could have done so.

Rank 4: Trace the Path. You can uncover networks of alliances or feuds. When you Read a Person, you can ask “who is this person’s ally / enemy?” and the MC will give you the name of one such individual that the person is connected to through alliance or enmity. Each additional  hold you spend will give you the name and nature of the relationship with another person, and whether they also have a relationship of some sort. For example, you read Doji Ichiro and spend 3 hold to discern that he is an ally of Hida Koro, Matsu Tenku and an enemy of  Bayushi Aiko, and that Koro and Tenku are also allies, and that both are also enemies of Aiko – could the three allies be part of some Rokugan-wide conspiracy? And why is Aiko their enemy?

Rank 5: Tear Away the Veil. When you Read a Person and they attempt to lie to you, not only do you immediately spot it, but you can cut through their bluster and force them to admit their role in a crime they have been involved in (if they are truly innocent, you will discover this). In addition, if someone you have met before is disguised in your presence, you see through their disguise immediately as their insignificant mannerisms give them away.

Magistrate Improvements:

___ Get +1 Elegant (max Elegant +2)
___ Get +1 Bold (max Bold +2)
___ Get +1 Sagacious (max Sagacious +3)
___ Get a new Magistrate Move
___ Get a new Magistrate Move
___ Get a Move from another Archetype


Kitsuki Investigator Improvements:

___ Get +1 Elegant (max Elegant +2)
___ Get +1 Blessed (max Blessed +2)
___ Get +1 Sagacious (max Sagacious +3)
___ Get a new Kitsuki Magistrate Move
___ Get a new Kitsuki Magistrate Move
___ Get a new Kitsuki Magistrate Move
___ Get a new Kitsuki Magistrate Move


Starting stats:

1 Strong -1, Bold -1, Elegant 0,  Sagacious +2, Blessed +2
2 Strong -2, Bold +1, Elegant +1, Sagacious +2, Blessed +1
3 Strong -1, Bold 0, Elegant +1, Sagacious +2, Blessed +1
4 Strong -2, Bold 0, Elegant 0, Sagacious +2, Blessed +2

Tuesday, 8 January 2013

Some AW / L5R archetypes


Scout

A good scout is never surprised: When you Defy Danger in rural areas, roll+Sagacious instead of roll+Bold.

Pass without trace: When you hide in rural areas, or cover your tracks to evade pursuers, take +1 to your Defy Danger roll.

Observe the enemy's position: When you Read the Situation while observing your enemies, and act on the MC's answers, take +2 rather than +1.

Follow the path: When you track, hunt of follow the trail of someone who has gone before you - whether animal prey, your enemy, or in search of a lost comrade - roll+Sagacious. On a 7+, you follow their trail until some major obstacle blocks you - perhaps the trail suddenly ends, or the party being tracked arrives at a city, or a river blocks your path. On a 10+, your MC will tell you what happened here (eg they boarded a boat; someone was waiting here with horses, they split up and two went one way, while three went the other way). In either case, make another roll to continue tracking if circumstances allow.


Ninja   

Concealment is second nature: When you hide yourself from sight, take +1 to your Defy Danger roll.

Poison!: You start with 1D3 doses of any of the following poisons, and when you have a spare few hours, and the right ingredients, you can make another 1D3 doses of a particular poison. Each dose, when administered, causes the following effect:

  • Dripping Poison: Trickled down a thread into the mouth of a sleeping enemy, this poison causes 2 harm (ap) and affects the person with a -1 to Strong for the next 24 hours.
  • Fire Biter: When added to a weapon, wounds caused by it always generate terrible harm. This can be in addition to the terrible harm which you may choose on a good Fight roll.
  • Night Milk: When ingested, this poison causes deep sleep within ten minutes, and lasts for 6 hours or until the person afflicted is roused with vigor.

Acrobatic Strike: When you Fight, roll+Bold rather than roll+Strong.

Ghost in the Night: When you need to get away, roll+Sagacious and name your escape route. On a 10+, you get there unscathed. On a 7+, you get there but not without cost - you leave something behind, take a 2 harm wound or give away your identity (your MC will tell you which).


Magistrate

Magistrate's Papers: When acting in an official capacity in an investigation, take a +1 to Read a person.

Ongoing Investigations: When you act on the MC's answers after Reading a situation or Reading a person, take +2 rather than +1.

Do you know who I am?: When using your official position to Threaten, roll+Sagacious rather than roll+Strong.

At your disposal: With rank comes perks: You start with Post with Aides. If you choose the Post with Aides move later, take +1 to your Aides rolls.


Artisan

Craft Object: You are skilled in creating a certain type of objects (weapons, armor, paintings, cabinets, buildings etc). Each session, roll+Elegant. On a 7+ you create a nice looking usable object of the type you specialize in. On a 10+ you create a masterpiece that can be sold for 1 wealth above its normal value.

Patron: You have a patron who allows you to concentrate on your art. Each session, you may choose whether to receive 1 wealth or 1 favor from him or her. 

A study in scarlet: When you closely observe an item of the type you specialize in, you can learn one thing about it - who made it, whether it has any peculiar properties, who it was made for, etc.

A dangerous flaw: When you observe an object of the type you specialize in for a short while, you may spot a flaw or weakness in its design. Take +1 forward when using this flaw or weak spot against your target. Examples: You note that the armor your enemy is wearing was a weak spot to the left of the chest - add +1 in your Fight roll against that opponent; You notice that the foundations of the building are sagging a little in a certain point; destroying that corner post will bring the entire building down on a successful roll+Strong move; The new vase that the Crane courtier is showing off dos not follow the proper color palette, point this out and take +1 in your next Negotiate at Court roll to cause them loss of face.


Sumei

Fists of Steel: When you fight unarmed or with small weapons, add +1 Harm.

I recognize your style, and can overcome it: When you Read a person after watching them Fight, take +2 forward when acting on what you learn rather than +1.

As tough as steel: When you Fight unarmored, you always count as having 1 armor.

Large and imposing: When you Threaten someone and use your size and build to do so, take +1.

Sunday, 30 December 2012

Dungeon Legend of the Five Ring Worlds

Thinking of another mash-up, putting together two of my favorite games, Dungeon World and Legend of the Five Rings. My current DW / HF PBP is stalled, and my face to face group is about half way through the campaign I'm running, so in the new year, I might do some work on running L5R using the DW rules.

Some parts will be easy to deal with - for stats, use Earth, Air, Fire, Water and Void. In place of races, use clans (or families), and for classes, use Bushi, Shugenja, Courtier, Monk etc at a basic level, or in a more specialized form, use eg Crane Duelist. It would a considerable amount of work though. Alternative paths could become advanced moves, and the advanced classes could be compendium classes.

It'll take quite a bit of work, but it looks promising.

Monday, 17 September 2012

Dungeon Frost Hell World Part Seventeen: A Map of the Known World

The Known World

This map shows the extent of the Known World. In the southwest is Alantaris Isle, with Aspiria and Chalcis above it. To the east from the Isle is the Magocracy, and further west are the Marklands. The areas under the ranges of mountains seen about 2/3 of the way up are the Hearthlands, the lands above them the Winterlands, and at the very top of the map can be seen the Ice Wall that defines the boundary of the Hellfrost.

The campaign will mainly take place in the Freelands, immediately beneath the Icebarrier mountains (the long chain on the east of the map), occasionally going into the Winterlands realm of Heligioland immediately to the north, and occasionally to the more centralized Marklands to the south and east.

A closer (though more blurry) look at the Freelands:

The Freelands
  
In the south-west of this map, you can see the Hearth Elven lands of Angarion, above them the semi-independent Angmark, and parts of Royalmark, Nordmark, Ostmark and at the very bottom, Vestmark (All are Saxa Marklands). Also in the south west is the tiny border state of Coglelund, an Anari realm that acts as a buffer state for the Magocracy, which is mostly off map to the south west. In the center of the Freelands are the Withered Lands, a realm inhabited by undead. To the north of the Icebarrier mountains is the Winterlands, from the west to the east depicting the Mistlands, Giant's Throne, Unclaimed Lands, Heligioland, the Cairn Lands, Barony of Cul and the Barony of Trond. To the north can be seen part of Seithrby. Two Dwarven cities, Karad Iarn and Karad Zor mark the western and eastern reaches of the mountain range. 

The towns and cities of the Freelands (and those of Heligioland to the north) are generally independent, mostly Saxa, but with an infusion of Anari. No centralized leader rules these realms, but they do form trading partnerships with each other. Within the Freelands are the headquarters of the Reliquary (The Citadel), the Sisterhood of Mercy (Sanctuary, the Sisterhood are a group of healers not affiliated with the Cult of Eira), and the Hearth Knights (Hellfrost Keep).

Dungeon Frost Hell World Part Sixteen: A Brief History

The devastation following the rise of the Hellfrost and the Ice Wall has caused many older records to be lost; in the Saxa lands, oral history was the norm, and the widespread destruction of the Saxa Marklands saw the deaths of many bards, who were tasked with keeping the history of the Saxa people alive. In the west, the destruction of Alantaris Isle and the libraries of the imperial capital left few written sources. As such, the early history of the world is fragmented and the dating given below is hazy at best.

@1100 years ago: The Convocation was founded.
@1000 years ago: The Anari Empire was founded.
@900 years ago: The Black Gate was unlocked by cultists and demons poured into the world.
@850 years ago: The Black Gate is locked and almost all the cultists are found and executed. Most of the demons let loose have been destroyed.
@800 years ago: Hela goes mad and opens the gates to the Underworld, allowing undead souls entrance into the world. Scaetha, a shieldmaiden to the gods, is promoted to major god when she takes over Hela's role and firmly shuts the gates.
@750 years ago: The Liche Lord in the north east rises to power and sends hordes of undead across the north towards the west.
@650 years ago: In the Hearthlands, the Anari subdue the last of the Saxa Marklands, under the pretext of defending them from the forces of the Liche Lord and to bring "civilization" to them.
@600 years ago: The armies of the Liche Lords are finally beaten, and the Liche Lord himself entombed in a secret location for the rest of time.
@550 years ago: Contact is lost with the northern realms of the Selari and others. Merchants and messengers do not return; eventually a scout manages to return, saying that the once fertile lands of the Selari kingdom are now an icy waste.
@500 years ago: The denizens of the Hellfrost, the icy waste that covers the old Selari kingdom, rampage southwards, their armies a mix of Frost Giants, Hellfrost Dragons, savage Vendahl warriors, ice Goblin foot soldiers and all manner of vile creatures led by the first of the Frostborn Hrimwisards. In their wake come severe blizzards, even in the spring.
@475 years ago: Contact is lost with the Dwarven city of Karad Khan, the greatest of all the Dwarven cities. The Anari Empire falls when a huge number of Hellfrost dragons utterly destroys the Imperial capital city on Alantaris Isle.
@450 years ago: The Saxa and Anari manage to fend off the Hellfrost hordes and begin to push them back. In the winter, massive blizzards descend that last for weeks on end; when they finally let up, a huge wall of ice has appeared to the north. Beyond it, the blizzards continue to whirl, and have not let up to this day. Each year since, the ice wall has crept forward slightly as winter begins earlier and lasts longer. The Saxa throw off their chains, freeing themselves from Anari rule as many Anari flee back to their own lands having heard of the devastation there.
@400 years ago: The Magocracy is founded as the inheritor to the Anari Empire.
@350 years ago: The Hearth Knights are founded.
@300 years ago: Hellfrost Keep is built, a massive structure that guards the main land route into the eastern Hearthlands from the Winterlands.
@250 years ago: Visitors find that the great Morenelion Forest, home to thousands of Taiga Elves, has become the Frozen Forest, and all its inhabitants killed. Some say that despite being dead, the elves there still walk their frozen homes...
@200 years ago: The Golem Uprising. Anari wizards have often used golems to carry out menial or back-breaking work. Over the space of one week, these golems turn on their masters, killing many before they are destroyed. A ban is made on the creation of golems, and all texts relating to their creation are destroyed too.
@60 years ago: Karad Marn is attacked by Orcs, and the Dwarves flee, returning with greater numbers to recapture their city. The siege continues to this day as the Dwarves and their allies battle to retake their home.
@50 years ago: Frost Giants and their armies from the Giant's Throne start raiding the local area.
@45 years ago: The Roadwardens are founded.
@30 years ago: Silverdale, one of the Saxa Marklands, is covered with mist which lifts once, revealing the realm to be completely deserted, before falling again, never to lift since. It becomes known as the Mistlands and is avoided.
@25 years ago: The Siphoning takes effect, affecting magic.
@23 years ago: The Raven Knights are founded.
@20 years ago: Orcs pour from the Mace Mountains and capture the southern half of Vestmark, renaming it Orcmark. Battle still rages between the remnants of Vestmark and the new Orcish realm.
@10 years ago: The Barony of Cul is founded, where the Frostborn can live in peace. Shortly afterwards, rumors spread that the Frostborn are treating their "normal" citizens in much the same way as the other realms treat Frostborn.

Dungeon Frost Hell World Part Fifteen: Magic

There are several types of magic in the world. Those available to players are outlined in several sections, including under the relevant Factions and Professions entries. This post gives a brief run-down of the types of magic available, some that are not available, and some effects such as the Hellfrost effect and the Siphoning.

Playable Magic

Clerical: Divine magic, granted by the gods. Use the DW rules for clerics, with notes found in the sections for Priests and Paladins in their Factions and Professions entry.

Druidical: Druidical magic is nature-based, and uses the excellent spell list created by a poster on the DW forum. See Old Order Druid for details in the Factions and Professions entries. Humans cannot practice the primal magic that goes into druidical magic, and some druids prefer to focus instead on shapeshifting.

Skaldic: Skaldic magic is song-magic, less powerful and narrower in focus than other types, but it still has its uses. See the Skald in the Factions and Professions entry for notes.

Heahwisardry: Also know as High Magic, this form uses the DW rules for wizards, with notes found in the section for High Wizards in the Factions and Professions entry.

Elementalism: A more primordial magic, elementalism has fewer spells, and most elementalists specialize in one or two elements, thus limiting their spell choices even more narrowly. It can be quite powerful, however, and is the most common form of magic practiced in the world. See the Factions and Professions entries for Convocationist and Unaffiliated Elementalists.

Rune Magic: Used entirely by Frost Dwarves, rune magic depends on having time to carve or draw runes on objects or walls, the ground etc, in order to take effect. It is usually very temporary, but skilled adherents to the art can sometimes make their runes permanent. See the entry for Rune Mages in the Factions and Professions post.

Non-Playable Magic

Hrimwisardry: Also known as Ice Magic, this is the magic used by the Frostborn sorcerers that accompany the Hellfrost hordes. It is often destructive, based on effects relating to ice, cold and snow, and its practitioners often find they face outraged and terrified mobs when they cast their spells in the civilized realms. Its effects are affected by the ambient temperature, and so as the Hellfrost creeps gradually closer, it becomes more powerful.

Solar Magic: Believed to be a dead art, solar magic was practiced by the Selari people, a dead kingdom now, and would have been perhaps the best defense against the Hellfrost. That the Selari were destroyed first by the Hellfrost hordes suggests that Thrym realized this and made them his first target, wiping them out before they could organize against his forces.

Necromancy: The Liche Lord and his followers were masters of this dark art, and with his imprisonment, the practice of this unholy magic has been thoroughly banned, its texts destroyed wherever they are found, and its practitioners put to death (and their corpses burnt). Still, within the shadows, a few necromancers are found...

The Hellfrost Effect

With the coming of the Hellfrost and decreased temperatures, some magic has been waning. The clerical spells of Sigel and Kenaz, and the elementalist Fire school are suffering the most, while Ice Magic is seeing its power increase. The following rules are in effect for these magics:

Hearthlands in Winter (now 4 months of the year) and Winterlands in the rest of the year: All the above named spells are cast at -1, except for hrimwisardy, which is cast at +1. All damage dice are reduced by a dice type (eg D8 becomes D6), with hrimwisardry spells increasing by a dice type.

Winterlands in winter (now 6 months of the year): All the above named spells are cast at -2, except for hrimwisardry, which is cast at +2. Damage dice are reduced or increased by 2 types (ie D8 becomes D4).

Hellfrost lands: All the above named spells are cast at -4, except for hrimwisardry, which is cast at +4. Damage dice are reduced or increased by 4 types.

In all the above cases, a D4 is reduced to D3, D2 and then 1 point of damage. Any further reduction causes no damage at all to be done.

The Siphoning

A more recent magical effect has been named the Siphoning. Sometimes when a wizard casts a spell, it takes more out of him than it previously did. Thus, whenever a mage casts a spell and rolls either a 7-9 or a natural 2, one of the following occurs:


  • You draw unwelcome attention to yourself or put yourself in a spot. The GM will tell you how.
  • The spell disturbs the fabric of reality as it is cast - take -1 ongoing to Cast a Spell until the next time you Prepare Spells or Commune.
  • After it is cast, the spell is forgotten. You cannot cast the spell again until you Prepare Spells or Commune.
  • All your ongoing spells are cancelled immediately (you can only choose this if you have ongoing spells active).
The last one is an addition to the normal rules. On a 7-9, you choose, on a natural 2, your GM chooses.


Dungeon Frost Hell World Part Fourteen: Languages

There are seven groups of languages; if you are fluent in one of the languages within a group, and hear or read something in another of the languages within that language group, you may make a roll of 2D6-2 + Int in order to be able to understand it according to the following chart:


  • 6- You have no idea what it says.
  • 7-9 You can just about get the gist of it, you think. Your GM may, at his or her discretion, keep some information from you or mislead you slightly.
  • 10+ You can fully understand what is being said / written. 

Each character starts with a number of languages equal to 2 + Int mod. If you have a -1 Int mod, that means you start with your native language and maybe a few words in Trader. Your first and second languages must be your native tongue and Trader respectively.

Anari Language Family

Anari: The language spoken in the Magocracy and Alantaris Isle, and spoken by many of Anari background throughout the lands.

Aspirian: The language used in Aspiria, a remnant of the Anari Empire, and closely associated with Anari and Classical Anari, but with several dialectical changes.

Chalcian: The language used in Chalcis, another remnant of the Anari Empire, again descended from Classical Anari and with borrowed elements from Anari and Aspirian. 

Classical Anari: The ancient language of the Anari Empire, though even there towards the end of the empire's days, Anari, Aspirian and Chalcian were more in common use except amongst the nobles and scholars. Effectively a dead language, though often used by Anari priests, wizards and scholars. Many noble documents are still written in Classical Anari.

Trader: A pidgin language based partly in Anari and partly in Saxa. It was originally used by Anari slavers to their Saxa slaves, but for centuries has been used more by merchants of both races in order to conduct deals. The non-human races have often picked up the language not through trading, but because it is an easy language to learn, and thus they can communicate with humans of all varieties.

Saxa Language Family

Auld Saxa: The ancient form of Saxa, mostly oral, with few written forms of it. A more poetic sounding language, but one more difficult to master.

Saxa: The modern form of the Saxa language has several loan words from Anari and other languages, simpler rhythms and grammar, and a more extensive written form.

Trader: A pidgin language based partly in Anari and partly in Saxa. It was originally used by Anari slavers to their Saxa slaves, but for centuries has been used more by merchants of both races in order to conduct deals. The non-human races have often picked up the language not through trading, but because it is an easy language to learn, and thus they can communicate with humans of all varieties.

Vindari: The language of a related group to the Saxa, the Vindari, who inhabited the lands now covered by the Cairn Lands, Trond and Heldalund. The Vindari as an individual culture gradually died out, as they intermixed with the larger Saxa culture, and the language is all but dead now.

Northern Language Family 

Finnari: The language spoken by the nomadic Finnar peoples who wander the northern Winterlands. It is mostly oral, but a rudimentary written version does exist.

Tuomi: Tuomi is the language spoken by the northern Tuomi tribes. It is mostly oral, but a rudimentary written version does exist.

Vendahl: The language spoken by the savage Dargar-worshipping barbarians of the Winterlands. It exists only in an oral form, the Vendahl being well-known for their destruction of any sign of civilization, such as books and writings.

Dead Language Family

Heligi: The Heligi were a culture that thrived in what is now known as Heligioland. Little is known of their culture, and few can read what few texts remain of their language.

Selari: The Selari kingdom was found in the north, partly in the unclaimed lands below the Hellfrost but mostly within that icy realm. When the Hellfrost hordes appeared, their realm was utterly destroyed, and there are few remnants of their culture. It appears that they were a sun-based culture, Sigel being their patron, and their magic being solar-based. 

Vindari:The language of a related group to the Saxa, the Vindari, who inhabited the lands now covered by the Cairn Lands, Trond and Heldalund. The Vindari as an individual culture gradually died out, as they intermixed with the larger Saxa culture, and the language is all but dead now.

Elven Language Family

Fey: The language spoken by the intelligent denizens of the forests, the fey folk, those strange multitudes of myriad creatures that inhabit the elven woods, the treefolk and the like.

Halfling: The language of the Halflings, a lilting tongue that has borrowed from the Trader language, but which has a non-spoken element that can affect the meaning of the words used. 

Hearth Elven: The language of the Hearth Elves, based on the Fey language but with a wider vocabulary and an elaborate written form.

Taiga Elven: The language of the Taiga Elves, very similar to Hearth Elven, but with elements similar to those used by the Frost Dwarves and even some of the northern human races. Simpler than Hearth Elven in many respects, but more easily understandable and quicker to speak.

Dwarven Language Family

Dwarven: The language spoken by the Frost Dwarves, accompanied by a Runic alphabet thought to be descended from the Old Runic language family but still quite different. Despite being spread over a large part of the world, Dwarves from various Holds can easily understand each other, regional and dialectical changes being few.

Orcish: The language of the Orcs and the goblins, also spoken by many trolls, ogres and giants. Thought to be descended from Dwarven, and sharing much in the way of common terms, though with a debased grammar, and a more violent and simplistic pictographic written form. 

Old Runic Language Family

Black-tongue: The language used by demons and by the sentient undead, an archaic language that hesitates on the cusp of comprehension, even to those who do not know the language - as if there were something primal to it.

Drake-tongue: The language of dragons. Seldom heard, sibilant, and often accompanied by untold devastation of the surrounding area. 

Frost-tongue: The language used by the hordes of Hellfrost creatures that descended into the world to do the unholy bidding of their icy god, Thrym. Often used by the Frost Giant lieutenants of the Thrym, the Hellfrost dragons, and even by some of the evil god's minions (frequently in ritual worship, for example).

Thursday, 13 September 2012

Dungeon Frost Hell World Part Thirteen: Hellfrost

Since this is part thirteen, I figured I'd go over some stuff on the Hellfrost itself. There'll be more of this in a later post on history of the world, but for now...


About five hundred years ago, a horde came from the north, strange creatures not seen before, in their vanguard Hellfrost Dragons, huge creatures, belching a strange fire that burned like ice, since named coldfire. Other fell creatures accompanied them, Frost Giants commanding them, strange composite armies of Orcs, men and Ice Goblins fighting together under a single banner. Some of the men had a bluish cast to their skin, and seemed impervious to the cold, others were simply tribes of northern barbarians. The armies of the Hellfrost marched south, shattering the Anari Empire in the west, and striking the killing blow when several dozen of the behemoth Hellfrost Dragons utterly destroyed the imperial capital at Alantaris Isle. The capital's buildings were ruined, the imperial family killed to a man, and over 90% of the isle's population succumbed to the destruction wrought by these creatures. In the east, the Saxa, newly free after revolting against their Anari masters, fought back but were steadily pushed back until they were almost at the edge of their lands, with only the sea behind them. Incredibly, they stood and fought, and brought the Hellfrost armies to a standstill. Eventually, they even prevailed, driving the creatures and their armies back, until they turned and fled.

Victorious, the Saxa and their Anari allies pursued them, but as they neared the most northern parts of the world, they came across complete and utter devastation. The northern reaches of the Selari and Vindari, thriving empires themselves, were no more, their lands desolate and covered with snow and ice, with no sign of their former inhabitants. As the vanguard of the allied southern armies approached the rear of the fleeing northern Hellfrost army, the earth itself shook for several days, the skies were blackened, and massive blizzards swept the north. When, after a few days, the blizzards had cleared enough for scouts to venture forth, they discovered that were once had been open plain was now a wall of ice, hundreds of feet high. Beyond it, the land was frozen tundra, and the creatures of the Hellfrost roamed across those icy plains, occasionally descending an attacking the northern realms below the Ice Wall.

A stand-off ensued, the southern armies eventually drifting back to their homes, the Hellfrost armies testing the defenses of the northern realms, but every year since then, the winter has seemed harsher, has started earlier, and has lasted longer. The lands above the Hearthlands are now called the Winterlands, as fully half the year they remain locked in snow and ice, while the warm southern Hearthlands are starting to feel the chill earlier too each year. How long before the Hearthlands are as icy-cold as the Winterlands, and the Winterlands as frozen as the Hellfrost above the Ice Wall?

Frostborn

In the years after the Ice Wall rose and the Hellfrost arrived, several of the pale, blue-tinged men that accompanied those first armies appeared here and there. They were usually killed on sight, but after a few years, when the Winterlands started to suffer and received their name, several children were born with the same bluish skin. Most were put to death as abominations, but some survived, and as the years have passed, more have been born throughout the lands, and not just to humans, but to elves, dwarves and halflings. All seem impervious to the cold, and despite being seen with suspicion, some have claimed that they are normal people, with no more liking for the Hellfrost than 'normal' people. Superstition and paranoia die hard, though, and the Frostborn, as they have come to be known, are almost always distrusted, even in areas where they have grown from childhood, and even where they have led productive lives. In most areas, they are second class citizens, in others hatred and fear of them has led to their exile or death. Only in one realm, the tiny Barony of Cul, have they prospered, and reports by travelling merchants say that as the Frostborn are taking power for themselves and slowly growing into a majority, that the tables are turning and those not born with the bluish tinge to their skin are becoming enslaved to the ice-blooded despots. But then there are many with a bias against the Frostborn, and who is to say whether they are not just encouraging hatred against a misunderstood people?

Thrym, Sigel and Kenaz

The Sun god Sigel and his son, the Hearth god Kenaz, went silent after the rise of the Ice Wall and the coming of the Hellfrost. The priests of both cults have not had any of their usual prophetic dreams, the usual route through which the gods make their wishes known to their mortal followers, and the powers of their magics is starting to dim. Even the sun itself appears to be fading and growing weaker, its rays not as warming as before, and people fear that the two gods are either being held prisoner, slowly wasting away, or are already dead, their divine corpses rapidly cooling. The blame for this state of affairs, it is said, lies with Thrym.

Once a lowly minor god of snow and ice, Thrym has shown his true power and gained standing alongside the major gods. It is he, it is believed, who has captured Sigel and Kenaz, and despite the Compact - an agreement between the gods that they not interfere directly in mortal matters - that he has set foot in the world himself, the Hellfrost his realm, and the Ice Wall his diabolical work. Not only that, but those able to cast ice-based magics, the so-called Hrimwisards (Ice Mages), have seen their powers grow as those who use fire-based magic have seen theirs weaken. Many of the Frostborn are Hrimwisards, and the ice mages are as distrusted as that blue-skinned race. They are found in plentiful numbers amongst the armies of the Hellfrost, and even the most strenuous of the pleading of innocence does little to halt the mob when they find a Hrimwisard in their midst. There are few in the southern realms, but they have learned to remain silent.

The few captured priest and priestesses of Thrym that have talked have boasted that the Fimbulwintr - eternal winter - is the goal of their god, and that with Thrym's aid, the entire world is destined to become like the Hellfrost to the north - nothing but swirling snow and ice, constant blizzards, and civilization utterly destroyed by the roaming Hellfrost creatures. As the snows descend further each year and remain longer every winter, they might be right.  


Dungeon Frost Hell World Part Twelve: Factions and Professions W

The last of the Factions and Professions posts. Introducing the Watcher of the Black Gate, the White Ranger, and the Wood Warden.

Watcher of the Black Gate (Req: Any race Bard, Fighter or Wizard)

Almost a thousand years ago, a group of cultists attempted to summon demons into the world to do their bidding, creating a gate with the use of an artifact known as the Black Key. They were eventually defeated, but not before many demons had entered the world through the gate they created. Having eradicated all those who know of the location of the Black Gate, the victors managed to lock the portal. Attempts to destroy the Black Key only shattered it into a thousand pieces, which were flung throughout the world.

Since that day, other cults have risen with similar aims to the original demonic cultists, and they search for the shattered key. In order to thwart them, the secretive Watchers of the Black Gate were formed, their roles to keep the Black Gate under their control, to hunt down and destroy demons wherever they might be found, and to stop these new cults dead in their tracks. Taught special techniques in defeating demons, the Watchers may be all that stops them from pouring into the world and destroying it utterly.

Initial Move: Demonic Lore
When you Spout Lore about demons, on a 10+, you gain insight into a particular demon's weaknesses, and you treat a 6-9 as a normal 10+ roll.

Move (level 2-5): Stoic Mind
Treat your Wis mod as Armor when you are the target of demonic powers, even those that are not affected by armour.

Move (level 6-10): Stoic Body
When you are fighting a demon, take +1 ongoing to any roll you make, and add +1 to Armor.

White Ranger (Req: Any race Ranger)
As the Hearth Knights patrol the borders of the Hearthlands, and the Roadwardens watch the roads of the Hearthlands, the White Rangers patrol the Winterlands to the north. They help stranded travellers, track Hellfrost creatures that make it past the Ice Rise wall, and protect the Winterlands from evils of all kinds. Some will occasionally track Hellfrost creatures to the Hearthlands, and will often work with their comrade Hearth Knights and Roadwardens, but they usually return to the Winterlands when their job is done.

Initial Move: Winterborn
You are at home in the snow and ice. Whenever you need to make a Defy Danger roll that concerns ice, snow or the cold (including sliding, slipping, survival etc), add +1.

Move (level 2-5): Snow Trekking
When making a Perilous Journey in snow, if you take charge, everyone adds +1 to their rolls.

Move (level 6-10): Hellfrost Lore
When you Spout Lore about Hellfrost creatures, add +1 to your roll. If you roll 10+, the GM will give you an idea about its weaknesses.

Wood Warden (Req: Taiga Elf or Hearth Elf Ranger or Druid)

The Wood Wardens are the forest defenders, sworn to the Shining King (the Hearth Elf ruler) and found in all major elven forests. Some operate in groups, usually several rangers and a druid, but others work alone, constantly on the move and with an eye out for possible trouble, interlopers and anything out of the ordinary. They excel in guerilla warfare, hiding and ambushing, then disappearing back into the trees, and using the denizens of the forest and even the very forest itself to aid them.

Initial Move: Beastfriend
Normal animals are friendly towards you unless you do something to hurt them, in which case they will revert to their normal attitudes.

Move (level 2-5): Fauna and Flora
Take the Bardic Lore (Fauna and Flora - natural) Move.

Move (level 6-10): Plantfriend
Entangle becomes a rote spell for you. If you are a Ranger or a Druid who only has Shapeshifting, you are limited to being able to cast this one spell only.

Dungeon Frost Hell World Part Eleven: Factions and Professions S-U

Another three: the Skald, Unaffiliated Elementalist and Unguilded Thief.

Skald (Req: Any race Bard)

The Skald is part herald, part messenger, part gossip, part entertainer, even part historian and part magician. They tend to be respected, travel around, and get to know many things about many people, including some things that they were not meant to know. There are few Anari Skalds - most see the song magic they use as primitive, and scoff at their use of oral history rather than written history, but there are many to be found in the Saxa marklands.

Initial Move: Heraldic Lore
When you meet a noble or famous person, you can ask the GM to tell you one thing about them.

Move (level 2-5): Arcane Mastery
You can use your Arcane Art Move to include the following extra abilities:

  • Unlock: You play or sing a note that resonates at just the right frequency to make a lock's tumblers slip into place.
  • White Noise: By creating just the right pitch, you can cancel out other sounds, in effect creating silence within a limited area around you.
  • Slumber: By playing tranquil, soothing music, you can put one person to sleep.


Move (level 6-10): Audience 
When you use your Arcane Art Move, you can affect two people, not just one.

Unaffiliated Elementalist (Req: Any race except Frost Dwarf Wizard)

Almost all Anari and most Saxa elementalists are Convocationists, but amongst the Finnar, Tuomi, Elves and Halflings, few bother to join that organization. Without the aid of that guild, Unaffiliated Elementalists tend to focus on only one element, sometimes a second one, but they tend to be more powerful in their use of magic from their own realm.  See the Convocationist Elementalist for details on elemental spells.

Initial Move: Elemental Strength
You are a master of your sole element. When you prepare spells, you can choose an extra level one spell of that element for free.

Move (level 2-5): Elemental Power
Choose a spell of level 3 or above. You prepare it as if it was a level lower. You can stack this with Prodigy or Master in order to reduce it by two levels in total, or you can choose a different spell to either of those.

Move (level 6-10): Elemental Diversity
You can choose spells of a second element (that cannot be diametrically opposed to your original one).

Unguilded Thief (Req: Any race Thief)

While many thieves find safety in numbers by joining a guild and receiving the benefits of such an organization, some either chafe at being told what to do or having to tithe part of their ill-gotten wealth to the guild. Others have simply stayed under the radar of such organizations, and so never been invited to join, while yet others have been banished for some reason or other, and have a price on their heads. The life of an unguilded thief is fraught with danger - you don't just have to watch out for the law, you have to keep an eye on the shadows too - but it can be rewarding.

Initial Move: No Guild Fees
You don't have to pay any part of your haul to the guild, which means that you can usually get a better price for your stolen goods. When you want to fence your goods, roll 2D6 + Cha and consult these results:

  • On a 6-, choose either
    • You cannot find a buyer
    • You find a buyer but he pays a marginal rate (-20%) and tips off the local guild
  • On a 7-9, you find a buyer who pays the going rate, and choose either
    • he doesn't tip the guild off
    • he won't do business with you again
  • On a 10+, you find a buyer who won't tip the guild off and you save on not having to pay any fees to the guild, gaining +20% on the value of the goods fenced.


Move (level 2-5): One Step Ahead
You are used to having to keep an eye out for rivals. When you Defy Danger using Dex, add +1 to your roll.

Move (level 6-10): Shift the Blame
When in a tight corner, point the finger at a nearby scapegoat and roll 2D6 + Cha:

  • On a 6-, they don't fall for it.
  • On a 7-9, they aren't sure, dithering and arguing for a second or two before they split into to camps and pursue both of you, possibly giving you time to come up with a Plan C.
  • On a 10+, they fall for it, leaving you enough time to make your escape while they go for the new target.

Wednesday, 12 September 2012

Dungeon Frost Hell World Part Ten: Factions and Professions R

Not many more of these to go now. This one details the Raven Knight, Reliquary Agent, Roadwarden and Rune Mage.

Raven Knight (Req: Any race Fighter)

The Order of Knights Raven is an odd sort of guild. While some of their members are skilled in arms, their main strength is in leadership and tactics. Nobles tend to hire them as advisors due to their knowledge of strategy and tactics, and they can often be found co-ordinating troops in battle. Some nobles leave the field entirely to their mercenary Raven Knight commanders, in order to either avoid fighting themselves or so that they might throw themselves fully into the fight without worrying about the course of the battle.

Initial Move: Commanding Presence
When you Aid, you can affect two people at once.

Move (level 2-5): Co-ordinate Attack
When you Aid, you can affect another person (stacks with Commanding Presence).

Move (level 6-10): Master Tactician
Before going into combat, bark your orders and roll 1D6 twice, taking the best result; assign this number of points as bonuses going forward to the other players as you like.

Reliquary Agent (Req: Any race Bard or Thief)

The Reliquary is an organization dedicated to the study and retrieval of ancient artifacts. These are magical weapons, armor and objects that have stood the test of time, their powers often unique, permanent and powerful. How they were made is a mystery, since no-one today can come close to discovering the secrets of their manufacture. The Reliquary has agents poring through dry texts looking for information on these artifacts, who when they learn of a possible location of such an item, attempt to retrieve it. Sometimes denigrated as tomb robbers, and rumored to be willing to take extreme measures in order to retrieve an item when the owner does not wish to part with it, the aim of the group is not fully known. Why the reliquary are collecting these artifacts and what they intend to do with them is not known.

Initial Move: Artifact Lore
Take the Bard Move Bardic Lore with an area of expertise being Magical Artifacts. If you are a Bard, you get this in addition to your other area(s) of expertise.

Move (level 2-5): Tomb Robber
When you Defy Danger to evade a trap, or use the Trap Expert Move or the Disable Traps option from Tricks of the Trade, add +1 to your roll.

Move (level 6-10): Arcane Sense
When you Discern Reality, you can also add the question "Are there any magical items here?" to the list. If such items are present, you will be able to perceive them. If there is one nearby, you will be able to tell the rough direction of the item(s).

Roadwarden (Req: Any race Ranger)

While the Hearth Knights protect the borders of the Hearthlands, and the White Rangers patrol the Winterlands, the job of keeping the roads within the Hearthlands falls to the Roadwardens. An informal group, the Roadwardens keep an eye on the roads for bandits and creatures that have slipped past the keen eyes of the Hearth Knights. Some travel, either individually or in groups, throughout the realms of the Hearthlands, while others use one of the many Roadwarden Towers that dot the roads as their base.

Roadwarden Towers are small buildings, usually wooden but occasionally stone that have been erected by the patrons of the Roadwardens (mostly local lords and merchants who use certain roads regularly) that provide shelter and some protection. Passing roadwardens will often leave dried food, kindling and straw for horses. Thankful travellers will often leave a donation behind when they leave (and many will also gather firewood etc to replace what they have used), or will offer what they can to any roadwardens they meet on the road.

Initial Move: Bounty Hunter
When you hear of a crime or see one take place on the road, you gain +1 ongoing to track down the criminal responsible.

Move (level 2-5): Tower Network
When in civilized lands, Spout Lore; on a success, you know of a nearby Tower where you can rest up for the night. On a 10+, it is stocked with rations etc too.

Move (level 6-10): Fletcher
When in a wooded area, you can make your own distinctive arrows. Refill your ammo supply up to 4 (1 weight) and take +1 forward with your next Volley Move.

Rune Mage (Req: Frost Dwarf Wizard)

Frost Dwarves and magic don't tend to mix; the only form of magic open to Dwarves is the traditional school of Rune Magic. Rune Magic is a slow process, involving the inscription (either with some sort of pen, chalk etc) or engraving of runes on particular objects, walls, floors etc. It tends to be temporary, though some of the more expert Rune Mages can make their runes last considerably longer, sometimes even permanently. Rune Mages tend to be more physically capable than wizards of other races, but their magic is not as powerful in most situations. You need to have a few seconds and be able to inscribe the rune on the item concerned; you cannot inscribe a rune on another player's sword while he is fighting, for example.


Initial Move: Runic Insight
You gain an extra Basic Rune to add to your book.  

Move (level 2-5): Etched Rune
Any Runes you engrave tend to last longer. Ignore the first -2 penalty for ongoing Runes.

Move (level 6-10): Hard Engraving
When you create an ongoing Rune, if you roll a total of 12+, then you can choose to make that Rune permanent. If the item or surface it is etched onto is destroyed, then the Rune is also destroyed. Unfortunately, Powered Runes cannot be made permanent; if you inscribe one of these, it only provides a permanent +1 bonus instead. You must also have the appropriate Move to make Axe, Spear, Hammer, Armor or Arcane Resistance ongoing before you can make them permanent.



To create a Rune Mage, use the Wizard template, but replace the following Starting Moves:

  • Spellbook becomes Rune Book. You start with a number of Basic Runes equal to your Int mod.
  • Prepare Spells is ignored.
  • Cast a Spell becomes Inscribe Rune. Use the same procedure as for casting spells.
  • Spell Defense is ignored.
  • Ritual remains the same.  
The Following Advanced Moves also change:

  • Prodigy is ignored.
  • Empowered Magic is ignored.
  • Expanded Spellbook is ignored.
  • Arcane Ward is ignored.
  • Counterspell is ignored.
  • Master is ignored.
  • Greater Empowered Magic is ignored.
  • Arcane Armor is ignored.
  • Protective Counter is ignored.
  • Mystical Puppet Strings is ignored.
  • Spell Augmentation is ignored.
Add these Advanced Moves at level 2-5:
  • Runic Knowledge: You gain an extra Basic Rune (this can be taken up to three times in total).
  • Warrior's Gift: When you inscribe the Weapon Rune on a weapon, it acts as an ongoing Rune rather than simply being carried forward.
  • Force of Will: When you inscribe the Shield Rune, Armor acts as an ongoing Rune rather than simply being carried forward. You can also add +1 to your Battle of Wills for Warding, and your Barrier will stop 1D6 attacks from getting through.
  • A Thousand Suns: When you inscribe the Sun Rune, Healing does 1D6 rather than 1D4, Fire no longer requires any fuel, and Light becomes more intense, so much so that any creature that is used to darkness rather than light is affected by the glare. This may mean it will roll damage twice and take the worst result, that anyone attacking it will receive a +1 as it cowers, that it may attempt to flee from the brightness, or that it will seek to attack whoever is holding the lit object (GM's choice).
Add these Advanced Moves at level 6-10:

  • Runic Mastery: You gain an extra Advanced or Basic Rune (this can be taken twice times in total).
  • Craftman's Strength: You spend a lot of time crafting items to engrave, and are no stranger to the forge. Because of this, your damage dice is increased to D6.
  • Dwarven Magic is stronger: When you inscribe the Negation Rune, your Arcane Resistance becomes ongoing rather than simply being carried forward. Your Silence can affect a 10' radius around the inscribed rune, affecting others too, and your Negate Magic can permanently dispel most magic if you roll a 12+ and wish to do so.
  •  Runic Quest: You have heard rumours of ancient Runes now lost to Dwarves. Tell your GM of an Ancient Rune, including what spells are associated with it. He or she will ensure that you learn of the location os such a rune. Once you have successfully found the rune, which may not be exactly as you heard (The GM may change it partly if it is too powerful etc), you may add it to your Rune Book.
  • Powered Runes: If you inscribe any of the following Runes, you receive a +2 rather than +1 carried forward: Axe, Spear, Hammer, Armor, Arcane Resistance. 

Runes

Each Rune has three variations, the basic form remaining the same, with additional lines or shapes representing the different effects. When you inscribe a rune, you choose which of the three effects you wish to use. While a starting Rune Mage gets access to more spells (and sometimes more powerful ones right out of the gate), their spells are generally less powerful than those of other wizards, especially at later levels. You cannot inscribe the same rune twice to increase its effect, but you can inscribe several runes on the same object which give different effects. You can inscribe whatever runes you know, without worrying about their level. If on a roll of 7-9 you choose to forget that Rune, you lose access to  all three spells associated with that Rune until you get a chance to read through your Rune Book again, which takes a good hour or so to do. Most Runes only last for one application; Armor, for example, will last only until someone hits it and ruins it, when it is then triggered. Some may be ongoing, such as Light, 

Basic Runes

Alteration Rune
The Alteration Rune consists of Prestidigitation (as Wizard Cantrip), Invisibility (as Wizard lvl 1 spell) and Growth / Shrink (A new spell: Ongoing, Allows the object or person that the Rune is inscribed on to grow or shrink up to twice or half its normal size).

Hidden Rune 
The Hidden Rune consists of Darkness (as Cleric lvl 3 spell), Cause Fear (as Cleric lvl 1 spell) and Secret (A new spell: Ongoing, Allows another Rune to be concealed. Ideal for setting traps).

Null Rune
The Null Rune consists of Arcane Resistance (A new spell: Going forward, you can add +1 Armor against a magical threat (magical weapon, damage-dealing spell etc), even when armor is usually negated. For example, if you are hit with a fireball, you will receive 1 Armor point to help resist the damage from it), Silence (A new spell: Ongoing, The person holding the inscribed object is utterly silent, which means he or she cannot cast spells, but cannot be heard), and Negate Magic (A new spell, Ongoing, A circle is inscribed around the source of the magic. While the circle remains, the spell or magical effect is dampened and does not take effect. This does not dispel the spell permanently, only stops it from taking effect temporarily.     

Shield Rune
The Shield Rune consists of Armor (A new spell: When engraved on an object (usually a shield or actual armor), gives +1 Armor  going forward to the person holding / wearing it), Barrier (A new spell: Ongoing, A one way wall of force stops 1D4 missile attacks from penetrating. People can still walk through the Barrier and attack with hand weapons through it though. The missile (arrow, sling stone, spear etc) simply cannot pass through the barrier, and so no damage is done. When you first inscribe this spell on the floor, roll 1D4; the spell is ongoing until either this number of attacks have been stopped, or the Rune Mage stops concentrating on it, and Warding (A new spell: Ongoing, When you inscribe a line across the floor, any unnatural summoned creature (demonic, elemental or undead) that wishes to pass the line must engage in a Battle of Wills with you. Roll 2D6 + Int, and your GM may give you a penalty for particularly strong creatures. On a 10+, it cannot cross the line. On a 7-9, it cannot cross now, but may keep trying to beat you in the Battle of Wills.

Sun Rune
The Sun Rune consists of Healing (as Cleric lvl 1 Cure Light Wounds, but only heals 1D4), Light (as Wizard cantrip) and Campfire (A new spell: Ongoing, When inscribed on the floor (up to a 10' circle), and the Rune Mage concentrates, a fire starts, which is ongoing as the Rune Mage continues to concentrate. If fuel is added, the fire will then continue as a normal fire without the Rune Mage needing to concentrate any more.  

Weapon Rune
The Weapon Rune consists of Axe (A new spell: When inscribed on a weapon (which does not have to be an axe, but can be any weapon), the wielder takes +1 going forward), Spear (A new spell: When inscribed on a weapon (which does not have to be a spear, but any weapon), the wielder takes +1 Piercing going forward, and Hammer (A new spell: When inscribed on a weapon (which does not have to be a hammer, but can be any weapon), the wielder takes +1 to damage going forward). 

Advanced Runes

Sight Rune
The Sight Rune consists of Visions Through Time (as Wizard lvl 3 spell), Translation (A new spell: When inscribed onto writing, the Rune Mage can read the text as if it was a language he already understands) and True Seeing (as Wizard lvl 7 spell), which is usually inscribed on a piece of glass or gem held up to the eyes.

Spirit Rune
The Spirit Rune consists of Contact Spirits (as Wizard lvl 1 spell), Cage (as Wizard level 5 spell) and Summon Monster (as Wizard lvl 5 spell).