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February 6, 2008

First Session

Well, I'm curious as to what everyone thought of the new campaign world (and some of the rule changes)? I know it was a little disjointed, as I had a good idea how I wanted to start the session, but didn't plan much for after that; we went from not playing for 7 months to 'let's play next week', so I concentrated more on getting things functional than getting them clean. With hope there will be a little more coherence as we go forward.

I thought the rules simplifications worked well. Taking 3 damage isn't much different than taking 1d6, it just doesn't take as long. I definitely enjoy the fact that special abilities just work without a bunch of rolls as well, and combats seemed to go much quicker than the old days, though they've all been small so far. Still might make a few tweaks, but it seems like things were clicking.

I'll have diplomacy better and more consistent next week. I started working on it but wasn't quite done with it Saturday. The folks with high Charisma, Comeliness and Diplomacy will definitely see some impact from those numbers

Anything else? I don't know when y'all want to get together again...I have an engagement party to go to on Saturday, so Friday if that works or next week.

Thanks!

January 29, 2008

On Death and Dying, Redux

There is a post on death and dying on ENWorld today.

It reminds me that we need to have that discussion, fun as usually it is, this weekend. Personally, and y'all are welcome to disagree, because of the way Sphere is structured, there is no resurrection magic per se. At the same time, intelligent enemies (typically) will not kill you intentionally without trying to bind your soul, make you their servant, hold you for ransom, etc. (though the man-eating beetles likely won't be so discriminating)

Here's a random thought, and I wonder what y'all think. In Sphere, karma is very real, and not only the people, but the Sphere itself, has a long memory. Each player, based on their actions in-game, would be awarded karma points, mostly by the other party members, whenever they did something especially cool, heroic, or otherwise important.

Then, if at any point a player dies with a lot of karma points, could convert those karma points to coolness on his rebirth. For example, for 10 karma points, a player could come back as a previously restricted race (Drake, Gryphon, Djinn), for 5 karma points a player could come back with a chosen guild or order and the appropriate template without having to go through the in-game process of joining. Each 2 karma points might equal an extra attribute point, and 3 points might bring you back knowing one of the great secrets of Sphere (I am working on a list of 50 secrets that may be revealed at certain points in the game).

This would do a couple of things...first, let the dice fall where they may, and keep me from having to fudge or even worrying about whether fudging is important. Second, encourage good role-playing to earn karma. Third, remove some, even if not all, of the stress of losing a cool character. I won't reveal all now, but even death in Sphere is vitally important and your characters memories may outlive you. More on this Saturday, as I think I've come up with a way narratively to make it important for the party to work together (including bringing in new characters after one has died) instead of the usually forced method we normally have to rely on.

Of course, it would have to have some caveats. The method of a character's death might give a positive or negative karma bonus. Intentional death would automatically erase all karma; stupid death (Hey, I wonder if spider-climbing into the wyvern's lair is a good idea...) might be -5 karma, while non-intentional and heroic would be worth a bonus.

Just some thoughts!

Characters Will Not Be Rolled Randomly

Michael and others, some additional thoughts on character creation. There will be no more randomly rolled characters; the potential differences between character attributes doesn't justify the 'fun' the random factor gives.

Instead, each player will get 28 attribute points, and each ability score starts at 8. So, you could give yourself 6 scores (Str, Int, Wis, Dex, Con, Chr) of 14, 10, 10, 14, 16, 12. Additionally, based on my earlier research on 'Point-buy', I'm nerfing strength. Instead of getting a bonus to both to-hit and damage, the bonus will be split. For example, with an 18 strength, you would get a +2 hit/+2 damage, while with a 12 strength you could either have +1/hit or +1/damage. This will be somewhat balanced by many low-level creatures only having '1 hit' worth of HP's, meaning that any hit by anyone will kill them. I'm simply tired of the ridiculous bookkeeping requirements to run even slightly complex fights.

Additionally, if we are not going to use the point-buy system, you can also sacrifice an attribute point for either 8 skill points 2 feats, one special ability, one Force Level (max 5) or 10 Force Store. Special abilities will all draw on the 2 new sub-attributes, Force Level and Force Store.

Each player automatically starts with 1 Force Level and 5 Force Store. (so you can take powers later even if you don't at first level) Each player will automatically gain 5 more Force Store every 2 levels (3, 5, 7, 9, etc). Force Level is defined as the number of Force Store regained daily when under Spherelight. Force Store is vaguely related to the total power available for an ability, and is the equivalent of spell levels.

Special powers can be pretty much anything anyone wants (barring area-effect combat spells), and will be calculated according to its power level. A power will be equated to spell levels, and require a certain number of force store to use. The Force Store required for the power will be:

1st: 1
2nd: 3
3rd: 6
4th: 10
5th: 15
6th: 21
7th: 28
8th: 36
9th: 45

The reasoning is that special powers of 9th-level proportions are massively greater than just 9 times the power of a 1st-level spell. However, this also means you can take pretty much any power you like assuming you have the Force Store to use it. However, take note that if you give yourself 50 Force Store but only 2 Force Level, it will take a character 25 game days to regenerate their complete Force Store. I hope this will create a self-balancing, but completely open, system of making yourselves the coolest heroes around.

I'm curious what folks think of this whole system; I'm not attached to it and am willing to look at other ways of doing things. I do however, want folks to realize that every creature in Sphere has the potential to have special abilities, from the greatest Dragonlord to the lowliest farmer to the strangest creature. The farmer might not be able to swing a sword, but don't be surprised if he tosses off a couple of telekinetic bolts before attacking you with his rake. And the Giant Woodpecker might not look particularly menacing, until he charms the nearby hippopotomus and sends it your way.

Per Michael's Comments

Check the previous post's comments for Michael's questions regarding types of character classes available.

Per previous posts, here are some obvious character choices:

Dragonkin - Mages, Samurai, or Brutes

Lizardfolk Spiritbinder

Eloin Forcebinder (Mage), Rocbinder (Ranger), or Wingjumper (Fighter/Mage)

General character info

Generally speaking, the world is a conglomeration of small populations except for the 3 main races (Humans, Dragonkith, and Eloin). Beyond that, however, you are free to make just about any type of character or race you like. There are Aztec-like lizardfolk who gain power through their dead ancestors souls that have been trapped in living crystal, pale-skinned Technomancers that fly steam and sphere-powered gliders and baloons, feline mentalists that can see seconds into the future making them nearly impossible to hit, ascetic humanoids that collect and control magical 'sparks' that are resonances of age-old spells and grant them longer lives, greater strength, control over fire and wind, among other abilities. Core-dwelling folk tend to be scrappers, or folks who make their lives collecting the discards of all the other civilizations, and might have weak attributes, but a Batman-like utility belt full with grapples, one-shot projectile cannons, and magic-sapping ironlike powder.

The classes I am creating, for example the Eloin, are going to be geared more toward role-players. Even though they have fewer overall abilities than your typical D&D character, they will be just as powerful. This allows me to have cool magical NPC's without having to worry about which 90 spells the wizard has. The same with the Dragonkith; they will have great, but few, powers. Dragonkith or Eloin really just have a variety of powers that can be broken down to flight, telekineses, energy bolt, and a couple of defensive abilities. Certain dragonkith also get benefits to their physical abilities, while the Eloin have lower-than-average physical attributes.

Overall, the game should have a non-western feel, meaning no knights, paladins, or traditional sorcerers. Whether that means Asian-like ninjas or samurai, Indian-myth-like Orangutan Mystics wielding slings and rods, or Meso-American jaguar or ocelot lycanthropes, I'll leave that up to each player. Of course, there is one fully human kingdom where one could be a 'typical' fighter, but even there the cooler classes would be a Spellsword (Arabian fighter with the powers of desert and wind), Gryphon-Rider, or Anti-Mage (Less cordially known as Spheresuckers).

Some things to note: spirits in the world are real, and folks can regularly (well, semi-regularly) expect to see the souls of dead people as they make their journey to wherever it is they go (hint: there's a mystery the characters can try to solve there). Instead of having balance in everything, which I used to try to do in my games, this game will have no balance. Instead of the four elements being equal, wind is dominant, earth second, and fire and water come in a weak 3rd and 4th.

Also to remember, the world is basically 'open'. People from other continents can literally watch you as you journey across a massive desert (glass, lenses, and telescopes are huge business), so ticking people off is likely to get them to pile on you when you least expect it, potentially parachuting, levitating, gliding, flying, floating, or teleporting in to either help or hinder you.

Magic in the world will be potent, but it shouldn't be spells that define your character, at least in terms of combat. If you want to be able to use the power of wind and earth to fling pebbles at high velocity at your opponent, great. However, there will be no 'throwing rock' spell per se, and if you are in a barren area with no loose rock, you're probably out of luck. But in some places you may be able to use that same ability to create a rock stair to ascend to an island that appears to have no way up.

There will be just as many cool friends and badguys as y'all and I can think up, and they will quite possibly be more powerful than yourselves. I anticipate three-dimensional battles where the flying, telekinetic monkey-shaman attempts to fling you off the edge of an island. However, even being thrown off a cliff doesn't mean you don't pull out the bat-glider wings and land gracefully (however disgraced) on the island of man-eating beetles 2000 feet below.

It is my intention that magic items will be rare, and those that do will not be your standard +3 doohicky. Instead, it might be a sword that only attacks once every 3 rounds but grants a cleave that means it can attack 4 times on the round it does attack. Also, magic items will not be used to grant bonses to your abilities per se. No rings of protection, no girdles of strength, or the like.

Instead, character will be able to grant themselves the same bonuses magic items used to do through their orders and guilds. For example, joining the Contemplation and completing the 7 Steps would grant you a higher wisdom, the ability to heal 15 damage once per combat, a bonus against mind-affecting abilities, free lodging and healing at any Contemplation shrine, and the ability to sense invisible spirits or creatures.

A more martial order of dragonkith might grant over time a +4 ac, higher physical attributes, a +2 in combat when fighting only one opponent, the chance to avoid attacks of opportunity, and a call to arms that once per week lets you summon all nearby drakes to your aid.

A magic order might grant an increasing spell-bolt like ability a la the warlock, the ability to levitate, increased charisma and dexterity, and the ability to barter with a Djinn for services once a month.

It will be like the prestige classes, with only the abilities being granted, instead of the spell progression, save bonuses, extra hp's and the like.

To be honest, I hope I am not painting myself into a corner and trying to build something that won't ever work, or that people won't like. I will definitely need a lot of folks help, as I have some grand ideas, but might need some help in translating them to a viable game.

Does that help?

January 28, 2008

It Lives!

It sounds like we might have enough support for a game! Please put your thinking caps on Saturday, 2pm if we can make it that early. I'm getting old and I'm not any good with late night games anymore.

I'd like to discuss a number of rule changes or potential rule changes.

Among them:

Luck is going away; it is going to be replaced by Action Points, something I mentioned in an earlier Sphere post.

I'm going back to the standard attributes: Comeliness will become a skill that modifies first reactions. Perception will become a skill that replaces search, spot and listen.

One rule that I'm thinking of but want to discuss is making basic monster (and NPC) HP's simpler. I'm thinking monsters will get 1 hit per HD. That way, weak humans and monsters are dead in a hit or two, and it kind of gives the 'Crouching Tiger' feel while making the bookkeeping easier for me. Boss Monsters or major NPC's will still have normal HP's.

We need to decide whether we will be trying a skill point system or sticking with standard character classes. I will be trying to maintain a 'semi-eastern' feel regardless, so no Paladins or Clerics, and more Spellswords, Monks, and Gryphon Riders.

No area of effect combat spells, and no direct damage combat spells. (No fireball, lightning bolt, cone of cold, etc) If we decide to keep character classes, mages and the like will be buffed to rogue range to compensate for their lack of direct damage.

All magical energy in this campaign will be powered by the Sphere. A new secondary attribute will determine how fast magical abilities and spells will regenerate. Be prepared for much slower refueling of magical energy, but a higher starting pool when fully charged.

Orders, guilds and covens: there will be dozens of possible 'templates' that will sit on top of your character (similar to the way you can add templates to creatures in 3.5), based on the factions that exist in Sphere. Over their career, each character will be able to be a member of up to two non-conflicting orders, one technological and one magical. Each template will give players bonuses to stats, skills, relationships, or give them unique abilities. I will need the players to help create these orders, as I perceive a world populated with them, but I don't have the brainpower to come up with all of them.

We will need to come up with a simple set of flying combat rules.

Also, be prepared to discuss any other things y'all are worried about or that didn't work in the last game. (I'd also like to know what did!)

One final note! I love games, and would really love if we rotated between D&D and something else every third week or so. I have a new European board game that is supposed to be cool, or we could play short-handed poker or somesuch.

I'm going to be adding something to the blog to help stop spam comments. If your note doesn't post right away, it's because it was caught in the filter. As soon as I have a fix in place I'll let you know!

Thanks!

April 16, 2007

More Sphere Decisions

If y'all get bored, do some Google searches (or even look up Iron Heroes at Amazon and read the reviews) on Monte Cook's Iron Heroes. It is a subset of 3.5 rules, but with a much broader focus on gritty settings such as Conan, Fafnir and the like instead of the high magic standards. Magic is ultra-rare, and focus is put on a character and his skills over twinking of items.

Although I don't intend that low of a magic setting, I do like the character focus and some of the tweaks he has made. One of the changes I am going to try is to offer an armor variant that takes into account what armor really does: prevent physical damage. Although generally armor will have a lower AC rating (because wandering around in 70 pounds of metal makes one relatively easy to hit), it will have a certain Damage Resistance. Thus, chain mail may have an AC bonus of 2, but a DR of 8/slashing (meaning it is good against piercing and bludgeoning but not so good against slashing).

I haven't decided how to deal with armor degradation, but for those who don't mind book-keeping, a standard suit of armor might offer 100 points of total protection before it degrades to DR 7 or loses an AC bonus.

I think this puts armor into it's traditional light, as well as forcing it to be reckoned with as there will probably be a bonus against hand-to-hand combatants in a world where hth is very common.

Also, I have decided to do away with all of the area-effect combat spells, e.g. fireball, lightning bolt, cone of cold, etc. Although these might potentially be found in some ancient and arcane text, they are definitely not the flavor I am looking for in combat. Some of the dragon races may have area-effect type breath weapons and the like that folks fear, but these are the exception rather than the rule.

Also, for my current folks, I've had a couple of bites for extra players through the various places I've been posting, with hope we may see one next session!

March 6, 2007

Dragonkith as PC's

No one knows exactly how many Greater or Lesser Dragonlords there are, as after their defeat by the Eloin they became reclusive, with most preferring to act through their minions than expose themselves directly. There are a few who still regularly fly the Sphere, but most of those are whimsical or mad, as likely aiding the average traveller as devouring them for food or sport. The others plot from deep, hidden valleys or well-guarded forest palaces and monstaries.

They still wield considerable power, on par with the Eloin in terms of total influence, but they do so through their Dragonkith, humanoids with Dragonlord bloodlines. There are three main spheres of power on the continents of the Wyrms.

Gilded Victus (the Lord of Steel) rules the lands of Vitalia, with his seat of power the Palace on Seven Hills. A militaristic monarchy, the dragonlord rules through his generals. There are three general classes in society: military, nobility and common. The common class is made up of thralls and slaves captured and bred over hundreds of years, and includes almost all the races of Sphere, including some that survive only due to their servitude to the dragonlord. Also, thinbloods, or dragonkin with very weak racial traits, are almost invariably commons. The military and nobility are two sides of the same coin, wielding their influence in different ways.

The nobility hold titles, lands and often votes in the Senatorum Primus, also known as the Homeland Senate. There are always 100 members of the Senatorum Primus, often referred to as the Royal Hundred. However, this number is fluid, as there is not a month goes by without an assassination or a 'reassignment' of a noble to a dangerous (or out of the way) military commission. There are also additional political offices, including Consul, Tribune, Prefect that are combination military and noble positions.

Vitalia is a place where hedonism thrives, with standard vices aplenty, and some more exotic ones as well.

Li Lin Wu (the Lord of Air) rules over the great continent of Cathay. Where Gilded Victus and his armies have destroyed or enslaved the spirits of their land, some even stealing their power and infusing it into their children, the people of Cathay live in relative peace with the spirits. Some even communicate with the spirits and call upon them for guidance and aid, or venerate them with rituals and festivals. Although ruled in name by a dynasty, the individual provinces of Cathay have almost total autonomy, although they all provide warriors for the elite Dynastic army and taxes for the support of Li Lin Wu's palace at Xanadu and the imperial estates of the Voice of Air, the Celestial's hand-picked emporer.

The last, and least, of the Greater Dragonlords is Cingatorix, ruler of the forbidding and mountainous Isie Zephyr, or Isle of Winds. Although the weakest of his brethren, his hold over a continent known for its treacherous wind currents, random cyclones, and other dangerous climate events makes conquering it a risky proposition. Entire armies have found themselves with zero visibility on the approach to Isie Zephyr (some say not entirely natural), where the natives knowledge of terrain and currents allow them to strike with near impunity and be gone again before any retaliation. The dragonkith of the Isle of Winds are barbarous and tribal, striking with fury, taking no prisoners and keeping grisly trophies of their kills. Additionally, they sometimes paint their bodies and wings with eerie glowing inks or scarlet and indigo, highlighting their bone structures so they appear almost as starved skeletons or spirits. For all its terrors, the rich natural resources of the land bring envoys from the other realms regularly. The few who are allowed to trade in the lands of Cingatorix are generally wealthy beyond compare.

It is rumored there are other Greater Dragonlords who sleep or plan from smaller strongholds, but no one knows for certain.

Dragonkith as PC's

There are several major types dragonkith.

Metadrakes, generally bred for menial tasks requiring the intelligence and dexterity lacking in true drakes, are now used by the armies of Vitalia as mobile engines of war. They possess strength far above standard dragonkith, are much larger, standing near 8' tall on average and weighing close to 400 pounds, and have many potent natural attacks, including claws, wings, bite and breath weapon, as well as thick hides to protect them. They are generally slow, clumsy flyers, and although somewhat smarter than their drake cousins, are far inferior to other dragonkith in terms of intelligence. They do not have opposible digits, and thus have a hard time thriving without a keeper or companion. While some metadrakes go feral and abandon civilization, most accept their lot as beasts of burden and war.

Arcane dragonkith are those most suited toward harnessing the powers of spirit and sphere to fuel spells and magics. They possess high intelligence and great charisma, with limited empathy and telepathy for the various drakes that roam the sphere, and they are often able to call on them for companionship or aid. Typically, an arcane dragonkith's relationship to befriended drakes is symbiotic, and they will typically provide food or treasure in exchange for any assistance rendered. All of the major factions have arcane dragonkith at their command, but each honor them differently. In Vitalia, they are seen as necessary to counter other mages, but not much else. Often, they will pursue other options than simply being another tool of war for the military; that often means being court or high mage for another country, setting up their own strongholds, or wandering and seeking to strengthen their powers. In Cathay, they are honored highly, as their magic indicates their ties to the spirit world. They are respected and expected to be leaders, whether in martial, economic, or political arenas. On Isie Zephyr they are shamans, usually 2nd in command after a strong warkith, and often specializing in the weather or concealment magics that allow them to raid and fight effectively.

War Dragonkith are the most common of full dragonkin, and they combine some of the strengths and defenses of the metadrakes with some arcane abilities. They are generally treated with respect in all draconic cultures and lands. They comprise the majority of underofficers, non-commissioned officers and subcommanders in all draconic armies, with no limits to their potential achievements.

Racial Traits Here.

March 1, 2007

Dragonlords

Marcus looked in apprehension at his collapsing aerial legion, frustration mounting as his reinforcements were severely late. He knew his soldier-kith were more skilled as an army, having trained and fought relentlessly for years under his dangerous gaze. But Shen Li came to the field with the equivalent of two cohorts of mage-kith, and the constant barrage of lightning bolts and impossibly potent sonic barrages was wearing down his soldiers, who had only limited arcane defenses. His own mages were an hour late to the field, and still only half in numbers what Shen Li commanded; he suspected foul play.

And that damned peacock armor, Marcus thought! How the hell could they fight, fly and cast in that hellish plate, when I can barely keep my flight cohorts aloft for more than an hour with a pair of pilum, shield and sword? Marcus stared, his eyes going slightly hazy as he watched the enemy mages flying in intricate patterns, their wings protruding easily from the back of lacquer plated armor polished shimmering gold, crimson, azure and a hundred other colors. Even if they weren't so potent, he thought, watching them for too long was hypnotic and distracting enough to get an entire century killed.

Occasionally a group of his soldiers would manage to punch one of their pilum, a short, light metal tipped javelin, through the painted armor. Once it penetrated, the shaft would bend and hang dead, so even if it didn't kill it would eventually force the enemy to land and remove it. That in itself was a death sentence here, with the ground below clogged with hordes of non-flying footsoldiers, wretched thinbloods and humanoid vassals alike.

His formation was thinning and he called them to reform once more into an inverted flamewing, 80' high from tip to tail, and 10 times as long. Every 6 seconds, an entire squad would focus fire with their own weaker energy bolts, 11 in total, to one of the enemy mages. Although most of the missiles either missed or slid harmlessly across the colored armor, some of his elder non-com's had, through training, learned how to transform their mostly uselss fire bolts into more difficult to resist acid (which would at least weaken whatever it hit) and even a few high impact sonic lances that would shred most armor as easily as flesh.

Still, he didn't think it would be enough. Even though the mages would die under a focused assault, his own wings were falling five times as fast as they not only had to deal with the magebloods, but Shen's highly trained flight-soldiers as well. The one bright spot was that although Shen's soldiers were better in single combat, they had never liked to engage Marcus' troops and their complicated and overlapping formations. Many times, just when Shen thought his soldiers were finally breaking through, Marcus would shift a single squad or an entire century almost instantly to the breach, their overlapping shields and wingslashing blades thwarting the superior swordsmen.

None of the High-Dragons' armies were as skilled at fighting in formation as Maxim Legatus (High General) Marcus Titus Cato's. Although Marcus had not seen, nor heard from his Dragonlord, the great and mighty Gilded Victus, offspring of Dragongod Golden Vaevictus, in near twenty years, still he strove to carry out his last orders: subdue the realm of the celestial dragon Li Lin Wu. Marcus would seek to conquer his foe until either his death or until his master called him home, the latter of which seemed unlikely.

The Maxim Legatus had pressed across the continent of Cathay, a mostly foggy, swampy conglomeration of agricultural plantations, silk anthers and quiet, secluded monasteries. The huge continent and distributed population, except for a number of seething commercial centers, meant a constant string of battles as warlords from different factions opposed him at every turn, and made subduing any one area difficult. He knew, of course, that had the armies of Li Lin Wu ever gathered to face him as one, he would likely have been annihilated. Marcus personally appreciated not being annihilated, and thus thanked the Sphere regularly for Cathay’s petty infighting.

“Tribune,” Marcus ordered as he noticed a pattern organizing among the mage-kith, “Drop the hammer.” As Marcus own flight-soldiers worked best in formation, a main strength of this enemy was the ability of their mage-kith to do the same. He sensed the gathering of energy in his scales as the enemy prepared a ritual spell, one that would dwarf the power of any individual mage. If he guessed correctly, they would aim it at his command coterie where it would destroy every living thing within a decimile.

His Tribune relayed the order quickly, using a combination of wing singles and telepathy (an ability of this particular Tribune he always attempted to keep hidden.) As the commands were relayed, Marcus knew it would be close. As the spell built to a crescendo, large shadows began to drop from a low cloudbank, descending toward the formation of mage-kith at frightening speeds. “Metadrakes deployed, Legatus,” the Tribune stated with no small pride. It was the Tribune who had first suggested drafting the hulking brutes once used as no more than plow horses, almost 15 years ago.

Metadrakes were related to Dragonkin in much the same way as Tigers were related to Porchcats. Some of his soldiers joked they had as much intelligence as a Porchcat. Still, they had 4 huge limbs similar to full-blood drakes, but could walk upright as well as on fours. Most weighed in around 300 keys, but given sufficient training, diet and spherepower infusions, could grow almost as large as an adult drake. Their heads were more human though, though about twice as large, with a large fang at each corner of their mouth. They did not have dexterous appendages, but were otherwise bred for killing. Spiked armor glistened as they dropped from the cloud-cover and their roars near-deafened him just before flames, lightning and sonic booms erupted from their wide jaws, enveloping the enemy mage-kith in a crackling, thundering fireball.

One of the mages must have mis-chanted, for their ritual spell backfired just as the metadrakes finished their descent and began to tear into the mage-kith with tooth and tail and claw. A purple sphere of light burst from the center of the formation, and when the light cleared, only the drakes remained, blackened and burnt, but mostly whole. Although a few fell into the massed melee 60 feet below, their incredible constitutions allowed most of them to limp back to the skyfortress they were using as a base of operation.

With their mage-kith destroyed, Marcus’ aerial cohorts turned their attention downlight. What began as an orderly retreat by their enemy quickly turned into a full rout, with fire and steel raining down upon the enemy conscripts. Many of the enemy fullbloods kneeled and offered their swords, a gesture he had finally determined was not one of humiliation, but of respect to a more powerful combatant. Early in the campaign, he had slain many out-of-hand, determining a prisoner train was too much to handle with the already complex logistics of the war. However, after taking several captive as prizes, he learned the true nature of their surrender.

In Cathay culture, those defeated in single ritual combat offered as much as a year’s service to the victor. In war the customs were even more dramatic, with a service period of seven years being standard. And unlike the treacherous Nubians or cunning Hubris, once sworn to service the Cathayan would do so to the best of their ability, with some restrictions. For example, they would not raise blade or claw to their own people, nor would they slay any who did not give battle willingly.

It had become all the rage in the capital to have Cathayan Samurai as bodyguards or gladiators. Their skill in single combat made many a master very wealthy. And although they were a little stoic, many had a quiet sense of humor and pride in their service, and would lay down their life to save a Senator or Tribune of Gilded Victus as quickly as one of their own lords.

Marcus guessed it had taken about 5 hours to subdue Shen Li’s forces. As he looked around the battlefield for the enemy general, a thought occurred to him again. Where are those damn mages? “Tribune!”

February 15, 2007

More Sphere Basics

Cosmology, common religions and the Spirits

No one living knows the origin of the Sphere, except for perhaps the eldest of the Dragonlords, although some say the ancient city of Dist, ancestral home of the technologists, holds those secrets tightly, waiting for an expedition to bypass the draconic guardians and seek them. Many religions worship the Sphere itself and the Sphereborn, powerful creatures that are either imbued with, or born from, the Sphere itself.

Darker religions posit a great black abyss that waits beyond the sphere, full of infinite power and splendor, and these cults seek to bring about the Darkening. Some ancient texts say that in the past there have been celestial events where the light of Sphere was replaced by a brief darkness in which the Sphere appeared surrounded by a blazing cloud of colored light, and a million points of brilliance were visible beyond that. However, the same texts were filled with many other strange essays, and most believe that the writers were quite mad.

Spirit creatures, of which there are many, are often quite powerful, drawing their powers from either Spherelight or Earthmagic. In the most extreme cases, an air spirit can draw such power that Spherelight actually warps to it in a small area, creating pockets of shadow around it. These creatures can be especially dangerous to creatures reliant on Sphere energy, such as Eloin forceborn or certain Sapian martialists. Earth spirits, generally chaotic or evil, often draw power from the area around them and strip growing things of their lifeforce to fuel their powers. The most dangerous of the Earth spirits can even steal the energies of living creatures. Many spirits are also able to disguise themselves, often posing as sentient races or creatures while working their schemes, blending into the cultures of the higher races.

Of the races of Lizardfolk, the Spiritbinder's of the Katrallic tribe are perhaps the most powerful, as their natural ability to see through the illusions of spirts, and then subvert and dominate those spirits, make them unique. Although they usually remain in the jungles of the 8th, on occasion extraordinary Spiritbinders have gathered powerful armies of spirits and raided the higher layers. Some few have also served as emissaries and seers, and very rarely even mercenaries and bodyguards, as their abilities allow them to charge great sums, usually in the form of magic gems, jewelry and powerful weapons.

The Silent Way, a prominent religion among many of the martial orders of the middle layers, suggests that there is a power even greater than the Sphere, a Perfect Spirit, and that through enlightenment and progression through the Seven Paths, one can attain perfection and ascend the mortal form and reach beyond the Sphere itself. However, the paths are long and difficult, and although some appear to gain sublime power and wisdom as they progress along the Paths, no one has proof that anyone has ever Ascended.

Most Corefolk have no use for organized religion or asceticism, as survival is usually their main concern. Their distrust of all things mystical and reliance on the mundane gadgetry they find discarded from other layers grants them a small level of resistance to the powers of both spirit and magic.

Game Laws

No Extraplanar or Outsiders.
For elementals, there are only Air elementals/Spirits (All air-related outsiders would be air spirits) and 'Heavies' or Earth Spirits

Bestiary: SRD creatures possibly present in Sphere: (www.d20srd.org is a great resource for all core rules, creatures and magic).

Ankheg
Arrowhawk
Assassin Vine
Avoral (Air Spirit)
Barghest (Earth Spirit)
Blink Dog
Bralani (Air Spirit)
Chuul (Earth Spirit)
Couatl (Air Spirit)
Dire Ape
Dire Lion
Dire Tiger
Dragon
Dragonne
Eagle, Giant
Formian
Genie, Multiple (Air Spirits)
Ghaele (Air Spirit)
Giant, Hill, Stone, Fire
Golem, All
Griffon
Gryphon (Sentient Griffon)
Half-Dragon
Hippogriff
Hippogryph (Sentient Hippogriff)
Inevitable (Earth Spirit)
Invisible Stalker (Air spirit)
Lamia (Air Spirit)
Lammasu (Air Spirit)
Lizardfolk
Manticora (Air Spirit)
Nymph (Earth Spirit)
Owl, Giant
Pseudodragon
Rakshasa (Air Spirit)
Ravid (Sphereborn)
Razor Boar
Roc
Shield Guardian (Construct Earth Spirit)
Sphinx (Air Spirits)
Troglodyte
Scrag
Wyvern

There will be many others, including unique monsters and spirits. This is to just give the flavor of the campaign. There will be no undead (all turning abilities and the like will be able to be traded for other powers), no typical orcs or ogres and the like (although there will be various forms of lizardfolk and giantkin), and few aberrations (the few there are will be Earth Spirits). Although the world will be possessed of some odd and dangerous creatures, overall it is a place of contrasting majesty, where even evil spirits are beautiful and entitled to their own kind of respect. (Because even evil spirits can be Sphereborn, and thus deserving)

February 13, 2007

Sphere Races: Eloin as PC's

Racial characteristics:

The Eloin are a race of simian bipeds, typically standing 5'0-5'2", and because of a very light, hollow bone structure, weighing only between 60-90 pounds. They are covered with a light fur that ranges in color from light tan to dark orange-brown. With a few rare exceptions, each has a thin, lightly feathered membrane that stretches from their shoulder blades to their lower backs to underneath a typically double-jointed wrist. The membrane is usually a shade lighter than their fur, and their feathers range from light gray to eggshell white. Most Eloin are quite dextrous, although a few are born with sharp claws instead of four-fingered hands; these outcasts are typically shunned upon reaching maturity. (11 years) Typical Eloin lifespan is quite broad, ranging from 50-75 years.

Although often called 'birdfolk', 'skymonkeys' (derogatory) or the like, their wing structure is more reminiscent of jungle creatures such as flying squirrls or glidecats, and by themselves can be used for no more than gliding from a higher altitude to a lower.

Most Eloin are born with an inherent ability to store and manipulate the energies constantly generated by the sphere: light and force. In most cases this ability is quite limited; however, at the higher thresholds there are members who can generate highly concussive force blasts, protective shields, and ironically in a winged race that can only glide, the so-called 'flight burst', which when practiced by skilled members of the race, can mimic levitation or even flight. More rarely are members who can weave light, storing Sphere energy in certain crystals found naturally throughout several countries, weaving light into free-standing shapes, or in the rarest of cases, spinning vivid and dangerous lightwebs that absorb all energy in a large area around them.

Society:

Once the greatest architects and artisans in the sphere, following the Eloi Purge, (also known to the Eloin as the Birthing War), their society changed radically. Where once the race was known for free-thinkers, artists and even wanderers, the dragons awoke in them a great racial fear. The Eloin rebuilt their society as almost the opposite of what it was. Where once complete choice was the norm, the Eloin instituted a strict caste system to ensure their society was never at risk of annihalation again. A small portion of the population went into self-imposed exile in protest.

There are currently 11 castes; 4 are for those without force powers (and criminals) and those born with deformities of form or intelligence, while the remaining are achievable by anyone with specific force potential. There are 3 general types of castes: menials, who are responsible for the building blocks of society, providing food and raw materials; protectors are members of the military as well as militias that protect the menials; and crafters, who create items or art to trade or sell for the benefit of society.

There is no 'wealth' to speak of in Eloin society, as everyone's needs are taken care of as determined by their caste. Menials generally have a hard, but not overwhelming, life. Their basic needs and some of their wants are provided for. For example, the 3rd caste, the agrarians (who provide all food to society), are also known as the 'Celebrated' for their contribution to society and receive free room and board at all hostels and taverns while they travel. Each caste provides specific benefit to the whole, and receives the essentials they need to survive as well as some luxuries.

Additionally, certain castes have the power of judgment (5th, 6th and 9th caste) and anyone of that caste may be called upon at any time to do so, bypassing the need for a standard legal system. There are very few punishments, and all are permanent. (Wingclipping, death, exile or forced into a lower caste) Crime in Eloin society is very rare.

Customs:

Typical Eloin names are made up of 3 parts. The first is given by a child's parents, who raise them until their 9th birthday, when they are force-tested by one of many itinerant Bhikkuni (Forcemage) who wander the domain. Their next 2-5 years is spent training, first in general eduction, and then in the requirements of their caste. The second name is decided when a young Eloin determines their caste. Around a third of the population also chooses a third name, generally after a personal victory or profound loss. For example, Lajila Ravana Feathering is a Rocjumper (Military caste) who chose as her third name the name of the Roc she jumps from.

Some common Eloin names: Males - Suresh, Sajag, Atelic, Brahma, Tandu; Females - Shri, Sita, Ishani, Mahila.

Eloin as PC's (NPC's)

All Eloin have -2 str, -2 con, -2 fortitude save, and -2 max hp/level; +2 dex while gliding

Caste names, Force Level and Force Store here.

Shri - Non-functional wings; -2 on str, dex, checks, -2 damage, -2 to hit, -2 ac; +4 hide, +4 move silently, Despair - immune to fear effects, +25 character points

Averil - Glide; +2 str checks, -2 dex checks, +1 damage, -1 ac; +4 mining skill; +2 appraise; Endurance feat; +2 knowledge, geology; +1 search, spot Darkborn: +1 on all checks made in non-daylight conditions; -1 on all checks made in daylight conditions; Despised - -2 Diplomacy, +2 intimidate

Chanda - Glide; +1 str checks, +1 damage; +4 farming skill; Endurance feat; +2 knowledge, botany
Celebrated - Receives free room and board at all basic hostels, taverns

Ambika - Glide; +3 craft to any 3 craft skills; one craft magic [x] feat; +3 appraise; +2 Use Magic Device;
Freeborn: may request government travel once per year to any other layer/country; may travel freely throughout country

Sahan - Glide; +1 will save; +2 to hit, ranged; +4 to hit, ranged vs. animals; +1 damage, ranged; +2 knowledge, creature; Force Bolt; Force Shield, Other;
Protector: Moderate standard of living provided by the state; Militia may make judgments on all violent but non-death related charges.

Jyotish - Glide; Colored Wings; Flight Burst; Light Store;
Lightshaper's dwell in state-provided temples; Lightbinder: may make judgements on all property disputes valued at 500gp/less

Ravana - Glide; +2 dex checks, +2 to hit, ranged; Flight Burst; Flight Burst chain; Force Bolt; Force Shield, Self; Dive; Wingknives;
Wingjumper: Moderate standard of living provided by state in state-run barracks; -40 character points

Malajit - Glide; Animal Empathy, Roc; +3 Train air-based creature (+1 trick/2 levels); +2 to hit, ranged when fighting from Roc; Force Bolt; Force Shield, Companion Rocbinder: At 7th level gains a baby Roc animal companion; Flightseer - Quality accomodations and standard of living in state-run rookeries; -50 character points Rocbinders with Roc companions have near-complete freedom to fly, chart and explore until their Roc's are war-appropriate size

Bhikkuni - Glide; Flight 50', Normal Manueverability at 3rd level, Flight 60' High Maneuverability at 7th level; Flight 70' Perfect Maneuverability at 12th level; +2 int checks; Flight Burst; Force Bolt; Force Shield, Self; Force Wall; Force Bind; Stun; Force Convert; -100 character points.
Unbound - complete freedom as long as the Force Mage is working in the interest of the state; 500gp/month stipend; food/lodgings in any government palace; Force Mages can arbiter and judge all disputes

Satyavati - Must be 5th level Forcemage and complete the pilgrimage of Varishnu.

Vishnahoovi - Must be 5th level Lightweaver and deciper the Codes of Murab
Power Descriptions:

Force Level is the rate at which Force Store regenerates, per day. Force Store is the maximum amount of force that can be stored by a character.

Glide - A character can move his normal speed and loses 25' of altitude per round; each Dex check point decreases the loss of
altitude by 5'/round, to a minimum of 5' loss of altitude per round

Force Bolt - Standard action - Ranged touch attack; Xd6/3 levels (where X = Force Level); at 6th level Militia cast would do 2d6, while a 6th level Military caste would do 4d6

Force Shield- (self or other) - Swift Action - Provides Xd6/3 levels damage shield, physical; (where X=Force Level), duration is 3 rounds

Colored Wings, Lightshaper - A lightshaper is entitled to up to 2 colors on their wings (traditional colors are copper and yellow)
Colored Wings, Military - Rocjumpers have green and silver wings; Flight Burst troopers have red wings
Colored Wings, Rocbinder - Rocbinders have brown and gold wings
Colored Wings, Forcemage - A forcemage is entitled to up to 3 colors on their wings (Although traditional color is solid ruby)
Colored Wings, Lightweaver - A lightweaver is entitled to up to 4 colors on their wings (Traditionally copper, gold, azure and ruby)

Flight Burst - Move Action - Character may use up to 3 Force Store per 3 levels; for each point of Force Store used, character is propelled vertically 10'. (An 8th level character may use up to 9 Force Store and Flight Burst up to 90')

Flight Burst Chain - Multiple Move Actions - Character may stack Flight Bursts over more than one round with no loss of altitude (A 6th level Military cast could chain up to 6 Force Store per round until he is out of Force Store)

Light Store - Lightshapers may store 5 Force Store per day/3 levels into Shareen Crystals (a typical crystal can hold 15 Force Store). A Shareen Crystal glows brightly in a 30' radius and expends 1 Force Store per day naturally; any force user can draw power from Shareen Crystals on a 1/1 basis (up to their maximum Force Store).

Wingknives - Blades that extend the length of the shoulder, approximately 14-18" long; can only be used during dives - 1d8+1 damage

Dive - Can dive up to 200' (minimum 50'); gains a +4 to hit ground targets, +2 for low maneuverbility air creatures, +0 vs. standard maneuverability air creatures -2 vs. high maneuverability air creatures, -4 vs. perfect maneuverability air creatures. Deals X damage with wingknives, where X=1/2 character level. For example, an 11th level Military cast can dive for 6d8+6 damage

Force Wall - Create inertial barrier 20' long, 10' high and 10' deep per level (costs 3 Force Store per round per 2000 cubic feet). All flying creatures passing through make a reflex save at DC 15+Forcemage level+1 per 10 Force Store used (max 50). For every 1 point the save fails by, the creature loses 10' of altitude. Force Wall also prevents all physical and gas-based attacks from penetrating, although energy attacks pass though normally.

Force Bind - 10 Force Store for normal size category, +20 points for every additional size category; target makes a reflex save vs. DC 15+Forcemage level+1 per 10 Force Store used (max 50). If target fails it is paralyzed. The paralyzation can be maintained for an additional 3 Force Store per round.

Stun - 20 Force Store. Target makes a will save vs. DC 12+Forcemage level+1 per 10 points used (max 50). If the target fails it is stunned for 1 round for each point it failed its save by.

Force Convert - Character can convert hp into Force Store on a 1 for 1 basis. Character can convert Force Store into HP on a 2 for 1 basis.

February 12, 2007

Flight of the Eloin, Part 2

Through an adventurous Gearmaster courier, the Eloin sent their request for parley to the Dragonlords; at Skycandle, the Eloin were prepared to offer their unconditional surrender. Syrinx, Speaker of Yrrix, Skywyrm of Isle Crassia, considered slaying the courier briefly, and would have if he didn't still need the Gearmaster's vessals to ferry his troops. "You can tell the skymonkeys we will consider their proposal."

Three days later the Eloin had their answer, as they knew they would, and the dragons came to Skycandle. A dozen greater and twice that lesser dragonlords created havoc with the Spherelight, their translucent wings and armored bodies reflected and refracted in a thousand hues. Fire and lightning, thunder and icefog filled the air. It is said many witnessing the battle from miles and isles away found it disturbingly beautiful, and the battle became known as t'Eloi's Rainbow.

The dragons, assured of yet another slaughter, screeched their battlecries. A dozen of the younger wyrms, wanting to prove themselves, began a low run across the city, their breath and mighty tails equally potent in destruction, as they drove to the heart of the city.

The Cradle of Skycandle was a garden of a hundred silvered spires rising like like the holy Reeds of Sithra sacred in trogloid mythology. It lay at the center of the city, housing universities, luxurious palaces and huge marketplaces, and it is where the Eloin sprung their trap.

The initial part of the plan was simple really, with what Ravna recently learned about the mechanics of the Breath and how it allowed and controlled flight in the Sphere. It was at its most basic an invisible gas that all creatures needed to survive, and gave wings their strength. At least, that is how he interpreted Shivinu's lessons. He also learned that most, if not all, Eloin had at least some ability to manipulate it using inborn command of force that built up in their bodies over time when exposed to Spherelight. Some Eloin, particularly the crafters, also had the power to weave light, although Ravna himself could not.

Ravna had devised a plan to deny, if he could, the dragons their principal advantage. A dozen crafters, who some of the common Eloi had taken to calling Forcemages, stood on a windy balcony of the tallest spire of the Cradle, the Sankore Needle, looking down at the dragons as they approached. Another two-dozen cityfolk who had proven quick studies supplemented the Forcemages' powers.

A soft glow spread out from the group as they spun their magic into the approach of the approaching beasts. To any eyes but theirs, nothing had changed. Even those with mystic sight would have seen little awry. And then the dragons began to fall, slowly at first, and then faster. Their warcries turned first to shrieks of confusion, and then of fear, as the Eloi removed the Breath from the dragons' path, creating a vacuum. They could not hold the magic for long, as it consumed a great deal of power to displace the Breath, but it was enough. By the time the dragons' wings again found purchase, it was too late, and their own inertia carried nine down onto the spiked spires of the cradle, impaling them.

There was a new noise in the air, a sound not heard since the Dragonlords fought among each other: the deathknell of wyrms.

Those dragons that did not die from impalement found themselves battered into the cobblestone streets and under assault from hundreds of waiting cityfolk. Although most were only armed with crude spears, they were all poison-tipped, while some wheeled heavy crossbows into position. One dragon, shaded a stunning combination of lavender and blue, looked briefly upward to see a silent Eloin descending behind a 30-foot spear of solid iron, having jumped from a nearby tower. Lillaxiel, daughter of mighty Axiellillan, lived for a few moments after the weapon pierced her brain and embedded itself in the stone below.

The remaining dragons over the city went berserk. Not understanding their own folly, another small group of dragons dove directly at the tower where they sensed the magic at play. A second group of crafters had replaced the ones depleted by the first spell, who now took up weapons. The results were even more dramatic as the diving dragons own momentum doomed them the moment the Breath around them disappeared. Although none of the dragons found themselves impaled upon the spires, the Eloin later created six magnificent ampitheatres in the hollows caused by the broken bodies.

The greater dragonlords, still mostly unharmed except for one, had not risen to power by their strength alone. They quickly deduced that the Eloin must have limits on their newfound powers, or the cloudriding dragons would surely be dead or in danger as well. Instead of seeking to attack with tail and breath, they began to hurl their magics from on high, huge scarlet globes, azure streaks of lightning and massive sheets of ice enveloped the Sankore Tower. Destroying the birdmonkeys from this vantage would not be so enjoyable, they thought, but their destruction would be assured nonetheless.

However, two things happened simultaneously to forestall even that pyrrhic victory. A blinding web of light surrounded the tower, its strands glowing brighter even that the dragons' magics, with fields of black in-between, voids dark as pitch, that absorbed the spells thrown against it. Again screeching their frustration, they redoubled their efforts, not noticing the upshadows until it was too late. Hundreds of eloin, wings dyed green and silver and bearing steel blades or spikes upon them, descended from the backs of the captured Roc's. Individually one Eloi, or even ten, could not bring down a Dragonlord. But a thousand footlong gashes and dozens of two-foot spikes buried into their hides and wings could.

The fury of the melee was unimaginable, and those Eloi who made the jump knew they would likely not survive. Nor did many care. They aimed for the softest parts of their enemies, the wings, where they could. Many died instantly of broken necks as they drove the two-foot wingspikes into the relatively soft membranes. Those bearing wingknives fared slightly better as they just attempted a single good slash as they dropped past one dragon and headed for another further below. The dragons began to breathe once again, and dozens of small bodies began to drop from the sky, charred and burning or frozen like blocks of ice, while claws and jaws killed dozens more. In return bolts like gusts of wind from untrained Forcemages took their toll as well, though more upon the psyche of the great beasts as the fury of the Eloin unfolded.

Slowly, the assault tooks its toll and a dozen more dragons, exhausted and bloody and with the additional weight of bodies and iron, fell upon the spires of Skycandle. Sensing their doom, the remainder, including the greatest of the Dragonlords, Golden Vaevicti, took limping flight back toward their craggy rooks. Ravna, who had awaited this moment, dove off the mighty Feathering, gripping one of the few mystic weapons ever forged by the Eloin; it was the greatest among them, a feathered spear known only as Shine, for the luminous Shareen crystals that dotted its iron length.

The crystals began to glow brightly as he descended, pouring his energy through them, vivid ruby and amethyst light spraying from beneath his fingers. 'My death for my people,' he bellowed as gravity took him toward his foe. Golden Vaevicti bellowed in return and began to wing up to meet the insect. As the dragon prepared to breathe, its huge jaws widening, Ravna called upon his force powers to propel him like a stone from a sling into the dragon's gullet, driving Shine into his throat, and some say, out the back of the mighty beasts neck.

Thousands of creatures, some mighty, some small, watched as the shining dragon's form plummeted past the Eloin isle and into the lower layers of the Sphere before disappearing into the gray haze of the Airfoil several dozen miles below.

The victory of the Eloin was utter, and complete.

February 9, 2007

The Flight of the Eloin, Part 1

The war was going against the Eloin, and they knew it. It wasn't even truly a war, it was a massacre on a continent-wide scale. They Eloin were a race of crafters and mystics, not warriors, their strengths the binding of clay and wood and iron with light and force to create magnificent architecture, tools and works of art. They were also a race without the physical characteristics of most warriors. Slender, with light, brittle bones and a lightly colored, thinly feathered membrane extending from their shoulder blades and underneath their arms that allowed them to glide from the heights of the Punja trees to the soft earth below. The Eloin were a physically fragile people, although still too heavy to fly on their own power, and poorly suited to challenge the strength and resolve of the Dragonlords and their servants.

Fiercely individualistic, the Eloin reacted to the impending genocide of their race in different ways. Some tried to fight whenever the rage rose in them, throwing themselves at the giant wyrms with great fervor, but little effect. Large numbers fled their isles, the most fertile lands of the 2nd layer, gliding to wherever the currents took them, with a few who simply despaired and fell into the roiling winds and sharp debris of the Airfoil.

Although a few groups chose a different route and held counsel with their limited allies, only two are not lost in history's embrace and dragon's fire. The first was led by Shivinu, most skilled of the Forcecrafters, and several dozen of his fellow artisans. Training with the Hubris, who feared the Dragons for their own reasons, the Eloin learned how to transform their natural ability to bind and weave the inherent energies of the Sphere, force and light, into weapons greatly suited for challenging the Skywyrms.

Those who had less skill in the mystic crafts but still wanted a chance to fight in a winnable battle followed Ravna Saresh, one of the few great tactical minds among the Eloin. He began to barter for weapons from the Gearmasters: wingknives, which have since become standard for all battle-caste Eloin, and various weighted grappling weapons. Also, in what was perhaps Ravna's greatest contribution to the future of his people, a daring raid on the Isla Avia brought the capture and binding of 3 of Sphere's largest aerial predator's, the mighty Roc.

However, even with some weapons in their arsenal, events were still spiralling out of control as neither leader knew how or when to spring their traps, or even that the other existed. City after city was destroyed, while the Dragonkin, humanoid descendents of the Skywyrms, took countless slaves.

Until Virinda, whose full story is recounted in the epic The Twining of Prophets. Daughter of Kirin Saresh and betrothed to Ravna, her cousin, she was also courted by Shivinu prior to the war. In truth, she loved both men, and they her. Pretending to a secret tryst, she lured both Ravna and Shivinu to counsel, and convinced them to work together for the survival of their people. Shivinu agreed, for a price, knowing Ravna would have to pay it when he heard his offer.

Five weeks after their meeting, the forces of Shivinu and Ravna prepared to roll the dice and commit their hopes to battle against their foe. They chose the great city at Skycandle, one of a few remaining undamaged settlements. It's magnificent spires and myriad graceful sky bridges would allow the Eloin to use their race's newly discovered aptitudes to their fullest. Several thousand cowering residents turned out to greet the newcomers, all eyes drawn to the brightly-dyed green and silver plumage and shining wingblades that adorned Ravna's followers. The crafters were even more extravagent, and had dyed their wings with Ruby Ink, at a cost of several fortunes. More noticible even than that was the glow emitted from their countenances as they hoarded the energies they normally spent freely in their craft. Shivinu's features were barely visible for the blinding amount of energy he contained.

Fierce, proud, and heartbroken, Ravna spoke but few words to the assembled crowd. 'Today I die for you, your families, and your homes. Today I die for Virinda, my light, and for my Junta-Tev (skyjumpers). Our wings are Kaleidoscope, the Art of Elda-Eloi, greatest spirit of the air. And I would rather our art be destroyed than desecrated any further by the wyrms, whom we did no harm. Until today.'

He then did what no one but the crafters knew possible, who jealously guarded their secrets for a thousand years, magnified by the knowledge of the Hubris. 'We are all the children of Elda-Eloi, and we all have the power of the Sphere.' Raising his eyes to the vivid white sky, he began to ascend, pulses of energy released with perfect precision, until he was but a glowing green and silver speck several hundred feet in the air. 'Sisters and brothers, we all know our wings will never let us fly. But it is time to fly nonetheless, by the force born in all of us, and take vengeance upon our enemies.'

The crowd erupted with awe and a thousand questions simultaneously. And no small fear. 'If you fight, you will fly,' was all Ravna's followers would say. With faces aglow like their cities namesake, the residents of Skycandle chose to fight.

February 8, 2007

A Darkness Free World

In thinking about Sphere, I am wondering what y'all think: in a world without darkness (generally), how would that change people's perspectives on things?

Would people fear darkness? Perhaps make a sign against evil when heavy clouds block too much light? Look down on the people who live inside their islands or live on those few islands where most of the light is blocked by something above? If it is considered a blessing, would peoples' homes have open floor plans with retractable roofs? Would they even have houses as we know them? Would constant 'sunlight' allow for multiple crop yields throughout a year, thus allowing the development of a society built around such harvests?

One of the factions I had on my list was the "Church of the Outsiders"; my thought is they are some of the darkness-dwellers and their overarching desire is to leave Sphere for some unknown 'Outside'. On the other side I am thinking about 'Sphereborn', those somehow imbued with the same energy as is present in the sphere around them. They are blinded by their own internal energies but gain a great deal of power as well, and by many are considered prophets or priests of the Sphere itself.

One of the things that darkness does on our world is regulate sleep and work cycles; how do you think those cycles would develop on a world without darkness? Would too much input drive some people 'lightcrazy', and perhaps that is why some races have carved deep cities into the rock of their islands? (Specifically I am thinking of the Hubris technologists)

Anyhow, I'm interested in people's thoughts. Alaska, Northern Canada and some other places have 6 months of light and 6 of darkness; I wonder if there are any ailments specific to that kind of living. I may have to start Googling!

February 5, 2007

Very Cool...

I am definitely not above stealing good ideas from others! This is one of my favorites.

I am going to try to get my friends G, his brother and another old friend who used to play ages ago to be the 'evil overlords' as presented in this article for the Sphere campaign. I think it would be neat to have some cool subplots running not of my own making.

I would probably be ok with doing something similar for PC's if folks are interested, assuming of course that people do not do things to enhance the standings of their own characters (and in many cases, you should probably be trying to put roadblocks in the way of the party).

February 2, 2007

Action Points/Hero Points instead of Luck

Well, after many years, I think I have decided I don't like the way luck points swing things so dramatically. We'll keep them for our current game (unless folks decide they like this better), but for Sphere, I am thinking of using something I've read about that is used for Eberron and d20 Modern, among others. They are called Action Points, Hero Points or somesuch.

The system is kind of like luck points, with more limited but more varied effects. For example, a 1st level rogue might get 1-2 Action Points per day. After rolling to hit (but before I announce a hit or miss) the player can use an Action Point to add 1d6 to the die. If a 6 is rolled the player can roll again. Similarly, after a bad guy rolls, an Action Point can be used to boost a player's AC 1d6 points. I'd also likely let them be used to do extra damage, apply metamagic effects to spells on the fly, or enhance skill checks or saving throws. They would also be replenished over a period of time, but I'm not sure it should be daily or weekly yet, that is something to be determined.

I think this accounts for the heroic nature of something a character can attempt, such as attempting an unusual dodge or maneuver or a desperate last-ditch attack, without taking critical failures and turning them into massive successes (and vice versa against the bad guys), which I think has allowed for some unbalacing events in the current system.

I'm hoping to also use this system when running the game, and have more visual combats using more of the environment. If the monk wants to attempt to wall-walk 4 steps and then drop-kick an enemy in the back of the head, there will be a simple system in place to determine how to do that and if it is successful. It would be something like use Action Point, determine DC check for success, and determine bonus/penalty whether it is successful or not. Eventually, players who create 'signature moves' using the system would get a bonus on their DC check everytime they attempt it. Overall I hope the system allows more of a coolness factor for combat, and I know Rodney and I think Tevis, Eric and I have mentioned at one point 'teaching' themselves feat-like combat tricks, which would be very hard at first, but would get better after many uses.

Anyhoo, let me know what y'all think!

Finalizing the Base World

Okay, I still have Rodney's land to post, as well as one we discussed that I think is cool. I'll continue to take continent/country ideas for the next 45 days or so, and then factions/orders/minor races for the next 45 or so after that. So anyone interested in helping design, don't say I didn't warn you about timelines!

As of right now, here is what I have (not pretty, copying from Excel)...basically 9 layers with the top being an unknown (DM only to start) layer, and the bottom being the core. Also included are the current character classes allowed (for those who choose full classes over point-buy, and NPC's) and the races currently in the game. I'll start doing up descriptions for them sometime later in the month.

Layers:

Major Factionsand Layer


Unknown (Layer 1)
Greater Dragonlords (3) (layer 2)
Lesser Dragonlords (9), The Eloin (Birdkin/Simiankin) (Layer 3)
Gryphonlords, The Hubris (Technologists) (Layer 4)
Feral Lands (Lizardkin) (Layer 5)
Twined (Lesser Eloin) (Layer 6)
Spiritfolk (Air Spirits) (Layer 7)
Trogloids (Lizardkin), the Bestiary (awakened animals, various) (Layer 8)
The Core (Corefolk, refugees) (Layer 9)

Minor Factions and Layer

The Isle of Stone and Wind (Layer 5)
Dhak Mal (Layer 5)
Saltwash (Layer 4) (Desert island regularly rained on by the salt
ocean of the Eloin)
Airfoil (Layer 8) (Turbulent air currents that prevent most water from
reaching the core)
Dark Cradle (Layer 6) (Monkeylands)
Church of the Outside (Layer 6.5) (The 2nd layer of Twined, directly below and in some
cases touching the upper layer)
Windseer Diviners (Layer 8) (Oracle at a a small, difficult to reach island
in the hurricane turbulence of the Airfoil)
Gearmasters (Layer 4) (Technologists, more open and less combative
than the Hubris)
Dist (Layer 2) (Ancient abandoned ancestral city of the Hubris, Gearmasters)


Races

Eloin
Eloin, Lesser
Hexkin
Dragonkith, Greater
Dragonkith, Lesser
Hubri
Keezik (Lizardkin)
Corefolk
Sphereborn

Classes

Warblade
Crusader
Swordsage
Rogue
Spellthief
Warlock (Sphereborn)
Wu Jen
Ranger (Keezik)
Shaman
Sorcerer
Anti-Mage
Monk (various)
Gryphon/Drake/Hippogriff Rider
Jumper (Eloin Ranger)
Duskblade (Hubris)
Psionic Artificer (Hubris, Gearmaster or Corefolk)
Forcemage (Eloin)
Trashbuckler (Corefolk)
Assassin (non-mage)
Assassin (mystic/monk)

January 24, 2007

The Sphere and Flying Combat

I haven't looked at the 3.5 flying combat rules, but if they are as bad as 2nd edition, we'll have to do some work on them.

I can foresee alot of aeriel combat in the new campaign, whether mounted on (or playing) flying critters, dirigibles and the like, or regular fly-type spells, so it would be good to start thinking about it now. I am wondering if there is a way to still use minis and have good visualization of a particular combat. There will need to be additional rules on to hit and damage from diving, good turning rules, etc.

Anyhoo, just something for everyone to think on. If anyone can come up with a good system let me know!

PS: (my initial thought is to find some good stackable components, like legos or something. I might use a 1"=10' or 1"=20' scale so combats can take place in a reasonably large scale. Alternatively, every creature in an aerial combat might just have a 'altitude dice' or something, though that might lose some of the flavor and possibly get confusing.)

January 20, 2007

Dhak Mal

This comes from Raistca as another country idea (and thus a little dark!). One of the things I will do when I get a chance is come up with a basic history calendar by year so important past events can be documented and so the game ends up internally consistent. Eventually the relations between the countries we come up with will have to be documented as well.

Dhak-Mal

Narrative:
This isle was once home to a benevolent king who said the wrong thing at the wrong time. This led to that king’s quick demise at the hands of an assassin. The assassin, a man named Khamar, decided that he liked the little isle and stayed there. Over time, he took many apprentices under his wing and when profits increased because of the extra help, Khamar made the situation permanent, starting the Schule Dhak, or school of death. Schule Dhak grew exponentially until eventually the whole of the small isle was a part of the Schule Dhak compound. At this time it became known as Dhak-Mal and its former name and the name of the benevolent king were lost to time. Today Schule Dhak is a massive sprawling compound, home to the majority of professional assassins in the sphere, and covering about half of Dhak-Mal.

Name – Dhak-Mal
Continent Size – Small, 18 miles in diameter, 1 mile thick.
Terrain – A totally flat isle, covered by fertile, grassy plains (largely covered by the buildings of Schule Dhak).
Population – 100,000. The assassins tend to frighten away most people, but a few small communities still exist and farm the land. The assassins pay very well for the food they provide.
Arable Land – 95% (Not including that covered by buildings. After that, about 50%)
Climate – Temperate
Revolution – 112 days
Main Export – Death
Minor Exports – Wheat, Flour
Unexploited Resources – A few veins of silver run through Dhak Mal toward the bottom.
Number and Size of Populations Centers – Schule Dhak (60,000), 10 Small farm villages (5,000 or less)
Notable Organizations – Within the Schule Dhak there are many smaller groups, divided into most preferred execution methods (poisoners, archers, knifemen, etc.) Schule Dhak owns two small, five man dirigibles, and pays a hefty fee for other transportation services to stop at Dhak-Mal in order to take the assassins to their marks and to keep their mouths shut about where the assassins came from.

Country Age – 300 FSY
Country Alignment – Lawful Evil (Despite their profession, the residents of Schule Dhak adhere to a strict code of honor, one point of which is to never slay without a writ of execution from the Minister, unless defending oneself).
Government – Ruled by one man, known as the Minister. He oversees progression through the ranks, writs of execution, etc. He is the one exception to the rule stated above. The assassins can kill him without a writ of execution whether he attacks them or not. This ensures that the Minister is intelligent, cunning, diplomatic, and an able fighter.
Standing Army – None
Militia – If trouble arises, which it rarely ever does at the Dhak Mal, the assassins are quick to defend their land.

Main Race – Human
Class types available – Any (Schule Dhak does not discriminate against anyone. They know that any skill can be utilized to kill)
Stance on Magic – Magic is accepted in all forms, though magic users must adhere to the same code of honor as everyone else in Schule Dhak.

Main Religion – None
Tolerance of Religion – Very High (Nobody on Dhak Mal really cares about stuff like that, one way or the other).

Calender – High Sphere Standard (333 days)
Holidays – Day of Cleanliness (No killing, anyone who desecrates this is slain the following day), Day of Decision (The day following the death of a Minister. This is when the new Minister is selected by vote, and is also a day of no killing).

Historical Events – When Khamar slew the benevolent king, and made Schule Dhak. Nothing else was recorded in any way before Khamar came to the isle. After that there was the fall of the warrior-priests of Light, noted below.
Important Battles – At one point the isle of Light floated by Dhak Mal, a never before seen event, and the warrior-priests of the Light, having foreseen this, came together in a major assault on Schule Dhak. They found nothing but shadows before they were all slain from behind, never seeing their attackers.
Customs – A writ of execution can never be made against another inhabitant of Schule Dhak. All inhabitants must pay a yearly tithe to the treasury of 1,000 gold, to show that they are still active.

Adventure Types – (Political, Stealth) Show your dedication to learning the art of stealth and execution to apprentice in Schule Dhak. Participate in assassin to assassin rivalries, since they cannot kill each other. Perform a writ of execution if you are of high enough status. Find the hidden grave of Khamar and the tools that helped make him such a great assassin.
Adventure Locations – Just about everything on Dhak Mal takes place in Schule Dhak.
Secrets Revealed – The Minister is plotting the overthrow of a nearby isle, that rotates at the same speed and location as Dhak Mal, but in a different elliptical pattern, so they come to within a few hundred feet of each other, the other isle slightly below Dhak Mal, a dozen times in a year. The rest of the time, the other isle is several miles away.

January 12, 2007

The Isle of Stone and Wind

I actually kind of like it, even though I intended it as just a test...will need some more fleshing out, but this is the type of outline that spurs my brain and say 'well, what about this...' and 'Oh, that would probably mean that this had to happen also...'

Narrative – The Isle of Stone and Wind was originally named Ferk-Fern by the Dragonlords’ cartogprophers. In early history, it was occasionally a landing point for armies traveling up and down the layers, but it was never inhabited until the First Han used it as a refuge during the Purge of Erin-Shalea, the Dragonlord Inquisitor. The Inquisitor had a prophet (actually a corrupt wind spirit) tell him that a great warrior and follower of the Silent Way would eventually doom him, and so he began a purge not only of the Silent Way, but of all the mystical religions that did not see the Dragonlords’ as supreme. (even those religions embraced by other Dragonlords). Prior to the Battle of White’s Peak, the Dragonthief (another of the Han’s titiles) stole into the royal hatcheries and stole some drake eggs and had followers secret them away on Ferk-Fern. (Dragon eggs are easily locatable due to the intelligence and magic of the contained dragons, whereas drakes are more beasts of war and burden). It is unclear how the First Han escaped the battle, but the Inquisitor thought him dead. Marshalling his strength and resources, the Founder of Contemplation created a stronghold deep in the barren rocks of Ferk-Fern. Once his drakes came of age (long after the destruction of the Inquisitor by another follower of the Silent Way), he was able to consolidate his strength and build the First Temple of Contemplation on the newly named Isle of Stone and Wind.

Name- The Isle of Stone and Wind
Shell Layer -
Continent Size – Small, 10 mile diameter x 3 mile; thicker than most continents, (3 miles)
Terrain – Mostly rocky, dormant volcanoes
Population – 150,000
% Arable Land – less than 5%
Climate – Dry, hot
Revolution Speed – 156 days
Main Export – Mercenaries/Bodyguards
Minor Exports – Gems, stone
Unexploited Resources – Obsidian
Number and size of population centers – 3 major cities (40,000, 25,000, 15,000); 6 small towns (5,000 or under)
Notable guilds, organizations, universities or other important factions – Many monastic temples and martial orders; the largest are The Order of the Whitefeather Crane (LG), The Morituri Serpent (LE), and The Contemplation (N). A large mercenary placement guild, the Chi-Ri Barracks (owner of one Danara-Ri 30-person airship)

Country Age – 230 FSY (Full Sphere Years)
Country Alignment - N
Government – Greater and lesser councils. The Greater Council is made up of representatives of the 3 martial orders, the Stonecutters Guild and The Facet (gemcutters guild) and the Minor Council of a dozen minor orders, the placement guilds, the Highmasons and the Order of Draw and Shot (special guild responsible for defense of the isle)
Head of Government – None; however, the leader of the Order of Draw and Shot has martial authority during times of engagement.
Other Government Officials - Lee Lee Mu (head of the the Morituri Serpent); Swift High Crane (head of the Order of the Whitefeather Crane), and Han (head of the Contemplation)
Standing Army – Yes, 1000
Notable Units of Army – The Stray (Ronin and other failed members of the orders)
Notable Members of Army – Steel Gray, High General of the Order of Draw and Shot and rider of Gail-Gan (fire drake)
Militia – Each order is considered a standing militia in times of trouble
Notable Members of Militia -

Main Race – Human (Chi-Re)
Racial Stats - +1 wisdom, +1 Dex, 24 points of martial feats at character creation; no magic-users
Secondary Stats - +2 diplomacy, -2 bluff (LG), +2 intimidate, -2 diplomacy (LE), Contemplation Feat (N)
Race Alignment - Any
Secondary Races – Human (Hexkin; aka The Six-Fingered)
Racial Stats -+2 dex; either arrowcatching (as monk) or +4 gemcutting and +2 craft jewelry
Race Alignments – Any lawful
Race Relations -
Main Language – Sphere, Wind
Secondary Language – Some orders have their own dialects or code languages
Historical Languages - None
Class Types Available – Any martial
Stance on Magic – Martial magic only (such as Book of Nine Swords)
Stance on Combat Magic – Stand against combat spells and buffs (by others), as is seen as dishonorable; prefer one-on-one ritual combat

Main Religion(s) – The Silent Way
Heresy of Main Religion(s) -
Tolerance of Secondary Religions - High
Secondary Religion(s) – Stone Spirit cults
Head of Religion – Se-Han, (also High Magus of the Contemplation)
Hierarchy of Religion – The Seven Steps; all people can journey the steps and advance in the order of the Silent Way
Religiousness of Population - High

Calendar – High Sphere Standard (333 days); Isle Standard (156 days, a little less than half a standard year)
Festivals – The Festival of Ascendence (named after the Ascendant, a religious figure who mapped the movement of the Sphere to determine the calendar; now is used as a festival of sport to determine which order is Ascendent Minor for the year), the Leaving Ceremony (each Fest-Day that is not a Day of Ritual marks the time when others come to the isle to bid for order members as bodyguards and mercenaries; time of service is always 3 years)
Holidays - The Days of Ritual (the 3rd Fest-Day per Prime Month) – Silence, Wind and the Day of Stone and Fire
Number of Days in Year - 333
Division of Days in Year – 3 Tri-Une’s (111 days), 3 Prime Months (37 days), 3 Fortnights (12 days) and 1 Fest-Day

History –
Establishment of country- During the Purge of Erin-Shalea, 1142 SS (Sphere Standard)
Famous historical figures-The First Han, Dragonthief, Founder of Contemplation, Prophet of the Silent Way -
Important Battles- Although the army of the First Han was defeated by Erin-Shalea at the battle of White’s Peak in the 2nd shell, he managed to steal a number of drake eggs from the royal hatcheries of Athel-Felia and ferret them away in the caverns of the Erk-Fern (empty rock). He secretly founded the Contemplation and recruited many from the downcast of the dragonlords. Other religious outcasts of the Purge also made their home on the Isle of Stone and Wind. (It’s historical name is Ferk-Fern (barren rock)
Cataclysms-
Royal Lineage-
Other cultures involved in history-
Customs- Persons of low rank or birth should address their betters first; if no response is made within 15 seconds, they should move on. Only outsiders where shoes, as all the orders use the heat and sharp rocks to strengthen their bodies and teach them to overcome pain.

Adventure Types-(political, economic, military, exotic)- Perform tasks to prove one’s worth to join one of the orders. Journey to the Silent Mount and meditate for 2 Prime Months to attain the first step of the 7 steps of the Silent Way (+1 wisdom; +2 persistence bonus to all skill checks failed the first time)
Adventure Locations- Find and explore the ruins of Erk-Fern (once the First Han had the strength, he left the caverns…throughout the Sphere, darkness is shunned and those who must dwell in it are thought cursed). There are obsidian caves underground that would bring great wealth to those who could clear the caverns of the Fire Spirits and dark creatures who dwell in them.
Level-
Enemy Type-
Secrets Revealed- Drakes Cave – The Order of Contemplation secrets away one drake egg from every clutch, and they are hidden somewhere on the isle.

January 9, 2007

Sphere Country Template

For anyone who wants to help craft the new campaign world, this is my first draft of a country template that contains most of the information I will need to install a place into the new world of Sphere. Anything I forgot also please let me know so I can include it. I will do a sample country in the next day or two and post the results. Eventually, these, along with any associated maps, should help to build an almanac for the world prior to ever playing; I think that would help everyone! Shell layer is not necessary, and will probably be built nearly last. Also, not all places will need all of this information, particularly if it is a small citystate or the like.

I am looking for the world to be 8 or 9 major continents/countries, 2 'unexplored' and 'wild' continents, a dozen citystates, several cities at the core, and as many free-floating points of interest as we can all come up with.

It's important to remember that resources are going to be very tight on this world, with each country doing all it can to protect its valuables. Also, countries that provide food will almost be untouchable politically (except in the case of huge world events or cataclysms). Generally, this also means that there will be few 'horde' type creatures such as found in most games, and there will be more unique or rare creatures. Due to low populations, heroes (and anti-heroes!) and higher-level equivalent characters or the like will make up a higher percentage of the total population, hopefully lending to the 'high-fantasy' type feel I am striving toward.

Also, anyone is free to suggest classes (Many NPC's will still have classes, even if the players use a point-buy system, as its most likely easier to manage that way), races or the like also. For the most part, any fighter-types should be more mystical, a la Book of Nine Swords or any type of Monk over any basher-types and barbarians.

Country Template, Draft 1

Shell Layer -
Continent Size -
Terrain –
% Arable Land –
% Wilderness -
Climate -
Revolution Speed -
Main Export -
Minor Exports -
Unexploited Resources –
Number and size of population centers –
Notable guilds, organizations, universities or other important factions -

Country Age -
Country Alignment -
Government -
Head of Government -
Other Government Officials -
Standing Army -
Notable Units of Army -
Notable Members of Army -
Militia -
Notable Members of Militia -

Main Race -
Racial Stats -
Race Alignment -
Secondary Races -
Racial Stats -
Race Alignments -
Race Relations -
Main Language -
Secondary Language -
Historical Languages -
Class Types Available -
Stance on Magic -
Stance on Combat Magic -

Main Religion(s) -
Heresy of Main Religion(s) -
Tolerance of Secondary Religions -
Secondary Religion(s) -
Head of Religion -
Hierarchy of Religion -
Religiousness of Population -

Calendar -
Festivals -
Holidays -
Number of Days in Year -
Division of Days in Year -

History –
Establishment of country-
Famous historical figures-
Important Battles-
Cataclysms-
Royal Lineage-
Other cultures involved in history-
Customs-

Adventure Types-(political, economic, military, exotic)-
Adventure Locations-
Level-
Enemy Type-
Secrets Revealed-
Random Monsters -
Unique Monsters -