The other day I was having a conversation relating to the "comic book physics" aspect of Mutant Future (a major draw for me). And the subject of the classic, original X-Men came up. Back in those earlier days, the characters were not as cosmic as they are now, with the heroes being low-powered enough to worry about bullets but special enough to save the day against larger threats.
So below I have some brief writeup of the original Uncanny X-Men.
Angel (Warren Worthington III) Race: Mutant Human Level: 1 STR 16 DEX 18 CON 14 INT 17 WIS 12 CHA 15 AC: 7 Hit Points: 56 Mutations: Complete Wing Development, Increased Sense (sight), Weak Will (pampered playboy).
A mutant, Angel originally possessed a pair of large feathered wings extending from his back enabling him to fly. He is the heir and CEO of the multi-billion dollar Worthington Industries. This privileged background resulted in Warren being stereotyped as an arrogant and self-absorbed playboy during his early years with the X-Men. Note: In game terms, angel is a bit of a wuss. Of course, in the comics he was slapped around pretty hard. So its all good.
Beast (Hank McKoy) Race: Mutant Human Level: 1 STR 18 DEX 18 CON 17 INT 18 WIS 15 CHA 12 AC: 5 Hit Points: 68 Mutations: Increased DEX, Increased STR, Mental Affinity (martial), Quick Mind, Simian Deformity.
Henry Philip McCoy was born in Dunfee, Illinois, in the United States, to Norton and Edna McCoy. Hank is born with a vast intellect, unusually long arms and legs, and unusually large hands and feet for a human; in fact, his body's proportions are comparable to those of a gorilla and later stories reveal his nickname in school was "Magilla Gorilla". Henry's mutation more fully manifests during adolescence, providing greater strength and agility, and although his powers allow him to briefly excel in athletics during his remaining time at school, he soon attracts the animosity of his fellow students and other non-mutant humans. As he seeks refuge, he is approached by Professor Charles Xavier, who invites him to study at "Xavier's School for Gifted Youngsters". Note: Beast is the most diverse of the X-Men IMO. Hes strong, fast and very intelligent. I liked him far better before the blue hair nonsense.
Cyclops(Scott Summers) Race: Mutant Human Level: 1 STR 14 DEX 16 CON 16 INT 12 WIS 14 CHA 9 AC: 8 Hit Points: 64 Mutations: Automatic Power (cannot turn off eye laser if visor is removed), Disintegration (Optic Blast when "cutting loose"), Energy Ray (Optic Blast/Laser).
Scott is the first X-Man recruited by Charles Xavier and as one of the original five X-Men, Cyclops has had a large presence in X-Men-related comics since their inception. He has also been featured in almost every adaptation of the team in other media. In practically every incarnation of the character, he has almost always been shown to be not only Charles Xavier's most loyal student, but also the one who most believes in his dream of mutant and human equality. Note: Cyclops was a one-trick pony in the comics, but he had alot of heart. Later on they made him pretty awful and self-absorbed, completely abandoning the original idea of a true believer in equality.
Iceman (Robert "Bobby" Louis Drake) Race: Mutant Human Level: 1 STR 14 DEX 16 CON 15 INT 14 WIS 11 CHA 16 AC: 4 Hit Points: 60 Mutations: Energy Ray (cold), Force Screen/Greater (ice shield), Natural Armor (ice), Reflective Epidermis (cold), Temperature Control (cold).
A mutant, Iceman has the ability of cryokinesis where he can freeze anything around him and can also turn his body into ice. Although he is an Omega-level mutant, Drake has yet to tap his full mutant potential. He has, however, begun to take more interest over the years in developing his abilities. Note: Iceman has always been a character full of human-ness. He goofed around alot, playing games and trying to keep things light. They messed around with this character, but he has largely retained his charm.
Marvel Girl (Jean Grey) Race: Mutant Human Level: 1 STR 10 DEX 12 CON 12 INT 14 WIS 17 CHA 18 AC: 10 Hit Points: 48 Mutations: Empathy, Force Screen (Greater), Neural Telekinesis, Psionic Flight, Unique Sense (Mental Energy).
Jean Grey-Summers is a mutant born with telepathic and telekinetic powers. Her powers first manifested when she saw her childhood friend being hit by a car.
Professor X (Charles Xavier) Race: Mutant Human Level: 12 STR 10 DEX 6 CON 9 INT 18 WIS 21 CHA 17 AC: 11 Hit Points: 36 Mutations: Frailty, Increased Willpower, Mental Barrier, Mental Phantasm, Metaconcert, Mind Reflection, Neural Telepathy, Possession, Unique Sense (Mental Energy).
Professor Charles Xavier is paraplegic, although his body houses one of the world's most powerful mutant minds. As a high-level telepath, Xavier can read, control and influence human minds. A scientific genius, he is also a leading authority on genetics, mutation, and psionic powers. Xavier’s goals are to promote the peaceful affirmation of mutant rights, to mediate the co-existence of mutants and humans and to protect society from antagonistic mutants. To achieve these aims, he founded Xavier's School for Gifted Youngsters (later named the Xavier Institute) to teach mutants to explore and control their powers. Note: Xavier is an extremely powerful person. Not just because of his psychic powers, but because of his money and access to hyper-technology. With his super-computer CEREBRO and his extensive labs he can scan the entire planets minds, create armies of robots (the DANGER ROOM), and otherwise mess with just about anyone. I have granted him more than standard numbers of mutant powers to represent his growing prowess (perhaps gained through exposure to "alien energies").
Religion (or at least Spirituality) is extremely important to civilization. Its holds peoples together despite pressures of war, disease, torment and death. And it is no different in the Mutant Future. Though Atom Bomb cults (ala Beneath The Planet of The Apes) and similar are amusing, they don't have the depth of more thought out religions. In the setting of the Atomic Dawn, most of the religions of the setting are real-world religions, though often changed somewhat to accommodate the new conditions and sentiments of the world. Most priests, shaman, druid or guru found in a community will be amongst the only folks likely to have any sort of amassed knowledge. Whether this is in the form of actual books (literacy), computer databanks, or knowledge passed on from teacher to pupil, this knowledge will be very important. In the Atomic Dawn, being someone who has some schooling, is perhaps literate, and hopefully has his communities best interests at heart, is a big deal. People live very close to death, and any help tey can get is appreciated.
Religions of The Atomic Dawn
Christianity, Catholicism This pre-apocalypse religion is very active in the present age. Though with Rome long since sunk beneath the rising Mediterranean, regional branches of the Church have had the luxury of determining their own policies. At present, there are two Popes, one in the Merican city of Alamo City (San Antonio, TX) in the Alamo Empire, the other in New Madrid (Madrid Spain). Thankfully the distances of these two prevent direct conflict so far. The Catholic Church of Atomic Dawn is far more "Medieval" than its modern counterpart. Life is tough, hard and laced with disease and death, and the church pulls no punches. Nowadays, priests can marry and women can be deacons (but not priests) though the church is once again full of "mysteries" that are not regularly told to the common folk. And reading of the Bible is not encouraged, as it is taught only one properly trained can really understand it. Catholic Saints: A great many saints and teachers are revered by the Catholic Church. But the following are of particular interest, having their own orders and movements within the church:
Saint Agatha and Saint Peregrine (Patron Saints of Cancer Victims) The horrors of radiation and chemical poisoning are widespread across the mutant future, and so reverence of these saints is fairly common. Shrines to both saints are commonly seen in or around places of healing.
Saint Christopher (Patron Saint of Mutant Humans) A giant of ancient times, sometimes depicted with a bestial (dog-like) face, Saint Christopher is quite popular amongst mutant humans, particularly Goliaths and other giant mutants. Christopher teaches the value of hard work and honesty as well as the active pursuit of evil-doers. Members of this order are usually humbly attired in clothing well suited for use in ward work. Mutant humans may become monks, friars, nuns and even priests of the Order of Saint Christopher, and as such this order has a wide range of specialties at their disposal. Being semi-military in bent, warrior clergy of St Christopher can be found aiding in battles against the wicked such as bandits, evil spirits or more potent evils.
Saint Cyprian (Patron Saint of Psychic Mutants) A saint said to have been a pagan occultist who repented of his ways. He and his followers are focused on converting magicians and pagans, and seeking to thwart the efforts of evil spirits. In a world with Plane Shift, and critters from other planes, this is a very busy order. Psychic mutants will be numerous in service to Saint Cyprian. Note: Saint Cyprian is often called upon by those seeking Saint Deaths aid (see below), as his knowledge of dark spirits and risky ventures is of use when dealing with such an unpredictable spirit.
Saint Dimpna (Patron Saint of Insanity, Rape and Incest Victims) Monastery/Orphanages dedicated to this saint are dedicated to aiding victims of sex crimes and madness, both all too common troubles in this age. Such places are often tended and guarded by a great many mutants and very angry women, who being victims of terrible cruelty, take to their mission with unusual zeal.
Order of Saint Death/Santa Muerte (Our Lady of Shadows)Saint Death appears as a skeletal woman, clad in a long robe and carrying a scythe and a globe or scale. A wild and frightening spirit, whose patronage can be bought with binding oaths that cannot be altered at a later date. She is very popular as a protective spirit, as few wish to cross her. Mutants of all sort are welcome amongst monks dedicated to Saint Death, particularly those with precognition. Walking Dead are frequently seen in temples dedicated to this saint, and the monks and priests of this order seem to have a strange affinity with these creatures. To really terrify your players, including undead monsters from Labyrinth Lord as servants of Saint Death can be devastating. Creatures such as Wraiths and Wights are particularly useful and thematic though I suggest changing the "only hit by magic weapons" to "only hit be lasers" or something similar. Order of Saint Fiacre (Patron Saint of Mutant Plants) St Fiacre is most renowned as the patron saint of growing food and medicinal plants, and is much loved by mutant plants. He is commonly depicted as a fierce, druid-like man dressed as a gardener. Members of this order often look more like herbalists and gardeners, wearing plain clothing and good boots when not barefoot. Holy sites dedicated to this saint are always gardens. Though they are tolerated as worshipers and even allowed to be monks and friars (non-cloistered monk), mutant plants may not yet become priests.
Saint Francis of Assisi (Patron Saint of Mutant Animals) Saint Francis is renowned for his gentle, loving heart and his compassion for animals, mutant and otherwise. Saint Francis and the Franciscan Order are very popular amongst mutant animals, who can gain rank as monks and friars (non-cloistered monk) within the order. Mutant Animal priests do sometimes exist but are very rare.
Other Religions These other religions can be found in one form or another in the Atomic Dawn setting. This is not an exhaustive list by any means. Mutant Lords (DM's, GM's, Storytellers) are encouraged to make up their own pockets of belief. Ancestor Worship Reverence of particularly popular and heroic ancestors could take the form of genetic screening and fear of birth defects amongst pure humans and human-looking mutants. Some examples of ancestor worship could take the form of iconic characters from our world such as Chuck Norris, Oprah, George Washington or others. Animism Worship of the land and its "spirits" is a very common form of spiritualism in Atomic Dawn. The land itself is even more fickle and dangerous as it is now, with mutant beasts and predatory or even intelligent plants to have to deal with. Animistic wise-folk (shaman, witch doctors, Shinto priests etc) in the setting usually possess a vast array of knowledge concerning local mutant types, seeing them as avatars of the spirit world. Deals struck with local mutant creatures, including offerings of food, trade goods and the erecting of shrines are common. Baptist Christians One thing you have to say about Baptists, is that they know their Bible. So I don't see them losing their knowledge of their faith, though with regional deviations. In remote towns and back woods communities are the most common locales for baptist communities. These communities are often a bit cautious of outsiders, but generally good folks. Mutant Animals and Mutant Plants will never be considered to have souls amongst these sorts, though individuals might feel differently. Mutant Humans are okay, but really weird powers are feared.
Islam These are very tough people. Dedicated, smart and willing to fight to the death for their beliefs. Regions where this faith is strong are always clean, highly organized and highly literate. Xenophobia is common in such places, though certain allowances are made for Christians and Jews as "People of the Book." Mutant animals and plants are seen as soulless creatures, and mutant humans held in suspicion, though in some communities they are tolerated.Judaism Nothing so puny as a complete global meltdown can stop the papa of Abrahamic faiths! These folks will certainly be around, and widespread to boot. In the age of Atomic Dawn they are more more "Old Testament" than politician though, having a distinctly warrior/nomad culture. Mutants of all stripes are not tolerated within the faith of Judaism, but are not normally persecuted. The Jewish faith has much to say about cleanliness and community, so even in the Mutant Future, those of the Jewish faith will be clean and highly organized.
Monster Cults
Sometimes something awful lives nearby and demands worship and sacrifice. This can be mutant creatures or horrible otherworldly beings. Most communities are powerless to oppose such beings and thus serve these creatures to the best of their abilities. These communities are not always happy for attempts at rescue, as fear of reprisal for failure is intense.
Priests or priestesses dedicated to such religions are usually amongst the most depraved creatures imaginable, joyously sacrificing food, livestock and people to whatever fiend they serve. Mormonism Mormonism is alive and well in the Atomic Dawn, centered around the bustling city-state of Eden (central Missouri). They are clean, organized folk who prize creativity and education, and as such have a strong core of community. The tradition of polygamous marriage so often denounced in the modern world is again very popular amongst Mormons, and draws little or no disdain amongst the folk of the Atomic Dawn. As animals and plants are held to have immortal souls in the Mormon faith, mutants are accepted into their faith, though always in a lower tier of leadership.
Old Deities (Pantheons etc) Worship of ancient gods such as the Greek, Norse or Aztec pantheons has had a resurgence in the age of Atomic Dawn. Mix-ups of these and other religions are very common with a mis-matched pantheon from differing nationalities. Some though, are quite pure, and hold to ancient teachings of the Greek, Celtic or other gods. Mutants of all sorts will be welcome amongst these folks, but Androids rarely are (save cults dedicated to Vulcan or similar beings).
Scientism Using science as a religion is nothing new in our world or in post apocalyptic stories. Such groups use scientific language to explain away transcendent, unprovable aspects of being such as the soul, afterlife and morality, taking on the role of religion. This is really a form of Materialism, and is an occult belief from the Enlightenment period. The "science" of scientism takes on the feel of alchemy, with mystical concepts and equations mixed with medicine, engineering and chemistry. One doesn't have to look far for research in these matters, from Newtons ritualism, Blavatsky's Theosophy, Hubbards Scientology and the more extreme forms of the modern Green movement.
Human Sacrifice Not at all uncommon in the age of Atomic Dawn, though variation do occur amongst different groups. Catholic Christians and Muslims frequently call for the death of those who use harmful psychic powers or seek to commune with dread spirits (which do exist in Atomic Dawn- an up and coming article), killing such people in gruesome fashion. Animism frequently calls for all sorts of sacrifice (as all things are thought to have souls) from rocks, and plants to animal and human sacrifice. Ancestor worship often calls for the burnt sacrifice of objects or creatures desired by the dead ancestor, including wives or favored servants.
Witch Trials Fear of psychic mutants and disease would has given rise to a new era of Witch trials and killings in the Atomic Dawn. Elaborate and brutal methods for extracting confessions from suspected witches would be just as cruel and impractical as from the past though some true detecting may exist in regions with appropriate groups. And its not just Christians of Muslims who are guilty of this practice. Fear of witches is widespread amongst all cultures.
CostMart is the corporate survivor of the great Price Wars from just before the Apocalypse. In the old days, this corporation's stores systematically devastated far better stores, selling cheap bulk merchandise with an absolute minimum in quality or customer service.
Like cockroaches and Twinkies, not even nuclear, biological and ecological devastation can get rid of CostMart. Even now, their android and robot run facilities, farms, and stores can be found here and there. In fact, the need for cheap weaponry, armor, vehicles and other goods has caused CostMart to adapt to the times. Now, CostMart has come out with a selection of relic weapons and relic devices (made with bright plastic and bearing the CostMart logo).
In the Mutant Future, CostMart "stores" are more like brightly painted concrete and steel fortresses. These facilities are manned by smiling androids and guarded by Minor Enforcement Bots, Riot Bots and Robo-turrets (with smiley faces). Shoplifters and other troublemakers will find that CostCo troops are extremely efficient and armed with more advanced devices.
Governance "A government, for protecting business only, is but a carcass, and soon falls by its own corruption and decay."-Amos Bronson Alcott
CostMart is governed by a thirteen-member Board of Directors, who are almost never seen outside CostMart facilities in person, instead using specialized remote control robots similar to the MFO, but much more powerful. This board has absolute control over the corporation, answering only to each other (when they get caught). Each board member has a large personal army and controls significant resources.
CostMart Employees "Five O'clock in he mornin', I'm up before the sun, When my work day is over, I'm too tired for havin' fun."
-DEVO, Working In A Coal Mine
Most of CostMarts employees are Replicant Androids produced in CostMart Facilities. These androids are perfect employees, as they are smart, tough, and die before promotion is a real possibility. Other forms of androids and A.I. robots can also be found working for CostMart. Pure Humans and mutants can also find employment as wage slaves of assorted types and hired muscle for discouraging would-be competitors.
Mutants are used more than employed, with most serving the corporation as laborers and test subjects. Particularly skilled or powerful mutants might find employment with CostMart, but almost entirely as enforcers or mechanics.
Superstores
Most CostMart stores are big, but superstores dwarf them all. Superstores are enormous pyramidal complexes as large as a city. These structures offer a wide range of services and merchandise, and maintain their own medical facilities, replicant factories and defense force. Aircraft refueling services are offered here for costumers and for CostMart vessels. Repair Facilities: CostMart superstores maintain well-stocked machine shops staffed by one or more repair bots, several androids (any type) and a few human or mutant employees. The repair bots are programmed for vehicles androids and robots but not weapons.
What’s available at CostMart?
Everything you could want or need, at least that’s what the ads say. CostMart and its employees have made it their business to supply the consumer with his, her or its every need. Though all stores attempt to provide a wide selection, high-tech merchandise such as energy weapons, vehicles or robots, are only carried in Superstores (see above). They sell clothing, toys, electronics as well as weapons and other gear. Here are some examples (prices in parenthesis): Advanced Melee Weapons (Superstores only): Shock Gloves (80gp), Stun Baton (120gp), Vibro Dagger (200gp) Vibro Sword (350gp). Advanced Firearms (Superstores only): Laser Pistol Mk1 (700gp), Laser Rifle (750gp), Stun Pistol (300gp), Stun Rifle (300gp). Advanced Armor (Superstores only): Ballistic Nylon (400gp), Metal Insert (550gp), Plastic Plate (700gp). Drugs, Chemicals, and Medical Devices: Antitox (5sp), Filter-Dose (4sp), K-O Shot (6sp), Medi-Spray I (4gp), Medi-Spray II (8gp), Diagnostic Scanner (20gp), Healing Pack (60gp), Ready Syringe (40gp). Encasing Military Armors (Superstores Only): Light EMA (3,500gp). Primitive Firearms: Ammunition (10gp per 100 rounds), Pistol, revolver (80gp), Pistol Ammunition (10gp per 100 rounds), Carbine, 98 short (120gp), Carbine Ammunition (10gp per 100 rounds), Sport Rifle (150gp), Rifle Ammunition (10gp per 100 rounds), Shotgun (100gp), Shotgun Shells (2 gp per 10 rounds). Weapons, Armor, Adventuring Gear, Trade Goods: All types (as page 16-18 Mutant Future). Foodstuffs and Junk: Canned Foods (2 cp), Dehydrated Pills (1sp), Goo Tube (4cp), Salt Pills (1cp), Soup Mixes (1sp), Synthihol (2sp), Hologram Projector (2gp), Identity Card (1gp), Ion Bonding Tape (2sp), Light Rod (2gp), Light Stick (1gp), Magnesium Firestarter (3gp), Portable Stove (5gp), Survival Kit (6gp) Gizmos: Advanced Breathing Apparatus (300gp), Autograpnel (10gp), Boron Solution Spray (15gp), Cigarette Lighter (4cp), Communicator (4sp), Firestarter Cube (20gp), Flashlight (60gp), Force Screen Belt (600gp), Gas Mask (100gp), Gas Mask Filter (50gp), Chemical Sensor (40gp), Geiger Counter (10gp), Rad Tab (5gp), Infra-Red Goggles (100gp), Motion Detector (140gp), Optic Scanner (200gp), Portable Detection Radar (150gp), Power Fist (300gp), UV Sterilizer (100gp), Water Purifier (60gp), X-Ray Goggles (120gp). Power Sources: Power Cell (20gp), Power Pack (60gp), Power Clip (40gp), Power Beltpack (400 gp), Power Backpack (650 gp), Minifusion Cell (800gp), Plutonium Clip (1,500gp), Radioactive Battery (2,000gp). Robots (Superstores only): Exterminator Bot (300gp), Interpreter Bot (600gp), Mechanical Field Operative (2,000gp), Minor Enforcement Bot (1,000gp). Vehicles (Superstores only): Motorcycle (500gp), Car (1,000gp), Truck (1,500gp), Hoverbike (2,000gp), Hoverbus (7,500gp), Hovercar (3,500gp), Hovertruck (5,000gp). Note: All CostMart equipment is cheaply made, and thus is never better than Condition Grade 3 but never worse than Condition Grade 1. So keep your receipt!
MacGuffin Restaurants
A chain of eateries that can always be found in or around CostMart stores, but also on their own in all but the most inhospitable places. Restaurants are brightly lit and furnished with plastic booths and formica tables complete with tinny musak. These android-run eateries serve the addictive MacGuffin burgers (1sp), Big MacGuffin Burger (2sp) and MacGuffin Supreme Burger (3sp), often served with fries* (2cp). They also sell an assortment of fizzy drinks (2 cp) and flavored milkshakes (5 cp).
*Fried what, nobody knows.
CostMart Business Practices "Greed is the inventor of injustice as well as the current enforcer." -Julian Casablancas
CostMart maintains its mercenary attitude towards business into the post-apocalyptic era, though now without the "restraint" it formerly suffered. When CostMart moves in, they quickly dominate local business in one way or another. Arms Dealing: CostMart operatives are always looking to open new markets, and no better than the hunger for weapons and armor. Promoting conflict between differing groups serves CostMart well, as it makes for asteady income and keeps would-be threats from gaining enough personal power to endanger CostMart interests. CostMart Farms: CostMart farms dominate certain agricultural zones, taking ownership of water supplies, chasing off or killing livestock of neighbors. These farms can be set up literally overnight, and are built like fortresses. Manufacturing: CostMart maintain extensive manufacturing facilities. These factories create everything from food products and medicine to high-tech machinery and androids. Efficient use of space is a hallmark of CostMart factories, such as combining meat processing and cloning in the same section (how different are they really?). The region around a CostMart factory is very polluted, giving rise to disease and mutation. Manufacturing is one of the only CostMart branches that employs a great many mutants, as the harsh conditions are deemed too dangerous for valuable android workers. Strongarm Tactics: Independent sellers of products, will quickly find agents of CostMart knocking at his or her door. This does not mean that every blacksmith and food vender need fear CostMart, only those who expand their business into a chain or large seller. CostMart Airship
Required Crew:10 (Androids and Minor Enforcer Bots) Top Speed: 50 mph Cargo: 10,000 lbs. Structural Hit Points: 200 Duraplastic Armor: AC 5 Weaponry: Four laser Rifles (forward, aft) CostMart uses rigid helium airships to transport cargo between remote stores. These vessels are all equipped with an inertial inhibitor and a self-repair unit for protection from the rigours of travel. Some CostMart airships act as mobile stores, carrying merchandise to remote locales, though this role is usually reserved for smaller and better armed vessels.
Aliens (Extra Terrestrials)
"The Earth is a farm. We are someone else's property."
-Charles Fort
Aliens are very real in the Atomic Dawn, though the distinction should be made that these beings are dimensional travelers, using Plane Shift to traverse the wide universe. These creatures have been monkeying around with human history for as long as there have been humans. The deeply deluded often claim that these beings are helpful and peaceful, but their activities down through history indicate the contrary. I will be detailing aliens in future posts.
Characters with the Plane Shift mental mutation or devices allowing the use of this power, can find themselves in one of the home planes of these beings. Other planes do exist, but most lack livable conditions for Earth life (Explorer suits or a vessel are recommended). Following are several sample planes to shunt curious player characters:
Agartha: A dimension that covers the internal surface of a Earth like planet. Agartha is lit by a miniature sun suspended at the center of the hollow sphere, so it is perpetually overhead wherever one is in Agartha. Animal and plant life there is much like that found on prehistoric Earth, though dinosaurs and other species have continued to develop in strange and startling ways. Several alien species are known to dwell here, from Greys and Pleiadeans to the cruel Reptoids.
Cydonia: An underground city buried under the sands of Mars. Though the surface of that planet is unlivable to Earth creatures, this city has a breathable (but dry) atmosphere, though outside is instant death.
Chi Tauri: A world in a binary star system in the constellation Taurus and home of the dreaded reptilan aliens. It is a hot world, where all non-reptiles are seen as food animals.
Erra: Home of the mysterious Pleiadeans (or Nordic) aliens, and said to exist somewhere in the Pleiades star cluster in the constellation Taurus. It is a world of shining mists and great temples. Earthlings are not welcome here and will be expelled upon discovery.
Sirius: The name of the world and its star system, as its denizens have not named it in any tongue known to man. This is a dark, cold, watery world peopled by the nigh-immortal Nommos. Few who travel here ever return.
Zeta Reticuli: Distant home star system of the Grey Aliens. It is said to be a technological utopia, but one in which Earth-kind are unwelcome save as test subjects.
Greys No. Enc.: 1d6
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 7
Hit Dice: 3
Attacks: 1
Damage: 1d4 or weapon type
Save: L3
Morale: 10
Hoard Class: XXI (Almost always tech)
The Greys are an extra-dimensional species that are encountered by people around the world. Greys are grey skinned, hairless humanoids standing from 3 1/2 to 6 feet in height with huge black eyes and no sexual organs. It is believed that these beings reproduce solely through cloning, and are known to have power over biology and mutation. Reports from individuals who have been in contact with the Greys vary on their intentions: some say they are kind beings-here to guide us through our evolution, while others believe they are cruel invaders intent on ruling the planet. One thing is certain, most people who have come in contact with Greys believe that they are actively abducting pure humans and mutants on a regular basis. The Greys are reported to be abducting individuals and extracting eggs or semen to create replicant androids.
All greys are remarkably intelligent, having a +80% Technology roll modifier and a WIS of 21. Greys always possess advanced technology, often attended by advanced robots and androids of varying design and purpose. On the rare occasion when they are seen in the wastes, greys are often found with the following; Laser Pistol Mk 2, Force Screen Belt, Healing Pack, Proton Energy Pill and a Ready Syringe.
Mutations: Frailty, Mental Phantasm, Metaconcert, Metamorph (always has all black eyes), Neural Telepathy. Nordics (Pleiadeans)
No. Enc.: 1d4
Alignment: Lawful
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 10
Attacks: 1
Damage: by weapon
Save: L10
Morale: 10
Hoard Class: III, IV, IX, XXI
The Nordics are an extra-dimensional species which has been reported to be observing the activities here on Earth. Individuals who have allegedly come in contact with the Nordics say that they are here to observe our culture and not interfere in our evolution. Many believe that the Nordics are in conflict with they Greys because they object to the Greys interfering with human evolution. Other than these few theories, not a lot is known about the Nordics.
Nordic aliens are said to be extremely human-like in appearance, with pale white skin, colorless lips, and hair that is either light blond or white. Some accounts describe them as having pale blue eyes, although they have also been described as having pink, red, yellow, green, or violet eyes. Some cases have the eyes as somewhat resembling those of Greys', large and slanted, or being completely dark, lacking irises and sclerae. Most accounts say that they are tall; either 6–8 ft tall or 18–24ft tall, statuesque, and attractive. It is more common for them to be reported as being male than female.
Nordics are all remarkably intelligent, having a +70% Technology roll modifier and a WIS of 21. Nordics always possess advanced technology. Nordic technology is often psychic in nature, such as devices that emit a Mind Thrust effect, and Plane Shift belts rather than more easily recognizable devices. Nordics also use flying saucers and create synthetic androids that resemble idealized humans.
Mutations:Bizarre Appearance (eerily beautiful), Density Alteration (self), Empathy, Increased Sense (Hearing), Increased Sense (Vision), Force Screen, Mental Barrier, Neural Telepathy. Reptoids No. Enc.: 1d4 (plus 1d10 Greys)
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 1
Hit Dice: 7
Attacks: 3 or weapon
Damage: 1d6/1d6/1d8 or by weapon
Save: L5
Morale: 9
Hoard Class: XIX The Reptoids (or Reptilians) are a ferocious species of extra-dimensional aliens that long ago subjugated the greys (see above), and view human and mutantkind as food animals at best. It is believed by many that these creatures are the reason for the large number of gargoyle-like demons made reference to down through human history. It is known that they hate pure humans torturing and killing them whenever possible. Mutants can expect only slightly better treatment as slaves and lackeys.
Reptoids stand roughly seven feet in height and are covered in scales, possessing claws and fangs, resmbling dinosaur or dragon-like people. Reptoids tend to live below ground, but often live or venture to the surface. The reptoid noble caste (called Draco) are all exceptional reptoids, who are treated as a 10 HD monster, saves as a 6th level character, and has 200 hit points. All reptoids in the presence of the reptoid king have a morale score of 10.
Reptoids are extremely intelligent, possessing a +70% Technology roll modifier and a WIS of 18. All reptoids have access to advanced technology. An average reptoid will have the following; X-Laser Rifle (appears as a staff), Force Screen Belt, and the alien equivalent of LazAb armor.
Mutations: Control Light Waves, Increased Sense (Hearing, Smell, Vision), Prehensile Tail, Quick Mind, Regenerative Capability, Teleport, and Vampiric Field. Draco Reptoids also have Complete Wing Development, Disintegrate and Plane Shift. Alien Hybrids These are the offspring of aliens and pure humans. This is not to say that actual sex takes place between an alien and a human, although it has been reported on occasion. It's usually the grays that are reported when hybrids are concerned, but not always. The process is most often described for women as some form of artificial insemination during an abduction experience. Then the fetus is usually removed a few months later during another abduction.
Many abductees report seeing liquid filled containers with what appears to be small aliens or hybrids inside. Others state that they have encountered hybrids much older who are not confined to a container. Abductees also indicate that the human/alien hybrid process is not yet perfected, like they're still trying to get it just right. Sages believe that the aliens are unable to provide the bond and the emotional nurturing of a human parent and that this is the reason some hybrids are allowed to be raised by the mother.
Playing Hybrids Players wishing to run alien hybrids should always be those who were born and raised amongst their mothers people. Such beings should be created as a Mutant Human with mutations along the themes presented under the alien races depicted above. Hybrids raised amongst aliens are far too alien in mindset to be playable, as alien should mean ALIEN, with weird motivations not found amongst humankind.
Tools of the Aliens
Alien technology is always of weird design and purpose, often at least a bit outside of complete human understanding. Alien technology is often alive after a fashion, possessing a personality of sorts. Below are several examples:
Sasquatch Hit Dice: 10
Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Basic Hand
Armor: Bio-Orgone (AC 2)
Sensors: Nerve Web, MANA Sensor (detect Psychic powers/mutants).
Mental Programming: Artificial Intelligence (INT 6, WIS 20)
Accessories: Holo Screen, Self-repair Unit (powered by eating), Homing Device (Greys).
Weaponry: Fists (as Warp Field Mace), Irritant Gas Dispenser (as an Irritant Gas Grenade centered on the Sasquatch).
Sasquatch are bio-engineered robots created long ago by the Grey Aliens from captured human and animal DNA for use as scouts and laborers. Sasquatch have been active on Earth for hundreds or possibly thousands of years, inspiring legends of giants and hairy men, but were largely disregarded as tall tales or hoaxes by a skeptical world. Now they are known to be very real and are seen in any wilderness region where greys are to be found. Though they look completely organic when "alive", once destroyed their artificial nature becomes apparent. Their bones quickly degenerate and their skin becomes rubbery and artificial feeling. In ages past, such remains were mistakenly believed to be costumes of some sort rather than the potent creature that it is.
Sasquatch appear as immense (8-11') hairy humanoids that resemble man-ape hybrids of some kind. They are normally very shy and reclusive when left on their own, maintaining themselves by consuming plant matter and small game, sometimes pilfering from garbage cans or taking an occasional dog (which they seem to loath). Sasquatch will normally seek to escape or avoid enemies, using their 240' movement rate and Holo screen to do so, but if forced into battle, they will lash out with their huge fists or Irritant Gas attack. Flying Saucer Hit Dice: 100
Frame: Armature
Locomotion: Antigravity Thrusters (Air and Underwater)
Manipulators: Probe
Armor: Megatanium Armor (AC -1)
Sensors: Class VI Sensor System, MANA Sensor (detect Psychic powers/mutants)
Mental Programming: Artificial Intelligence
Accessories: AV Recorder, Holo Screen, Inertial Inhibitor, Internal Passenger Unit (10 passengers or 2000 lbs), Clone/Regeneration Tank, Self-repair Unit, Photon Screen, Planar Gate Generator (Plane Shift).
Weaponry: 2 EMP Rifles and 2 mounted X-Laser Rifles.
Flying Saucers are the vehicle of choice for most alien races, being their sole means of transport between dimensions, as well as a mobile home, lab and science fascility as well as a potent defender. Flying Saucers are discs 80 feet across and capable of housing 10 greys or other beings indefinately, with an internal lab area and a clone/regeneration tank.
Saucers can fly at speeds over 200 miles per hour and capable of making 90 degree turns without killing its passengers. Being robotic, saucers can operate themselves and will only accept commands from a Alien seeking to dispel or kill any non-Alien seeking to take command.
Like all Post-Apocalyptic settings, the world of Atomic Dawn begins with the end of the world. Rather than detail the exact doom(s) of the former age, I will only say that the assorted leaders and factions of the world continued with their escalating bumbles and power-plays, eventually ending in wars, and a horrid series of ecological disasters. Add to the mix a great range of secret cabals and conspiracies creating weird technology (some of it from captured alien vessels) and bio-engineered pandemics and super-soldiers.
Though I am sticking with the basic premise found in the Mutant Future role-playing game, I like to add my own spin (as all Game Masters/Mutant Lords should). Following are a few such touches: Wilderness (The Unnatural Earth)
"The clearest way into the Universe is through a forest wilderness." -John Muir
The Earth of the Atomic Dawn is a terrible and strange place, haunted by monsters and hostile towards mankind. Animals and plant genetically engineered as food sources and organ donors have mutated rapidly into new and terrible new forms. This along with new diseases and creatures introduced by alien beings has created a brutal new order.
The world itself is hotter and wetter than it is in our age, with increased rainfall worldwide. With this comes riotous growing seasons as well as numerous new diseases and room for large fauna. Creatures considered as mere pests in our age such as insects and rats, are now big, nasty predators with little fear of man or mutant.
The seas are teeming with mutated life and wracked with fierce storms, as rising sea levels have created vast shallows that were once the land. These shallows are covered in dense kelp jungles and haunted by monstrous mutant creatures.
Civilization "I do not believe that civilization will be wiped out in a war fought with the atomic bomb. Perhaps two-thirds of the people of the earth will be killed." -Albert Einstein
Civilization lives on a knifes edge in the setting, with at best feudal governments and a technology level somewhere between the middle ages and Wild West (1800s). Superstition is widespread, with a deep-rooted belief in spirits, ghosts and witchcraft. Religion of one form or another is central to most communities, and takes many forms (to be detailed later). Holy men and women typically fill the role of educator, adviser and healer. Local variants of all sorts can of-course be found.
Warriors are usually the backbone of civilization, as martial strength and killer-instinct are often all that protects a people from destruction. The only exception are those who have access to arcane technology or powerful mutations. Such "magic" is greatly feared and greatly desired.
Most of the old cities of man have long been overgrown with rapidly growing plants and haunted by mutants or drowned beneath the risen seas. Now civilization exists in villages, small kingdoms, wandering tribes and isolated city-states amid the teeming wilderness. Wars between differing groups, especially along racial lines is common.
Utopian Domes "Our business here is to be Utopian, to make vivid and credible, if we can, first this facet and then that, of an imaginary whole and happy world." - H.G. WELLS, A Modern Utopia
Originally devised by the Ancients to weather the coming storms of war, genocide and ecological upheaval, these “domes” are now the last vestiges of the ancient past. Those who dwell here live in an idyllic paradise of plenty, with no fear of disease, or murder. It is said that those who dwell in the domes have forgotten the natural call for reproduction, relying upon cloning and artificial wombs to replace their numbers, and thus they are often shocked when encountering “breeders” amongst the wild lands.
Androids and robots are the most often seen beings from the domes, though an occasionally adventurous denizen may venture forth into the wastes, for adventure, for fun, or just to escape the crushing tedium of their former lives. Such individuals are always very healthy and well equipped. Known Domes: Chicago, San Diego, San Francisco, Knoxville. Drowned Domes: New York, Washington DC, London, Paris
Mutants
Genetic engineering of one sort or another has long been of interest to mankind. From selective breeding of livestock to more elaborate melding of life. In the years leading up to the Apocalypse, genetic experiments in making animal/human, and plant/human hybrids gained considerable momentum. The resultant chimeras were used as laborers, soldiers, curiosities and organ doners, and not being human or animal, gained no protection from humanitarian or animal rights laws.
These genetic experiments did not only focus of animal hybrids, but also sought to raise human potential with the same sort of techniques. The unlocking of psychic powers as well as physical mutation brought about the worlds first human super-beings. Though originally intended as a means to unlock human potential (see transhumanism), powerful individuals (some from amongst the first super-beings) and organizations used these techniques to create weapons and slave races.
Now, after the Apocalypse, the descendants of these creatures are known as mutants. Though many breeds exist, most are unstable and subject to rapid mutation when exposed to radiation. Culturally, mutants are often the mystics, witches and assorted bogey-men of the world, seen as both magical and frightening. Still their unusual powers make them very useful beings and all but the most frightened or prejudiced admit to their usefulness.
I LOVE post-apocalyptic settings and stories. There is just something about making the world over, taking what is, knocking it down and building it back up. The world changed by mutation and re-emerging civilizations. Its the stuff of great storytelling to be sure!
Because of this love of the genre, I will be developing my own post apocalyptic setting which I am calling ATOMIC DAWN. It will be heavily inspired by some of my favorite comics, novels and movies of appropriate genres. The system being used will be none other than the Mutant Future role-playing game by Goblinoid Games. Its clean, well-balanced and extremely easy to learn (and free as a download).
Some recommended inspirations for Post Apocalyptic stories and games:
Today, I am going to be presenting the cosmology of the setting. Below is the overall map of the universe. The overall effect is meant to be one of a medieval mindset, though updated a bit. Placement of heavenly bodies are not meant to indicate literal distances, but to indicate relevance to one another. The tales and philosophies of the past always to be taken as having more than merely literal meaning. So shall it be here.
The Map of The Cosmos This is a map of the universe as far as it is known by the greatest philosophers and theologians of the sixth age. Each place and world presented here is considered a separate "plane" for those using spells or similar means of travel. THE HIGH EMPYREAN: The highest plane and home of the court of the Almighty. It is a realm of flame, aether and the source of all light in the universe. Dwelling here are all manner of celestials, elementals and similar creatures. SONNE: This burning orb is the wellspring through which the Empyrean pours its light into the near universe. It is a world of shining mountains, flying "earthbergs" and burning seas of pure aether. Many celestials and golden dragons dwell here. TERRENE: The central world of this setting. It is a world of mountains, forests, seas and desert,and home to a wide range of life. DENETH: The world of the Elves. This is a hot, thickly forested world, and abundant animal life. Elves, fey, green dragons and celestials dwell here. Humankind is unwelcome here, though some special individuals are sometimes permitted. RYDEN: A cold, dry world of desert and rocky wastes. Ancient ruins dot this world that are haunted by evil spirits, demons and undead. No water exists on the surface, though in the labyrinthine underworld it is said that dark seas and glaciers may be found. EASEN: World of sea and storm, with only a small number of islands along its equater. Storm and Cloud Giant kingdoms dot the clouds and in the depths of the sea. A great many sea and airborne creatures abound here including many sea dragons. ABYSS: A region of starless night and dwelling place of the cursed dead and the source of all darkness in the universe. It is said that things dwell here that even the mighty demon lords are mindful of. TARTARUS: Both a prison and a home to countless demons. Here lay bound six of the Seven Lords of Sin, where they must abide until the final war. From this prison, these forces ever seek to spread their influence across the planes, influencing, beguiling and waging war on all beings. LAKE OF FIRE: This region is possessed of an "all consuming" flame so hot that it is a threat even to spirit-beings normal immune to flame.
Religion Religion is very important in this setting. Though most of the demon lords and their forces remain bound in Tartarus, they constantly seek influence in the worlds of men and to corrupt others to their side (willingly or not). Eventually, everyone needs to choose a side, though many times this is far more difficult than it sounds. Both good and evil can be confused in the chaos of war and life.
The Empyrean (Heaven, The Light) Clerics of The Empyrean have dedicated their lives in the service of Heaven in the world of men. The primary duties of clerics is the propagating and/or defending the faith, and in opposing the work of Tartarus, wherever it is found. Keeping the nobility alert and ready to oppose evil is a very difficult task, as greed and corruption are ever-present threats to decency and right-thought. Alignment: Clerics of The Empyrean are always of either Lawful or Neutral alignment, with a preference towards Law. Neutral clerics tend to be the sort that try to remain objective and non-judgmental, though still devoutly following their creed. Holy Symbol: Sun Wheel (Galgallin) Races: Only humans may have levels in cleric, though individuals amongst the different races may be devout. Elves, who do not die unless killed, do not have souls and thus see no use for faith. Dwarves and Halflings typically prefer hard works and charity to prayers, though a good many of their number do serve the orders as scribes, lay-priests, monks and scribes. Note: In settings where non-human races can take levels in cleric, these restrictions are removed. Organization: Clerics in service to The Empyrean belong to one of seven Orders which represents a foundational tenants of the faith (one of the “seven spirits“). Each order has its own hierarchy and Council of Elders, though most clerics are expected to think for themselves. The different orders have differing roles in the land, but ultimately answer to the Elder Council. Player character Clerics must choose from the following orders:
Courage: An order that upholds the practice of bravery, will, intrepidity, and fortitude. These clerics will be all about courage to act rightly in the face of opposition, shame, scandal or discouragement. Clerics of Courage are bold and brave, seeking to address wrongdoing despite local sentiment or fear. Founder: Sir William Audentia.
Justice: Moral rightness based on ethics, rationality, law, natural law, fairness and equity. Justinian Clerics of this order are potent investigators and arbiters. Many serve as hunters of criminals and infernal witches. Founder: Sir Entho Iustitia.
Mercy: Leniency and compassion between persons and compassionate behavior from those in power. The clerics of mercy focus on aiding those in distress. Many also take interest in businesses, to ensure proper compensation for laborers, and thus are favorites of the Guilds. Founder: Dame Maxym Clementia.
Generosity: This order teaches on the act of giving without coercion. Clerics of generosity focus on humanitarian pursuits, such as feeding the poor and treating their injuries. They are the most loved by common folk. Founder: Elder Phoreo Caritas.
Faith: Trust and Integrity. Clerics of faith are intensely focused on their beliefs and the power of right over wrong, even more than other clerics. Founder: Dame Alilita Castita.
Nobility: To be aware of the responsibility of ones station towards those under you. Clerics of nobility are often found advising powerful rulers, as they are taught early on how best to lead. It is to this order that most of the “extra” sons and daughters of the nobility are placed. Founder: Sir Erling.
Hope: A combination of the desire for something and expectation of receiving it, the virtue is hoping for Divine union and so eternal happiness. Clerics of hope are expected to uphold the spirits of those around them. Because of this, they are often sent into “hopeless” situations, to bolster those in need. Founder: Queen Wilona Spero.
Tartarus (Clerics of The Dark) “Such place eternal justice has preparedFor those rebellious; here their prison ordainedIn utter darkness, and their portion setAs far removed from God and light of heavenAs from the centre thrice to the utmost pole.Oh, how unlike the place from whence they fell!” -John Milton, Paradise Lost Clerics of Tartarus are those who have made a terrible pact with the forces of Hell, gaining clerical powers in return for their immortal souls. Such beings cavort with demons and seek to spread the unrestrained influence of dark spirits and seek always to tear down all that it good and merciful. Most clerics of Tartarus move in disguise as normal folk, alchemists or Neutral clerics so that they might spread evil unnoticed. Alignment: Clerics of Tartarus are always of Chaotic (Evil) Alignment. Holy Symbol: Black Disk or Broken Sun Wheel. Races: Only humans may have levels in cleric, though individuals amongst the different races may be devout. Monstrous races such as Ogres and Goblins do sometimes produce devout members, but all such creatures are never clerics, though some do serve as alchemists and lay-preachers. Note: In settings where non-human races can take levels in cleric, these restrictions are removed. Organization: Because clerics of Tartarus must often operate in secret, organization of their efforts is a must. All such clerics belong to one of the seven Dark Orders, answering to a chain of command of other Dark clerics and demons, leading ultimately to one of the demon lords of Tartarus. The seven Dark Orders are detailed below:
Lust: Not merely the natural attraction towards sex, but its abuse. Clerics of lust tend to encourage the worst sorts of debauchery and seek to undermine more stable relationships for their own pleasure. Patron Demon Lord: Dumiel
Gluttony: The over-indulgence and over-consumption of anything to the point of waste. Clerics of gluttony tend to be grossly fat (though not always) and all are excellent cooks. Some extremes of gluttony even involve cannibalism, seeing even the flesh of intelligent beings as sources of pleasure. Patron Demon Lord: Isamiel.
Greed:Also known as avarice or covetousness, is, like lust and gluttony, an evil of excess. However, greed is applied to the acquisition of wealth in particular.Clerics of greed are always wealthy, though not always obviously so. Patron Demon Lord: Hiron.
Sloth: Lazyness and neglect of ones duty. This is an insidious evil, and can lead to many others. Clerics of sloth are great influences of idleness, encouraging gambling, gossip and seeking idle entertainments rather than doing an honest days work. Patron Demon Lord: Mesak.
Wrath: Also known as anger or "rage", may be described as inordinate and uncontrolled feelings of hatred and anger. Clerics of this sort are typically great warriors and popular amongst monstrous races. Patron Demon Lord: Epiel.
Envy: Despising the success and achievements of others. Curses and other evil magics are common amongst such clerics. Patron Demon Lord: Honsiel.
Pride: Also known as hubris, is considered the original and most serious of the seven deadly sins, and indeed the ultimate source from which the others arise. It is identified as a desire to be more important or attractive than others, failing to acknowledge the good work of others, and excessive love of self. Clerics of pride are always well adorned and clean people, often the last sort of person one would accuse of worshipping darkness. Patron Demon Lord: Azobib (high lord of demons).
Pagan Clerics (Cunning Folk) In this campaign setting, virtuous priests and priestesses of nature gods and natural philosophy do not gain levels in the Cleric class. Rather they are usually Magic Users (Wizard, Sorcerers, etc), NPC Alchemists, Seers and Healers. The Seven Orders of The Empyrean Church have a great many mixed feelings about the Cunning Folk. Some (particularly the Inquisitors of Iustitia) fear them as demon-worshippers. Thankfully, most prefer a case-by-case appraisal. In reality, these folk are just as varied as anyone and possess heroes and villains within their ranks. Pagan religions are originally based on the beliefs of the Elves. This lore was largely imparted when mankind learned arcane mysteries from the elves, whose understanding of of the planes is incomparable amongst mortal kind. Many of the "old gods" of Terrene are in-fact ancient elven kings and teachers, some of whom are still alive today. Cunning Folk can be found in the role of midwife, diviner, forest druid, village healer, temple priest or any number of roles. They can be found in small communities, as hermits or in large cities, practicing and teaching their beliefs to those who will listen.
Note: More details concerning these folk will be presented in the future.
Hello all. It has been awhile since last I posted here. In the days and weeks to come, I will be posting details and art relating to a new fantasy world of my making. I am calling this setting; Terrene: The Sixth Age.
This world will be a medieval one that draws on medieval beliefs, fairy and folktales in its making. It is a world deeply embroiled in a war between the Empyrean (The Light) and the Tartarus (The Dark). It will be a land of great turmoil and intrigue, where heroes of all kinds are sorely needed to thwart the will of evil upon the land.
This setting will be presented with fantasy rpgs in mind, particularly "old school" games such as Basic D&D and Labyrinth Lord, though with a strong focus on storytelling rather than hack-and-slash.
There will of course be loads of art, both of my own make and favorites from around the web.
The Glasir Plains is a region in Midgard that stretches from Eastern Scythia all the way to the Herma river, the border of Risaland. It is a land of vast expanses of grass, bogs and steppe lands. It is here that the greatest collection of Trolde have formed their own savage kingdom. Long ago, these Trolde were the thralls of the Giants of Risaland, but gained their independence and escaped to the Glasir Plains. There they have established a semi-nomadic way of living, tending herds of horses, and maintaining walled towns and cities of wood and sometimes stone. Though they are separate from Risaland, the Glasir Trolde still pay tribute to their ancient masters, though they resent this tithe greatly. The other nations have a great deal of fear and respect for the Glasir Trolde, as they are a potent and deadly force. And though savage and occasionally hostile, they can be dealt with, and can make for profitable trading partners for those merchants with a stout heart and strong arm. Not just trolde live amongst the tribes. A great many Human slaves and trollborn (see below), as well as a great many of the lesser sorts of Jotun. Such jotun are seen as noble kin by the Trolde, and are permitted their own holdings and tribal regions. The addition of Plains or Rock Jotun troops in a war host is greatly desired by most chieftains, as their long range attacks and great strength are invaluable against mounted foes, walled towns and cities. Racial traits for the Trolde race can be found here.
Godmund (High Trolde King) “I am but an unknown king with an iron crown, trying to lift a race of savages out of the slime into which they have sunk.” -Bran Mac Morn, Robert E. Howard The king over all of the Trolde Earls and Chieftains of the Glasir Plains. The king of the Glasir Trolde ascends to the throne, he is renamed Godmund, despite his original name. The position is hereditary, with the closest male relation taking the position upon the elders death. Much like the Emperor of the Ostaran Empire, a new Godmund must be voted in, however in this case the Godmund is voted in solely by the Hagmoot (see below). Godmund is largely a war king, directing his Earls and Chieftains in battle, and is by necessity an extremely powerful and charismatic being. Politics amongst the Earls, Chieftains and Hags runs hot at court, needing a strong and cunning king to keep the tribes working together. This along with enemies at all sides keeps a Godmund quite busy. The present Godmund is an old-fashioned Trolde, content to sit on his treasure and let his Earls and Chieftains do as they like, as long as tribute is paid. It is said that he is an enormous Trolde, with many daughters and a personal army of terible potency. His chief wife is reputed to be a Hag of tremendous power and guile. Capitol: The Godmund resides in the great fortress city of Trolgard, far to the East. The city is surrounded by an enormous stone wall, constructed by Stone Giant masons and enhanced with elemental magic. All races are permitted to visit and trade here, but must obey the customs. Delegates and traders from many lands may be found here. And as long as they observe the customs of Trolde society, they are permitted to stay. Priests of foreign gods are permitted to erect shrines and temples, but aggressive channelization is met with the full malice of the Hagmoot.
Hagmoot "The owl is abroad,the bat and the toad, And so is the cat-a mountain, The ant and the mole sit both in a hole, And frog peeps out o'the fountain; The dogs they do bay,and the timbrels play, The spindle is now a-turning; The moon it is red,and the stars are fled, And all the sky is a-burning." -Witches Song, Ben Jonson Trolde society is under the protection of a sisterhood of powerful witches (female trolde druids) who maintain a vast network amongst the tribes. This network is of Druids and specialized Adepts, who advise their chieftains and earls in nearly all matters. Druids in this network must be female, though Adepts may be male (and defer to female members in all matters). The hags are intent of the protection of the ancient traditions of the Glasir Trolde, and use all manner of resources to do so. These witches specialize in divination and weather oriented magic, creating stone circles and earthen mounds to better track the heavens. Terrible rituals are enacted by the hags, often involving bloody sacrifice and communion with powerful spirits. A great many Cromlech (see Arcane Magic) dot the Glassir plains, and are well marked and watched by the hags. Only the most foolish of Trolde disregards the advice of the Hagmoot. However many male trolde at least somewhat resent the meddling of the Hags in their affairs, and take what liberties that they can. Many trolde from the tribes fear females of strong personality, even amongst other races, as they are raised to fear "womens magic" and to respect a womans authority.
Life in The Tribes 'For a couple o' pins,' says Troll, and grins, 'I'll eat thee too, and gnaw thy shins. A bit o' fresh meat will go down sweet! I'll try my teeth on thee now. Hee now! See now! I'm tired o' gnawing old bones and skins; I've a mind to dine on thee now.' -The Stone Troll, J.R.R. Tolkien The Glasir Trolde are semi nomadic, traveling with their herds of horses, only staying in one place for long during the winter months. It is a chieftains duty to lead such migratory bands across the plains, establishing traditional pastureland for his peoples herds. Permanent settlements are maintained by Earls, which are largely stone or wood fortresses with storehouses for grain and other valuables. Trolde nomads bed down under elaborate tents which are erected at great speed, and are of high quality. Trolde either go along on Horseback or in Wagons, though wagon riding is seen as a feminine practice. Trolde braves with the Run feat (particularly Barbarians) have been known to run rather than ride, showing off their great stamina. Warrior Society: With the threat of Risaland to the East, the Frost Giants to the North, and a great many predators and other foes around, the Trolde need to be tough, and ready for battle. All trolde non-spellcaster males are taught at least the rudiments of combat and will always have ranks in a battle ready class. This is most often the Warrior NPC class, with the elite having ranks in a PC class, favoring Barbarian and Fighter. Social Rank: No Glasir Trolde has a social rank lower than a Freeman, as having been slaves in Risaland, they disdain forcing such a rank upon their own kind. This does not keep them from enslaving Humans however. Amongst the Trolde, their is only one King, called Godmund (see above) regardless of his real name. Food: Trolde of all lands have enormous appetites, particularly for strong drink. The Glasir Trolde brew several potent alcoholic beverages, including a strong "wine" made from horses milk. Horse and goat flesh is eaten regularly as is the flesh of wild game (and fallen slaves and enemies). Ground grains are rarely consumed by nomad bands, as keeping this fare on the move is very difficult. Trolde Horse Breeding: Trolde of the Glasir Plains are renowned for their skill in the breeding of horses. Trolde horses are always of the "Heavy" variety. Though most of these horses are kept as food animals, select breeds of war horse are bred for use for cavalry (Heavy War Horse). All trolde bred horses are desired by the other nations, with only geldings being available for sale to outsiders. Religion: Trolde believe that they are born from the "flesh" of the land (from the flesh of Ymir), and so they see the very land as an object of worship and their parent. Trolde observe a great many rituals, mostly surrounding thanking and appeasing the land and weather for its gifts, and being watchful for its displeasure. Though female trolde handle the majority of Trolde religion, males can be found in the role of Jotun or even Vanir Cleric or Adepts in their veneration.
Trollborn (New Race) Trollborn are the result of the mating of Trolde and Humans, often from human slaves, though love pairings do exist. Troll women are as likely to pursue such pairings as males, and far more likely to survive the birthing. Trollborn generally resemble big, ugly humans, though some are obviously of Trolde stock. Trolde with the scent feat always recognize a Trollborn for what it is. Though many trollborn have pot bellies and seem obese, all have strong arms and broad shoulders (even the women), and are much prized as warriors. Within Trolde society, Trollborn are seen as sickly and small, but not without their uses. None may advance beyond the status of a Freeman, but are never considered Thralls. hey are used as scouts, hunters and assorted specialist regularly. In Human society, Trollborn are despised as monsters and suspected of all manner of evil. Still, this evil reputation can be desireable in some circles, and thus they can be found leading bands of outlaws and similar scum. Traits:
+2 Strength, -2 Dexterity, -2 Charisma
Size: Medium.
Base Speed: 30 feet.
Darkvision: Trollborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and trollborn can function just fine with no light at all.
Giant Blood: For all special abilities and effects, a trollborn is considered a giant.
Automatic Languages: Common and Trolsprog.
Bonus Languages: Dwarven, Giant, Hyborean, Terran and Abyssal.
Favored Class: Barbarian (Male) or Druid (Female).
-->People in the Nine Worlds make use of many small magic’s in their daily lives, leaving the greater workings to gods, clerics and wizards. This is largely evident in the daily rituals and practices observed in nearly every home, farm and household. To survive in the chaotic and often hostile environment of the Nine Worlds, people take part in a number of simple magical practices. Many of them involve no more than simple offerings of respect to local spirits (fey, outsiders of elementals), while others are more complex and even dangerous.
The Adept Class "No one alive could talk as well as he did On points of Medicine and of surgery, For being grounded in astronomy, He watched his patient’s favorable star And by his Natural Magic knew what are The lucky hours and planetary degrees For making charms and effigies."
-Chaucer, “Doctor of Physic.”
Adepts, skillymen, witches, cunning folk, herb folk, whatever they are called, these NPC spellcasters can be found all over the Nine Worlds practicing their trade in “small” but useful magics. Adepts work as bone-setters, midwives, leeches, veterinarians and potion makers. The large majority of spellcasting servants of the gods will in-fact be Adepts rather than Clerics or Druids, and will always have an excellent grasp of the local political and spiritual environment.
The magic practiced by the Adept is considered good and helpful magic for the most part (though evil Adepts certainly exist). Theirs is the way of folk remedies, luck and dealing with the fickle spirits of field, crop, water and weather, and not the great and terrible magic of wizards or clerics. Adepts tend to be straight talking folk with attitudes and dress similar to that of any other craftsfolk in their community.
Most adepts are Humans or Trolde. Dwarves prefer Diviners, and Elves and Half Elves are far more likely to have full Vanir Clerics. Trolde adepts are almost always male, as female Trolde spellcasters are almost always Druids.
Ceremonies and Rituals
A great many rituals fill the day to day lives of mortals in the Nine Worlds. Many, like marriages and harvests, are mostly parties and an excuse to celebrate lifes small joys. Others are far more sombre affairs, requiring magical rites to perform. Some are detailed below.
Blood Oaths: Blood oaths are when two persons seal an oath or bond with the mingling of their blood. This process is a sacred one to the gods (Aesir, Vanir and Jotun), and is never entered into lightly. This ritual requires that a spellcaster able to cast 3rd level divine spells preside over the event. Once struck, if one of the participants breaks his oath, he of she immediately falls under the effects of a bestow curse spell. The duration of this spell is permanent and cannot be dispelled unless restitution is made towards the offended party.
Burial: Ceremonies for the recently departed are enormously important in the Nine Worlds. For if a dead man or woman is left to rot, he or she is likely to become an undead spirit or walking corpse of some kind. Burial rites require a divine spellcaster capable of casting at least 2nd level spells to send the dead on to their destinations.
Curses: Jelousy and malice sometimes inspire men to use wicked magic against others. Curses of all sorts are used by people all over the Nine Worlds, though it is considered a cowardly and dishonorable practice. Though use of the spell bestow curse is the most effective, non spellcasters can use several small rituals to bring the attention of malicious spirits against an enemy. This usually involves making offerings of blood, burnt hair or other materials (taken from the person to be cursed) given to the spirit. The spirit will become negatively disposed towards the victim, and will often seek to do him or harm. This is considered an evil act, and can carry the punishment of torture unto death at the Althing.
Sacrifice: Sacrificial offering to the gods are common occurrences at feast days or before battle. Such rituals are usually symbolic and meant to flatter and cajole a spirit or god in particular so as to gain its favor and goodwill. Other sacrifices actually enhance spellcasting power based on the type and quality of the victim. See feats below for details.
Disease
"Ring around the rosey,
Pocket full of posies. Upstairs, downstairs. We all fall down."
-Ring a Ring o' Roses
Disease in the Nine Worlds is caused by curses, spirits, rats, spiders and worms. Spiders are known to carry disease in their bites and that worms can appear in flesh, teeth and bones at any time (see spontaneous generation above). Treating these ailments require the aid of those skilled in herbs, alchemy and magic. Worms must be driven or pulled out, rats killed and spiders and evil magic driven away. DM's (Gamemasters, Treasure Keepers etc) are encouraged to invent their own foul ailments to bedevil PC's.
Magical Healing: Though a great many spells exist that can combat or even cure diseases, the services of spellcasters is not cheap, particularly regarding more potent spells. Local adepts will often work under a barter system with local farmers and craftsfolk so that healing services can be purchased even by the poor.
Plague:Outbreaks of disease can encompass whole families, villages, towns of even countries, threatening the lives (and souls) off everyone that comes near. In game terms, merely resisting the initial infection of a disease is not enough. Characters dwelling or adventuring near an outbreak of a disease must make saving throws for every hour of exposure.
Undeath: Undead are commonly created from disease, particularly zombies, ghosts, spectres and wraiths. Ghouls and Ghasts often become quite bold when disease is about, as such diseased flesh is often quite tasty (seasoned as they put it), and will often create more of their kind from those not yet dead from such disease. Corporeal undead and flesh golems can carry any disease, carrying the threat of infection to anyone they touch, speak to or who comes into contact with their flesh of fluids. Skeletons have no flesh, and thus rarely carry disease (waterlogged skeletons being the exception).
Herbalism "Sure-hoofed is my steed in the day of battle:The high sprigs of alder are on thy hand:Bran by the branch thou bearestHas Amathaon the good prevailed."
-Cad Goddeu (the Battle of the Trees)
Druids, Sorcerers, Wizards and NPC Adepts are regularly approached as healers and midwives. As-such, knowledge in Nine Worlds healing and herbalism is very important. Gathering and using these herbs is considered a magical, mysterious art, and those who do so are seen as at least part magician, but are much appreciated for their skill. Some herbs commonly found in a herbalists garden are as follows:
Apple Blossoms (Silver Bough, Tree of Love, Fruit of the Gods): Apple blossoms are sacred to many fey and lesser gods, and is thought to represent a passage into underworld. Used to treat diseases brought by the touch of the undead and as a potent aphrodisiac.
System: Apple Blossom medicines grant a +2 to Fort saves to resist necromantic touch attacks such as ghoul touch, ghoul/ghast paralysis and the like. Apple blossoms are indeed a potent aphrodisiac, taken by men and women.
Basil (Witches Herb, Aethiope, Dittany): Basil is commonly strewn on floors to purify a home, and is used to establish harmony. Basil grows in great abundance in warmer lands, and is used as a seasoning in many tasty foods.
System: Use of basil by a spellcaster grants a +2 enhancement bonus to Decipher Script and Scry checks. Dried Basil leaves will become scorpions if left on the floor overnight.
Catnip (Catmint, Cat's Wort, Nepeta): Catnip is used in the making of love potions, and is adored by cats and cat monsters.
System: Potions of catnip cause all cats and catlike monsters (including outsiders) and women to view the character as attractive and pleasant company. Initial encounters are always begun at friendly, and all attempts at befriending cats gain a +2 enhancement bonus.
Chamomile (Ground apple, Whig plant, Maythen, Ostar Camomile): Chamomile is used for purification and protection, and can be used in incenses for sleep and meditation.
System: Chamomile medicines grant a +2 to Will saves to resist enchantment effects. It also grants deep sleep when taken before bedtime.
Hyssop (Yssop): Hyssop is used in the cleansing sacred places, cleans corrupting flesh, dispels negative (undead) energies. This herb is also repulsive to incorporeal undead.
System: Hyssop potions cause incorporeal undead (ghosts, spectres, etc) to become Sickened (see page 50 of the Blood and Treasure Players Guide). Lavender (Asarum, Nardus, Elf-leaf): Lavender is used to treat epilepsy and other disorders of the brain. Used to clean sickrooms and to sweeten the air of wealthy homes.
System: Characters treated with Lavender regain WIS damage at a rate of 2 point per day of rest (light activity, no combat or spellcasting). Complete bed rest restores 4 points per day.
Peppermint (Lammint, Brandy mint): Peppermint is used in healing, purification, and the freshening of foul places. Peppermint grows wild in many regions, and is used in many sorts of tasty foods as well as medicine.
System: Peppermint potions cause corporeal undead (ghouls, zombies etc) to become Sickened (see page 50 of the Blood and Treasure Players Guide). Rosemary (Compass weed, Polar plant): Rosemary is used in the strengthening the memory and helping the brain. Rosemary is also associated with the fidelity of lovers, and is presented to wedding guests as a gift.
System: Characters treated with Rosemary regain INT damage at a rate of 2 point per day of rest (light activity, no combat or spellcasting). Complete bed rest restores 4 points per day.
Sage (Garden sage): Sage is used as a treatment for ulcers, sores, urination issues and hair regrowth. Sage is also used to increase wisdom and mental acuity.
System: Potions of sage grant a spellcaster a +2 to Concentration checks while casting a spell. Sage treatments also grant a +2 to Fort saves to resist diseases of the bladder, and infections.
Thyme (Common thyme, garden thyme): Thyme is used as an antiseptic, for mummification, healing and to bring about restful sleep. Women who wear thyme on their person are irresistible to men, enhancing the scent of female sexuality.
System: Use of thyme on a patient regains subdual damage at a rate of 2 hit point per hour per character level. Women using thyme gain a +2 enhancement bonus to Trickery checks when dealing with men.
Tobacco Leaf: Tobacco is used to treat muscle spasms, and is beloved by many spirit beings. Smoking of tobacco is widespread throughout the Nine Worlds, with an assortment of specialized blends.
System: Offerings of tobacco grants a user a +2 enhancement bonus to Diplomacy checks when dealing with Air Elementals, Water Elements and Fey. Smoking tobacco grants a +2 to saves to resist fear and paralysis effects.
Valerian (All-heal, Heliotrope, Amantilla, Setwall): Valerian is used for treating menstrual cramps, blood loss, and other physically draining diseases. Valerian is also used as an aphrodisiac.
System: Characters treated with Valerian regain CON damage at a rate of 2 point per day of rest (light activity, no combat or spellcasting). Complete bed rest restores 4 points per day.
Yarrow (Arrowroot, Achillea, Lady's Mantle, Woundwort): Yarrow is uses as an anti-depressant, for healing, and to resist fear effects.
System:If a patient is treated with Yarrow and undergoes complete bed rest (doing nothing for an entire day), the character recovers two times the character's character level in hit points.