With cooler weather ahead I find myself pondering
winter games, as up here is the North winters are deep and cold. So
role-playing games in a warm house are extra appealing. Right now I am planning
a game that will involve younger players and their (geeky) mothers. To appeal
to young imaginations, I am tapping into all that appeals to the hearts of
young lads. So for inspiration I recommend the following:
Adventures of the Gummi Bears (Gummi Tech in
particular)
Aladdin: The Series (Mechanicles)
Dr. Who (particularly the 4th doctor)
He-Man Etc.
Krull (The Beast comes from SPACE!)
Nadia: Secret of Blue Water
Nadia: Secret of Blue Water
Pinocchio in Outer Space
Robotech
Samurai 7
Samurai 7
Spelljammer Boxed Set
Steven Universe
The Adventures of Baron Munchhausen
Voltron (The lion one)
Wakfu (particularly the fortress of Nox)
TALES OF THE SILVER VOID (or SILVER VOID for short)
This setting will be a fighting fantasy one using
Blood and Treasure 1st Edition, a relatively simple and straight-forward game
system that hearkens back to older versions of DnD. The Silver Void setting
will in many ways be a classic fantasy setting. Magic, monsters, elves, etc,
but will also incorporate the weirder sorts of space-going science fantasy. The
overall concept is that there are many worlds that support life, and that some
cultures can and do cross the depths of space in ships or on the backs of
specialized monsters.
Magic is the primary means by which all of this is
possible, along with a technological level somewhere in the Renaissance to
Colonial America area of development. So muskets, soap, tea and clockwork
gadgetry. Starships are created with a mix of assorted magics and the
engineering skills of the time.
RACES
All kinds of strange beings can be found across
space, and a space-going adventurer can expect to find beings that would be
considered monsters anywhere else. Actually, most of them are still considered
monsters, but everyone tries to mind their manners for the sake of trade and
politics. But a number of races are very active in space, and excellent for
player characters. Such as:
HUMANS
Humans should require no description, for fantasy
humans and real humans are not terribly different. The Humans in the Mythic
Space setting are a diverse and far flung people. They are rugged and
adventurous, and seem to be willing to try almost anything. Most of the humans
of the Mythic Space setting are part of city states and petty kingdoms that are
part of the Commonwealth, a coalition of worlds and colonies born out of the
chaos of the last series of Elven Wars. The Commonwealth is roughly in a
Renaissance era of development, both technologically and culturally, bolstered
by powerful magical traditions and a politically active Wizards Guild.
Academics, Clerics, Merchants, and an energetic populace make mankind and the
Commonwealth a growing power. Generally, humans get along well with almost any
race or species if properly motivated by need, greed or necessity.
Humans use the same rules as presented in the
Blood and Treasure Players Handbook.
DWARVES
The Dwarves of the Silver Void setting are asteroid
miners and planetary colonists of great skill. Most belong to the Commonwealth,
which along with mankind is growing quite wealthy across the spaceways. The
Dwarves are best known for their massive citadel ships, which are nothing less
than asteroids that have dwarven citadels and mines in and on them. These
mini-worlds are big, tough and very well defended, and thanks to dwarf
engineering, they can fly through space.
Dwarves use the same rules as presented in the
Blood and Treasure Players Handbook.
ELVES, SPACE
Elves
are graceful creatures that are descended from the ancient Sidhe. They have
thin faces, pointed ears and vivid eyes. Their skin and hair color are
often in harmony with the environment they call home, thus Space Elves have
pale skin and light hair colors, but some tribes have blue or green colored skin. Elves stand about 5’ tall
and have an almost androgynous build. The Star Elves revere the Primordial
goddess Hemera with some also revering the Planar faiths of Arborea and
Elysium, where many of their gods and allied celestials keep their divine realms.
The Elven Empire was once a vast and powerful force in space, but is now much diminished following the last Unhuman War. The Empire is led by its Star-Empress Pleione VII and the Lord Admirals of the Elven Imperial Navy (EIN). The Empire lost large swaths of territory and is hoping to regain control of the spacelanes.
Elves use the same rules as presented in the Blood and Treasure Players Handbook.Elves may multi‐class as fighter/magic‐users, cleric/magic‐users and magic‐user/thieves.
The Elven Empire was once a vast and powerful force in space, but is now much diminished following the last Unhuman War. The Empire is led by its Star-Empress Pleione VII and the Lord Admirals of the Elven Imperial Navy (EIN). The Empire lost large swaths of territory and is hoping to regain control of the spacelanes.
Elves use the same rules as presented in the Blood and Treasure Players Handbook.Elves may multi‐class as fighter/magic‐users, cleric/magic‐users and magic‐user/thieves.
GNOMES
“He is indeed the true enchanter, whose spell operates, not
upon the senses, but upon the imagination and the heart.”
-Washington Irving
-Washington Irving
The gnomes of wildspace are tinkers, inventors, and
alchemists. They can be found everywhere in the Known Universe, much to the
distress of every other race. Wildspace gnomes are most (in)famous for a love
of mechanical devices with many bells, whistles, and make much noise and
usually do little or nothing at all. Gnomes are about 3 feet tall and weigh 45
to 50 pounds, with almost no difference between the sexes. Gnomes have brown
skin and black, brown, or most often white hair. Their eyes are blue or violet
in color. They are stocky but nimble, spending their lives deftly darting
through their machines and avoiding moving parts and flying shrapnel. Gnomes
often appear quite disheveled as they do not have time for personal hygiene.
They wear simple clothes with aprons with many pockets and tool hoops, as well
as large, heavy tool belts. A gnome is never seen without several dozen
strange-looking tools and devices.
Gnomes use the same rules as presented in the Blood
and Treasure Players Handbook.
HALFLINGS
The Halflings in the Silver Void setting are almost
all members of the Commonwealth, and are considered instrumental in its
running. Their small size and capable hands make them ideal ship-mates, and
they are excellent craftsmen, laborers, farmers and cooks. Halflings use the same rules as presented in the
Blood and Treasure Players Handbook.
HALF-ELVES
Half-Elves are elf-Human hybrids, and are
widespread across Maldek. Half-Elves comprise a large percentage of the Elven
Fleet as standard crew and low-level officers, and so are fairly numerous in
space. On Maldek, half-elves are accepted, but are sometimes resented, as most
fear they are spies or otherwise allied with the Elven Imperial Fleet.
Half‐elves
use the same rules as presented in the Blood and Treasure Players Handbook.
HALF-ORCS
Half-Orcs (and Orcs) are fairly numerous in the
Silver Void setting, as orcs are an ancient star-faring culture of mercenaries
and space pirates. Because of the long and terrible Orc/Elf wars, Half-Orcs
have a bad reputation, but in the Commonwealth, an attempt at getting past this
is being made. Most orcs and half-orcs revere Acheron, but a growing number of
half-orcs are revering Hater Industria and Agenoria. On Maldek, half-orcs are most
often employed as laborers and soldiers.
Half-Orcs use the same rules as presented in the
Blood and Treasure Players Handbook.
ORCS, SPACE
Orcs are a species of aggressive mammalian
carnivores that band together in tribes and survive by hunting and raiding.
Orcs believe that in order to survive they must expand their territory, and so
they are constantly involved in wars against many enemies: humans, elves,
dwarves, goblins, and other orc tribes.
Orcs vary widely in appearance, as they frequently
crossbreed with other species. In general, they resemble primitive humans with
grey-green skin covered with coarse hair. Orcs have a slightly stooped posture,
a low jutting forehead, and a snout instead of a nose, though comparisons
between this facial feature and those of pigs are exaggerated and perhaps
unfair.
After the many Elf/Orc wars, most orcs have become
less focused on revenge against the elves, and are trying to create a more
stable society. Orc clerics have revered Acheron for eons, but on Maldek and
nearby systems, a growing number of priests of other gods can be found.
CHARACTER CREATION
Orcs modify their starting ability scores as
follows: Str +2, Int ‐1, Wis ‐1 and Cha -1. They have darkvision to a range of 60
feet. Orcs are blinded in bright sunlight. They speak Orc, and might also learn
Dwarf, Gnoll, Goblin and Ogre. Orcs can multi‐class
as cleric/fighters, fighter/ magic‐users
and fighter/thieves.
NEXT
In following articles I will cover the basics of
Space Travel, Cosmology, Ships and the beginning campaign setting. So stay
tuned!