Wednesday, 6 July 2016

Creature Feature: Cloudhaunts

Another "Hey, I haven't done this in a while" type of post, in this case a Creature Feature to fill out the Bestiary of Frozen Skies a little bit more. The subject for this week is a creature dreaded and cursed by aviators all over Darmonica, it is a bane for those who often fly in skies frequently shrouded by clod or fog.

Meet the Cloudhaunt.

Aviator's Bane

Cloudhaunts are winged creatures roughly bigger than a medium sized hound and are known to lurk in clouds or thick fog to prey upon unsuspecting aircraft. They are usually found in groups of 2d6 members, though larger packs have been heard of and stated to have even take out a skyship.

Their typically method of attack is to try and latch onto an aircraft and then try ripping it apart with their claws, though if the numbers are in their favour they will try to directly attack the crews of skyships.

Appearance wise they are similar looking to gargoyles but are furry rather than stone.

Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d12, Stealth d10
Pace: 0; Parry: 5; Toughness: 4
Special Abilities
*Bite/Claws: Str+d6
*Flying: Pace 8, Climb -2
*Gang Up: Two or more Cloudhaunts can gang-up, do this as a single attack but every extra Cloudhaunt adds +1 to the attack and damage rolls.
*Size -1: Cloudhaunts are just bigger than a medium sized dog.

Wednesday, 29 June 2016

Air Combat Playtest

With only half the group in attendance for this week's Game Night ended up doing a quick and dirty playtest of the Air Combat Rules for Frozen Skies. A couple of things sprang up as we did a quick dogfight and prompted some thoughts for a couple of additions to the rules, also waiting to see whether the players had any thoughts as well.

Regardless this week sharing the Setting Rules as they currently stand along with the proposed additions.

Setting Rules

A bit more polished up much closer to what will hopefully be their final form for release, feel free to have a butchers and let me know what you think.

https://drive.google.com/open?id=0BwiYZKQvknnWak9PS0VfNU5RMEk

The proposed additions are as follows;

*When using miniatures with the Frozen Skies Air Combat Rules divide the weapon ranges and aircraft speeds by 10, you're much less likely to run out of table space this way.

*Under Aircraft Modifications looking at adding Improved Gunsights, effectively a +1 bonus on Shooting rolls with the aircraft.

Wednesday, 22 June 2016

June 2016 Update

Little bit of a short post this week.

Not much to report compared to last time, things are now plodding along.

Yes, plodding along...

(Though there is new artwork!)

Frozen Skies

Work on Frozen Skies has been progressing on both the artwork and writing front, not as quickly as I'd like but its still a step in the right direction. Once I've cleared some stuff from my plate I should have a bit more spare time that I can dedicate to the writing. Though sales of the Setting Primer and the adventure have been ticking over each month, it nice getting a Sales Notification to help show there is growing interest.

Podcasts

Got responses from the podcasts that I've contacted, though nothing worked out as of yet and I need to poke them soon.

Artwork

Finally new artwork; A Genchi, a race related to the Windryders but industrial/technology inclined. Believed to have once been slaves of the Ancient Terrans, but are basically second class citizens in modern Darmonica.


Thursday, 16 June 2016

Creed, Cults & The Occult

First off, apologies for this week's post being a day late. Was too busy to get it done on time, though keep an eye on the Facebook page for PSA updates if the blog post is going to be late. To sort of make up for it I've done a Patrons Only post over on the Patreon page showing a new finished piece of artwork for Frozen Skies.

Secondly, this week's blog post!

I've only talked a little about religion in Darmonica, think thus far I've only mentioned that there are a number of deities that people pay homage to. Likewise I believe that only two major religions have been stated, the Cult of the Great Maker and the Order of the Great Machine. Taran and Ares are two other deities that have been stated and given some basic details, though a full list of deities will be done at a later date.

Creed

Religion in Darmonica tends to be more important in certain areas and to certain people than others, society and the environment are typically the major factors in determining this. The Order of the Great Machine is the dominant religion in the Iron Collective since its the only religion that is allowed by the State, those that practice other religions in the Collective tend to keep a low profile. Elsewhere the Order is simply tolerated but tends to be a minor player in local affairs, it is also far less militant outside of its bastion in the Collective.

Ares, the Darmonican God of Warfare, has his largest following in the Artian Confederation with smaller followings in the armies of the various countries that make up Darmonica. Though in contrast to the Collective, practice of other religions in the Confederation is freely allowed. Tyland was a devout follower of the Great Maker, other religions were tolerated though in some cases openly practising another religion could've disadvantaged you in Tylander society. A broad selection of religions are practised in the Commonwealth, though not a single one of them is promoted more heavily than any of the others. Though nobody is quite sure who or what is worshipped in the Sultanate of Taramate...

Cults

Every religion is divided into different sects with some more radical than others, each with their own different goals and methods. The Order of the Great Machine is the prime example as being a more radical religion, having seized control of an entire country and completely rebuilt it to achieve their goals. On the flip side the Order's sects located outside of the Collective are considerably less extreme and seek to promote their religion via more peaceful means, these sects typically count academics and engineers amongst their members. As a whole the Order is closely associated with the Iron Collective which tends to colour people's view of the Order.

A more Alyeska centric cult is the Wulfen Brethren, a cult who whorship the Wulvers and whose activities has led to it being largely outlawed. The Brethren view Wulvers as being nature's ultimate form and the world's true masters, it is suspected that they may had a hand in helping the Wulver War happen but it is known that they have actively sought to sabotage the Commonwealth's war effort. Arson, industrial sabotage and occasionally assassination all over Alyeska has been linked to the Brethren as well as Wulvers being turned loose in many Commonwealth cities. Though no concrete evidence exists but it is also believed that the Brethren have been kidnapping pregnant women, something that is raising concerns for alot of different reasons.

There are other more minor cults that exists, including one that whorships the Ancient Terrans, who vary in ideals and goals.

The Occult

Talking about cults I feel some mention of the occult in Darmonica should be made.

Darmonica is a very low to virtually non-existent magic setting, it exists in a fashion but is extremely rare and one is more likely to encounter a stage magician rather than a true mage. The Windryders have what they call Weavers, but there is little knowledge about them and they are poorly understood. There are cults that claim to practice magic, most of the time this only seems involve the chanting of words with no visible effect but occasionally there is something else. Most of these so-called 'magic cults' claim to derive their power from somewhere beyond the mortal realm, though as of yet no attempt has been made to prove how true or not this is.

Wednesday, 8 June 2016

Alyeskan Gazetteer: Forlorn Thule

Off the eastern coast of Alyeska is an archipelago of rocky islands stretching out as a long chain into the great ocean known as The Needles. Amongst these outcrops of rocks lies Alyeska's Theda Air Station, better known as 'Forlorn Thule' by those stationed there.

Brief History

The Needles have always been of great strategic value to the Commonwealth, they are the closest part of Alyeska to the Home Isles and often the first sight of land to many ships crossing the Mhór Farraige (Great Ocean). Historically the Commonwealth Navy has always maintained an outpost and later a wireless station in the islands, though these days the Navy's presence is limited to a single guard ship. Theda Air Station was established just prior to the Great Darmonican War to provide protection of the Alyeskan shipping lanes in response to the decline of the Navy's presence. During the War the air station was active in safeguarding the Alyeskan coast from Tylander raiders, but was and remains an unpopular posting.

The name 'Forlorn Thule' and the base's reputation in the Aerial Corps is due to the harsh climate, rough weather is common for the vast majority of the year and is not helped by the current storm wracked nature of the Mhór Farraige.

Present State

Today Theda Air Station is home to No.86 Squadron of the Commonwealth Air Force, a composite force of fighters and long range patrol aircraft. A Flight is the fighter component of the squadron and usually has at least two aircraft mounted on steam catapults ready to be rapidly launched at a moment's notice. The patrol aircraft of B Flight typically range out over the ocean on wide ranging patrols, mainly to deter smugglers and provide a Commonwealth presence in the otherwise remote and sparsely populated islands. Both Flights do have to contend with sky pirates that are known to operate in the area and prey upon shipping (both air and sea).

The Air Station is located on the barren and windswept Theda Island, the largest isles amongst The Needles. All of its buildings are prefabricated steel structure huts of varying sizes and made from a half-cylindrical skin of corrugated steel. All of the huts are frequently seen as cold and draughty, combined with the weather it is a pretty miserable place and hence its status as an unpopular posting. Yet it is considered vitally important to protect the foresaid shipping lanes and for trans-oceanaic flights of aircraft to and from Alyeska.

Campaign Ideas

One way to incorporate Forlorn Thule into your games of Frozen Skies is either as a destination for a delivery job/supply run or as a stopover for flights to and from the rest of Darmonica. Play up the basic facilities of the place and the frequent bad weather, it is cold and wet for at least three quarters of the year.

The other route is run a military campaign where the players are members of No.86 Squadron, battling the weather and primitive conditions as much as sky pirates.

Wednesday, 1 June 2016

Lurkers In The Shadows

The civilisation that was the Ancient Terrans collapsed almost two thousand years ago following some cataclysmic event, but details on what actually happened are scarce. Likewise information on the Ancient Terrans have been collected piece by piece over the centuries since the 'Fall', but even this is fragmented and woefully incomplete. What is known is that the Ancient Terrans had access to technology far in advance of anything that currently exists in Darmonica, but nothing that could've prevented their doom.

...Right?

Lurkers

What isn't known is that some of the elite of Ancient Terran society (think the Enclave from the Fallout series) saw the cataclysm coming and took steps to prepare for it, there was a number of different plans but for now we'll focus on just one of them.

A number of secret vaults or catacombs (take your pick) were constructed, these were designed as refuges for a handful of elites and some of their underlings. All were placed in a sort of stasis to enable them to survive the forthcoming cataclysm and then rebuild their empire, alot of Ancient Terran tech was also put in these vaults to aid on this objective. It was expected that the survivors would be revived from stasis after about a century when the world was judged to have recovered enough from the cataclysm, as you can expect this didn't quite plan out the way that it was suppose to have done.

The stasis technology used was highly experimental and a lack of time and the survivor's own selfishness meant that the clinks in the system were never ironed out. A number of vaults became little more than tombs for their inhabitants, but in others the inhabitants were somehow changed during their time in stasis. Those that eventually emerged were altered to be neither fully alive or dead, just sort of stuck somewhere in between. Undead isn't quite the right word, but these Ancient Terran survivors now need the lifeforce of others to survive.

Over the centuries that have now passed the underlings have abducted isolated groups of people from the Alyeskan wilderness to feed the rest of the so-called 'hive', usually one or two would be fed upon by the underlings whilst the rest are placed in converted stasis machines to feed those still slumbering. The biggest 'hive' is located beneath the Monolith and is mainly responsible for the disappearance of whole expeditions in the Chillwynd Marches as well people from nearby townships such as Prospector's Reach. Though only a fraction of a hive is presently awake, mostly underlings tasked with feeding the hive led by a single elite who acts as the hive's de factor ruler.

Game Terms

Though whilst I have yet to work out any stats I do have a few ideas how I envision the Lurkers work under the Savage Worlds rule.

*Life Drain: When a Lurker makes and maintains physical contact with a victim (usually though a Grapple) the victim must make a Spirit roll each round or lose one die from their Vigor. When the victim's Vigor drops below d4 they die. One die of Vigor is recovered each week with a natural healing roll.

*Weapons: To represent the Lurker's inherited advance technology I'm toying with the idea of having them use laser weapons as well as some sort of hi-tech stun weapon.

Wednesday, 25 May 2016

Gasbags

As you've may or may not have gathered aerial travel is a big thing in the world of Darmonica, especially frontier regions like Alyeska. Talked a little about aircraft and a huge amount on skyships, but another type of airship has only been mentioned in passing. This type is effectively the zeppelins and blimps of our own world but in Darmonica itself they form the backbone of long distance air travel and bulk carriage.

So strap on your flying cap as we take a leisurely look at Darmonica's so-called 'gasbags'.

A Poor Man's Skyship

In comparison to skyships, gasbags are considered to be less glamorous and 'cheap'. They certainly cost hell of alot less to construct and run than a skyship, which means that they can often be seen in the hands of small outfits and independent traders. They are also quite numerous in military service, outnumbering skyships but now widely seen as a sought after posting. But gasbags carry very little in the way of armour and are less rugged than skyships, meaning that they lack somewhat in combat endurance.

Just like their skyship cousins gasbags also make use of Lift Gas and an electric current to control the craft's altitude, but this is where the similarities end. The most obvious difference is the use of motor engines mounted in engine cars for propulsion. These engine cars also contain starter motors that drive electric when the airship is at rest or at low speeds, at normal flight speeds the generators are driven by constant-speed variable-pitch windmills. The generators provide electricity for both general purpose use onboard the airship as well as for the craft's Lift Gas.

The use of Lift Gas and how it works means that gasbags are capable of carrying a much higher tonnage compared to their real world counterparts. It is also fairly common practice for fighter aircraft to be carried onboard to help defend the gasbag if it comes under attack, military gasbags also carry dedicated scout aircraft when on long range patrol duties. A hook beneath the vessel is typically used to launch and recover aircraft in addition to an internal hanger in the airship's underside.

Home Away From Home

For Frozen Skies players gasbags are probably more likely to be encountered than skyships, either as passengers or using one as a mobile base of operations. Skyships would be the capital ships in an aerial fleet whilst gasbags would be the escorts, even the large trade consortiums have a pair of gasbags escorting one of their skyships. But for an average group of PCs going the aerial route is is expected that they'll have access to a single gasbag and a handful of aircraft, though a skyship is something to aim for as a campaign goal.

Wednesday, 18 May 2016

May 2016 Update

Another month and another update.

Short version is that things are progressing well, least with regards to Frozen Skies. Also wished to discuss the rest of the events that Utherwald will be attending this year and some events that I'd like to attend next year. Finally theres some other stuff thats being considered and a treat in the form of artwork.

Now Read On...

Frozen Skies

It is looking increasingly likely that Frozen Skies will get a proper release this year.

However it'll be a case of "done when its done" as I'm not willing to commit to a release date just yet as there is still plenty of work to be done. When the book is close to being finalized then I'll be able to give a release date, until then stay tuned.

I can say that to begin with it'll be PDF through RPGNow/DriveThruRPG, then Print-On-Demand through those same sites and then other avenues of distribution.

Events

Diceni is done and dusted, made some decent sales and spoke to a guy who'd kickstarted his campaign with my Firewater & Ice adventure. Other events planned are NOR-CON and Exilion, both taking place in October and in Norwich and Cambridge respectively.

These later events I'm hoping to have Frozen Skies in book form, but we'll have to see. Going forward I'm hoping to try and get a bit more involved in the event rather than just man a trade stall all day, granted I've sort of already started doing this by running a Frozen Skies game at last year's UK Games Expo. Nothing other than trading is planned for NOR-CON, though I am kicking about ideas for doing a talk/Q&A session based on Frozen Skies and/or Utherwald Press which I'll need to discuss with the event organisers.

I'd like to go back to UK Games Expo next year since I had to give it a miss this year because of my first child being born., maybe run a few games but again we'll have to see. Other events I'm looking at include Dragondaze in Cardiff and Conpulsion in Edinburgh, plus possibly a US based convention ideally one with a strong Savage Worlds presence.

The Other Stuff

With the possibility of Frozen Skies being done this year I've started looking into Savage Worlds podcasts with the idea of being a guest on one or more of them. Mainly to promote and spread the word about Frozen Skies. Over the next few weeks I'll be approaching some of 'em and see if we can work something out, though being on British Summer Time might make things interesting.

Oh, and artwork as promised...


Wednesday, 11 May 2016

Life In The Wulflands

A fair bit on the Wulflands and even more on the Wulvers has been covered as well as other parts of Alyeska. Even gone into some detail on general life in Alyeska such as entertainment, festivals and means of communications. Plus life in the Iron Collective has been discussed, but only a general overview has been posted regarding the Wulflands.

So what is life like for the average Wulflander?

Against The Angry Night

Life in the Wulflands, unsurprisingly, is one of constant siege.

Alyeska's western reaches are very much the Wulver's domain with scattered outposts of man stubbornly clinging on. The most successful settlements west of the Wulfwall are those like Calharrow that have some sort of natural defence like being sited upon a mesa or a river island. Others are where people have generally taken to living on the upper floors of buildings, the ground floor being abandoned for all intent and purposes simply for self-defence and a lack of resources. There are one or two towns that have managed to fortify themselves, though all of these settlements require an armoury of weapons to safeguard their continued existence.

Wulflanders need to be on their guard at all times in case of a Wulver attack and most carry firearms of some description to defend themselves with, particularly since there is no guarantee that the Commonwealth military can come to their aid. Most Wulflanders consider themselves to be independent as it is generally considered that the Commonwealth has effectively abandoned the region, though they might still give aid to the Wulfbane Commandos and the Outriders who's job it is to keep the Wulver threat in check. The Outriders especially are typically the closest thing to the Commonwealth that alot of Wulflanders have contact with and some even fill the ranks of that organisation.

There are usually three different categories that Wulflanders fall into;

*Settlers - Most of these are the inhabitants that were around prior to the Wulver War and refused to leave, the rest are those who have chosen to come out and live in Wulver territory perhaps with dreams of one day reclaiming the land.

*Hunters - From 1830 AF there have been a growing number of so-called 'Hunters' ever since the Commonwealth started placing bounties on the Wulvers. The only official place that said bounties can be handed in is Calharrow, though some of the other settlements offer their own independent bounties.

*Outcasts - The final group of Wulflanders is the Outcasts, typically outlaws or others who have shunned human company for whatever reason. Whilst dangerous the Wulflands are favoured by those on the run due to the fact that the Royal Alyeskan Air Police is unwilling to venture there unless the outlaw in question has committed a very serious crime.

Wulflander Society

Despite the Wulvers and the nature of those living out in this forsaken region there is a functional society of a sort out in the Wulflands. The area is very much the frontier as luxuries such as running water, electricity, telephones and even a doctor are virtually non-existent other than Calharrow. Thus Wulflanders have to be a practical and resourceful bunch, making the most of what little they do have and try to survive another day. A few fair Wulfland settlements sustain themselves either by scavenging the many ghost towns that now exist, farming food from fortified smallholdings or trading Wulver pelts. Many even share information with the Commonwealth military (normally the Outriders) in exchange for supplies, especially if they're running low on critical items. Some have started catering for the so-called 'Wulver safaris' that have sprung up in recent years.

An informal network of communication and trade has sprung up, though this is heavily reliant on freelance pilots and a handful of radiosets that some settlements have managed to keep running. Wulflanders have to charter an aircraft to deliver messages and goods to other settlements, though normally a trader will fly out to a settlement where he can do business particularly if the settlement has scavenged goods or pelts to sell. Most trade out in the Wulflands is done with a barter based system, occasionally coinage is used. Virtually all of this is done via aircraft, though some attempt to travel via land but not all make it.

Wulfland Adventures

Here are but a few ideas for adventures that take place out in the Wulflands;

*Settlement - The party could be a group of settlers either trying to found a settlement or defend one out in the Wulflands, though they'll be under near constant threat from the Wulvers. They have to manage their resources and interact with other factions for trade which can mean alot of social interactions.

*Outcasts - An Outcast campaign could be similar to the Settlement one above as the party will have to fight for survival and gain resources. Alternatively they could be a band of smugglers using the Wulflands as a route to get goods to and from the sky pirate haven of Broken Spires.

*Military - Finally there is the Military campaign, quite probably where the party are members of the Outriders patrolling the Wulflands. Stealth and combat are going to be the obvious aspect of this sort of campaign but there could be a social aspect as the party interacts with a Wulfland settlement. Alternative the party could be part of the Wulfbane Commando which will lead to a more combat heavy game or for a one-off or short series of adventures they could the survivors of a crashed military aircraft.

Wednesday, 4 May 2016

For Freedom And Past Glories: Tyland Free State

Having covered the Artian Confederation last week it is only right that we take a look at the Tyland Free State, a nation that is a sad relic of its former glory. No other nation in Darmonica has played such a major role in its history and ended up falling so low. For nearly a decade it has endured occupation and humiliation whilst harbouring a strong regret of all that has been lost. It is also a dangerous place where gunfights in the streets and bombings aren't unheard of.

History

Once the Free State was known as the Kingdom of Tyland, a nation with a long history that stretched back centuries. Many Tylanders even claim that the Kingdom was the first Darmonican power to arise after the fall of the Ancient Terrans, whether true of false this claim has yet to be proven either way. Though whilst it may had been the oldest power in Darmonica it wasn't immune to upheaval as a number of civil wars occurred throughout its history as various houses vied for the Tylander throne. 

Much like the Holy Sodkan Empire, the Tylanders were devout followers of the deity known as 'The Great Maker' but there were theological differences between the two that often led to conflict. The two nations warred on and off over the centuries until the early 1700s when their differences in religious doctrine were put to one side, bonds between them were further strengthened in 1738 when an arranged marriage linked the Sodkan and Tylander royal families. Plans for a Darmonican superstate devoted to the Great Maker were beginning to bear fruit, especially after the United Provinces had been conquered.

Then the Tyland-Artian War broke out.

At first the war went in Tyland's favour as the various Artian states fell one after another in the first couple years of the conflict, least until the Siege of Utherheim that was the Kingdom's undoing. As the siege raged on the Tylanders allowed themselves to tunnel vision and become obsessed with crushing Viktor Wilstein, effectively leaving the Tylanders blind to events taking place elsewhere. Sensing an opportunity, the Commonwealth had struck a deal with Wilstein to get some payback for the defeat it had suffered at Tylander hands some years earlier. In a bold move the Commonwealth landed a large army in the United Provinces, taking full advantage of the fact that the Tylander garrison had been weakened due to the war against the Artians. Faced with a sudden second front opening up and a renewed Artian offensive, the Tylander war effort crumbled.

Worse was yet to come when the Tylander king was killed during an Artian artillery bombardment on Tyland's capital, a loss that the Tylanders never fully recovered from and sparked the Kingdom's decline as well as the Great Darmonican War. The Tyland-Artian War ended a few weeks after the king's death and Tylander ambitions for a pan-Darmonican superstate were permanently put on hold as the Kingdom sought to recover and crown a new monarch. For the next half a century the Tylanders lick their wounds looked to settle accounts, ultimately leading to the Great Darmonican War in 1796 AF.

The Tylanders had hoped to relive their early successes of the earlier Tyland-Artian War by taking a rapid, blitzkrieg like advance into the Confederation. They had also gotten their Sodkan allies to attack from the east, hoping to defeat the Artians by forcing them to fight a war on two fronts. At first things went to plan as Confederate soldiers were forced to conduct a fighting retreat, though a number of delaying actions caused the Royal Tylander Army to start getting bogged down. Similarly the Sodkans enjoyed some early successes, though they advanced on a much broader front and at a more sedate pace. Things changed when the Commonwealth attacked the Holy Sodkan Empire and captured a major port city, in addition they conducted raids along the northern coastline of Tyland.

The ultimate doing of the joint Tylander-Sodkan war plans was the rise of the Order of the Great Machine, a radical religious sect that stirred up wide spread civil unrest in the Holy Sodkan Empire and eventually left it unable to support its Tylander allies. This left the Artians free to redeploy troops from the Sodkan Front, at the same time the Commonwealth landed troops on Tyland's coast and captured a number of ports. With the Sodkan Empress' death in the event known as 'The Blast', the Sodkans withdrew from the conflict and the joint Artian-Commonwealth forces crushed the Tylander war machine.

Present Day

In aftermath of the War the Tylanders found their Kingdom occupied by both the Artians and the Commonwealth, the latter holding the northern ports whilst the former occupied the rest of the Kingdom. A treaty forced upon the Tylanders saw the creation of a rump of a state called the Tyland Free State with a chunk of former Tylander territory given to the Artians. The same treaty allowed for Artian troops to occupy the Free State and the Commonwealth to hold the northern ports (thus known as 'Treaty Ports') for a period of ten years, though amidst growing tensions it is doubtful that either country will honour the treaty and withdraw their troops.

A number of Tylander resistance groups have sprung up over the past decade, all of them united in fighting the occupiers but divided by their ultimate goals. The resistance groups are just as likely to fight one another as they are the Artians, leading to a low level civil war like situation in the Free State. There is a provisional government, but it is seen as little more than a puppet and ineffective as it has to rely heavily on the Artians occupation forces. If the resistance groups could put aside their differences and co-ordinated their efforts they can could have a shot at reclaiming their country...