Showing posts with label Alyeska. Show all posts
Showing posts with label Alyeska. Show all posts

Monday, 2 August 2021

August 2021: Alyeskan Gazetteer - Scrapper's Island

 Certainly been a while since we've had a Gazetteer post, so probably high time that was addressed. As ever this serves to explore the untamed wilds and expand the map of Alyeska, thus providing more fodder for people's games of Frozen Skies. In this month's entry we take a look at one of many ventures that failed to live up to their investor's expectations.


Scrapper's Island

Scrapper's Island is located in the Needles, north of Theda Air Station

The island has been used by fishermen for decades, originally being known as Dirgen's Landing since time almost immortal. Things changed with the end of the Great Darmonican War and the large amounts of war surplus flooding the market as the various militaries demobilised their forces. One enterprising businessman, a certain Sean Holden, sought to take advantage of this situation.

Spending no small amount of coin, Holden acquired the deed to the island and set about having a smelting plant and workers' housing constructed. Back in the Commonwealth's Home Isles he tendered contracts for disposal of surplus military equipment with the view of having it then transported to his island factory. It was Holden's intent to break up the equipment for salvage, either as spare parts or melt down the metals to be re-used for other purposes.

With a workforce in place, a few shipments en-route and operations already underway Holden was convicted for fraud and his assets within the Home Isles were seized by the Commonwealth authorities whilst Holden himself was imprisoned. Without it's main driving force, Scrapper's Island never achieved it's full potential. With no paychecks looking to be forthcoming, many of the workers upped sticks and left leaving those too stubborn or unable to leave.

Though looking mostly abandoned, Scrapper's Island continues in a state of limbo acquiring a tickle of junk that is broken down for spares by the so-called Scrappers that remain. The smelters stand silent, never really being used for their intended use as the island because more of a junkyard where various companies in Alyeska dispose of unwanted equipment.

Use In Games

Scrapper's Island could serve as the destination for a crew tasked with delivering a shipment of obsolete equipment, likewise the crew could visit the island in search of spare parts to make some repairs on the cheap. They could also be sent here to find something on behalf of a rich patron.

Monday, 3 May 2021

May 2021: Clan of the Fallen

 This month we return to the world of Frozen Skies by building some background lore, something that could possibly be used in games of Frozen Skies. It builds upon the clan society of the Commonwealth that I was aiming for, in addition introduces a plot angle for people to play with. Hopefully it'll be something that folk will find interesting and, if the reception is good, I'll see about doing more of these lore/plot-hook posts.


The Fallen Clan

Clan Kendrick's name is oft-spoken with disgust and mistrust, the clan having fallen from grace since the events of the Finklegate Coup. Disgraced, the surviving members of the clan found themselves as pariahs far as the Commonwealth was concerned. With much of their holdings, wealth and influence gone the clan eventually re-established itself in Alyeska where it gradually rebuilt it's fortune. As a sign of it's revival, Clan Kendrick had Dunfalk House built as it's new clan seat a few miles outside of Gravenburgh in Alyeska.

Still reviled by society at large, unsurprising the clan retains deep-seated bitterness and resentment of how the Coup played out. Having long coveted the throne, Clan Kendrick has frequently sought opportunities to help it achieve it's ultimate goal. One such opportunity presented itself in the form of Banrigh (Queen) Lothwyn II whom the clan paired with one of it's own scions to be a suitor when the then young Lothwyn came of age.

Despite taking the young man, Cathal Kilmartin, into her confidence the Banrigh fell for another. The identity of this other suitor is unknown as it's deliberately been kept under wraps, though publicly it is known that Lothwyn is dating somebody. Needless to say, this has frustrated Clan Kendrick no end. The clan has spent a great deal of effort and coin in trying to identify who this person is, though they've had limited success other than a real nugget of information; they regularly travel to Broken Spires to indulge in a spot of gambling.

With this critical clue to go on, the clan has despatched agents to the pirate haven to watch out for whom the Queen's mysterious lover might be. Additionally, Clan Kendrick has hatched plans to dispose of the mystery man and has been seeking a suitable outfit of freelancers to use as the scapegoat. A number of outfits have been hired by the clan, through proxies of course, with the aim of testing their worth before the clan put it's plans into action.

That said, the clan has remained highly cautious of the Queen's uncle and Ard Tiarna (High Lord) of Alyeska; Viktor Cathmore.

Monday, 7 December 2020

December 2020: Flight of Mercy

We're coming to the end of an unprecedented year and entering what is a traditionally a time to share with loved ones and of gift giving in addition to spreading cheer and hope. This is going to be my last blog post of the year and the next one isn't likely to appear until mid-January, so in the spirit of gift giving I'm giving you lot an adventure for Frozen Skies. This is in part inspired by the 1925 Nome Serum Run, least to the point of a remote snowbound settlement requiring urgent supplies. Still, I hope the adventure provides a fun and interesting game for those that play it.


Trouble A-Brewing

It's winter and the so-called Shrouded Days are creeping ever southward, engulfing the northern most regions in a month or so long night. Some folk have already come south, though others remain to endure the darkness having stockpiled key supplies. Though disaster has struck the remote settlement of Windscale's Gap; a fire broke out and razed it's storehouse to the ground leaving the settlement critically short of supplies. A mercy flight was already dispatched, though a distress call was received from the aircraft before all contact was loss.

A second flight has been hastily arranged.

This is where the characters come in, contracted at short notice to attempt a second flight to Windscale's Gap to deliver urgently needed supplies before bad weather shuts down the air route. They can ask about the first flight and that contact with the aircraft was loss, along with it's rough co-ordinates, but what happened to the aircraft is unknown. If the characters decide to try and salvage some of the supplies from the first flight to help out the settlement, award them a bennie each.

For this adventure, unless they already have one, the characters are presumed to have a Beagle cargo plane with the following additions;

Medium MG (Fixed Left), Medium MG (Fixed Right), 2x Linked Medium MG (Pintle Rear)

Optional: The First Flight

If the characters decide to salvage supplies from the first flight, they can find the wreck with a raise on a Notice roll. Support rolls can be used if the players feel uncertain about their task, though feel free to give bonuses based on the amount of time they devote to the task though remind them they are against the clock. 

Once they have found the wreck, landing isn't an issue though there doesn't seem to be any signs of life. After they've landed and proceeded on foot to the wreck, roll a d6 and consult the table below;

1 - A pack of wulvers, one per character, attacks the party! (see Frozen Skies)

2-3 - d3 bears are drawn towards the wreck in search of food. (see SWADE)

4-5 - Pack of snow cats, one per every two characters, stalk the party. (see Frozen Skies)

6
- Survivors! Some of the plane's crew are alive but are in need of medical attention ( roll d3 for number of survivors, presume a Wound each).

Trying to investigate the cause of what happened to the first flight can be done either by asking the survivors (if any) or getting a raise on a Repair roll whilst inspecting the wreck. The cause appears to be engine failure, something backed up by the remains of the engines and lack of any obvious 'battle' damage.

Some of the supplies are thankfully still intact and can be moved to the character's own aircraft.

Troublesome Skies

Flying the skies of Alyeska isn't without it's risks and as such draw four cards from the Action Deck to determine if any Travel Encounters occur. Consult below for suggestions on how to do each Encounter type.

Spades - Enemies: This can be d6 sky pirates flying Trodai Fighters, presume d6 Piloting and Shooting along with the Rock and Roll! and Steady Hands Edges.

Hearts - Strangers: SWADE does a good job of covering this, though NPCs could offer help by pointing out the wreck of the first flight or providing a +1 bonus to Piloting (for the rest of the session) by tipping off the characters about conditions ahead.

Diamonds - Treasure: If the characters haven't decided to find the wreck of the first flight, they could stumble upon it by pure chance. If they decide to check it out, run it as per the Optional: First Flight entry detailed above.

Clubs - Obstacle: This could be a blizzard or storm that the characters inadvertently fly into. Run this has a Challenging Dramatic Task with the characters needing to get two tokens per character over three rounds. Piloting is the obvious skill to use here, along with Notice for whoever is supporting the pilot. For other characters they can use either Athletics, Repair and Strength to help keep the plane stable and flying by stopping cargo from being thrown about. Alternatively this could be done as a Quick Encounter with the suggested skills mentioned previously and a -2 penalty for the extreme conditions.

Final Destination

After a possibly harrowing flight depending on the players' luck, Windscale's Gap finally emerges as perhaps the most welcoming sight in the world. The settlement is little more than a collection of wooden buildings, though the burnt remains of the storehouse can be clearly seen amongst the banks of snow. Whilst they have reached their destination, the characters aren't quite out of the woods.

They've still got to land.

Windscale Gap's lacks an airstrip, instead having a clear field for aircraft to land which has couple of feet of snow. The weather is also closing in, meaning a -2 penalty on the three Piloting rolls needed to safely land. Support rolls in the form of Notice to spot dangerous patches of snow and Repair, if the aircraft had taken damage, can be made to help with the landing. Failure on each of the three Piloting rolls inflicts a Wound on the aircraft, though the pilot can forego the third roll to take-off and circle round for another try which will grant a +1 bonus to Piloting on the next landing attempt.

Once safely down on the ground the characters are warmly welcomed by the townsfolk, if the supplies from the first flight were recovered and handed over as well then the townsfolk throw a small party in the characters' honour.

Monday, 7 September 2020

September 2020: Banshee Down

So in last month's post I promised that the follow-on post would be an adventure.

And so here we are, an adventure involving the pirate gang known as the Banshees. It is a standalone adventure that can easily be fitted into an ongoing campaign or serve equally well as a one-shot, though the main focus is air combat which is something to be taken into consideration. Depending how well this does, I'll certainly consider doing more content along similar lines either in the form of a series of linked adventures or more updated character stats and companion adventure.

Banshee Down

Scenario

The setup for this adventure is pretty simple; It starts with the assumption that the characters are travelling in a sizeable aircraft of some description (cargo plane or airship) over the wilderness of Alyeska.

Call for a Notice roll for the characters and those that pass will see a column of smoke on the horizon, though those with a d6 or more in Piloting could possibly recognise it as coming from a recently crashed plane. Presuming the character go check it out they will find a fighter craft billowing smoke and the pilot still sat in the cockpit but unconscious. Anyone checking the aircraft for insignia will find the picture of a screaming female wraith or ghost, a Common Knowledge roll (those with connections to or knowledge of sky pirates will get a +2 on this) will reveal that the aircraft and pilot most likely belong to the Banshees pirate outfit.

Pilot herself could simply be a normal pilot of the outfit or even Natasha herself depending on the GM's choice.

The characters have a few options on how to proceed here;

*Morally dubious characters would simply leave the pilot and salvage what they can of the plane. This will, without a doubt, make them enemies of the Banshees should they find out.

*Righteous characters will realise that the pilot is a wanted criminal and therefore take her to the nearest settlement of a decent size and hand her over to the law. Going with this option will incur the wrath of the rest of the Banshees who arrive to rescue their downed pilot, the characters could hand her over at this point or try and make a run for it leading to a Chase or running air battle. Obviously handing the pilot over could make the Banshees more friendly in the future, making it a run for it will make them enemies of the characters.

*Charitable characters, even realising that the pilot is a wanted criminal, could try to return her to her outfit or take her to the nearest hospital. This option will involve a Chase, but this time the opponents are regular sky pirates flying Kestrel fighters (see the Frozen Skies Black Ice Update for SWADE). Going with this option could allow the Banshee pilot to help out the characters as an extra gunner, a pilot or simply do Support rolls. Of course, picking this option will certainly make the Banshees more inclined to be friendly...perhaps even come to the character's aid if they're really struggling.

And there you have it, a nice and simple adventure that's straightforward enough to run and will hopefully provide plenty of fun. Though feedback and suggestions are most welcomed.

Until next time folks, watch yer six!

Monday, 7 October 2019

Landships!

Little bit of a short post this week, working overtime at the day-job and thus I have less free time. This is an idea that I've had brewing for a while and a question on the Unofficial Savage Worlds Discord prompted me to finally post it. Hopefully this will give people more options and ideas for their Frozen Skies whilst expanding the availability of land vehicles.

Source - Keith Thompson

Iron Beasts


Landships are another weapon of war that found themselves being made surplus to requirements following the end of the Great Darmonican War. Many of the Landship fleets of the various nations were drastically reduced as armies adapted to peacetime budgets, so many machines being scrapped or sold off. Much like war surplus aircraft, many landships were snapped up by private ventures and merc outfits.

Alyeska's Wulver problem has proven to be a renaissance for landships far as the Commonwealth is concerned, their armoured hulls able to turn the claws of the fiercest Wulver. Ex-military landships have been in great demand, they're rugged and easier to maintain compared to aircraft. A few enterprising persons have looked at the possibly of constructing purpose-built civilian models.

Landship

Size: 9 (Huge)
Handling: -2
Top Speed (MPH): 25
Toughness: 24 (8)
Crew: 4 (2+10 if transport variant)
Notes: Heavy Armor, Tracked
Weapons: Varies; Any combination of turret-mounted cannon up to 76mm, Medium and Heavy machine guns on pintle mounts.

Monday, 30 September 2019

Rogue's Gallery: The Kenworth Street Runners

Oh hey, something else that hasn't been done in a while.

This week's post showcases potential allies or foes for the player characters when they've attracted the attention of the authorities. It is also a powerful group that's not to be trifled with, similar in some respects to the Agents and Rangers from Deadlands.


The Commonwealth's Long Arm


The Kenworth Street Runners are a detachment of the Garda's Special Branch, stationed in the Alyeskan capital of Morrdun. They are independent from Alyeska's Air Guard, something that sometimes puts the two groups at odds especially as the Runners rank above the lawmen of Alyeska. Another cause of disgruntlement from the Air Guard is that its own force of detectives are restricted to investigating crime, whereas the Runners deal with matters of national security and conducts investigations to protect the Commonwealth from perceived threats of subversion.

As Alyeska's own lawmen are considered a colonial force, the Runners can ride roughshod over the Air Guard's investigations if the Runners believe it would affect the interests of the Commonwealth. As the Runners are part of the Commonwealth Garda, they have the backing of the Home Isles and by extension are answerable to the Queen of the Commonwealth rather than the High Lord of Alyeska. Again, this helps strokes tensions.

On a normal day-to-day basis, the two forces keep their distance. The Runners only interfere with the Air Guard if a case crops up that concerns the national interests or the Air Guard arrests suspect who is on the Runners' watch list. The High Lord may request the Runners take over an Air Guard investigation, though the Runners aren't obliged to honour the request and will take on the case just to be polite.

Use In Games


As stated above, the Runners are meant to be used when the player characters attract the attention of the authorities. Generally this would be if the PCs get caught up in a spy ring, get their hands on a state secret somehow or get accused of treason. They're not a group to cross lightly and can cause a heap of trouble for the PCs. On the other hand, the Runners could be potent allies for the PCs if an opportunity arose with the influence alone that the Runners are able to bring to bear.

Kenworth Street Runner (Human, Detective)

Rank: Legendary (24 advancements)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Athletics: d6, Common Knowledge: d6, Driving: d6, Fighting: d8, Intimidation: d6+2, Notice: d8+2, Persuasion: d6, Research: d8, Shooting: d10, Stealth: d8, Taunt: d6, Thievery: d6+1
Pace: 6, Parry: 7, Toughness: 5
Hindrances: Driven (minor), Ruthless (minor), Stubborn, Vow (minor)
Edges: Alertness, Block, Calculating, Charismatic, Combat Reflexes, Dodge, Double Tap, Investigator, Killer Instinct, Level Headed, Marksman, Menacing, Rabble-Rouser, Scholar, Streetwise, Strong Willed, Thief
Weapons: Revolver (2d6+1, 12/24/48, RoF 1, AP 1, Shots 6)

Monday, 23 September 2019

Alyeskan Gazetteer: The Wulf Coast

Been a while since I've done a Gazetteer post, but wished to return to this series and further explore the untamed wilds of Alyeska. Hopefully this end will provide plenty of fodder for people's games and perhaps even spawn an interesting campaign or two. Either way, tis an excellent opportunity to expand the 'map' as it were.


The Wulf Coast


The area known as the Wulf Coast is part of the Alyeskan coastline that runs roughly southwards. It is where a mountain range known as the Shackles meets the sea with towering cliffs and is seperated by the southern end of the Dragonspine Mountains by a coastal plain called the Dunfalk Gap. On the landward side it is surrounded, and thus cut-off from the rest of Alyeska, by the Wulflands.

Even before the creation of the Wulflands, it was a sparsely populated area with only a handful of independent mining outfits and stubborn fisherfolk. The ragged terrain also provided a haven for sea borne pirates, knowing how difficult it would be for the the Commonwealth authorities to dislodge them. Following the Wulver Wars the are became completely cut-off and the pirates faded into obscurity with the rise of their aerial counterparts.

These days the only inhabitants are those who were too stubborn to leave, eking out a bleak existence amidst an unforgiving and ragged terrain. Small, abandoned towns and mining camps are infrequent sights along with roads that have decayed after a decade of neglect. The only true way to get around is on foot, air travel is another option but some areas remain inaccessible.

Use In Games


The Wulf Coast is off the beaten track for normal Frozen Skies games, but there are a few reasons for visiting it.

*It is a relative safe-haven and has drawn some Wulfland survivors in search of some place else to live and has less danger from the bestial Wulvers. They still need supplies and have scavenged items to trade.

*It is a smugglers' haven, ignored by the Commonwealth and gives access to a risky but rewarding route across the Wulflands and over the Dragonspine Mountains.

*Those seeking to escape the notice of the authorities, it is a great place to setup a base even if its taking over one of the abandoned settlements.

*There is rumours of an abandoned military base in the area, one that was setup during the Great Darmonican War. Though, who by? Did they leave anything? Why was it abandoned?

Monday, 16 September 2019

Frozen Skies: A Proposal

In what seems to now be part of an ongoing series, I now present the latest instalment in the Phantom Skyskip Saga. This week's entry is a communique from the commander of the Aero-Fleet's Alyeska Command to the High Lord of Alyeska, whom we covered last week. Here the Royal Aero-Fleet approaches the viceroy of Alyeska with a proposal regarding the mysterious airship.

Troop Carrier - Ian McQue
Your Grace,

I have the honour to refer to the so-called 'Phantom Skyship' that has been frequently sighted on the western fringes.

You have been forwarded the relevant reports concerning the matter, along with the conclusions of my staff. We strongly suspect that the aero-vessel belongs to a foreign power that is largely unknown to us, though further investigation is required to confirm this theory.

To this end I humbly submit a proposal to mount an expedition beyond the Mallett's Rift in order to determine the true origins of the craft in question. Such an expedition would require a sizeable amount of personnel and resources and potentially weaken our standing forces in Alyeska, but it is felt that the benefits would more than outweigh this cost.

An outpost would be required to be established in the Mallett's Rift region, a necessity to allow an expedition force to maintain contact with the civilised world. Even if the expedition proves to be fruitless, the outpost would allow us room for expansion and perhaps eve contain the Wulvers.

The area beyond the Mallett's Rift is largely uncharted, thus giving rise to the possibility of untapped resources that could be claimed by the Commonwealth. In conjunction with the aforementioned outpost, it could increase Alyeska's importance and make it extremely valuable in the Commonwealth's eyes.

Potential benefits aside, I must underline the danger that the unknown skyship poses to our position in Alyeska. If a foreign power is found to have established itself in the western reaches, our defences are extremely venerable if that power proves to be hostile. If anything, its important that we stake the flag in the west to show that the land belongs to us.

I have the honour to be,
Your Grace,
Your obedient servant,
Air Vice-Admiral,
Air Officer Commanding Alyeska Command,


T.D.H. Cunningham

Monday, 9 September 2019

The Man Who Would Be King

Already mentioned that part of the process of updating Frozen Skies to SWADE is making some changes and revisions to the setting, the intent to tighten up and make clearer the background lore. This has included giving the Commonwealth more of an Irish/Celtic feel by making some changes to how it is structured and providing Gaelic based names for different titles and organisations. This week we turn to Alyeska and a complete overhaul of the Lord-Governor.


Viktor Cathmore, Ard Tiarna of Alyeska


The biggest thing people will notice is that both the title and person holding it have been changed.

Ard Tiarna translates as 'high lord', in Frozen Skies it is a position held by a clsoe family member of the reigning monarch of the Commonwealth and is appointed to that role. The High Lord of Alyeska is effectively a viceroy, who runs the territory in the name of and as a representative of the Commonwealth monarch. As the monarch's representative, the High Lord performs the ceremonial and constitutional functions of a head of state and holds executive power over Alyeska's own parliament. The High Lord also serves as the commander-in-chief of Alyeska's armed forces, making the post as much a military appointment as a civil one.

The current High Lord of Alyeska is Viktor Cathmore, the uncle of the reigning Queen Lothwyn and was appointed to the position by her father during his own reign. The fact that the Queen lacks any siblings was a big influence in Viktor remaining in the role when Lothwyn ascended to the throne, thus giving raise to a situation where the de facto 'king' of Alyeska has ruled longer than the actual sovereign of the Commonwealth. The extra time Viktor has had in the role has allowed him to cement his position and many suspect that he will not easily step down if Lothwyn chooses to replace him.

As Lothwyn has yet to take a husband and bear any children, Viktor is currently the heir presumptive and stands to inherit the Commonwealth throne when Lothwyn passes unless she ends up having children. This potentially sets Viktor up as one of the most powerful men in the Commonwealth and somebody who has much to gain if anything...unfortunate happens to his niece.

Viktor is known to be a stern man and is widely suspected to have built up a circle of supporters in both Alyeska and the Home Isles. He is also a skilled fighter and practices with the blade daily.

Monday, 2 September 2019

Frozen Skies: A Classified Report

Last week's post of some in-setting fluff proved to be a big hit, so here is a sequel of a sorts. If this proves to be as popular I'll certainly see about doing some more along similar lines. There is potential to do newspaper articles, letters, extracts from books and other pieces.

So if you want to see more of this, then please let me and in particular the sort of stuff you want to see.






CLASSIFIED TOP SECRET

AIR MINISTRY EYES ONLY


RE: UNIDENTIFIED SKYSHIP

YOUR LORDSHIPS,

AS PER YOUR RECENT REQUEST I HAVE COMPILED TOGETHER THE VARIOUS REPORTS MADE OF AN UNIDENTIFIED SKYSHIP SIGHTED ON THE WESTERN FRONTIER OF ALYESKA IN RECENT MONTHS. I HAVE DRAWN UPON SOURCES RANGING FROM AERO-FLEET PERSONNEL THROUGH TO CIVILIAN FRONTIERSMEN, MAKING NOTE OF THE DETAILS THEY HAVE ALL PROVIDED IN ORDER TO WRITE MY REPORT ON THE MATTER.

I HAVE NOT SUCCEEDED IN POSITIVELY IDENTIFYING THE ORIGINS OF THE MYSTERIOUS SKYSHIP. INSTEAD I HAVE THREE THEORIES, THOUGH I FEAR THEY WILL RAISE MORE QUESTIONS THAN PROVIDE ANY ANSWERS. EACH THEORY HAS ITS PROS AND CONS THAT I SHALL ENDEAVOUR TO COVER, THOUGH I MUST STRESS THEY ARE ONLY THEORIES.

1. THE PREVAILING THEORY IS THAT THE CRAFT IS ANCIENT TERRAN IN ORIGIN, SOMETHING THAT WOULD ACCOUNT FOR ITS DESIGN. THOUGH MOST ANCIENT AERO-CRAFT ENCOUNTERED TO DATE HAVE BEEN HALF-BURIED, RUSTY HULKS THAT WOULD REQUIRE CONSIDERABLE RESOURCES TO MAKE AIRWORTHY. EVEN IF SUCH A FEAT WAS ACHIEVED, OUR KNOWLEDGE OF ANCIENT TECHNOLOGY IS STILL PITIFUL AND I DOUBT SUCH A CRAFT COULD BE MADE OPERATIONAL WITH OUR CURRENT UNDERSTANDING.

FURTHER MORE, DESCRIPTION OF THE CRAFT DOES NOT SUGGEST SOMETHING THAT HAS BEEN SALVAGED AND PATCHED TOGETHER. THE CONDITION REPORTED APPEARS THE CRAFT IS A MUCH MORE RECENT BUILD, SO THIS IS A THEORY THAT I WOULD DISCOUNT.

2. THE IRON COLLECTIVE IS A STRONG CANDIDATE, THOUGH DUE TO ITS ISOLATIONIST NATURE WE ONLY HEAR RUMOURS OF ITS MILITARY AND TECHNOLOGICAL CAPABILITIES. THUS DUE TO OUR LIMITED KNOWLEDGE AND INTELLIGENCE, IT IS ENTIRELY PLAUSIBLE THAT THE COLLECTIVE HAS MANAGED TO DESIGN AND BUILD NEW DESIGNS OF AERO-VESSELS WITHOUT OUR KNOWLEDGE.

WHERE THIS THEORY FALLS DOWN IS THAT AT THE END OF THE LAST WAR, WITH THE SKYWRIGHTS GUILD'S BLESSING, THE RAF LAUNCHED STRIKES AGAINST SKYSHIP FACILITIES WITHIN THE THEN FLEDGING COLLECTIVE. INTELLIGENCE REPORTS AT THE TIME ESTIMATED 5 TO 10 YEARS BEFORE THE COLLECTIVE'S FACILITIES TO MAINTAIN AND CONSTRUCT NEW SKYSHIPS WERE FULLY RESTORED. BASED ON CONSERVATIVE ESTIMATES, IT IS BELIEVED THAT THE COLLECTIVE WOULD NOT INTRODUCE NEW DESIGNS FOR ANOTHER FIVE YEARS.

IF THE COLLECTIVE HAS MANAGED TO NOT ONLY MAKE FULLY OPERATIONAL ITS SKYSHIP FACILITIES BUT CONSTRUCT AND COMMISSION NEW DESIGNS, IT SHOWS THAT WE HAVE SEVERELY UNDERESTIMATED THE CAPABILITIES OF THAT STATE.

ADDITIONALLY, IF IRON COLLECTIVE VESSELS ARE NOW ROAMING THE WESTERN REACHES OF ALYESKA IT SHOWS THAT THEY ARE ABLE TO DANGEROUSLY OUTFLANK US. IN ORDER TO ACHIEVE THIS FEAR WE HAVE TO PRESUME THAT THE COLLECTIVE HAS MANAGED TO NAVIGATE THE POLAR REGIONS, THUS GIVING THEM THE OPPORTUNITY TO STRIKE AT THE TRADITIONALLY UNDER-DEFENDED NORTHERN AND WESTERN REGIONS OF THE HOME ISLES. THIS PROSPECT ALONE SHOULD BE THE RAF'S PRIMARY CONCERN GOING FORWARDS REGARDLESS OF OTHER FACTORS.

3. THE FINAL THEORY IS THAT AN UNKNOWN POWER FAR TO THE WEST OF ALYESKA HAS STARTED EXPANDING EASTWARD.

THIS THEORY HAS SOME CREDENCE AS ANOTHER EMPIRE IS BELIEVE TO EXIST BEYOND THE EASTERN FRONTIERS OF WHAT IS NOW THE IRON COLLECTIVE. BEFORE THE WAR THERE WERE REPORTS OF PERSONS WHO CLAIMED TO BE FROM THE DISTANT EAST AND SPOKE OF A VAST EMPIRE. OTHER DETAILS ARE SOMEWHAT SCARCE, THUS LEAVING US TO ONLY GUESS AT THIS UNKNOWN EMPIRE'S TECHNOLOGICAL PROWESS AND CAPABILITIES.

I CONSIDER THIS THEORY TO BE THE MOST LIKEST OF THE THREE, THOUGH IT IS HEAVILY RELIANT ON THE UNKNOWN. AS HIGHLIGHTED ABOVE, THERE IS SOME EVIDENCE THAT SUGGESTS THAT SUCH AN EMPIRE EXIST BUT IT IS IN PART OF A WORLD THAT WE KNOW SO LITTLE ABOUT. LIKEWISE, THAT IS STILL SO MUCH OF ALYESKA BEYOND THE WULFLANDS THAT REMAIN UNEXPLORED.

IN CONCLUSION

AS STATED, THESE ARE JUST THEORIES AND ONLY OFFER POSSIBLE ANSWERS RATHER THAN ANYTHING CONCRETE. THOUGH IT IS UP TO THE AIR MINISTRY AS TO THE COURSE OF ACTION TO TAKE, IT IS MY STRONG RECOMMENDATION THAT AN EXPEDITIONARY FORCE IS DESPATCHED BEYOND THE MALLETT'S RIFT REGION WITH THE VIEW OF ESTABLISHING AN OUTPOST IN THAT AREA. SUCH AN OUTPOST WOULD ALLOW US TO HAVE A PRESENCE IN THE AREA IN QUESTION, INCREASE OUR CHANCES OF INTERCEPTION THE MYSTERIOUS SKYSHIP AND POSSIBLY EVEN AID WITH THE RECLAMATION OF THE WULFLANDS.


SQN LDR F. SCANLAN
R.A.F. INTELLIGENCE

Monday, 15 April 2019

Commonwealth Revisited: The Garda


Continuing the effort to take another look at the Commonwealth and make revisions where needed, we take a look at the Commonwealth’s national police force; the Garda.

We take a look at the Garda’s origins and how it became the force it is today. In addition, we’ll also take a look at the Garda’s current roles and some ideas for including the Garda in your games of Frozen Skies.

Keepers of the King’s Peace

The Commonwealth Garda has its origins as the Righ Garda, effectively the King’s Guards. To begin with the Garda were little more than bodyguards, though successive monarchs gradually expanded the role and duties of the Garda to help spread the monarch’s influence over what would become the Commonwealth. Charged with upholding the King’s Peace, the Garda was given much wider jurisdiction than the various town and city watches in addition to being ranked above them.

As power shifted from the monarch to the Commonwealth’s parliament, the role and responsibilities of the Garda were formalized. Over time the system of town watches proved to be inadequate and they ended up be gradually absorbed by the Garda until it became the Commonwealth’s main law enforcement agency.

Present Day

Today the Garda provides day-to-day local policing within the Home Isles, though it does have jurisdiction in other territories despite their own local police forces. The main public image of the Garda is of uniformed officers patrolling the streets or, less commonly, in patrol cars. On the whole the Garda is a largely unarmed force, certain units within the Garda do routinely carry firearms but generally the Garda likes to escalate things to the military in instances involving firearms.

The Garda has plain-clothes detectives organized into either the Detective Branch or Special Branch. The former deals with investigation and detective work concerning fighting crime. Special Branch, on the other hand, tends to focus its efforts on counter-intelligence and cases that effect the national interest and security. Unlike the Commonwealth’s intelligence services, Special Branch has the power to arrest spies and is frequently called upon to do so.

Though air security is generally in the hands of the Royal Aero-Fleet, the Garda does maintain its own Air Wing to combat aerial crime within the Home Isles. Blimps of the Garda Air Wing are a common sight over the towns and cities of the Home Isles, though the Air Wing also has a squadron or two of light fighters on its books stationed in the capital of Lindun. Air Wing officers are also placed on passenger airships as effectively sky marshals, particularly if there is an important passenger or valuable cargo onboard.

Use in Games

The most obvious way to use the Garda is as an opponent for the characters, though the Garda could also serve as a useful ally. If the characters go down the sky pirate route there is a good chance that they’ll have a run-in with the Garda sooner or later. Similarly, if the characters commit a high profile crime in the Home Isles they can expect the Garda to come after them. On the flip side, if the characters are working for the Commonwealth they can expect to find a valuable ally in the Garda.

The other way to include the Garda is to run a Garda base campaign with the characters being members of either the Detective Branch, Special Branch or the Air Wing. There is a degree of overlap in the work done by these departments, so it is possible for the characters to work alongside colleagues from other departments or form part of a multi-department team.

Monday, 23 July 2018

Brokers of Secrets

This particular post was going to be another installment of the Frozen Skies campaign I'm running. However, half the group wasn't able to make and so the session got cancelled. Hopefully in two weeks time it'll be the next bit of the campaign.

In the meantime, I've had to think of a different topic for this week's post...


Brokers of Secrets

As has frequently been stated before, Alyeska is home to a wide range of individuals from different backgrounds and of different professions. Among these there are a handful of secretive persons known as Brokers of Secrets.

These independent individuals make it their business to know any and all information of value, if they worked for a country they would be called spymasters. They collect information and then sell that information to the highest bidder, preferring to remain neutral by accepting coin from those willing to pay. They'll sell critical information to a client, though at the same time they'll happy sellout that client if the client's enemies pay well enough.

The Brokers are the source of high profile jobs, so they tend to be selective with whom they do business with. Though typical Brokers charge a fair amount for their fee, which functions a sort of passive filtering by discouraging bandits and ruffians. Occasionally they do contract so-called 'small fry' for jobs on behalf of clients, normally jobs that require effective nobodies to complete.

Brokers are often regarded as eccentrics, though they are wise enough to surround themselves with bodyguards. They amass a fortune, thus allowing them to fund a small army of bodyguards and maintain their own private compound. To further aid in defending their persons they acquire a few tricks and gadgets only known to them.

Monday, 16 July 2018

Rogue's Gallery: The Tundra Wolves

There are many sky pirate outfits in Alyeska, ranging from little more than bandits with a couple of planes through to successful gangs with their own airships. A group known as the Banshees have already been covered and have even made an appearance in the Frozen Skies campaign that I'm currently running. Another gang that has featured in the campaign and have only been mentioned previously; The Tundra Wolves


Honour Among Cutthroats

At first glance the Tundra Wolves seem like just another gang of sky pirates, though closer inspection reveal some surprising facts.

Firstly they are the only known all-Sodkan sky pirate that exist in Alyeska; its members having come from either Sodkan families who'd settled in Alyeska prior to the Great Darmonican War or fled their homeland when the Holy Sodkan Empire collapsed. This Sodkans-only policy sets them apart from the other gangs, almost to the point of making them outsiders. But the Wolves' leader, Andrei Skirov, wouldn't have it any other way.

Thanks to their association with Petro Broklaw, the Wolves utilize a range of weird science gizmos which gives them an edge over other sky pirates. These gizmos help the gang sneak up on and then rob airships, something which the Wolves have specialized in doing. Among the gizmos that Broklaw is said to given the Wolves are darklight goggles, targeting scopes for their planes with unparalleled range and a device rumoured to be called a 'transdislocator'.

The Wolves exclusively target airships known to be carrying valuable cargo such as gold bullion or Ancient artefacts. Unusually they give some of their profits to the various downtrodden Sodkan communities in Alyeska, something that further steps them apart from other gangs and makes them also folk heroes.

Stats

Use the Sky Pirate stats from Frozen Skies, but change Smarts to d6 and then add the Weird Science skill at d6. Additionally, they also have the Loyal Hindrance.

Andrei Skirov has Agility d6, Smarts d8, Spirit d8, Strength d8, Vigor d8. He also has Fighting d8, Piloting d8, Shooting d8 and Weird Science d8 as well as the Ace, Command and Command Presence Edges.

The Tundra Wulves are equipped similarly to Sky Pirates, but they have darksight goggles and transdislocator harnesses (teleport). Andrei also has a glimmer gun.

Monday, 18 June 2018

Rogue's Gallery: Marauders

Alyeska is home to many outlaws; the most infamous of these are the sky pirates that have been romanticised by the newsheets. Bandits aren't unheard, though they are not seen as exciting and tend to receive considerably less attention in the press. Then there are the motorcycle raider gangs known as 'Marauders'.

HOT OFF THE PRESS! Frozen Skies will go on sale this coming Wednesday!!


On Steads of Steel & Oil

Bandits have plagued Darmonica for centuries, typically peaking in activity following major conflicts as thousands of soldiers suddenly find themselves released from service with no job to turn to. Bandits have also moved with the times, the evolution of mechanised warfare saw increased demand for technical skills and thus resulted on a large number of those with a mechanical aptitude. The rise of the aircraft has seen many gravitate towards the sky pirate outfits that have emerged over time, though there are still those who remained earth-bound.

Marauders are outlaws who prefer to conduct their nefarious activities on the ground, usually with a motley collection of vehicles. Most marauder gangs have a couple of trucks and a fair few motorcycles, some may even have sidecars. They typically target trains, lightly armed convoys, trade caravans and even small settlements on occasion. Even the military has found that it isn't immune to marauder attacks and so has had to assign precious manpower to guard convoys and supply dumps.

Marauder

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Driving d8, Fighting d6, Intimidation d6, Notice d8, Repair d6, Shooting d6, Throwing d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: Bloodthirsty, Mean, Wanted (Minor)
Edges: Ace, Combat Reflexes, Dodge, Steady Hands
Gear: Revolver (12/24/48, 2d6, RoF 1, Revolver), machine pistol (12/24/48, 2d6-1, RoF 3, AP 1, Auto), knife (Str+d4), leather armor

Marauder Truck

Acc/TS: 6/26, Toughness: 8 (3), Crew: 1+2, Weapons: 2x machine guns (40/80/160, 2d8, RoF 3, AP 2, Auto)

Marauder Motorcycle

Acc/TS: 12/30, Toughness: 7 (1), Crew: 1 (+1), Weapons: 1x machine gun (if motorcycle has sidecar)

Sunday, 8 April 2018

Alyeskan Gazetteer: Grimsport

Alyeska is home to be many settlements; some little more than mining camps whilst others are fully fledged towns. Most were founded either in areas rich with natural resources or close to readily available water. All usually have some sort of reputation for good or ill; Grimsport sits within the latter.


"A Most Dour And Decrepit Town"

The town of Grimsport sits at the mouth of the Grimsby River, which flows eastwards from Wicked Antler Lake to meet the sea on Alyeska's eastern coastline. The town was founded by the Grimsby family who gave their name to the river, the town and the whaling company that was Grimsport's major employer. Though the Grimsby family is now all but gone, the last male heir is believed to have been killed during the Great Darmonican War, and the town seems to be in terminal decline.

Grimsport has always had a bit of an ill reputation, the Grimsby family is said to have left the Home Isles under a dark cloud and some dare say that the family was cursed. The townsfolk themselves are a insular bunch and extremely unwelcoming to strangers, even to the point of outright rudeness. Whaling ships typically only unloaded the fruits of their labours at Grimsport, then sought a different port to take on supplies and for the crew to enjoy some shore leave.

Today, Grimsport is a decrepit looking town. The whaling industry effectively collapsed with the outbreak of war and Grimsport gradually went into terminal decline. Grimsby Hall, the seat of the Grimsby family, lies neglected whilst the whaling company factory is a blackened shell after a fire a couple of decades previously. An air of decay with streets of dilapidated buildings, seemingly half of which have any sign of human habitation.

Grimsport's only real contact with the outside world is the rickety old bus that runs from the town to Purpleflint and back three times a day, though the town does boast a small airstrip originally maintained by the Grimsby Whaling Co. There is also a two-man Air Police detachment, though this is rotated every three months and is an unpopular posting as its considered a punishment detail. The detachment's main role is to function as a point of contact for search and rescue efforts during an emergency, though they are alerted via a landline telephone so that they do not have to main the radio round the clock.

Services wise there is a rundown hotel that contains the town's sole restaurant and bar. There is also a combined general store and post office, a remnant of the old Great Northern Trading Co. This store is run by a Mrs Jenkins, a war widow and the only friendly face in town. Mrs Jenkins' husband died during the war, but she has maintained a cheerful disposition and is willing to impart advice to newcomers.

Due to Grimsport poor reputation, most aviators tend to turn down jobs that involve the town. As a result such jobs tend to offer double pay as an incentive, even for something as simple as a mail run. That may seen enticing to player characters who'll probably consider it 'easy money' even if they suspect a catch. Smuggling is another option due to the town's remoteness and the lack of interest from the aforementioned law enforcement.

Grimsport should be played as being more than a little creepy; there is a near-constant mist that engulfs the town and there is overwhelming feel of abandonment due to the rundown nature of the town. The locals will simply stand and silently stare at newcomers rather than engage in conversation, they also look similar to one another. The characters should feel like they're being constantly watched, perhaps even see half-glimpsed shadows, in addition to feeling that they're trespassing on unhallowed ground.

Sunday, 25 February 2018

Sodkan Imperial Remnants

Prior to the Great Darmonican War, the Holy Sodkan Empire was considered one of the 'great powers' of Darmonica and held sway over extensive territories. During the course of the war, the Empire suffered huge reversal of fortune and splintered into the Iron Collective and the Union of Sodkan Republics. There are many who mourn the lost of the Empire, there are also others who seek its restoration.


The Imperial Remnants in Alyeska

As territory controlled by a wartime enemy of the Empire, Alyeska may seem an odd choice for Sodkan Imperialists to establish themselves. Alyeska is a frontier land and the Commonwealth's hold isn't absolute (as Broken Spires will attest), meaning that there are places that the Imperialists can claim as their own. Whilst it means that they have greater freedom to act, it also means that they are also vulnerable to attack. For now, Commonwealth control over Alyeska seems to be a deterrence against the Iron Collective and the Imperialists view it as a necessary evil.

The Imperialists' goal is the overthrow of the Iron Collective and the restoration of the Holy Sodkan Empire. However, there are many different ideas as to how that can be achieved. Presently the main focus is on hiring privateers to attack Iron Collective shipping, the purpose for this is twofold; the Imperialists get a cut of the plunder to help fund themselves and at the same time they learn a little more about the tactics of the Iron Collective. For this they rely on agents outside of Alyeska, though with the skyships of the Iron Fleet having been spotted in Alyeskan skies they've hired privateers closer to home.

Second option being explored is the idea of stirring up insurrections within the borders of the Iron Collective. The idea of the Sodkan people rising up against the Order of the Great Machine is as appealing as it is ironic, the Order effectively did the same thing in its rise to power. The biggest hurdle is providing support to the insurrections as it will have to come through the Union of Sodkan Republics. However, the Republics have been less than willing to back this idea and so the Imperialists have started trying to get their people into positions of influence.

The third and final option is also the most drastic: Forming a new Sodkan Empire in Alyeska. Doing this would put the Imperialists at odds with the Commonwealth, since not surprisingly the Commonwealth will react angrily. It would require a heavy commitment from the Imperialists as they would need to raise their own military and fight a costly war to achieve their goal. There isn't much support for this idea, but that support may grow if other options final to materialize in what the Imperialists want.