Getting skyjacked by air pirates is constant threat for those that fly the skies of Darmonica, especially since during the War it was not unheard of military skyships being boarded. Much like the sailing ships of old, skyships can often be seen carrying a detachment of soldiers known as 'aero-marines'. These aero-marines serve on both military and civilian skyships, though the latter tends to belong to private security companies or corporate militias.
The best known of all of the aero-marine forces that exist in Darmonica is the Commonwealth's Royal Aero-Marines.
History
The Royal Aero-Marines can trace their origins back to the marines of the Commonwealth Navy, airships were originally under the Navy's control and small detachments of marines gradually started being used to provide security onboard these airships with the rise of sky pirates. When the Commonwealth Air Force was formed it was given control of the Commonwealth's air fleet and a number of the Navy's marines were offered the chance to transfer to the new Service. Those that did transfer over formed the nucleus of what was soon dubbed the 'aeronautical marine force', they were joined by soldiers from the Army when the force was officially named the 'Royal Aero-Marines' by Royal Warrant.
Prior to the Great Darmonican War the Royal Aero-Marines, or the Rams as they were nicknamed, were only the strength of a single battalion. During the War they were quickly expanded as the air fleet was built-up as the War waged on, with the Rams taking part in most of the Commonwealth's skyship engagements throughout the War. They also gained extra responsibilities and remain a sizeable force in the post-War years with the threat of sky pirates being so prevalent.
Organisation & Roles
Like their naval ancestors the Rams based their structure upon that of the Commonwealth Army, ranging from platoon and companies up to divisions. Typically only companies are the largest sized unit encountered, either as a the Ram detachment on one of the larger skyships or on 'shore duty' defending CAF bases and installations. Platoons are more common being found on both the smaller skyships of the air fleet and as 'shore parties' to provide security on the ground whenever a skyship is 'docked' at a non-military airfield. Occasionally ten-man strong sections may be encountered escorting valuable cargo or a prisoner.
The Aero-Marines' primary duty is the security of skyships by either repelling boarders or manning the guns in defence of the vessel, they have been used to board and try to capture other skyships if the opportunity arises. On the ground they mainly act as an airfield defence unit (much like the RAF Regiment), though they have been used in a shore party role as described above as well as in actual ground combat alongside Army units. Additionally Aero-Marines can apply and become pilots in the CAF, flying fighter or other aircraft.
Use In Games
How the Rams are used in your game depends on the sort of campaign that you're running, they can be an ally of the group or an enemy.
*A sky pirate campaign will have the Aero-Marines as a big foe if the group goes in for skyjacking, though the same can be said if the group decides to attack a CAF base.
*For a military campaign the Aero-Marines can be allies, rivals or foes depending on the group's actions.
*The group could be Aero-Marines themselves, either serving onboard a skyship or at a base. Shore parties in particular have a broad scope for different sort of situations for the group to handle.
Aero-Marine
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6, Survival d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
Edges: Block, Combat Reflexes, Marksman
Hindrances: Vow
Gear: Rifle, bayonet, grappling hook, etc.
Wednesday, 27 July 2016
Wednesday, 20 July 2016
Skies of Crimson
Its been mentioned countless times that sky piracy exists in Darmonica, not surprising that the Crimson Skies series of games was a big inspiration for Frozen Skies. Though I've never really gone into much detail about them, how they operate or covered some of the (in)famous scoundrels of the wild blue yonder.
Keep yer eyes sharp as we head off into skies of crimson.
Sky Piracy 101
Sky piracy in Darmonica arose a short while after aircraft had come into widespread use, records from this time tell of a group of disgruntled aviators hijacked a plane carrying the payroll for the company that had recently fired them. This robbery quickly inspired others and a number of self-styled 'brigands of the clouds' rose and fell, it was the popular press that coined the name 'sky pirates' and it stuck with the public at large. Prior to the Great Darmonican War sky pirates were considered more of a nuisance than a problem due to the limited number of gangs active back then, most of them lacked the experience and planes to go toe-to-toe with national air forces.
Things changed during the War primarily due to privateers that were created by the various countries to raid the sky shipping of their enemies, alot of these privateer gangs continued in the post-War years backed up by years of experience and military grade equipment. Other gangs were formed by deserters who branded together for mutual protection and took to sky piracy as a way of surviving. After the War pirate gangs got a boost from aviators and soldiers who'd been demobbed but left with little choices back on civvie street, thus providing a large pool of skilled and experience men (and women in some cases).
With governments now focused on post-War recovery and demobilization of their military forces in an attempt to get their budgets back under control sky pirates have not been kept under control by the now diminished air forces. This has resulted in the pirates growing from a minor nuisance to a major problem and headache for numerous people, particularly as the sky pirates have grown increasingly bold in their actions. Whereas before they were only interested in stealing valuable cargo they have since expanded into capturing aircraft and people for ransom. There are even reports of pirates stealing experimental new aircraft, prompting a number of big companies and corporations to form their own air militias.
Organisation and Operations
The organisation of pirate bands varies by their size and how they operate, the core will always be a group of pilots and potentially gunners depending on the aircraft that they fly. Beyond that depending on the band's size and profitability they may have dedicated mechanics to hand and possibly even boarders for skyjacking. The largest bands that are able to operate airships and maintain bases typically have a much wider range of staff on their payrolls. A number of bands make use of informants to tip them off about possible jobs or to help them stay ahead of the law, some even have their own network of spies and even make use of disgruntled corporate employees.
Raids and skyjacking are typically sky pirates' bread and butter as they still need to buy food, fuel and ammunition to keep going. Smuggling is often seen as easy money even if the pay isn't always that great, but typically they are seen as a way to tie over the band until its next big job. Skyjacking usually requires alot of planning and resources, so very few small time bands go for it other than as one-off jobs. Though not all that common it has been for some sky pirate gangs to attempt jailbreaks to free captured members or hired to help bust out somebody else, at least one band busted out the leader of their main rival after he got shot down.
Sky Pirate
Use the following stats for a Sky Pirate, though feel free to modify if gunner or even a boarder.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d6, Piloting d6, Shooting d6, Streetwise d4, Taunt d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Mean, Wanted (Major or Minor)
Gear: Knives, clubs, pistols or SMGs. Boarders also carry parachutes and grappling hooks.
Keep yer eyes sharp as we head off into skies of crimson.
Sky Piracy 101
Sky piracy in Darmonica arose a short while after aircraft had come into widespread use, records from this time tell of a group of disgruntled aviators hijacked a plane carrying the payroll for the company that had recently fired them. This robbery quickly inspired others and a number of self-styled 'brigands of the clouds' rose and fell, it was the popular press that coined the name 'sky pirates' and it stuck with the public at large. Prior to the Great Darmonican War sky pirates were considered more of a nuisance than a problem due to the limited number of gangs active back then, most of them lacked the experience and planes to go toe-to-toe with national air forces.
Things changed during the War primarily due to privateers that were created by the various countries to raid the sky shipping of their enemies, alot of these privateer gangs continued in the post-War years backed up by years of experience and military grade equipment. Other gangs were formed by deserters who branded together for mutual protection and took to sky piracy as a way of surviving. After the War pirate gangs got a boost from aviators and soldiers who'd been demobbed but left with little choices back on civvie street, thus providing a large pool of skilled and experience men (and women in some cases).
With governments now focused on post-War recovery and demobilization of their military forces in an attempt to get their budgets back under control sky pirates have not been kept under control by the now diminished air forces. This has resulted in the pirates growing from a minor nuisance to a major problem and headache for numerous people, particularly as the sky pirates have grown increasingly bold in their actions. Whereas before they were only interested in stealing valuable cargo they have since expanded into capturing aircraft and people for ransom. There are even reports of pirates stealing experimental new aircraft, prompting a number of big companies and corporations to form their own air militias.
Organisation and Operations
The organisation of pirate bands varies by their size and how they operate, the core will always be a group of pilots and potentially gunners depending on the aircraft that they fly. Beyond that depending on the band's size and profitability they may have dedicated mechanics to hand and possibly even boarders for skyjacking. The largest bands that are able to operate airships and maintain bases typically have a much wider range of staff on their payrolls. A number of bands make use of informants to tip them off about possible jobs or to help them stay ahead of the law, some even have their own network of spies and even make use of disgruntled corporate employees.
Raids and skyjacking are typically sky pirates' bread and butter as they still need to buy food, fuel and ammunition to keep going. Smuggling is often seen as easy money even if the pay isn't always that great, but typically they are seen as a way to tie over the band until its next big job. Skyjacking usually requires alot of planning and resources, so very few small time bands go for it other than as one-off jobs. Though not all that common it has been for some sky pirate gangs to attempt jailbreaks to free captured members or hired to help bust out somebody else, at least one band busted out the leader of their main rival after he got shot down.
Sky Pirate
Use the following stats for a Sky Pirate, though feel free to modify if gunner or even a boarder.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Driving d4, Fighting d6, Gambling d4, Intimidation d6, Piloting d6, Shooting d6, Streetwise d4, Taunt d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Mean, Wanted (Major or Minor)
Gear: Knives, clubs, pistols or SMGs. Boarders also carry parachutes and grappling hooks.
Wednesday, 13 July 2016
Aircraft of the Commonwealth Air Force
The Commonwealth Air Force is probably the more visible aspect of the Commonwealth's military in Alyeska, its aircraft can be seen in the skies and at countless airfields across the Continent. Many different types of aircraft are operated by the CAF ranging from fighters through to transports and heavy bombers as well as the Commonwealth's military skyships. This week we'll take a look at the aircraft the CAF uses in Alyeska.
Fighters
Hornet
The Hornet is the CAF's interceptor, its job is to simply engage the enemy as quickly as possible. As such it is built for speed and a mean punch with its 20mm autocannons, but it lacks in armour and so is bit of a glass jaw fighter.
Acc/TS: 25/170; Toughness: 10 (2); Crew: 1; Climb: 2; Handling: +1; Notes: Light Fighter
Weapons: 2x 20mm autocannon (50/100/200, 3d8, ROF 3, Bursts 10, AP4)
Kestral
More of a brawler compared to the Hornet, the Kestral is the Commonwealth's main frontline fighter.
Acc/TS: 20/140; Toughness: 12 (3); Crew: 1; Climb: 1; Handling: +0; Notes: Medium Fighter
Weapons: 4x .50-cal MG (50/100/200, 2d10, ROF 4, Bursts 14, AP3)
Drake
The Drake is designed and operated as a ground attack fighter, typically used in pinpoint strikes. It is a heavy twin-engined aircraft crewed by a pilot and gunner.
Acc/TS: 20/120; Toughness: 13 (3); Crew: 2; Climb: 0; Handling: -1; Notes: Heavy Fighter, Improved Targeting (+1 on Shooting rolls), Turret (rear mounted .30-cal MG)
Weapons: 2x 20mm autocannon (50/100/200, 3d8, ROF 3, Bursts 10, AP4)
2x rockets (50/100/200, 3d8, ROF 1, AP8, SBT)
1x .30-cal MG rear mounted (30/60/120, 2d8, ROF 3, Bursts 20, AP2)
Bombers
Firefly
Fireflies formed the mainstray of the CAF's light bomber force in Alyeska, they also get used on alot of recon and patrol sorties.
Acc/TS: 20/120; Toughness: 12 (2); Crew: 4; Climb: 0; Handling: -1; Notes: Light Bomber, Turrets x2, Extra Fuel Tanks
Weapons: 2x .50-cal MG nose turret (50/100/200, 2d10, ROF 4, Bursts 14, AP3)
2x .50-cal MG rear turret (50/100/200, 2d10, ROF 4, Bursts 14, AP3)
8x Medium bombs (4d8, AP20, MBT)
Valiant
Other than skyships the Valiant four-engined heavy bomber is arguably the most powerful aircraft the CAF processes, though they are deployed to Alyeska in limited numbers with there currently being only two squadrons comprised of twelve Valiants each.
Acc/TS: 10/100; Toughness: 14 (2); Crew: 7; Climb: -1; Handling: -2; Notes: Heavy Bomber, Turrets x3, Extra Fuel Tanks
Weapons: 2x .50-cal MG nose turret (50/100/200, 2d10, ROF 4, Bursts 14, AP3)2x .50-cal MG rear turret (50/100/200, 2d10, ROF 4, Bursts 14, AP3)
2x .50-cal MG dorsal turret (50/100/200, 2d10, ROF 4, Bursts 14, AP3)
20x Medium bombs (4d8, AP20, MBT) or 10x Large bombs (5d8, AP40, LBT)
Fighters
Hornet
The Hornet is the CAF's interceptor, its job is to simply engage the enemy as quickly as possible. As such it is built for speed and a mean punch with its 20mm autocannons, but it lacks in armour and so is bit of a glass jaw fighter.
Acc/TS: 25/170; Toughness: 10 (2); Crew: 1; Climb: 2; Handling: +1; Notes: Light Fighter
Weapons: 2x 20mm autocannon (50/100/200, 3d8, ROF 3, Bursts 10, AP4)
Kestral
More of a brawler compared to the Hornet, the Kestral is the Commonwealth's main frontline fighter.
Acc/TS: 20/140; Toughness: 12 (3); Crew: 1; Climb: 1; Handling: +0; Notes: Medium Fighter
Weapons: 4x .50-cal MG (50/100/200, 2d10, ROF 4, Bursts 14, AP3)
Drake
The Drake is designed and operated as a ground attack fighter, typically used in pinpoint strikes. It is a heavy twin-engined aircraft crewed by a pilot and gunner.
Acc/TS: 20/120; Toughness: 13 (3); Crew: 2; Climb: 0; Handling: -1; Notes: Heavy Fighter, Improved Targeting (+1 on Shooting rolls), Turret (rear mounted .30-cal MG)
Weapons: 2x 20mm autocannon (50/100/200, 3d8, ROF 3, Bursts 10, AP4)
2x rockets (50/100/200, 3d8, ROF 1, AP8, SBT)
1x .30-cal MG rear mounted (30/60/120, 2d8, ROF 3, Bursts 20, AP2)
Bombers
Firefly
Fireflies formed the mainstray of the CAF's light bomber force in Alyeska, they also get used on alot of recon and patrol sorties.
Acc/TS: 20/120; Toughness: 12 (2); Crew: 4; Climb: 0; Handling: -1; Notes: Light Bomber, Turrets x2, Extra Fuel Tanks
Weapons: 2x .50-cal MG nose turret (50/100/200, 2d10, ROF 4, Bursts 14, AP3)
2x .50-cal MG rear turret (50/100/200, 2d10, ROF 4, Bursts 14, AP3)
8x Medium bombs (4d8, AP20, MBT)
Valiant
Other than skyships the Valiant four-engined heavy bomber is arguably the most powerful aircraft the CAF processes, though they are deployed to Alyeska in limited numbers with there currently being only two squadrons comprised of twelve Valiants each.
Acc/TS: 10/100; Toughness: 14 (2); Crew: 7; Climb: -1; Handling: -2; Notes: Heavy Bomber, Turrets x3, Extra Fuel Tanks
Weapons: 2x .50-cal MG nose turret (50/100/200, 2d10, ROF 4, Bursts 14, AP3)2x .50-cal MG rear turret (50/100/200, 2d10, ROF 4, Bursts 14, AP3)
2x .50-cal MG dorsal turret (50/100/200, 2d10, ROF 4, Bursts 14, AP3)
20x Medium bombs (4d8, AP20, MBT) or 10x Large bombs (5d8, AP40, LBT)
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.
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.
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.
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.
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.
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.
...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.
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.
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