Showing posts with label City State of Kainis. Show all posts
Showing posts with label City State of Kainis. Show all posts

Thursday, October 15, 2020

Narrative design - The Archer

 


Thinking along the lines of narrative game design elements and mixing a few in with a more traditional system for Kainis. One idea I've toyed around with is that each player has a number of 'Story Points' to spend on special abilities. These abilities are determined partially by a rough character class outline and the rest through choices made during character creation. Here are a few I came up with for The Archer.


First off The Archer does not keep track of arrow count unless the GM deems it necessary in a 'limited resources' type of game. So running out is something that needs to have impact in the game.


"My Last Shot" - This means The Archer is using their very last arrow on their character. Done at a time when it really needs to count. It results in gaining an improved chance of success and and improved amount of damage to the target. Cost: 1 point.


"Scrounging for Arrows" - Usable after The Archer runs out of arrows in one way or another. They spend a few rounds looking over the bodies of enemies or through a suitable location that may logically have a few laying around. For every story point spent they get a single arrow. Keep track of these because when they are used you have two choices. Use the arrow normally and you gain the story point back OR use the arrow with an increased chance to hit and you lose the story point you spent for that arrow.


"For your consideration" - This is done to perform a trick shot in a non-combat situation. By spending one point you automatically succeed in making a simple trick shot while not under any sort of duress. 


"Using what is at hand" - Used during close combat where ranged attacks aren't very feasible. The Archer is able to use an arrow as a stabbing weapon using their ranged attack skill although the damage is half of a normal arrow hit. Cost: 1 point.

Thursday, September 24, 2020

The ritual of chosen traits.

 



The Ritual Of Chosen Traits


This is a ritual that allows the caster to choose specific physical traits for the child within their womb. Each drop of blood they shed at the end allows them to make one choice, however each one reduces their chance of surviving the childbirth. The only thing that can not be requested is the gender of the child.

The ritual must take place in a private wooded area after a fresh snow has fallen on the ground. No other person may have walked through the snowfall around her before the ritual begins. The caster must wear the cloak of the cabal that taught her the necessary magic and nothing more. While kneeling in the snow she must recite her ancestors names going back three generations and praising each one for their achievements. Then calling upon Astoria the Goddess of Life for the permission to grant her child the traits that are desired. While bargaining with Aedarius the God of Death for what may be the cost of these traits. The calling out takes about fifteen minutes and must not be interrupted.

Then the caster pulls out the dagger that is to be used for cutting the umbilical cord and drives it into the ground before her. If it falls over immediately the offspring is to be a girl, if it sinks into the ground it will be a boy. Next she must slice the tip of a finger for each trait bargained for. Letting the blood from each to fall into the snow. She then thanks the Goddess and God for listening to her request, cleans the blade and leaves the area where the ritual was performed.

The caster does not know if the ritual was successful only the birth of the child and it's growth will tell. Also she doesn't know if the God of Death will take her during childbirth or not. But the less that is asked the more likely she is to survive.


Inspired by the origin of Snow White in the original Bothers Grimm story. 


Sunday, May 17, 2020

Fantasy - The Slave Kingdoms


Been a long time since I've come up with anything for my homebrew fantasy setting. But I found some inspiration in the music video for the Rammstein song - 'Sonne'. A bit more history on my not so standard Dwarven race and one of their enemies that enjoys enslaving them. This is fast write up just to get it down before I forget.



The Slave Kingdoms.


A race of minor giants (ranging in height around 9 feet) that live in a heavy matriarchal society have taken several Dwarven kingdoms as slaves. The giants take a king of a dwarf kingdom and transfer his life essence into several gemstones. Each of these stones allow for control of any dwarf of that lineage to whomever wear them. Which, in this particular giant society, is only the females. They display the gems in jewelry that is worn openly, having these gemstones is a mark of power among their kind.


The now magically submissive dwarves are then divided out among their new masters. First they are all forced to remain completely shaved as a blow against their millennia old customs. Then they are given various duties they must perform. Most spend their days toiling in mines bringing riches for their owners to the surface. But they will also do any other task they are assigned, from kitchen duties, cleaning even helping their owners change clothing and get ready for special events. Due to the complete devotion created by the gemstones link they will feel the need to make their owner pleased with them. This feeling will last for over a month even if the gemstone isn't being worn or the dwarves are some how kept a great distance away.


This particular race of giants also use certain gemstones in their religious rituals and some even create a euphoric bliss when ingested after being crushed. Those who bring these out of the mines are greatly rewarded. Those who bring home little may be punished. Even if their owner dies they will remain loyal and take great care of their remains and burial.


The predatory nature of these giants over the centuries is one of the many reasons that dwarves began building their kindgoms deep inside the mountains. It would take a full on siege to get the ruling dwarf king from his thrown and the losses would be great on both sides. Becoming a slave kingdom to the giants is something that brings fear to the hearts of every dwarf. Dwarves becoming enslaved is also the reason for a great many abandoned cities as the new slaves are immediately forced from their homeland and to their new lives in giants domain.



Sunday, November 25, 2018

City State of Kainis - Threshold



Been working on my own system again, mainly for my fantasy setting I've been jotting down for years.  Nothing really world changing but more along the lines of traditional gaming fare since that's what I like to play and run. I am trying to mix a few things up here and there with it though, one would be with a stat called Threshold.

THRESHOLD - If your character is hit for damage that is less than this stat it isn't recorded on the damage chart.

As a base all characters (humans at least) start with a Threshold of zero before other modifiers are added in either class or species based, maybe even some sort of advantage system. It's these modifiers that may raise it a point or two. In some settings other things like nano/bio/cybertech may add to it as well.

So if you are hit with X damage and X is less than your Threshold you take no damage. If X is greater than your Threshold than you take all the damage. So it doesn't reduce the damage but buffers against small injuries. Basically I'm tired of characters, who are supposed to be the main point of the game, getting whittled down a point at a time by tiny hits.

Armor will reduce the damage. Whatever is left goes to the Threshold and then to the damage chart.

Just me thinking out loud here.

Sunday, November 27, 2016

City State of Kainis setting overview


A quick overview of some of the background setting for the City State of Kainis.  This is a rough draft so it may not read all that well.

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Kainis is the largest city state on the continent of Sil-Tarren. Having grown from the ashes of what was left of the world from a great cataclysm which occurred a little over one hundred years earlier. A location where survivors of multiple shattered kingdoms came together in an effort to rebuild and survive in a land that was broken. Old grudges were tossed aside and those who were once enemies found themselves dependent on another. Cultures, ethnic traditions and race were all mixed together in one great melting pot to poor forth a new realm.


A ruling council comprised of surviving family lines of old lead this infant kingdom. Slowly pushing their borders out to retake what was once civilized country side that has now been reduced to wilderness and ruins. While dealing with smaller warbands and nomadic tribes also comprised of the descendants of those who survived. Not all are interested in joining with the new nation as it creeps across the land.


They have come to follow a religion that, like themselves, is comprised of ideas carried from many different cultures. All worked together into an idea of balance and dual forces that propel the world forward. Temples are built and prayers are answered for the clerics wield powers that come as a blessing.


A network of guilds have reformed spreading their trades in return for control and power. Various others have set up less savory organizations in their bids to shape things. There is still political infighting, backstabbing and greed as there always will be. Only the chessboard is different now.


Races of the old world have been changed forever. Humans are the most plentiful making up the vast majority of the population. Some Dwarves have survived the ages mostly still digging in the mountains beside Kainis hoping to carve out new numbers. The Orcs are gone, lost in their madness that came with the Cataclysm, those who are encountered are twisted and evil beyond imagining. Elvin kind with numbers over a handful at a time haven't been seen in over a hundred years. All others are believed to have been wiped from existence.


The roles of the characters in this world is one of two ways. First they could be the bands of adventurers, eager to make a name for themselves, spread their faith or fill their pockets. Heading out into the wilderness to help retake what was lost. Find the ruins of keeps and cities still filled with riches and danger. Or they could be tied up in the political fighting within the city. Representing a guild and pursuing their goals, maybe as members of a thieves guild plying their trade on the streets. Or even as servants for the ruling families.



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Wednesday, November 23, 2016

Jordon and Joseph



Where Astoria and Aedarius represented the creation and end of life. The next to gods represent the creation and destruction of nearly everything else. The twins Jordan and Joseph are the opposites of one another but also necessary forces in the world for just as everything must be created in order to exist all things are eventually destroyed and cease to be.


Jordon the Creator. Dark brown skin with black hair kept tightly trimmed down. His portrayal is always that of wearing the clothing of the working class, a brick layers thick heavily shouldered shirts, a blacksmiths leather apron, a field workers simple robes. His physical size is always greater than that of a common man, taller than any other deity save his brother and physically massive beyond what is possible. On a belt he carries tools of various trades while in his hand he holds a cord knife as Astoria because of their relationship through creation and life. His followers tend to be masons, woodworkers and teachers.


Joseph the Destroyer. Identical to his brother in size and mass but with long unkempt hair in dreadlocks that hang down his back. While he is always shown wearing the armor of a soldier, battered, dented and very worn in. In Kainis it is realized that with military actions comes destruction with no way to avoid, but is necessary for the world to carry on. He carries various weapons strapped to his body but in his hand is an arrow of Aedarius because of their relationship through destruction and death. His followers tend to be soldiers, mercenaries and sorcerers.


They rarely have formal full scale temples set up in their honor. But do have numerous shrines and dedications. Battlefields and training grounds have those for Joseph while guild halls and schools have them for Jordon. In the capital of Kainis there is a formal temple for Jordon in the form of a great hall built from stone, a marvel of architecture in and off itself. Rows of books, scroll and tools line the halls. While Joseph has a temple in the form of a historical battlefield just inside the walls. Building are left as they fell and graves line what were once streets.

Astoria and Aedarius



Astoria is the Goddess of Life and her twin brother Aedarius, the God of Death. They are the two key figures of the pantheon, the beginning and the end, the circle that all life is trapped within.


Astoria is always presented with very pale skin and white robes. She is the one who represents the birth of life, from procreation to child birth and into adulthood. Her clothing depends on what part of the cycle she is currently being asked to influence, naked when it comes to fertility, full robes when it comes to being a mother, and so on. Sometimes when portrayed as defending her children she is shown wearing plate armor polished to a mirror finish. Also on her waist she wears a belt with three daggers each with it's own purpose: cutting the cord during child birth, defending your family and the last a simple tool for eating. Her clergy consists of healers, clerics and caregivers.


Aedarius is always shown as a hunter dressed in black leathers with a bow in his hand. Death is not seen a necessarily bad thing but an essential part of life that comes for every living thing. His skin is pale like his sister but he never wears anything of light color. Although when claiming the life of a lover he is commonly displayed wearing only a loincloth. A frequent saying is that when one dies they have 'caught the arrow of Aedarius' along with an animal being killed for food as a 'blessing from Aedarius'. His clergy consists of paladins, under takers and hunters.


Larger temples for the pair are commonly built as one structure but with a divide between the two. With only one inside door connecting the two that can priests may use, all others must exit one side completely before being able to enter the main doors to the other. The side for Astoria is where marriages are performed, children are taught and even children are born in side rooms specially made for this. Aedarius is for funerals and rites for the dead are performed. Along with cremation and rooms for those who are dying to pass along in as much peace as can be administered.

Saturday, April 13, 2013

Six Pack - A small selection of Magical Items




This six pack contains six odd magic items for use in most fantasy era roleplaying games. These are presenting without any system mechanics what so ever. Hopefully you will find some use in them and your players find much delight.



Skulls of Light – Basically they looks pretty much like you would think. It's a polished black human skull, minus the lower jaw, placed on top of a stick. However it also acts like a light source with the light shining from within the skull and out through the eye sockets. Some claim this is actually a trapped soul slowly being burned off causing the light which is why they never seem to dim go out.
 
Rumors say these are left over artifacts from a kingdom ruled by necromancers and dark magicians. In the stories they used many of these 'torches' to light the hallways of their castles and keeps and were made from the heads of dispatched enemies. Some even say the soul trapped inside is fully aware of it's surroundings.





Poison detector cups – These range from very simple metal drinking cups to a few very expensive goblets made of rare metals and ornately decorated. They do one thing and they do it well. Whenever a poison is put into the cup it turns the liquid into vinegar immediately. So when you raise it up close to your nose there is no doubt that it is unsafe to drink.

These are said to be left from a noble family who made such cups for many of their lineage. The ornate ones for those who held lofty positions and then the simple ones for those who did not have as much prestige. There is no difference in their effectiveness though.





Copy cat Quills – A set of seven quills displaying exceptional quality and craftsmanship. Six of them are done with a silver tip that blends in with the shaft of the feather seamlessly. The feathers are almost perfectly identical and are crisp with a color that starts as white and then goes black at the tips. The remaining one is done with gold instead of silver but is otherwise completely identical.
 
To use them you lay each of the silver quills down on a piece of parchment with an ink bottle along side. Place them as identical to each other as possible. Then the person would use the gold one on a separate piece of parchment (ink bottle in the same place). When they are writing the other quills will raise up and move along the same lines, effectively making six copies of the work.





Combs of Grooming – Rather nice looking combs made out of various semiprecious metals, some even have a few gem stones placed in them. The craftsmanship is of great quality so without knowing their enchantment they would appear to be of value. The enchantments make them worth even more to the right people. Each is made to help keep your hair in a specific style. Whenever one is ran through your hair it automatically trims it off to a specific length, causing it to go straight or curled and whatever else is necessary to make the hair take the appropriate shape.
 
This rather large set is scattered out among the world. Believed to have once belonged to the royal family of a kingdom that has long since vanished nobody knows how to duplicate their ability. From estimates there are around a hundred of these combs each with it's own style, some for men and others for women.




Circlets of Social Circles – These are thin silver circlets worn on the head. Each is very exquisite design, inlaid with diamonds and other fine gems, very feminine in appearance. Those wearing one gain a significant bonus on any rolls involving social situations along with a resistance to anybody trying to use social actions against them such as seduction or persuasion. After being worn for five hours they begin to cause a headache that becomes steadily worse until removed.





Message in a bottle – This is a pair of identical matched bottles. Each is very well made, long necked wine style with a dark smoked color. A dark colored cork is stuck in the tip, the top of which has an unknown symbol burned into it. Each bottle is kept in it's own wooden box made specially just to hold them stationary wrapped in velvet so they don't break during travels. A brass latch is along the side of the lid to keep it shut.
 
To use these one simply writes a message onto a sheet of parchment, rolls it up and places it inside the bottle. Making sure to replace the cork and to latch it shut. Whenever the person with the other box opens it up the letter will now be in their bottle. The actual transfer of the parchment does not happen until the other person opens their box and then only if the other box is latched shut as well. There does not seem to be any limitation in distance but all it will send is the parchment, anything else placed inside stays in the original bottle.

Sunday, December 9, 2012

Poison Drinker character class - Red Box D&D

This is a character class for my dark fantasy setting currently titled "City State of Kainis".  It uses the Dungeons & Dragons red box edition as it's base system.  Two other classes coming soon are the Ravager and the Blood Mage. 

Poison Drinker

Description

Poison Drinkers are a section of the cult that runs the Kainis Empire. They are specialized fighters who are more trained in stealth and attacking from the shadows rather than facing the enemy head on. They are also the assassins of the organization due to their use and resistance to poisons. Whenever they are wounded in a fight, every drop of blood they shed is a danger to their opponents.

Chosen at a young age from the populace of the Empire they are picked due to their excellent health and specific physical attributes. They must be of the peak of physical perfection just to survive the rites they will undertake. Starting on their first day they will be given a very diluted and weak version of the most toxic poisons known. It will cause days of sickness and severe pains, many will not survive this initial dosage. Those that do are accepted into the group for training and begin a monthly regiment of ingesting the poison, each time in a very slightly higher toxic level than before.
 
As a result they develop a very high resistance to poisons, some completely useless against them. It also causes their blood to become poisonous itself and can be used as such. They also develop a slight sickly look, sunken eyes, thin features and sunken cheeks. Their physical prowess is completely unaffected.

However they must continue to take a monthly dose (or more commonly a smaller weekly dose) of the base poison. Otherwise they begin to fall ill and lose a point of Constitution every month as their body begins to die with the toxin it has become addicted to. This is the practice that has led to their names as they usually mix the rather nasty tasting poison with a drink when they ingest it.
 
Poison Drinker Saving Throw Table
 
Poison Drinkers get a different Saving Throw vs poison due to the amount of poison in their blood. So the Death Ray or Poison number is divided by a slash, the fist is vs Death Ray and the second is vs Poison.

13/8 – Death Ray or Poison
14 – Magic Wands
13 – Paralysis or Turn to Stone
16 – Dragon Breath
15 – Rods, Staves, or Spells
 
Poison Drinker Experience Table

XP Level Title

0 - 1 -  Initiate
1400 -  2 - Initiate
2600 -  3 - Acolyte

Other Details
 
Prime Requisite: A Poison Drinkers PR is Dexterity. If a Poison Drinker has a Dexterity score of 13 or more, the character gains a bonus to Experience Points earned in every adventure.

Hit Dice: 1D6
 
Armor: Poison Drinkers may only wear Leather or Chain armor, and may not use a shield.
 
Weapons: A Poison Drinker may use any missile weapon, and any other weapon usable with one hand.
 
Special Abilities
 
Backstabbing – Same as a Thief.
 
Climb Walls – Same as a Thief.

Hear Noise – Same as a Thief.

Hide in Shadows – Same as a Thief.
 
Move Silently – Same as Thief.
 
Poisoned Blood – A Poison Drinker may apply their blood to a weapon or lace food and water with it. If a weapon is used then whenever they successfully hit the target must make a save vs poison or take additional damage equal to the level of the Poison Drinker. If ingested the blood is extremely potent and the a save vs poison is required to avoid taking a D4 of damage for every level of the Poison Drinker. Even on a successful save the target is still sick for a number of days equal to the level of the Poison Drinker.