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New
world (v2) By: Alex Litvinov All
the given stats are for my modified version of AD&D, but can rather easilly
be adapted to most other systems. Races
(intelligent and semi-intelligent) : There
are 5 major and 2 minor intelligent races on New World. Their origins are
ancient history, but none seems to be older than any other. Balance of power
among them is, as well, equal, as each race has it's own strenghs and
weaknesses. Humans are the
most common of all the 7 races, and not any different from the humans of
Earth. They generally do not trust any of the other races, but the Dwarves
seem to be their closest, race-wise. Dwarves are a race
of short (average height 120sm) but stocky (average weight 70 kg) humanoids.
Their proportions are close to those of the humans, but they are much wider
and have relatively large heads. Also, both males and females have dense
facial hair and body hair. Physically, the dwarves are very strong and have
great endurance. Another difference from humans is the totally black skin and
usually large noses. The dwarves have infravision and their eyes are usually
red or dark brown. Mentally,the
dwarves are rather close to humans. However, there are a few major
differences. The dwarves prefer darkness and underground to light and open
spaces. Their social organization is by clans, united under a single king.
However, the clans are rather loose and the kings usually rule by strengh of
arm. The
dwarves are very stubborn, and usually rather closed to new ideas. However,
if an idea manages to root itself in a dwarf's mind, it will be improved to
the possible maximum. Another aspect of their personality is their time
frame. The dwarves live for 500 years in average, and thus time has less
importance to them. They are slow to feel emotions, and exremely seldom they
rush to do anything. Including answering questions or telling anything, which
might be annoying for humans. A dwarf might be asked what time it is, and
answer only two days later. Other than that, they are pretty much like the
classical image of dwarves. The
dwarves can breed with humans but the offsprings are infertile. The Dwarf
females can have children once every 5 years, with pregnancy lasting for 4
years. Ogres
(lesser race) are a race of gigantic humanoids, close to the Kheikeh
genetically and mentally. Most Ogres stand up to three meters tall (2.7
meters average), and are incredibly strong physically. Like the Kheikeh, they
can last for days without food and drink while running due to great stamina.
Their bone and muscle structure are different from humans by a great deal.
They have two hearts, and very large lungs. In appearence, the Ogres are
monstrous to humans. Their skin is rough and is of gray color (from
near-black to very light). Their proportions are strange to humans as well -
the head is a little too small, the arms too long, the chest is very large in
proportion. The neck is extremely short and muscular. Their faces are not
human as well - the noses are small and flattened, with nostrils like those
of a rabbit. The jaws are thrusted forth, like a snout of a dog (but not
quite that long), and they have two large fangs that rise well above their
upper lip. They have no hair nowhere on their bodies save for the top of the
head. Their eyes are yellow, brown and sometimes dark green or blue, like
those of the Kheikeh. The hair is usually black, but can be also blond or
red. Mentally,
the distance from humans is a very long one. The Ogres are very creative, and
have especial affinity to music and architecture. Their creations are always
grand, their structures airy and comfortable. Usually the Ogres prefer not to
use violence - they concider it a dishonoring thing. They have very strange
defenitions of honor, which are very close to those of the Kheikeh. If an
Ogre is dishonored, he must regain his honor by life of servitude or his
spirit will be a servant in the afterlife (or so they believe). Ogres are
always settled, and those of them who'r not architectors or artists make
their living by farming or rising cattle. However,
there is a sub-race of Ogres called Trolls. The Trolls are the warriors class
of the Ogre race, and are born with incredible regenration. Practically any
wound heals in a matter of minutes, which makes them incredible fighters. For
the Trolls violence is honorable, and they serve as the Imperial Guard.
Trolls are born to normal Ogres (approximately 1% of newborns are Trolls),
and are revered as holy protectors of the land. Most
Ogres also live by a slower scale of time than humans (having a life spawn of
400 years in average), but are not as slow as the dwarves. They are quick
learners, but never see the point in haste in anything. Most Ogres are very
through with anything they do, and always take their time to think. Not to
take their time to think is dishonoring. The
Ogres can cross-breed with Kheikeh, but their offsprings are infertile. An
Ogre female is in heat once every 17 years, with pregnancy lasting for 15
years. Because of that, there are relatively little Ogres in the New World. S'srith are a
strange race of bipedal, intelligent dinosaurs. They stand about 1.9 meters
tall in average, and have a tail half that long. They are cold-blooded
reptilians, basically predatory, and much like crocodiles prefer warm swamps
as their living envoriment. The
S'srith psyche is little understood by anyone who's not S'srith. They live in
large communities, usually 1000-4000 population. Each community has it's own
area of a swamp, through which houses are scattered. Most of their time the
S'srith spend underwater, and thus communication between S'srith and other
intelligent races is rare on the physical level. However, the S'srith are
great healers, and often communicate with others in the Soul Of the World.
S'srith actions are concidered unpredictable, although usually they are
benevolent (although it's known that once the S'srith weged war upon humans
who intruded into their swamps). They concider themselves the physical aspect
of the God of Healing. S'srith
females lay 3-10 eggs once every 10 years which hatch after a year or so.
Most of the newborns do not survive as the S'srith almost never protect them.
Most S'srith who survive into adulthood live for 400 years in average. Kheikeh are a
varied race of humanoids. There are 3 sub-races, the Orcs, the Goblins, and
the Kobolds. Most
Kheikeh stand 1.8 meters tall, physically very close to the Ogres. Their
faces are closer to human though, with their jaws not thrusted as much
forward as those of the Ogres. The Kobolds are the exception, with almost
dog-like faces and very large heads (relatively). The Orcs are a warlike subrace of the Kheikeh.
Much like wolves, they live in packs, and usually are nomadic hunters. It's
not uncommon for the Orcs to follow large herds of buffalos that roam the
Shogar, Liagar, and Lot'r'Dagh plains. The Goblins are usually settled, and are
excellent builders. Most often they live in wide-spread villages of 200-800
population. Often they rise cattle or crops. The Kobolds are excellent magicians, and often
prefer the darkness of caverns or forests to live in. Often they are
solitary, but occasionally gather in settlements of 100-300 population. All
Kheikeh have good nightvision, and are generally nocturnal. Kheikeh
have strange (by human measures) sense of honor. They simply concider
anything which they do and is not commanded by their instincts dishonorable.
Because of that, an Orc will seldom slay a rival in duel for leadership, but
will seldom leave foes alive in a battle. The leaders are not as much chosen
as annointed by the earth - the ones who understand the earth best become the
clan leaders, those who understand war the best become warlords, and the one
who is in the closest connection with the earth will become the Emperor.
Because of that, a lord of an Orc clan leaves his personal name and is called
only by the name of the clan - he IS the clan. The Emperor is called simply
that, because he IS the Empire. Their predatory instincts seem very bizzare
to humans, and they concider the Kheikeh terrible barbarians and
blood-thirsty savages. Kheikeh
females are in heat once every 5 years, with pregancy lasting for 2 years.
Average lifespawn is 400 years. Cross-breeding
is possible with humans (infertile) and Ogres (infertile). Elves are a race
of tall, thin humanoids. Physically, the Elves are of 1.9 meters tall in
average, weighting about 60 KG in average. They have very pale skin, usually
snow-white or pale yellow. Their faces are strange to humans - huge eyes,
small mouth and nose, long pointy ears. Mostly they have violet or green eyes
and bright hair (blue, green, yellow, white, silver, orange). They have long,
elegant fingers and lack body and facial hair. Elves eat very little, and do
not sleep. They have excellent hearing and infravision. Mentally,
Elves are almost as strange as the S'srith. They never talk (because of which
the Kheikeh call them the Silent ones and Humans call them Fish), but rather
communicate via an abstract version of telepathy. They are vegeterians,
preferring to live in the forests. Most Elves live in small clans (30-100
pop.), but have rather loose relationships with other Elves. Elves
are always aloof, and very difficult to communicate with (since they have
telepathy). Most races find Elves snobbish and unpleasant. Elves
are usually egoistic, and very intelligent. They like living nature but not
civilization. Elves
can cross-breed with humans (theoretically, and the offsprings are
infertile). Most elves live for 1000 years, in average, and very seldom have
children (Elves have no concept of sexuality as humans know it). Most Elf
females give birth to 1-2 chidlren in their lives. Dragons are the
strangest race. There are only a dosen or so known Dragons, and most other
scentients who encounter them do not live to tell the tale. However, the
Dragons are the guardians of the Soul Of the World, and are always in the
Soul. They
are extremely wize and intelligent, and live infinately (in theory) only
growing larger as time passes. Dragons'
only fault is greed - they like things which other races consider valuable,
for some reason. Once every few thousand of years a dragon lays an egg. Politics of
the New World The
political map of the New World is complicated, and very delicately balanced.
Wars are common, and plots are constant. The Great
Empire is
a huge, united empire of the Kheikeh (90% of pop. are Kheikeh and Ogres).
Internal affairs are all smoothly managed (because of the Kheikeh honor).
There are often minor skirmishes with the Shogod-Badur Kingdom, and very
seldom the Turgabah Clan is attempting to sieze the rich lands of the Shogar
plains. The Elven border is always quiet. Military
units - the main force is Kheikeh Yari (50% Orcs, 40% Goblins, 10% Kobolds).
They are extremely good fighters, with good armor and usually wielding spears
and large shields, mounted on good horses. The
Imperial Guard is the supreme elite unit. It's only fighters are Trolls,
wielding hand-cannons (bought from the RFTR) and huge hammers. The
Sleeping Warriors are the magicians (mostly Kobolds) who are trained in a
special university. They are highly regarded, and are essential for
communication. The
Blizzard is an elite unit of Orcish troops. With excellent armor, wielding 2
swords, they serve as commandos and are usually used as assasins. The
Swords Wall is an infantry unit. Almost as large as the Kheikeh Yari, they
wield huge shields and 2-feet-long swords. Their tactics are much like those
of the Romans. The
Empire's relationship with the Shogod-Badur are rather tence, since the
dwarves think that the Kheikeh are blood-thirsty monsters and often attack
them just because of sheer dwarven stubbornes. Trade is practically
non-existant, and conflicts are common and bloody. The
Turgabah Clan bear no particular malice towards the Empire. Occasionally
large numbers of Turgabah nomads gather together and cross on ships to
conquer the Shogar plains. So far they have not succeeded. Trade with the
Turgabah is well-established, but mostly the Turgabah are coming to the
Empire to trade gold and spices for fine Kheikeh metalcraft. The
relationship with the Elves is rather cold. The Elves seldom initiate any
contact with the Kheikeh, or even exit their forests. However there are a few
Elves that come to learn magic in the High University. Trade is existant but
not too livid. The
RFTR have excellent trading relationships with the Empire, and no problems
there. The Elven
Clans have
little political relationship with any other country. Occasionally the
Dwarves or the Shugaba humans initiate a war against the Elves, but always
retreat. Passage in the forests is practically impossible for an army, and
the Elves are masters of guerilla warfare. They
have good trading relations with RFTR though. Internal
conflicts are common, but never on a large scale. The Clans have no central
authority on them, and are basically almost anarchistic. However, the Elves
have a common army which is assembled in case of an emergency. Also, the
Elven Ninja are world-famous. Shogod-Badur
Kingdom is
warring with all of it's neighbours occasionally. There is always a minor war
with one of the nearby countries. The Nomads are often trying to reach the
gold mines in the mountains (but inevitably give up after major losses), and
some Dwarven clans sometimes decide to fight some of the other countries for
plunder or because of dislike. Internal conflict is constant, as the clans
war with each other. But inter-clan wars are usually small and dwarves do not
like killing each other. The King has little control over his subjects, and
every clan squabbles for more power. However,
they also have good trading relationships with RFTR. Every
clan has it's own army and it's own units, but there is a King's Army, which
is also squabbling for power. The
main Dwarven force is infantry with axes or short swords and shields. There
is no official elite and no cavalry. Turgabah
Clan
is a country mostly populated by human nomads. They are warlike, and
constantly war each other , the Dwarves and the Kheikeh. Their only organized
war is againsts the Shugaba Clan, over the Safe Lake area. They have a Shekh
which is ruling from Nomad's Plains with brutal force. Most of the land is
desert (sand and rock) where water is uncommon, and most of the population is
nomadic. The Shugaba Shekh is gathering taxes from them and maintaining an
army though. Riots and internal wars are common, and most of the people hate
the Shekh's rule. Army
- the main force is horsemen and footmen with spears. They
have loose trading relationship with RFTR. Shugaba Clan is much like the Turgaba Clan.
The only difference is that they raid not the Empire but the Elven Clans. They
also constantly fight with the Sato Kingdom over the fertile lands on the
East. The
Turgaba Shekh is ruling from a palace near the Dwarven border. Sato is a large
feudal kingdom. It's lands is mostly plains and scaresly forested hills, save
for the very fertile Koch plains (most of them covered with rice fields,
watered by many rivers coming from the S'srith Marshes). It's populated by
humans and small clans of Kheikeh (who hide in the hills). The vassals fight
among themselves alot, but never on a large scale. Sato has good connections
with Argo, since the king of Argo is a nephew of the king of Sato. Dosh and
Sato often battle, though, since the Murky River running from the S'srith
Marshes has large deposits of golden sand in it (and thus is the point of
conflict). With S'srith they have little contact, save for trading agreements
(but not too many and they'r rather loose). Military
units - the main force is peasants, armed with whatever they can find.
There's a rather strong heavy cavalry unit, and a secret order of magicians
who'r funded by the King and are used as secret force in battles. There'r
quite a few trading agreements with RFTR, but most of them are with private
traders and not the king. Dosh is a
monarchy, and a very strong one. The laws are inforced ruthlessly by Dosh's
powerful and well-trained infantry. Secret police is active all over the
kingdom, all of it's members being trained in psi powers. The
population is mostly human, but there'r quite a few Kheikeh, living in
reservations close to the Argo border, and a few Elven clans (who'r allowed
to live as long as they train the secret police). Most of the kingdom is
forested hills,save for the The
population is practically enslaved, and there were a few attempts for
rebellion. Those were brutally supressed (the rebels were crussified along
the roads). There
is not much trade going on with other countries, although Argo is paying
yearly tribute not to be conquered. There are a few trading agreements with
RFTR, but the Republicans don't like Dosh much. Argo is a feudal
kingdom as well, ruled by a very smart monarch named The Fox by his people.
He managed to gather the crumbling kingdom by a web of alliances, to pacify
the Doshan border, and to establish excellent trade with the S'srith and
RFTR, becoming the "middle man" between the two. Those
manipulations made the kingdom rich, and united the unruly vassals. Argo's
populated by mostly Humans, but all races are welcome into Argo. There'r
quite a few Kheikeh and Elves, a relatively large Dwarven community (in the
main city of Argo), and even a few Ogre architectors. S'srith come to Argo to
trade often enough, but never remain there for long. The
terrain is mostly hills, with large patches of forests and fields. Peasants
are mostly pleased, as Argo is concidered a land of relative freedom and
opportunity. Argo
has a small standing army, but each vassal has a private army as well.
There's also a fanatical order of knights known as the Lancehood, which hate
undead with great passion and are used as elite cavalry in armed combat. The
Kheikeh also sometimes serve as mercenaries. Argo
has excellent trading agreements with RFTR, S'srith, Dosh, Sato, and lots of
private trade agreements with Shugaba Clan traders. S'srith is generaly
related to as teocracy, but S'srith politics are little understood. S'srith
do not have a standing army, and there are never any internal battles. No
enemy can survive in the swamps anyway. The
S'srith live in the moist forests and the great marshes of their land, seldom
leaving it and appearently never wanting anything else. They rise huge
warm-blooded lizard-like creatures which they trade for Goradium. They
have good trading relations with Argo and through Argo with RFTR, and
occasionally trade with other countries as well. They'r the only people who
make the Life Water potions. The
Republic of Free Trading Races is a seperate, huge island. The RFTR
is ruled by a council of the Great Traders, who are all the heads of
corporations. Races are very mixed in RFTR, although ofcourse the humans are
the main race. RFTR is internally divided into large corporations (which are
made possible to exist over great distance by communication in the Soul). The
RFTR have practically no enemies, because all the other countries are
depended on RFTR goods and trade agreements. The head of the Council Of Great
Traders is Gozar The Digger, head of the Barug Miners Community. Barug
Miners Community is the only supplier of Goradium in the known world, and are
thus the wealthiest corporation of all. Rumors say that Gozar The Digger is a
morphed dragon, but this has never been proved. However,
there are many inter-corporate struggles in RFTR. They never become open
armed struggle, but there's alot of subterfuge and assasinations. Each
corporation and fraction in RFTR has it's own private standing army, all of
them excellently armed and trained. Most
of RFTR territory is hills covered with rich soil. The huge Jocani woods are
scarsely populated by Elves and Goblins, although it's western end is being
constantly cut down for building wood. RFRT
is concidered the ultimate land of freedom and opportunity (although this is
not so, Council regulations are being enforced with great efficency), and
most of the population is working for small corporations (which are parts of
the huge corporations in fact). FRTR is also the home of University Of The
Soul, where mages are taught communication and travel via the Soul. Magic in
the New World The
Magi of the New World found a way to enter the Soul Of The World. There'r
also Battle School, and magical metals and critters. Soul Of The
World is
a "place", the twisted reflection of which the New World is. It
looks exactly like the New World, but all scentients (save for Dragons) look
like shining stars about the size of a human head. The theory says that all
the people live in the Soul, but they are aware of it only in their sleep. The
Soul is responcive to thought. Because of that, you can take any shape you
wish in it. Anything is theoretically possible. All people know instinctly
how to move effortlessly through the Soul - speed and location mean little in
it. That is how the Magi are able to meet and talk no matter where they are
physically. On this fact the New World's communication system is based - most
traders learn in the University Of The Soul in RFTR, and thus can do business
with partners all over the world without even leaving their strongholds. Interaction
with someone who's not aware of his presence in the Soul (the ones that look
like stars) is difficult. The "stars" are possible to enter(but if
the host is unwilling, the mage must find a way inside, either by force or by
subterfuge). The inside is a world of it's own, much like the Soul Of The
World, but the terrain is the inside of the person's mind. If
the person is awake, entrance is much harder. Mental shields are active, and
must be bypassed, again, by force or subterfuge. Once
inside, the mage can change the person. Entering new ideas, changing the
world perception, changing the psyche, even killing the person or driving him
insane is possible. But the greater the change the more will the host resist
it. If
the host is a mage, he'll know he's being "touched" when someone
attempts to enter him, and can then go into the Soul (and then the star
becomes the image of the person) and communicate with the other person.
Entrance into a person who's fully in the Soul is almost impossible unless
allowed by the person. Such action is called SoulWalking. Some
stats : To
enter someone one calculates one's average between int/wiz and adds mana and
current experience level {([Int+Wiz]/2)+mana points allocated by will+level}.
The opponent does the same. Then
both throw d20, and calculate the difference. Which means - if
([Int+Wiz]/2)+MP+lvl is 17, and the roll is 7, the difference is 10. To
do any action in another sentient (or not-sentient) being the differences are
compared. The one with the greater difference succeeds. The
more involving the action attempted, the greater bonus the defender recieves
for the difference. There's
a price in MP for actions. Examples
- Entrance +5 bonus, 1 MP Posession (re-roll every turn) +10 bonus, 2 MP Action using the posessed body +10 bonus, 0 MP Killing the person (by stopping the heart, etc) +20 bonus,
10 MP Making permanent changes in the personality (Like making
the person paranoid, obidient, installing a persistent idea or obsession,
etc) +20 up, 10 MP up, the greater the change the harder it is and the
greater the MP price Changing the mood/mental state of the person (from calm to
raging, from lusty to indifferent, from determined to fearful, etc) +10, 1 MP If the target is asleep -5 minus Even if the
target is willing, the rolls are still made, but the bonuses for the target's
difference are halved. And
there'r the drawbacks. If the assailant fails in an action, he's dumped out
of the person and sometimes from the Soul Of The World. This is very shocking
and stressing. Some of the possible examples (DP - dumped from person, DSW -
dumped from the Soul Of The World) - Difference of 5 against assailant - DSW, 1/2 MPs lost, -2
to all actions for 24 hours, 5 minutes inactive (shock) Difference of 10 against assailant - DSW, all MP lost, -4
to all actions for 3 days, 15 minutes inactive (shock) Difference of 15 against assailant - DSW, all MP lost,
coma for 5 days, -2 to all action for 2 weeks after that (shock) Difference of 20 against assailant - DSW, 1 point of WIZ/INT/MGC
lost permanently(magical burnout), coma for 20 days, system shock roll, for a
2 months after coma -3 to all actions and WIZ/INT/MGC (shock) Difference of more than 20 against assailant - permanent
coma, total magical burnout, INT/WIZ/MGC -10 permanently (usually turns the
person into a drooling idiot), system shock roll with -20 (shock, brain and
soul damage) Difference of less than 5 when trying to do action inside
someone - DP, -2 MP, -1 to all actions for an hour (shock) Difference of less than 5 when trying to do action as a
posessed person - dumped into the person (posession lost), -1 MP (will of the
posessed being took control over body, no shock) Many
other such occurances are possible. An
altogether different thing happens if one meets someone who's aware inside
the Soul Of The World. First
of all, while in the Soul, the mage looks like his own image. However, this
is changable by will, since form is merely an illusion in the Soul. Thus, the
mage can look like a huge dragon, or maybe a small firefly. This doesn't
matter much, and anyone who comes "close" to the mage (which means,
concentrates on his presence) will immidiately be aware of him. Communcation
is possible as in normal world - verbal and visual. This is the way magi
provide communication, and on this simple fact most of the world's
organizations are based. However,
entrance into someone who's aware is practically impossible - the difference
is doubled (and thus most attempts to enter, unless the assailant is
incredibly strong, will result in shock or coma), unless ofcourse the host is
willing and then the difference is as usual -level of host (since mental
shields are still active). However,
there are other ways of affecting an aware person. Such interaction is called
Battle Of Souls, and is often the way most magi resolve differences. To
do this one mage attempts to interact with both the soul and ego of the other
mage, since both are together in "one place". Such interaction is
usually limited to harm. Differences
are rolled an in attempt to enter the soul. However, the way that the mage
disguises his attack results in bonuses or minuses, since the shape affects
the psyche of both the magi. For
example, if one mage chose the form of a wave of water, and the attacking
mage choses the form of a pillar of flame, he will get a small bonus.
However, the attacked mage can change his shape in defence if he's fast
enough, and also assign MP to his defencive difference roll (also if he's
fast enough). The "speed" is determined by d10+lvl roll. And
so, the course of Battle Of Souls goes like this : Initiatiave
roll Both
magi decide upon their shape and way of attack and defence, and roll their
differences (mana points, ofcourse, can be assaigned to the difference). The
outcome is determined according to the differences : Less than 5 - the loser suffers from mild shock (-1 to the
next 3 actions) and loses 1 MP More than 5 - the loser suffers from a medium shock (-2
for the hour) and loses 3 MP More than 10 - the loser suffers from a major shock (-3 to
all actions for a day) and loses all the MP but 1 More than 15 - the loser suffers from a major shock and is
being dominated partially by the assailant mage (-4 to all actions for 3
days, all MP lost, system shock roll, the assailant mage has limited control
over the loser and thus can change things in him - burst blood vessels (d4
damage to random two organs), put him into coma for 2d4 days, make ego
changes for 3d6 days, etc) More than 20 - the loser suffers from a major shock, brain
damage, loss of personality, and is being completely dominated by the
assailant (-5 to all actions for a week, coma for d6 days, all MP lost, 1
WIZ/INT/MGC lost, loss of all memory for a week after the coma, system shock
roll with -10. The dominating mage can kill the loser, brust blood vessels in
particular places (rendering limbs useless, for example), change the
personality for 2d6 months (with residual remaining for d10 years), put him
in coma for 2d6 months, erase all memory for 2d6 months, etc) More than 25 - totall shock, irreperable brain damage.
Instant death, or if the loser manages a system shock roll with -40,
permanent coma and loss of 10 WIZ/INT/MGC + total magical burnout. Another
round, with the appropriate changes. |
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