Our stories tell of men that moved mountains, lifted the clay of the earth itself, god kings that shaped empires with a gesture, adventurers driven to the lowest depths by the greatest greed. Some are just folk tales, legends, myths. But some of these men and women of Allatas are real and aspire to become legends in their own right. Those that posses this great power to shape their stories are known as Inheritors, and the origin of their talents is debated in great halls and backstreets.
Warriors stoically shrug off javelins impaled in their chests, men with granite fists reduce city walls to rubble and messengers sprint a day's march in minutes. Jungles crawling with biding claws and poisoned fangs, burning deserts that go uncrossed and blizzard ridden ice peaks do little to stop them recovering artifacts spoken of only in cracked parchments stacked high in marble temples.
Marching behind these Inheritors are the ordinary men who make all the difference. Bands of brave sailors distract the monstrous Thalanoda on the rocky shore as their leader escapes with the legendary artifact it was protecting. A wall of shields protects their leader each man would die for and even the mightiest Inheritors can’t hope to stand up to the huge armies gathered during wartime.
Thousand Spears: The Inheritors of Allatas
Yes it's another game by me using a homebrewed, untested system. But this time with pace! I have a week off work next week and I want to get a short scenario finished in that time.
Impossible? Maybe. But with a reputation of abandoning games behind me it seems like a sensible precaution.
So onto the game.
Thousand Spears is...
Jason and the Argonauts and the X-Men voyaging around an ancient world varying from Hyborian savagery to classical wonder. Talented Inheritors carry out great deeds only through the sacrifice of their ordinary followers.
Who are you?
You are an Inheritor travelling the land of Allatas, leaving behind your legacy, whatever it may be. Inheritors are a step above normal people, possessing great talents allowing them to achieve things unthinkable by most.
What do I do?
Only fools act alone. The world is full of exceptional individuals but everyone benefits from followers. Indeed, the road to glory is usually left awash with the blood of these loyal men and women.
So we're in ancient Greece or what?
Actually, no. We're in Allatas.
Five things you need to know about Allatas
* Allatas is a Classical world with some unfamiliar twists. Spear, shield and javelin rule the battlefield but in a world without horses large hounds are used to pull chariots and more dangerous creatures are trained as war beasts or feared as monsters.
* Amongst the ordinary people of the world are the Inheritors, individuals born with a great power. These talents could be subtle or obvious, ranging from superb athletic ability or ability to create powerful artifacts to stone skin or a roar that can shatter iron.
* The expansive, multicultural empire of Epitane and the rigidly traditional Kingdom of Vakra are the largest powers in Allatas, separated by a mountain range. This alone keeps them at a forced peace.
* Currency exists but is used only when bartering and promises of returned favours fail. It’s easy to find a place to get a meal and bed in Allatas, but you’ll need to repay your host somehow.
* The endless seas to the East and West lure in brave explorers while the impassable northern desert and southern arctic wastes both hold their own mysteries.
So the key selling points of this game are classical heroic adventure while throwing willing followers to their deaths at the hands of giant monsters. Think of it as an RPG "zoomed-out" to take in a larger scale where you and the other characters lead a small army, rather than a party.
Game will be PbP and I'll give specific details shortly.
For now you can see the full, untested game doc HERE. Don't bother making characters yet, just let me know who's interested and remember this game is untested and being frequently added to and edited, so no voicing of balance concerns yet, please.
Still need convincing?
Posts
3DS FCode: 1993-7512-8991
Can I break your game?
Should clarify that I'll be aiming for three players at the most to keep things brisk.
SoogaGames Blog
Let's do this.
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Less than a month ago the thirtieth Eternal King of Vakra died. While mystics search the land for his reincarnated form more scholars are concerned about the approaching Spring and the doom it is expected to bring. Although few are aware of this particular scripture an army is secretly being gathered in preparation.
A small expedition will be sent to recover Roralva's Lost Spirehorn. This huge horn previously used to call worshippers to the temple has hundreds of scriptures dedicated to its claimed powers. Most importantly it is destined to sound the charge of the greatest Vakran army in history, so is a necessary acquisition in these times.
Your character may be Vakran, a foreigner with a vested interest in protecting Vakra or a mercenary working for the right price. Whoever they are they have a reason for wanting to reclaim Roralva's Spirehorn.
Character creation rules are found in the "Creating your Inheritor" section and I'm happy to help anyone that needs it. If you like the sound of a particular region noted at the end of the doc for your character's homeland I'll give you a quick guide to naming convention upon request.
Post your characters in this thread when they're ready and give me a quick explanation of who you are and why you want to be part of this expedition. Please try and post your character in the format found in the game doc.
SoogaGames Blog
3DS FCode: 1993-7512-8991
Amarithian names are characterised by having no S sound but prominent use of Z, Sh, Ch, Th and J, giving them a very recognisable accent. Typical names are Ezmen, Pachel, Shelmaz or Jelshen. Their surnames are typically two short surnames inherited from both parents, Chel Nith, Pa Jerl etc.
Vakran names are characterised by hard sounds like K, T and D, often clustered in together in combinations non-natives find difficult to pronounce. Old Vakran names can also be very long. Typical names are Darkenata, Teverta, Invabar or Kazrotena. Surnames are similar in sound.
If neither of these grab you Epitan names would also be common in Teldan and they vary wildly, but tend to be more elegant, flowing and soft-sounding than the two other languages mentioned. Typical Epitan names would be Lerevin, Harli, Bas, Seladorn or Coraden. Surnames are similar in sound.
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Could you quote those histories in spoilers? I have a concept idea, but I need a background to flesh it out
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History of Allatas
EC1-100 - The Birthing Age
Called the "Age of Sand" in Epitan history. This is the Age that saw the creation of the main powers in Allatas. Lantane expands northwards to assimilate the primitive tribes in Dirpan and fights a long war against the defiant Mavoans, eventually forming Epitane. Shortly after this Epitane leads a joint invasion of Amarith with Corpan's Armies. The Bursen launch frequent raids on the southern towns that will eventually form Umenar. Vakra begins to absorb the last independent states and Teldan is founded. Deep in the Jungle the first settlements of Wyde Lun are built as the Masters leave the Wyde.
EC100-160 The Warring Age
Called the "Age of Ice" in Epitan history. The growing Epitan Empire presses southwards, Amarith joining willingly in return for aid in crushing Corpan, which is soon absorbed into Epitane too. This sudden turn against Corpan is locally known as the Great Betrayal. Bursend also joins Epitane willingly in order to launch a full assault on the frozen settlements to the South, leading to the Umen War and the eventual victory of a unified Umenar. The War of Two Kings threatens to devastate Vakra as factions pledge allegiance to differing reincarnations of the Eternal King, eventually ending with the death of both and joint search for the rebirth. Wyde Lun quickly grows and makes first contact with explorers from Epitane and Vakra.
EC160-200 The Unknown Age
Epitane sits on its Empire with nowhere left to conquer but faces small shards of rebellion in Mavoa and Corpan. Vakra keeps a firm grip on order after its Civil War and Wyde Lun begins very limited trade with the outside world. Umenar continue to fortify themselves against the threat of invasion and their harsh environment. In a world where much of the map is filled in eyes begin to look to the mythical Eastlands and Westlands that lie beyond the seas, as well as the paradise some claim exists beyond the desert.
Epitane - An Empire of Contrasts
The first Emperor of Epitane controlled an area a fraction of the size of the modern Empire. It is told that this Inheritor was the greatest general ever to live.
The family of the Emperor has a history of powerful Inheritance and so it is unheard of for a ruler in Epitane to not be an Inheritor. Perhaps because of their great power, combined with sibling rivalry, civil war is not uncommon in Epitane.
The Empire has a strong and varied military thanks to the variety of people that make up the Empire. Individual regions tend to have specialist units that are famed across Epitane and a combined Epitan army makes good use of the strengths of each region whilst covering its weaknesses.
Epitane's geography varies greatly, the northernmost regions blending into the Desert and the South leading into the frozen climate of Umenar. The East is home to beautiful coastal regions and fertile plains whereas the West is drier land that leads into the mountains seperating Epitane from Vakra.
Epitane contains a combination of various races as well as the average citizen of Epitane who contains a mixed stock of these people. A mixed ethnic background is commonly seen as a desirable trait in Epitane, in part due to the many royal marriages that helped forge strong ties between the regions of Epitane in the early days of the Empire.
Vakra - Kingdom of Traditions and Scriptures
The Eternal King represents all of the Gods and his reborn form is chosen by these Gods every time a King dies.
In comparison to its Eastern neighbour, Epitane, Vakra has a much more advanced mining and metalworking industry as well as fantastic access to various ores. Their soldiers, which make greater use of cutting swords, axes and metal shields as well as chain and scale armour.
In Vakran society there is a God for everyone. With a sprawling pantheon every profession has an appropriate God to identify with as a role model. Scriptures can be referenced for nearly every day-to-day issue and priests are regularly called upon for advice in their area of expertise.
Umenar - The Frozen Protectorate
Almost without exception Umeneans are shorter than average and have dark hair, usually curly or at least wavy. In contrast, their Inheritors are incredibly varied with regards to their appearance as well as talents.
The Umeneans of today are descended from the savage Grallmen, a wild, tough race of animal-like humans that have managed to survive the sub-arctic environment of Umenar.
There is no real organised Army in Umenar. Protectors will deal with any invading force along with the general populace, who will have basic training using bows and their tools as weapons.
Wyde Lun - A Nation of Slaves
The region that now makes up Wyde Lun was inhabited by a group a small group of extremely Powerful Inheritors that towered over normal men like great statues, these gathered slaves from the nearby tribes to work on creating their ideal civilisation.
Because of their tradition of breeding strong, healthy individuals the average Wyde soldier is in excellent physical shape. Discipline is strong but Wyde Lun is an inexperienced nation in the ways of War.
Life as a worker in Wyde Lun is relatively good, if strange to those who view it from outside.
The Minor Powers
Teldan - The Market that became a State
Halls are the bases of the organisations that have the most influence in Teldan. The majority of people in Teldan bear some affiliation with one of the four largest halls.
Teldan has little need for an army but it does employ a small standing garrison of city guardsmen. Alongside these it is common for richer merchants and organisations to have private guards to watch over their interests. The well-built city walls are enough to deter anything short of a full siege. The huge amount of influence the city holds across Allatas is perhaps an even more powerful form of defence.
Ysorn and Grallmen - The Wild Cultures
They constantly move from one water source to another and train huge desert lizards as their beasts of burden and protectors.
Grallmen are indeed human, but barely. They seem to posses little more than animal intelligence and roam the icey wastes of Umenar hunting for meat and barely surviving.
Only due to their remarkable strength and toughness are they able to continue to exist in this habitat and resist ongoing attempts by Umenean hunting parties to wipe them out.
Man and Beast in Allatas
Equally, the creatures of Allatas make up some of man’s most dangerous enemies.
SoogaGames Blog
Rolling can be done through invisible castle and OOC talk can go in spoiler tags. I won't be setting a turn limit but I want to keep this fast-paced.
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Thalshel Na Jhez, the Tranquil Blade, Swordmistress (Teldani Inheritor)
Attacks: 5
Defenses: 6, 8
Skill: 3
Talent: Quick and Nimble 5, Supernatural Senses 5.
Subtle Distraction (2): Subtract 2 from two enemy attack dice.
Show them the Way (2): Raise or lower three of your attack dice by 1.
Shield of Blades (2): Remove three enemy attack dice of up to 6.
3DS FCode: 1993-7512-8991
I sort that out, discard any 2s I didn't use, and then my next turn I either use my 3s in the same manner, or spend the turn discarding them and either way I roll a new Attack Pool on the turn after that, correct?
Also, explain Feint to me. Move dice into opponent's attack pool? From where?
edit gahhh, forum is being wonky, I'll post my character in about eight hours when I wake up
So say you're using your five 2s you could use each die to either use an Ability costing 2 or less or break a Defence of 2 or less. For example I could break three enemy defences of two, and use two Abilities costing 2. It's exceedingly rare to have a Defence of 2 so in this case 2s are best used for Abilities.
For Feint you're moving dice from your attack pool into your enemy's.
If you want a quick demo I'll be in the IRC channel throughout the day (see my sig).
SoogaGames Blog
I'm still not sure *why* I would want to move dice from my pool to my enemy's?
I ma have to rethink my build.
3DS FCode: 1993-7512-8991
SoogaGames Blog
And I'm really sorry we're not ready to start today, Suga. But Character Creation is half the fun!
Don't worry about the late start, we just might have to end things a bit abruptly.
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Favoured Ability (1): Reduce the cost to use one of your Abilities in battle by 1, to a minimum of 1. A single Ability’s cost cannot be reduced by more than 2 from buying this Bonus multiple times.
3DS FCode: 1993-7512-8991
SoogaGames Blog
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3DS FCode: 1993-7512-8991
SoogaGames Blog