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The Archives => Homebrews (Archived) => Topic started by: Furor on November 15, 2006, 06:10:26 PM

Title: Heart of Darkness
Post by: Furor on November 15, 2006, 06:10:26 PM
Black eyes glow with an unnatural light behind the hideous steel mask of the unnamed one. His bloodstained frame shivers in ecstacy as he raises a bleeding heart and his dripping blade to embrace the rising sun. Horns of the purest black cradle the distant sun as its brilliant light fades. Writhing veins of darkness burst from inside to envelop the sun in their sickly embrace. A halo of white is all that remains of the once vibrant sun as The unnamed one turns his magnificent frame. Blood drips from the rivulets on his mask and greaves, painting his pale skin in streams of crimson. He kneels, raising the pale corpse of a woman to his face as he rises. In one motion his steel claws embrace the bleeding womans head and twist. Her scream echoes in the darkness of the forest as her body crumples, falling with a sickening crash to the forest floor, revealing the gaping hole in her chest as she rolls off of the black stained altar. A shudder passes through the earth as the unnamed one roars in exultation, levelling the snow laden forest with his cry of "Vae Victus".

The north holds many secrets, but none so dangerous as those surrounding the unnamed one. War will scar the earth as it did over a thousand years ago, the chains that bound annihilation have broken with the rise of the dark sun.
Title: Heart of Darkness
Post by: Numinous on November 15, 2006, 09:19:33 PM
Sounds like a delicious setting, I just hope your material lives up to the introductory text.  Two quick questions, what is "Vae Victus" and were you intending the Otto von Bismarck reference?
Title: Heart of Darkness
Post by: Furor on November 16, 2006, 12:07:38 AM
The north refers to northwestern Mar-Kanan, my ever evolving campaign world. It is comprised of the Argheid Empire,Grand Duchy of Aurath, Principality of Niveim, Causetian alliance, Kareig Tribal lands, Kingdom of Kruscia,Kingdom of Ausservia,Kingdom of Auschfeld(Occupied by Argheid empire), The Northlands(home of the Valhar and Aegir), The Western principalities and three mid-sized kingdoms as of yet unnamed. Any contributions made with those three kingdoms or the western principalities (there are 9 of them) would be greatly appreciated. The setting is low-magic, high combat and low race dispersal. Humans are the dominant race with rapidly reproducing species after (much after) and only patches of the "eldritch" races.

Vae Victus= woe to the fallen, a warning that the dead will not rest in peace.
Otto Von Bismarck is a personal hero of mine, i did think twice about using "Blood and Iron" but a lot of my other campaigns have had similar names (Sand and Steel). It really fits the setting despite the industrial reference. The setting is actually as feudal as it gets, a very dark and gritty alternate reality.
Title: Heart of Darkness
Post by: Furor on November 16, 2006, 12:55:51 AM
The crowd surged upon the gates of the Black Palace, a ragged mass of starving peasants clamoring for the royal granaries to be opened. Wagons and carraiges were overturned, the well-dressed beaten to death with rocks and crudely fashioned clubs. It seemed to all watching as if the whole nation should fall to such a ravenous horde until the charismatic Aitrich leapt upon the wall of the gatehouse. "You dare defy your soveriegn! With blood and iron shall your hunger be spent!" Panic erupted as archers mounted the steep basalt walls, sending huge streams of people stampeding towards the poor quarter. The screaming started only a minute later. Horsemen, wielding blood drenched maces and foot soldiers brandishing wicked pikes pushed the crowd once more against the walls of the Black Palace. With blood and Iron they were fed.
Grand Duchy of Aurath
Leader:Lord Aitrich Autrovha (Upon Death of Viktor Autrovha) Archduke of Aurath
Capital:Corschtavoc
Pop:1.6 million
Description: Once the seat of the Aurathian empire, Aurath was reduced into splintered states after Luther Kaustriche led the eastern nobility and the brutal Witch Knight clans into an eight year civil war against his uncle and reigning emperor Vilerion Kaustriche. Known as the Bastard's War, it created the more powerful Kingdom of Ausservia and destroyed the imperial power of the Kaustriche dynasty. In the political vacuum rose the Autrovha family, distant heirs to the imperial lineage. Since the Bastard's War, the Autrovha family has raised a formidable army to repel any invasions by the "bastard-kings" of Ausservia. The people of Aurath choke under the increasing burdens of serfdom. Hunger riots and revolts are common, but the Autrovha family crushes any resistance with the staunch warriors of the mountain clans. Archduke Viktor Autrovha, crippled and sickly, is only days away from being replaced by his charismatic and violent son Aitrich Autrovha. Troops have already begun mobilizing for the impending conflict.
Key Ideas
Aurathian empire: A large empire carved out of small regional kingdoms by the powerful Kaustriche Dynasty and their allies the Kirschau and Autrovha families. Fell apart during a civil war between the illegitimate heir Luther kaustriche and his uncle the Emperor Vilerion Kaustriche.
Bastard's War: War perpetrated by Luther Kaustriche, The Kirschau family and The Witch Knight clans in favor of Deposing the reigning emperor Vilerion Kaustriche. The Autrovha family sided with Vilerion Kaustriche, but failed in repulsing the army of the crucifex (Luther's Heraldic symbol: an "X" made from nails). Luther Kaustriche threw his uncle from the balcony of the Black Palace and seized the imperial throne for only a month before the Duchess of Barascia stabbed him to death as he tried to rape her.
Witch knight Clans: Ancient aboriginal tribes of Aurath and Ausservia that dwell in the heavily wooded hills and mountains of Ausservia. Their lifestyle is primitive, but their warriors are the elite of the North. The Witch Knight peoples have an unusually high percentage of innate sorcerors. They have been trained by their Witch Lords for centuries and make their own plate armor, decorated with roc feather plumes and forge their own steel blades. Most ride great black stallions, but commanders are mounted on Ur-Wolves, semi-intelligent bear-like creatures that use lion statistics.
Mountain Clans: Hardened by constant conflict with the Kareig goblin tribes, these distant cousins of the Witch Knight Clans fill the ranks of Aurathian hosts with their wild and dangerous veterans. Clan loyalty and allegiance to the Autrovha clan from which the dynasty emerged has instilled the mountain warriors with unflinching devotion for their Duke.
Title: Heart of Darkness
Post by: Furor on November 16, 2006, 01:20:47 PM
The encroaching night blazed with flickering explosions of light and flame.Smoke drifted in plumes of oily darkness, billowing from the charred remains of a small hamlet. Corpses littered the fields and streets, twisted parodies of human life. Amidst the ash and flame rode a solitary Witch knight, hellish shadows dancing across his gleaming black armor.The massive blade on his back slid free with a metallic shriek, piercing one of the charred and broken corpses, lifting it to the black plumed helm. With blood spattered gauntlets he tore a gleaming necklace from the shattered corpse, proof that the squire of the hamlet had been eliminated. He had only been charged with this one man's death, but Witch knights leave no witnesses.
Kingdom of Ausservia
Leader: Severian kaustriche, King of Ausservia and "Rightful Emperor of Aurath"
Pop:3.1 million
Description: Ausservia is the seat of what survived of the Kaustriche Dynasty after the Bastard's War. Led by the megalomaniacal Severian kaustriche, it prepares for another titannic conflict to regain the imperial throne and restore the Power of the kaustriche Dynasty. Ausservian aggression has alienated the powerful Argheid empire and weakened relations with Niveim. Herobite "missionaries" have begun to convert some of the lower nobility in the south, but an open proclamation of faith still invites persecution. The Witch Clans control much of Ausservia along with many ennobled Kaustriche supporters. Civil unrest has not infected the well-fed population of ausservia, but this may change as the gears of war grind the peasantry
underfoot.
Key Ideas
Herobite Faith: Herobites are a sect of the Praetorian church that believe the teachings of Mikhail Arestrov and revere above all other teachings that of the unnamed prophet and the Guardian Wars.
Praetorian Church: Church of the One God, spread across a great portion of the North. It is composed of the primacy, the main theological branch and the Dictum, the extremely powerful militant branch.
Guardian wars: prehistoric wars fought between the first Northern Praetorians and a powerful group of Nature Demi-Deities known as the guardians. The Guardians tried to halt the advance of the "true faith" and were crushed by the power of the Praetorian prophet.
Title: Heart of Darkness
Post by: Numinous on November 16, 2006, 07:54:05 PM
It has a very german-esque feel to the world,a dn I can't say too much bad about it.  You mentioned this was an alternate reality world?  If so, that could explain many of the pseudo-earth vibes I'm feeling in the setting.

Two things I really like are the Bastard's War and the Witch-Knight clans.  The Bastard's war just ounds aeesome, and it gives legitimate reason for certain countries to exist.  Also, the Witchknight clans just give a gret image, but I wonder about them.  if they're already forging steel and breeeding stallions, are they really that primitive?  
Title: Heart of Darkness
Post by: Furor on November 16, 2006, 11:19:52 PM
The witch knight clans restrict metallurgy to the warrior class. Witch Knights do nothing other than fight or train. The stallions are actually a part of a mutual trade pact with the kirschau family, the witch clan peasants mill lumber and mine the mountains for iron in return for finished iron goods and the famous kirschau stallions.
Title: Heart of Darkness
Post by: Furor on November 17, 2006, 12:26:05 AM
The smell of horse and leather filled Von Gered's nostrils with its heady odour. His troop of light cavalry toiled to climb the rocky hill behind them. The mercenaries had already ascended the outcropping, unslinging their powerful kargheid bows as they fanned out around the struggling men-at-arms. With a sharp order in kargheid the bows were raised and bodkins were brought to the maiden hair strings. Von Gered stopped dead in his tracks. Why were the archers readying fire? No enemy presented itself, no enemy was even expected on this routine border patrol. In broken Aurus, the mercenary captain shouted to Von Gered " I h'am sorry, 'ol frand, zha council demahnds it" and then the killing began.
Principality of Niveim
Leader: Gregori Volkov, Prince of Niveim
Population:974 thousand
Description: Once an occupied territory of the Aurathian Empire, the Principality of Niveim was granted independance by Vilerion Kaustriche during the Bastard's War in return for financial aid and neutrality in the growing conflict. Since then it has become an economic power, launching an enormous fleet to protect its vast trading interests. The Prince of Niveim holds little real power outside of wartime, answering to the wealthy members of the Niveim collaborative. All trade and taxation is regulated by the mercantile council of the Collaborative and enforced by a brutal army of mercenaries and ex-patriots from the Bastard's war.
Key ideas
Niveim collaborative: A parliamentary trade consortium controlling much of the Principality of Niveim. It fields a large mercenary army and funds a great part of the Grand Fleet of Niveim.
Title: Heart of Darkness
Post by: Furor on November 17, 2006, 01:01:13 AM
Smoke drifted across black marble floor as General Nataszya swung open the great iron doors of the Imperial Throne Room. His guards snapping to attention at the threshold, filing into a protective cordon as the massive doors slammed behind the general. Upon the monolithic golden throne lounged the powerful and frightening Immortal Emperor. Swathed in flowing robes of silk  and dripping gold and diamonds, the Immortal Emperor caressed his male attendant, laughing contemptuosly as the youth blanched before his advances. " I assume your presence, General, means that the Kalnya Revolt has been...supressed." Nataszya paused, composing himself. " My Emperor, General Kehric is in bondage...but his commanders fight on. I have come to ask for the intervention of the White Army, to no other force will the wolves of Kalnya surrender." with a sudden flourish the emperor arose, silks dancing sensously through the air to wrap around Nataszya's throat, strangling the general in bands of purple and burgundy. " you will return to Kalnya and you will crush the rebellion. Your life hangs in the balance General Nataszya, your life and your entire bloodline."
Kingdom of Kruscia
Leader: The Immortal Emperor, Undying Lord of Kruscia
Population:4.3 million
Description: A weak and feeble land of starvation and war, kruscia suffers under the hand of its Immortal sovereign. Famine and nomadic incursions sap the strength of the enormous Kruscian army, rendering it a weak and skeletal force, prone to revolt and defection. The Military families, hereditary commanders of the regional armies hold infinite power in their sphere of command, answerable only to the presence of the Emperor himself and the White army. Rumors abound about the origins of the Immortal Emperor, but all can agree that his court is a hedonistic pleasure house of witchcraft and alchemy.
Key Ideas
Immortal Emperor: Appearing in his late twenties, the Immortal emperor has ruled Kruscia for over 300 years, turning this once once proud empire into a desolate land of starvation and destruction. He is a great lover of sorcery and alchemy, inviting strange and suspicious characters from across the globe to entertain his bizarre fancies. Many speculate that the Emperor himself is an accomplished sorceror, if not he certainly possesses extraordinary abilities.
White Army: The Emperor's personal guard and the most powerful standing army in Kruscia. Its members are raised from birth to be the most fearsome soldiers possible. They are bedecked in white wolf fur and followed by their trained wolves.
Kalyna: A border territory of Kruscia, backed by the Argheid Empire in its fight for autonomy.
Title: Heart of Darkness
Post by: Furor on November 18, 2006, 12:28:29 PM
any criticism, comments, ideas? all are welcome. If you feel like helping me out at all, create a small independant duchy or city-state, even a kingdom if you're feeling adventurous or really bored. It doesn't need to follow my template at all, just post rough outlines and I can add flavor text and format.
Title: Heart of Darkness
Post by: Hibou on November 18, 2006, 01:39:25 PM
I like the idea of the Witch Knights. I'm especially interested because of the fact that we're both using similar names for certain groups and the little paragraph of fluff about the lone Witch Knight shows some similarity to the general idea of the entire Following of the Witch in Vilydunn. In that setting Witch is used as a prefix to the names of a certain organization.

I also have to say I like the approach you have to detailing your setting. Your paragraphs of information paint vivid pictures, and the "Key Ideas" section in each helps make the setting seem more real.
Title: Heart of Darkness
Post by: Furor on November 18, 2006, 04:22:37 PM
Thank you, The witch knights are one of my pet creations. Great minds think alike. I have made a lot of settings devoid of any real format, just huge blocks of text, and I got no response to it, no one wants to read a disorganized mess that makes little if no sense. Its been a goal of mine to organize the setting, thanks for noticing.
Title: Heart of Darkness
Post by: Furor on November 18, 2006, 05:17:21 PM
Petals drifted languidly, spiraling in waterfalls of vibrant color. The bells of Rhonneaux pealed in thunderous applomb, adding their cacophonous baritone to the roar of the cheering crowds. The Black Saint had returned, resplendant in his shining full plate armor and leading the imposing legions of a new Dictum army. Massive Enforcers, the cream of the Dictum elite, marched in perfect file. Their enormous hammers gleamed, their massive swords slung over their shoulders, grafted to their muscled arms. Never before had the people of Rhonneaux seen the juggernauts of the Dictum. Never before had the Praetorian Church brought their mostrous slaves to the pious city. Not a soul thought of the implications, so lost in their celebration of the Primates return were the humble people of Rhonneaux. The Dictum was taking control.
Western Principality: Primacy of Rhonneaux
Leader: Gerard D'Eveque, Primate of Rhonneaux and Ascendant of Praetor
Capital: City of Rhonneaux
Population: 234 thousand
Description: The Primacy of Rhonneaux holds tenously onto its freedom. D'Eveque, known as the Black Saint, plays a dangerous game with the Argheid Empire. Rhonneaux has time and time again only narrowly escaped war with the Empire. The tact and influence of D'Eveque preventing a full-scale Argheid invasion. A small Argheid army, presented as military aid against tribal invaders occupies the eastern border fortresses, forcing D'Eveque to enlist the aid of the Dictum to counteract the Argheid occupation. Should the Argheid Empire ever look to the south for new territories, Rhonneaux will find itself embroiled in a one-sided massacre.
Key ideas
Primate: Rank within the Praetorian Church that grants lay powers comparable to a Duke or Prince. Used primarily to describe independant rulers, the title of Bishop is more common. Primates, however, may have up to two bishops under their Primacy.
Ascendant Saint: Elector of the Autarch.
Autarch: Lord of the Praetorian Church
Dictum: Military branch of the Praetorian Church. Consists of a stratified army divionalised into regional battalions.
Dictum Enforcer: The Dictum was started by an epic group of paladins, powerful warriors devoted to fighting for the one god. One of those warriors, a massive brute, was half giant. A remnant of the dark and violent Jotun, enemies of his Valhar ancestors. Scarred by battle and warped by ancestry, this paladin had sheared off his right hand and replaced it with an enormous blade of rough steel. Upon his glorious death, the Dictum honored him by using the miracles of the one god to create 500 warriors in his image, instilling them with eternal life and artifacts capable of raising the dead. Only thirty of these powerful juggernauts have ever fallen.
Title: Heart of Darkness
Post by: Furor on November 19, 2006, 12:11:37 AM
questions? comments? ideas? feel free to contribute or tell me what you think.
Title: Heart of Darkness
Post by: Numinous on November 19, 2006, 11:59:40 AM
The Dictum Enforcer's are awesome.  I love the imagery, and the flavor-text is awesome, as always.  The fact that you even have a story to support their existence makes the world feel even more real and alive.

Keep writing, this stuff is amazing!
Title: Heart of Darkness
Post by: CYMRO on November 19, 2006, 12:41:14 PM
QuoteOtto Von Bismarck is a personal hero of mine,

Are you familiar with Emil Ludwig's biography? My personal favorite.  

It would be nice to see some crunch on the enforcers.  They sound twisted.
Title: Heart of Darkness
Post by: Furor on November 19, 2006, 03:20:43 PM
Thank you critical threat, its good to hear that someone likes the setting.

cymro arbiter brassici, by request i most certainly will expound upon the enforcer in my section upon major organizations and the Dictum, and no i have not read it, but i will certainly check it out. History major, so i read history books and biographies more than I do fantasy or sci fi (may account for the "realism" i've tried to incorporate into my setting). Currently engrossed in napoleon, and seriously resisting moving my campaign to the 1800's.
Title: Heart of Darkness
Post by: Furor on November 26, 2006, 02:13:51 AM
NEW RACE
Valheru
Personality: The Valheru place a great amount of pride in their ability to show little if no emotion. Many humans describe their behavior as flighty, or nervous, but nothing could be further from the truth. Valheru do tend to get impatient, but this is a result of their extremely small stomachs, which force them to eat upwards of ten meals a day and stay constantly on the move.
Physical Description: Lithe and dangerous, the Valheru are only vaguely bird-like. They stand at around 5 feet tall, but weigh only 60-70 pounds. Hands and feet are thickly scaled and slightly webbed, but often covered in weaved armor. The frightening weaved armor is universal amongst Valheru. Rather than a nesting instinct, the Valheru weave feather studded armor from local plant life. Valheru are flightless, but are great swimmers, usually living in swamps or marshes. Their Double jointed limbs give them great flexibility, but at a sacrifice to strength. The Valheru, however, can move at blinding speeds because of their ultralight bone structure and streamlined bodies.
Relations: The Valheru rarely consider other races except when hunting them. Very few Valheru bother to learn any other language but their own. Isolated in their swamps and marshes, the valheru are nothing more than another vermin to most communities.
Alignment:Any Neutral
Valheru Lands: Valheru lands are ruled by the strongest and most powerful. They live in small elevated villages or dugout warrens. These villages are primitive and well concealed, ringed by sentinels and traps designed to keep their communities safe. The majority of Valheru live in the expansive Mangrove swamps, flitting between massive trunks hunting Root Sharks.
Religion: Animism
Language: The Valheru use a series of oscillating tones and hormones to speak, most of which falls outside human perception. It is impossible for a non-Valheru to speak their language (not even with tongues).
Names: Those Valheru that move out of their communities are often given names based on defining characteristics.
Adventurers Valheru rarely if ever leave to adventure, it is a basic need of their species to exist in a community.

Valheru Racial Traits
â,¬Â¢ +2 Dexterity, â,¬'2 Strength
â,¬Â¢ Medium: As Medium creatures, Valheru have no special bonuses or penalties due to their size.
â,¬Â¢ Valheru base land speed is 30 feet.
â,¬Â¢ Darkvision out to 60 feet.
â,¬Â¢ +1 racial bonus on saving throws against powers, spells, and spell-like effects. Valheru have an innate resistance to psionics and magic due to their alien psychology.
â,¬Â¢ +4 racial Bonus to Move Silently, Jump, Swim and Listen.
â,¬Â¢ Burst (Su): Three times per day, a Valheru can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the Valheruâ,¬,,¢s base speed. A burst of speed lasts 3 rounds.
â,¬Â¢ Automatic Languages: Valheru
â,¬Â¢ Favored Class: Ranger, Rogue
Title: Heart of Darkness
Post by: Furor on November 26, 2006, 02:16:24 AM
Seagulls whirled in clouds of white and gray, filling the skies with screeches and flapping wings. Their normal roosts were disturbed by the throngs of onlookers, pouring from the dockside taverns and inns to see the launching of the fleet. Huge rams, monstrosities of painted bronze and Iron jutted majestically from the prows of the new fleet. The King had adapted an old model, the ancient Quinqereme, deadly in its time, but outdated in current naval warfare. His adaptations, though, were extraordinary. Pipes of polished bronze spouted punishing gouts of liquid flame as row after row of ballistae lurked hidden inside the top rowers banks. These outdated ships would serve a purpose, and the grizzled king smiled as his Admirals fumed over their new fleet. They would serve their purpose well, for Seracon would burn.
Kingdom of Carscia
Leader: Artanus Kolgir, Archduke of Cetania and King of Carscia
Population: 1.4 million (including tributary states)
Description:The Island Kingdom of Carscia has risen to power under the careful guidance of Artanus Kolgir. Born a peasant, he rose within the navy to become Grand Admiral, killing and outwitting his rivals and opponents. His daring conquest of Cetania earned him his title of Archduke and paved the way for his rise to power during the october rebellion. Supported by the might of the Carscian Navy and the power of the Untainted, Artanus Kolgir and the brutal Carscian war machine are poised to dominate the Leucetean Sea.
Key Ideas
Cetania: A territory once part of the Causetian Alliance and now a tributary of the Kingdom of Carscia, Cetania was a prominant shipyard and base for the Causetian Navy. Cetania was conquered by Artanus Kolgir who won it with only 12 ships against a force over twice the size of his.
October Rebellion: Military Coup staged by the leaders of the Carscian Navy to install Artanus Kolgir as King during the Carscian Republic. The Consul submitted immediately to Kolgir, but the senate fought on for another two years before assembling one last time to crown Artanus Kolgir the first King of Carscia.
Untainted: Part of an age old tribute from the Emperor of Jaroch, Carscia is supplied with ten legions of Eunuch warriors every decade. These men are usually slaves captured during war and train from age 8 on to become heartless killing machines. All traces of femininity are washed away by tattoos signifying rank and unit and their frightening bronze armor.
Leucetean Sea: The inner sea that separates the northern peninsula from the southern continent.
Quinqereme: A ship based off of the trireme design but possessing a total of five banks of oars. They are faster and heavier than traditional triremes, giving a distinct advantage when ramming or landing troops.
Seracon: Capital city of the Causetian Alliance, Seracon is built on the ruins of a vast, flying fortress of stone, a remnant of the once powerful Varghost. Seracon is perched precariously on great pilings of wood and stone, jutting out into the Seracian Bay. It was once the seat of a great trading empire, but the ascendancy of Carscia now that it controls the Cetanian Straight has ruined the Causetian economy
Title: Heart of Darkness
Post by: CYMRO on November 26, 2006, 03:45:39 PM
QuoteUntainted: Part of an age old tribute from the Emperor of Jaroch, Carscia is supplied with ten legions of Eunuch warriors every decade. These men are usually slaves captured during war and train from age 8 on to become heartless killing machines. All traces of femininity are washed away by tattoos signifying rank and unit and their frightening bronze armor.

Confusing.  What traces of femininity?
Title: Heart of Darkness
Post by: Furor on November 26, 2006, 05:09:12 PM
Eunuchs become effeminate due to the lack of testosterone. They aren't as muscular or defined as a normally developed male and often look more like a woman.
Title: Heart of Darkness
Post by: CYMRO on November 26, 2006, 05:26:55 PM
Quote from: Rage Of AzraelEunuchs become effeminate due to the lack of testosterone. They aren't as muscular or defined as a normally developed male and often look more like a woman.

Testosterone production by adrenal glands in eunuchs is markedly higher than in whole males, making what you say questionable at best.  Maintenance of muscle tissue and strength is only a problem for the nutless late in life.

And since, historically, eunuchs commanded armies, this seems odd.  I assume, since you do not specify (that I could find), that you are using d20 rules.  Is this magical castration?  And in a world where gender roles are trumped by magic over and over again, what is the basis for this practice?


QuoteQuinqereme: A ship based off of the trireme design but possessing a total of five banks of oars. They are faster and heavier than traditional triremes, giving a distinct advantage when ramming or landing troops.

Were quinqeremes not three banks of oars, but with the top and bottom banks having two rowers, giving you five groups ofrowers, but not five banks of oars?
Title: Heart of Darkness
Post by: Furor on November 26, 2006, 07:15:34 PM
it is unclear how many banks of oars quinqueremes had, depending on the source they either had five banks, or as you said five rowers to an oar.


defending myself with wikipedia...
Medical consequences
A subject of castration who is castrated before the onset of puberty will retain a high voice, non-muscular build and small genitals. They may well be taller than the average, as the production of sex hormones in puberty - particularly testosterone - stops long bone growth. The person may not develop pubic hair and will have a small sex drive or none at all. Castrations after the onset of puberty will typically reduce the sex drive considerably or eliminate it altogether. The voice does not change. Some castrates report mood changes, such as depression or a more serene outlook on life. Body strength and muscle mass can decrease somewhat. Body hair sometimes may decrease. Castration prevents male pattern baldness [8] and reduces or eliminates the risk of testicular and prostate cancer.[citation needed]

Historically, eunuchs suffered from a range of urogenital problems associated with the removal of their sexual organs, and they had their own specialist doctors, such as Joshua Marfa (1834-1893) who catered to their health needs.[citation needed]

Without Hormone Replacement Therapy (HRT), typical symptoms similar to those experienced by menopausal women include hot flashes , gradual bone density loss resulting in osteopenia or osteoporosis, potential weight gain or redistribution of body fat to the hips/chest. Gynecomastia, or the development of breast tissue, may also occur sometimes. Resumption of testosterone in the form of gel, patches, or injections can largely reverse these effects.

the thing is "in the adrenal glands", overall testosterone levels are much lower. D20 has rules for eunuchs? Its actually self-castration with a ceremonial knife, but that will be covered when I do Organizations. The purpose for the eunuch army is for a "rapeless" conquest and the "dehumanization" of the units. By forcing them to remove their own genitals it proves the final part of their childhood training. It reinforces their status as slaves, demoralizes them by making them incapable of reproduction and makes them more "pliable" by their trainers during adolescence.

Title: Heart of Darkness
Post by: CYMRO on November 26, 2006, 08:07:39 PM
Quoteit is unclear how many banks of oars quinqueremes had, depending on the source they either had five banks, or as you said five rowers to an oar.

Not five rowers to an oar, but two rowers for each oar in the top bank, one rower for each oar in the middle bank, and two rowers for each rower in the lowest bank.
Sources:
Matyszak's Chronicle of the Roman Republic.
Goldsworthy's The Complete Roman Army.


QuoteD20 has rules for eunuchs?
The question was not about eunuchs, but about what ruleset your setting is using.

QuoteIts actually self-castration with a ceremonial knife, but that will be covered when I do Organizations. The purpose for the eunuch army is for a "rapeless" conquest and the "dehumanization" of the units. By forcing them to remove their own genitals it proves the final part of their childhood training. It reinforces their status as slaves, demoralizes them by making them incapable of reproduction and makes them more "pliable" by their trainers during adolescence.

So, if you use d20 or a similar ruleset, this must get tedious as every cure or heal spell makes the boys grow back.
My point in bringing up the ruleset is that in a standard d20 fantasy campaign, the availability of magic makes such rituals meaningless.  Any opponent worth his salt can completely fuck up your army by casting mass heal on your nutless wonders, effectively destroying that very weird esprit de corps they have.
And again, in a standard d20 fantasy setting, logic dictates that traditional real world gender roles are moot.  When great physical strength and agility and increased mental prowess, or even physical characteristics, are just a spell away, such rituals become ludicrous.

Quotedefending myself with wikipedia...
Is that like carrying a chocolate shield into battle against a red dragon? ;)
Title: Heart of Darkness
Post by: Furor on November 26, 2006, 08:51:39 PM
dnd, so yeah, d20. Low-magic though, so there may be only 2 clerics in the entire world that can cast mass heal, something tells me that the last idea they'd have is to give the Untainted their testicles back. Actual clerics are considered prophets in my world, just like sorcerors are of merlin fame. I don't restrict my pc's in regards to taking a magic casting class, they just have to consider the roleplaying demands of widespread social stigma or expectations of the clergy.
Title: Heart of Darkness
Post by: Ghost on November 26, 2006, 10:37:20 PM
I am really liking this setting. Reminds me of a bunch of other good games, like Warmachine and Warhammer Fantasy.

I'd love to see a map; seeing the geographic placement of the countries would make some details easier to understand. It would also make it easier if anybody wanted to help with the yet-unmade areas.

Other than that, it looks very good.
Title: Heart of Darkness
Post by: CYMRO on November 26, 2006, 10:55:41 PM
Seconded on the map.
Title: Heart of Darkness
Post by: SA on November 26, 2006, 11:03:51 PM
I love the Immortal Emperor!

"Swathed in flowing robes of silk and dripping gold and diamonds, the Immortal Emperor caressed his male attendant, laughing contemptuosly as the youth blanched before his advances."

Call me twisted, but when I skimmed over the setting the first time, this little snippet is what sold me on it.

Positively delicious.
Title: Heart of Darkness
Post by: Furor on November 27, 2006, 01:13:15 AM
Thank you, the Immortal Emperor has been with this world since its inception (2 years ago) and was just a lich lord. I have since tried to add depth and a sense of revulsion to his character. He's supposed to be that "makes-your-skin-crawl" villain. Glad that it was appreciated.

I guess i'll have to check out warhammer, as to the map, it is forthcoming, it moght be a while though
Title: Heart of Darkness
Post by: Numinous on November 27, 2006, 07:32:29 AM
If you can draw up a rough map, I have a friend who can photoshop it into something beautiful mighty quick.
Title: Heart of Darkness
Post by: Furor on November 27, 2006, 06:24:52 PM
Political Map of the North, I haven't done a geographical map yet.
(//../../e107_files/public/1164669891_207_FT20884_the_north_.jpg) (//../../e107_files/public/1164669891_207_FT20884_the_north.jpg)
Title: Heart of Darkness
Post by: Furor on November 27, 2006, 08:30:58 PM
Catral rose, fist in the air. Silence swept across the Senate chamber, stifling the thunderous cacophony of the regional delegations. "We are at war. The integrity of our Alliance and our freedom has been compromised. I will not stop until Carscia burns. We are adjourned senators, return to your provinces and raise this great Alliance an army the likes of which may never march again."
Causetian Alliance
Leader: Adarus Catral, High Consul and Prince of Vercia
Capital: Seracon
Population: 2.4 million
Description: The Causetian Alliance is a powerful empire comprised of over twenty different autonomous states. Each state keeps its representative in the city of Seracon as part of the Senate. Power rests in the hands of wealthy merchant consortiums and the largest members of the Alliance. Each state is a distinct entity, but function as a cohesive whole in times of war.
Prominent Regions
Vercia
Leader:Adarus Catral, Prince of Vercia
Active Senators: 10 (and High Consul)
Capital:Senera
Population: 213 thousand
Description: One of the most prominent states in the Causetian Alliance, Vercia has raised ten of its senators to the position of High Consul since the formation of the Alliance. Vercia is one of the largest states in the Alliance, with sprawling forests and rich veins of nickel and iron. Its military fields some of the best heavy infantry and supplies the lumber for the majority of the Alliance's fleet.
Seracia
Leader: Jadus Regan, Duke and Consul of Seracia
Active Senators: 5 (and Consul)
Capital : Anaris
Population:107 thousand
Description:
Csemia
Leucretia
Maszria
Ascia
Causetia
Title: Heart of Darkness
Post by: Furor on November 29, 2006, 05:35:01 PM
nothing?
Title: Heart of Darkness
Post by: Furor on December 03, 2006, 08:36:08 PM
hello?
Title: Heart of Darkness
Post by: CYMRO on December 03, 2006, 09:51:58 PM
Awesome map.  I prefer clean political maps for my main reference map.  Very nicely done.

Title: Heart of Darkness
Post by: Furor on December 03, 2006, 10:37:47 PM
thank you very much, maps do tend to get too complicated, and for the purposes its being used for, all thats needed is a rough political map
Title: Heart of Darkness
Post by: Furor on December 04, 2006, 07:08:26 PM
Algarian Confederacy
Leader: Aisich Ruther, Lord of the Host and High Chancellor
Capital:
Population: 2.2 million
Decription
Title: Heart of Darkness
Post by: Furor on December 22, 2006, 09:18:42 PM
Race

Kapaocinth
â,¬Â¢ +2 Str -2 Cha/ +2 dex -2 Cha (depending on Brood)
â,¬Â¢ Medium: Kapaocinth have no special bonuses or penalties due to their size.
â,¬Â¢ Kapaocinth base land speed is 40 feet, Kapaocinth swim speed is 80 feet
â,¬Â¢ Darkvision 60 feet, Low-Light Vision
â,¬Â¢ +2 racial bonus on Climb, Jump, Tumble and Move Silently checks.
â,¬Â¢ +1 Natural Armor Bonus
â,¬Â¢ Bite Attack 1d4
â,¬Â¢ Blindsense (Ex): A Kapaocinth can locate creatures within a 30-foot radius.
â,¬Â¢ Keen Scent (Ex): A Kapaocinth can notice creatures by scent in a 180-foot radius underwater and detect blood in the water at ranges of up to a mile. The Kapaocinth Can notice creatures by scent in a 60-foot radius on land.
â,¬Â¢ Automatic Languages: Kapaocinth, Common
â,¬Â¢ Favored Class: Barbarian/Rogue (Depends on Brood)
â,¬Â¢ Level Adjustment: +1