Showing posts with label Hall of Infamy. Show all posts
Showing posts with label Hall of Infamy. Show all posts

Wednesday, June 05, 2013

Enemies of Samardan: The Disciples of Somasumar...

Good Afternoon, All:

Our fourth and final minor regional enemy for the World of Samardan campaign setting was originally conceived as the classic power-mad warlord bent on conquest. Very quickly on, I realized that I already had a number of those in the setting, and while that type of antagonist is a classic trope of the genre, I didn't want it to get old.

Then I thought about the various Warrior backgrounds in Sword and Planet: An Old School Roleplaying Game of Planetary Romance, and recalled that among them could be found the Martial Artist. Suddenly, I started picturing a more Sword and Planet version of the dreaded Sith, the enemy of the Jedi Knights, and things started to fall into place for me. After all, Dray Prescot was a member of a martial order called the Krozairs, and one of his companions, Turko the Shield, was a Khamorro, an expert in unarmed combat. Obviously, martial arts is part of the mystique of some Planetary Romance series. What would be better than having an order of evil monks as a regional villain? The idea works for me, so I now present the Disciples of Somasumar.

The Disciples of Somasumar

History: Originally a martial order, the Disciples of Somasumar became a quasi-religious cult after adopting spiritual teachings thought to belong to the Ancient Ones. Based on incomplete documents recovered from ruins in the wastelands of the Torafeldan, the Disciples of Somasumar practice a disciplined form of unarmed combat. When the Disciples elect to use actual weaponry, they prefer to fight using malkuni (claw-like weapons similar to the Indian bagh nakh) or barkuni (larger claw-like weapons similar to malkuni, with longer blades). The barkuni are traditionally reserved for acknowledged Masters of the order.

Personality: Sena Logana Mudaganan, the current Grandmaster of the Disciples of Somasumar, leads the order in the pursuit of the Grand Plan, which is to unite all of the lower valley under the rule of the Disciples. At her disposal are Disciples specialized in gathering information, assassination, military tactics and the finer points of estate and resource management. While her predecessors have been cautious and meticulous in their clandestine progress toward the Grand Plan, Sena Logana Mudaganan prefers a more aggressive approach, and has become more open in recent years. Intent on seeing the Grand Plan come into being during her lifetime, the Grandmaster has escalated to more militant tactics. She is a driven and fanatical woman, with the power of a well-established and devout following operating at her behest.

Stat Blocks: The following stat blocks for representative members of the Disciples of Somasumar are based on Sword and Planet: An Old School Roleplaying Game of Planetary Romance. Please feel free to convert these stats to the system of your choice, if you wish to use them elsewhere.

  • Somasumaran Initiate: DEF: 14; HD: 1; ATK: by malkuni (1d6) or unarmed combat (1d6); ST: +2; SP: Unarmed combat; SPD: 6; CL: 1/2; XP: 150.
  • Somasumaran Disciple: DEF: 15; HD: 2; ATK: by malkuni (1d6) or unarmed combat (1d6); ST: +3; SP: Unarmed combat, weapon mastery (+1 atk with Claw Weapons); SPD: 6; CL: 1; XP: 300.
  • Somasumaran Master: DEF: 16; HD: 5; ATK: by barkuni (1d8) or unarmed combat (1d6); ST: +4; SP: Unarmed combat, weapon mastery (+1 atk with Claw Weapons); SPD: 6; CL: 2; XP: 450.

Enjoy,
Flynn

Tuesday, June 04, 2013

Enemies of Samardan: The Swarms of the Rak-Pansanu...

Good Afternoon, All:

Our third minor regional enemy for the World of Samardan campaign setting is actually inspired by a Scooby-Doo! Mystery Incorporated episode entitled "When the Cicada Calls", of all things. (I admit it; as a GM, I am not above the "resourceful acquisition" of plot ideas from the shows that my kids watch.) As I watched this particular episode unfold, I thought of someone using ancient technology to tap into the hive mind of a swarm and make the insects to wreak havoc on the world on his behalf. In Samardan, the translation of "insect lord" is Rak-Pansanu, and thus I had the name of my next regional villain. I thought this would create a different scenario than most, something that an enterprising Referee could use to really capture the Planetary Romance adventuring style. With that in mind, I now present the Swarms of the Rak-Pansanu.

The Swarms of the Rak-Pansanu

History: The Rakran mystic, Sen Safakusan, has always been the pariah of his family. From an early age, Sen Safakusan had explored the power of his mind instead of learning to utilize ancient technology as his father and brothers had. Because Sen Safakusan hindered his family's status among the rest of the clan, they would often force him to serve as the clan's representative on small clan-sponsored expeditions to explore ancient ruins. Out of sight, out of mind. While on one of these expeditions, Sen Safakusan stumbled upon a partially-functional artifact that gave him the unusual ability to mentally communicate with and command insects. Having realized the power of his find, Sen Safakusan fled the expedition, and began using his newfound abilities to further his vengeful and hedonistic desires.

Personality: Before Sen Safakusan found the ancient helmet that gives him control over insects, the Rakran mystic had been spiteful and vindictive. These personality traits have only become more pronounced after taking on the mantle of Rak-Pansanu. As the lord of insects, the Rak-Pansanu has sent his swarms to attack every site where he was once bullied or ostracized, accumulating quite a treasury in the process. While the Rak-Pansanu has discovered a taste for expensive wines and rich foods, his first priority remains the humiliation of his family and clan.

Stat Blocks: The following stat blocks for representative members of the Rak-Pansanu's insectile servitors are based on Sword and Planet: An Old School Roleplaying Game of Planetary Romance, which I wrote last year. Please feel free to convert these stats to the system of your choice, if you wish to use them elsewhere.

  • Cat-sized Insect: DEF: 12; HD: 1; ATK: sting (1d4+poison); ST: +2; SP: Poisonous sting (1d4/round, Fort DC 12 ends); SPD: 5 (fly 8); CL: 1/2; XP: 150.
  • Wolf-sized Insect: DEF: 13; HD: 2; ATK: bite (1d6+poison); ST: +3; SP: Poison (1d6/round, Fort DC 13 ends); SPD: 6; CL: 1; XP: 300.
  • Man-sized Insect: DEF: 14; HD: 4; ATK: bite (1d8+poison); ST: +4; SP: Poison (1d8/round, Fort DC 14 ends); SPD: 7; CL: 2; XP: 450.

Enjoy,
Flynn

Wednesday, May 29, 2013

Enemies of Samardan: The Huntsmen of Sumakan...

Good Afternoon, All:

Our second minor regional enemy for the World of Samardan campaign setting is inspired by a number of stories both in and out of the genre. I wanted a group of men who hunted other men for sport and pleasure. With the presence of airships, such a group could easily be a regional menace, raiding small outlying settlements for prisoners while avoiding the stronger military forces of the cities and city-states. These murderous slavers call themselves the Huntsmen of Sumakan.

The Huntsmen of Sumakan

Description: Based out of an abandoned fortress overlooking a small box canyon, the Huntsmen of Sumakan raid settlements far and wide using their stolen airships. These bloodthirsty hunters will raid settlements solely for the purpose of taking prisoners. Those captives that show any initiative in trying to escape are used as the quarry for their monthly hunts, while the rest are sold into slavery. Those who survive the games are giving a choice between freedom and membership. Either way, they are branded with the mark of the Huntsmen, which could make it difficult in communities that have been struck by these raiders.

Personality: The name of this band, Sumakan, translates roughly conceptually as "honorable wolf," and they embody this mentality. Loyal and devoted to their pack, the Huntsmen are fierce warriors that strike quickly to cripple their foes. Unproven prisoners are considered prey, and are held as being less worthy of respect than the Huntsmen's pet dilkankati (highly intelligent six-legged wolf-like beast with an extraordinary talent for ambushing its prey). These men are fierce and wild, but surprisingly honorable to those who have proven to be predators rather than prey.

Stat Blocks: The following stat blocks for each representative member of Sumakan forces are based on the Sword and Planet: An Old School Roleplaying Game of Planetary Romance, which I wrote last year. Please feel free to convert these stats to the system of your choice, if you wish to use them elsewhere.

  • Sumakan Raider: DEF: 14; HD: 1; ATK: by short sword (1d6) or crystal pistol (1d8); ST: +2; SP: Terrain mastery; SPD: 6; CL: 1/2; XP: 150.
  • Sumakan Huntsman: DEF: 15; HD: 2; ATK: by short sword (1d6) or heavy crystal pistol (2d6); ST: +3; SP: Terrain mastery, skill mastery (1/rest); SPD: 6; CL: 1; XP: 300.
  • Dilkankat: DEF: 15; HD: 4; ATK: bite (1d6); ST: +4; SP: Ambush (+5 on Stealth), sneak attack; SPD: 7; CL: 2; XP: 450.

Enjoy,
Flynn

Monday, May 27, 2013

Enemies of Samardan: Sky-Pirates of the Northern Peaks...

Good Afternoon, All:

In this post we start our revelation of the four Minor Enemies that will cause problems for the population of the World of Samardan campaign setting. For the first of our four entries at this level, I chose the one that sounded the most fun to me when I made mention of them previously. Straight out of the entry on Kolgrat, City of Marble, comes the dreaded Sky-Pirates of the Northern Peaks...

Sky-Pirates of the Northern Peaks

History: The dreaded Sky-Pirates of the Northern Peaks are considered a nuisance among most of the cities of the Granbalem, mostly because the Sky-Pirates know better than to attack the larger forces there. Among the smaller settlements of Samardan, however, the Sky-Pirates exert considerably more influence. Several times a year, the Sky-Pirates will visit such a settlement and demand tribute. Those who pay the exorbitant price are left alone, while those that do not are attacked from above with burning oil and makeshift bombs, to serve as a lesson to all who would dare oppose them. The current leader of the Sky-Pirates, the Pansanuba Bama Kudisjanan, has a penchant for collecting beautiful works of art. In recent years, she has taken to harassing Kolgrat, the City of Marble, in search of beautiful statues to add to her growing collection. The Crime Lords of Kolgrat are none too happy with her, and have offered a sizable bounty for her head, with or without her body attached.

Personality: The Pansanuba Bama Kudisjanan is, by all accounts, burdened with overconfidence. A talented flyer with a daredevil mentality, she tends to be rather showy in her conquests and actions. Subtle, she is not. Some rumor that this self-made Lady of the Skies is actually the daughter of one of the Crime Lords of Kolgrat, perhaps even Yaranu Moro himself, but proof has never been offered, nor does the Pansanuba claim such a heritage.

Stat Blocks: The following stat blocks for each representative member of the forces of the Sky-Pirates are based on the Sword and Planet: An Old School Roleplaying Game of Planetary Romance. Please feel free to convert these stats to the system of your choice, if you wish to use them elsewhere.

  • Sky Pirate: DEF: 14; HD: 1; ATK: by short sword (1d6) or crystal pistol (1d8); ST: +2; SP: Shipborn; SPD: 6; CL: 1/2; XP: 150.
  • Sky Raider: DEF: 15; HD: 2; ATK: by short sword (1d6) or heavy crystal pistol (2d6); ST: +3; SP: Shipborn, weapon mastery (+1 atk with Personal Firearms); SPD: 6; CL: 1; XP: 300.
  • Sky Commander: DEF: 16; HD: 5; ATK: by long sword (1d8) or crystal rifle (2d8); ST: +4; SP: Shipborn, weapon mastery (+1 atk with Personal Firearms); SPD: 6; CL: 2; XP: 450.

Enjoy,
Flynn

Wednesday, May 22, 2013

Enemies of Samardan: The Crime Lords of Kolgrat...

Good Afternoon, All:

In this post we are going to discuss our second Major Enemy for the World of Samardan campaign setting. From the information presented in the location pieces, there were few obvious options for this slot, so I started to consider less obvious options. I wanted an organization, because those don't die as quickly with the death of one person, and I wanted this group to be a lingering threat that requires the attention and concerted efforts of our protagonists to deal with. In the end, I decided that other Major Enemy will be Yaranu Moro, Master of Assassins and the Crime Lords of Kolgrat whom he represents. The reason I chose this route primarily is because I already had a mystic-based enemy and a warrior-based enemy. Therefore, I needed an expert-based enemy to for conceptual symmetry. After making the selection, Yaranu Moro and his fellow Crime Lords almost seemed to take on a life of their own in my imagination...

The Crime Lords of Kolgrat

History: The Crime Lords of Kolgrat have always been a tumultuous group, until they were forged into a secret alliance under the iron fist of Yaranu Moro, Master of Assassins. Rising up the in the ranks of Kolgrat's famous assassin's guild, Yaranu Moro achieved the rank of guildmaster through right of assassination and then began a ruthless campaign to force the other Crime Lords under his thumb. With his success, Yaranu Moro now appears publicly as the Master Assassin for the court of Kolgrat and the representative of the Crime Lords of the city in the Raganu's courtly affairs.

Personality: Some might believe that Yaranu Moro is paranoid, but it isn't paranoia if everyone really is out to get you, and that's the reality of his position. The only way to achieve masterhood in Kolgrat's assassin's guild is by right of assassination, and that's in addition to those Crime Lords he has had to manipulate and coerce into supporting his leadership. Yaranu Moro is known for his cruelty, which rumors depict as being even greater than that of the kelshrani. He has a particular love of poisons, and has been known to purchase slaves simply to serve as test subjects for his latest toxin.

Stat Blocks: The following stat blocks for each representative member of the forces of the Crime Lords are based on the Sword and Planet: An Old School Roleplaying Game of Planetary Romance. Please feel free to convert these stats to the system of your choice, if you wish to use them elsewhere.

  • Thug: DEF: 13; HD: 1; ATK: by short sword (1d6) or short bow (1d6, Rng 12/24/48); ST: +2; SP: Sneak attack; SPD: 6; CL: 1/2; XP: 150.
  • Thug Overseer: DEF: 14; HD: 2; ATK: by poisoned short sword (1d6 + poison) or short bow (1d6 + poison, Rng 12/24/48); ST: +3; SP: Poison (1d6/round, Fort DC 13 ends), sneak attack, skill mastery (1/rest); SPD: 6; CL: 1; XP: 300.
  • Assassin of the Outer Circle: DEF: 15; HD: 4; ATK: by poisoned long sword (1d8 + poison) or long bow (1d8 + poison, Rng 12/24/48); ST: +4; SP: Poison (1d8/round, Fort DC 14 ends), sneak attack, skill mastery (1/rest); SPD: 6; CL: 2; XP: 450.
  • Assassin of the Inner Circle: DEF: 16; HD: 6; ATK: by poisoned long sword (1d8 + poison) or long bow (1d8 + poison, Rng 12/24/48); ST: +5; SP: Poison (2d6/round, Fort DC 15 ends), sneak attack, skill mastery (2/rest); SPD: 6; CL: 3; XP: 600.

Enjoy,
Flynn

Friday, May 17, 2013

Enemies of Samardan: Raganu Pekadevi Rekatur, the Lord-Emperor of Torkobalem...

Good Afternoon, All:

Now that the Supreme Enemy of the World of Samardan campaign setting has been established, it is time to determine the two Major Enemies that will plague our protagonists once we start using the setting. The first and most obvious Major Enemy should be Torkobalem, City-State of Crystals, and more specifically, Raganu Pekadevi Rekatur, the Lord-Emperor of Torkobalem.

Raganu Pekadevi Rekatur, the Lord-Emperor of Torkobalem

History: Raganu Pekadevi Rekatur ascended the throne of the City of Crystals after his father's fatal hunting accident, although some whisper that the old Raganu's death was no accident. Shortly after Raganu Pekadevi Rekatur began his reign, Torkobalem launched both land and aerial assaults on several cities, who have been weakened considerably by Torkobalem's stranglehold on power crystals. The Raganu has made no effort to conceal his desire to conquer the cities of the Granbalem and forge a new empire under his iron rule.

Personality: Raganu Pekadevi Rekatur is known to be a vengeful man, and he has been known to hire assassins and bounty hunters to go after those who have wronged him. The Raganu is also a cruel man who believes in torturing his victims before he kills them, and many of his personal guards and appointed military leaders are cut from the same cloth. Above all else, however, Raganu Pekadevi Rekatur desires to conquer his many enemies and to control as much of the world as he is capable of. He has even proven willing to sacrifice vengeance and torture if doing so would benefit his desire for conquest. Woe be unto any who would take advantage of this fact by lying to him, for the Reganu's vengeance becomes all-consuming against those who betray him.

Stat Blocks: The following stat blocks for each representative member of Torkobalem's forces are based on the Sword and Planet: An Old School Roleplaying Game of Planetary Romance, which I wrote last year. Please feel free to convert these stats to the system of your choice, if you wish to use them elsewhere.

  • Torkobalem Soldier: DEF: 14; HD: 1; ATK: by short sword (1d6) or crystal pistol (1d8); ST: +2; SP: First strike; SPD: 6; CL: 1/2; XP: 150.
  • Torkobalem Veteran: DEF: 15; HD: 2; ATK: by short sword (1d6) or heavy crystal pistol (2d6); ST: +3; SP: First strike, weapon mastery (+1 atk with Personal Firearms); SPD: 6; CL: 1; XP: 300.
  • Torkobalem Leader: DEF: 16; HD: 5; ATK: by long sword (1d8) or crystal rifle (2d8); ST: +4; SP: Inspire courage, weapon mastery (+1 atk with Personal Firearms); SPD: 6; CL: 2; XP: 450.
  • Torkobalem Commander: DEF: 17; HD: 8; ATK: by great sword (2d6) or heavy crystal rifle (3d6+2); ST: +6; SP: Inspire courage, weapon mastery (+1 atk/+2 dmg with Personal Firearms); SPD: 6; CL: 3; XP: 600.

Enjoy,
Flynn

Friday, May 10, 2013

Enemies of Samardan: Farleni, The Mind Masters...

Good Afternoon, All:

Today, we begin our explorations of the Hall of Infamy for the World of Samardan. For those who may not be familiar with the concept, a Hall of Infamy is a list of regional antagonists whose role is to generate conflict for our heroes to resolve. The basic structure for a Hall of Infamy is simple:
  • One Supreme Over-Arching Enemy: Defeating this antagonist should require only the toughest, meanest, most experienced adventurers available. The Supreme Enemy is typically located in a ruin.
  • Two Major Enemies: Defeating these antagonists is not a job for novices, and should require well-established, well-prepared veteran adventurers. Major Enemies are frequently associated with cities, lairs or ruins.
  • Four Minor Enemies: Defeating these antagonists should be very difficult for novices, yet defeat can be accomplished at the hands of seasoned adventurers who are starting to build a reputation for themselves. Minor Enemies are often found in lairs.

We've already identified our Supreme Enemy for this campaign: The Farleni (or the Mind Masters of Orkelium, the Forked Tower).

Farleni, the Mind Masters

History: The Farleni are a race of alien psionic parasites that once inhabited a distant world, before unintentionally being brought to Samardan by the Ancient Ones. Upon their arrival, the Farleni spread quickly, seeking a way to contact their homeworld. After an intense battle, the Farleni were finally contained and cryogenically frozen for research purposes in the scientific research facility now known as Orkelium, the Forked Tower.

Life Cycle: Farleni are a race of parasites that go through numerous phases: Larva, Pupa and Adult. Much like insects, adult Farleni are physiologically differentiated by their role in their hive-like society: workers, soldiers, drones and queens. Larva can only grow within the body of another creature. When the larva matures into the pupa stage, it migrates outside the body of its host, but continues to ride its host as it grows and matures. When the host creature dies, the pupa will either seek out a new host or begin the transformation into an adult Farleni, with highly developed psychic powers. Workers are the most prominent, being sterile servitors that serve the main body of the Farleni "hive-mind". Also sterile, the much larger soldiers use their psychic powers to control local vermin and small creatures in order to protect the "hive-mind". Fertile male drone Farleni serve as the immediate guardians of the queen with their stunning mental blasts, while the queen leads the "hive-mind" and lays the eggs that will eventually hatch to become larva and start the cycle of life once again.

Stat Blocks: The following stat blocks for each form are based on the Sword & Planet: An Old School Roleplaying Game of Planetary Romance, which I wrote last year. Please feel free to convert these stats to the system of your choice, if you wish to use them elsewhere.

  • Farlen, Larva: DEF: 10; HD: 1/2; ATK: 1 bite (1d2); ST: +2; SP: Farleni traits, control host; SPD: 4; CL: 1; XP: 300.
  • Farlen, Pupa: DEF: 11; HD: 2; ATK: 2 tentacles (1d4); ST: +3; SP: Farleni traits, ride host; SPD: 5 (swim 6); CL: 2; XP: 450.
  • Farlen, Worker: DEF: 13; HD: 4; ATK: 4 tentacles (1d6); ST: +4; SP: Farleni traits, mystic powers (daze, fear); SPD: 5 (swim 6); CL: 4; XP: 900.
  • Farlen, Soldier: DEF: 15; HD: 6; ATK: 4 tentacles (1d8); ST: +5; SP: Farleni traits, mass dominate (all creatures within 30 ft, max 24 HD worth, Will negates), mystic powers (daze, fear); SPD: 6 (swim 9); CL: 5; XP: 1,200.
  • Farlen, Drone: DEF: 17; HD: 8; ATK: 4 tentacles (1d8); ST: +6; SP: Farleni traits, mind blast (all within 30ft cone are stunned and unable to act for 2d4 rounds, Will negates), mystic powers (dominate person, fear, phantasmal killer, telepathic bond); SPD: 6 (swim 9); CL: 6; XP: 1,800.
  • Farlen, Queen: DEF: 18; HD: 9; ATK: 4 tentacles (1d6 + mindfire poison); ST: +6; SP: Farleni traits, mindfire poison (1d6 plus -1 penalty on Will saves, Fort negates), mystic powers (daze, dominate person, fear, phantasmal killer, scrying, telepathic bond); SPD: 5 (swim 9); CL: 8; XP: 3,600.

Special Abilities

Farleni Traits: All Farleni have the following abilities: take half damage from acid and cold, take double damage from electricity, telepathy (100 ft range), detect thoughts (20 ft range), sense hive-mind (1 mile range).

Control Host: Larval Farleni will burrow into the flesh of an unconscious or helpless victim and, 1d4+1 rounds later, attach itself to the brain stem of its host. There, it will attempt to control the actions of the host (Will save to resist). Removing a burrowing Farlen larva requires a Very Difficult (DC 25) Healing skill check to successfully remove the larva without killing the patient. Once it has attached to the brain stem, the difficulty increases to Nigh Impossible (DC 30).

Farleni Traits: All Farleni have the following abilities: take half damage from acid and cold, take double damage from electricity, telepathy (100 ft range), detect thoughts (20 ft range), sense hive-mind (1 mile range). The larva cannot be hurt directly while its host is alive; only when the host is dead will the larva release the host's brain and attempt to find another host.

Ride Host: Pupal Farleni will grapple and ride a victim and extend tendrils that, 1d4+1 rounds later, attach themselves to the brain stem of its host. Once attached, it will attempt to control the actions of the host (Will save to resist). Removing an attached Farlen pupa requires a Difficult (DC 20) Healing skill check to successfully remove the tendrils without killing the patient. Once it has attached to the brain stem, the difficulty increases to Very Difficult (DC 25). The host suffers half of all damage dealt to the riding pupa.

The rest of the powers should be self-explanatory.

Enjoy,
Flynn

Monday, January 21, 2013

Traveller Sandbox: Beta Quadrant Hall of Infamy, Part 2...

Good Afternoon, All:

In this second post in the creation of a Hall of Infamy for the Beta Quadrant, I will be developing information on the Four Minor Enemies of the setting.

As a reminder, the Hall of Infamy reflects those established villains and antagonists who are a problem from Day One, when the campaign begins. These are the foes that are mentioned on newscasts and spoken of in those seedy bars that adventurers tend to hang out in when they are looking for gainful employment. These are potentially the guys that may become a thorn in the side of the party over time as they go about their own personal plans. Therefore, it's best to drop seeds about them from the beginning of the game. Hence, we need to create a Hall of Infamy. Last post, we identified the Supreme Enemy and two Major Enemies. Now we get to wrap things up.

Based on my previous post, we identified the following Minor Enemies that I'd like to develop for the Beta Quadrant. For the Koyane Subsector, I identified the Brothers of Sakari as being a great source of conflict to motivate adventures in the Koyane Shogunate. Star Admiral Mahmoud Pasha of Bastet works well for adventuring in the Gleti Subsector. In Litha Subsector, the fanatical Holy Crusaders of the Moldandan Universal Church give us great potential for adventures. So far, I've got three distinct flavors: psionic terrorists, vengeful naval operations, and religious zealotry in space. Looking over details for Tabaldak Subsector, I look to identify a nice potential for a Minor Enemy. I could use the Star Emperor's Navy, but there's also the Abubakar Complex, a government facility located on Mantis that supports privateers affiliated with the Jengu Alliance, and the Lutasas Trade Union, a guild of opportunistic traders with questionable practices. Of those that I've defined so far, the group with the highest Tech Level is the Star Emperor's Navy, so I'll detail them below as my fourth option. As always, if you have any feedback or further suggestions, don't be afraid to leave a comment to this post.

Brothers of Sakari
The Brothers of Sakari are the remnants of the psionic oligarchy that once ruled Koyane, before a civil war placed the anti-psionic Emishi Faction into power thirty years ago. Since then, these psionic freedom fighters continue to wage a sporadic war against the Emishi faction in the hopes of recovering their lost empire. These conflicts, as well as the overzealous reactions of the Emishi Faction, have been extremely violent, spilling over as civilian casualties. The situation continues to escalate as the Emishi Faction pursues its pogrom against psionicists.
Resources: Psionic training; respect from older nobility; military-grade training and equipment.
Agenda: Restore the Fujiwara Clan into power over the Koyane Shogunate.
Opposition: Nadie Takhi, Factor of Malsumis; Psion-hunters.
Connections: Any character might have suffered a loss or wound due to terrorist activity; Military characters may have performed actions against terrorist cells and sights; Nobility may have friends or foes among their members.

Holy Crusaders of the Moldandan Universal Church
The domed city of Moldanda maintains an interstellar strike force that identifies itself as the Holy Crusaders of the Moldandan Universal Church. This small ramshackle space navy performs raids on nearby worlds and interstellar merchants, seeking food, life support and, when possible, military-grade hardware. Other star systems regard the Holy Crusaders of the Moldandan Universal Church as little more than Moldandan privateers, and maintain vigilance against the raiders.
Resources: Stolen/purchased starships; military-grade training.
Agenda: Support their sacred service as the Chosen Protectors of the Iridium Chasm.
Opposition: Haligani Star Raiders; Bounty hunters.
Connections: Merchant characters might have been hit by the Holy Crusaders; Military characters may have performed some military strike or defense action against the Holy Crusaders.

Star Admiral Mahmoud Pasha of Bastet
A personal friend to Pharaoh Seshi Semerkhet II of Bastet, Mahmoud Pasha was once a Star Admiral for his homeworld of Seshat. Dismissed from duty and exiled in utter secrecy for his discovery that the Five Families are pursuing less noble aims, Admiral Pasha sought refuge with his most powerful friend. Enjoying the Pharoah's protections, Admiral Pasha has gathered together a mercenary naval squadron, and now performs acts of piracy and raiding on the worlds of nearby systems, striking Five Families vessels in particular. Despite their smaller numbers, Admiral Pasha's Personal Navy often survives due to exceptional naval tactics. The most talented of the Admiral's crews are former students of his, who have joined their mentor out of loyalty.
Resources: Military-grade starships; well-trained naval officers.
Agenda: Vengeance against the nobility of Seshat; Pursuit of efforts to oppose the Five Families.
Opposition: Five Families; Traders serving Seshat.
Connections: Any character may have encountered the naval squadrons of Admiral Pasha; Naval characters may have studied under Admiral Pasha; Characters working for the Five Families may have been the subject of one of Admiral Pasha's attacks.

Star Emperor's Navy
The Star Emperor's Navy has recently begun attacks on other worlds. Although many of these efforts are aimed at collected resources and interfering with the flow of goods, a number of these efforts support Star Emperor Shikike Todei's efforts to weaken and subjugate new worlds to add to his future interstellar empire. His forces are fierce, determined and well-armed with smaller warships.
Resources: Naval base; Scout base.
Agenda: Forge an interstellar empire under the Star Emperor's rule.
Opposition: Lutasas Trade Union; Nadie Takhi, Factor of Malsumis.
Connections: Any character may have lived in an outlying settlement that suffered an attack by the Star Emperor's forces; Military characters may have performed some military strike or defense action against the Star Emperor; Navy or Scout characters may have served on one of the now-captured bases on Djinn.

With my next post, I will commence with Step Eight, that being to fill in the blanks, making sure any obvious holes are covered. As the process I'm using for the Traveller Sandbox Experiment is based on developing a fantasy setting, so there's always a chance that an interesting world might fall through the cracks. This is where we catch them so we don't lose them.

More Later,
Flynn

Friday, January 18, 2013

Traveller Sandbox: Beta Quadrant Hall of Infamy, Part 1...

Good Afternoon, All:

Step Seven in the process of developing a sandbox setting for the Traveller Sandbox Experiment is to create a Hall of Infamy for the Beta Quadrant, based on the setting details to date. These could be political figures, corporate CEOs, and other powerful entities with a major agenda and lots of power behind them.

The basic structure for a Hall of Infamy is simple:
  • One Supreme Over-Arching Enemy: Defeating this antagonist should require only the toughest, meanest, most experienced adventurers available. The Supreme Enemy is best located on a world that serves as an Interstellar Threat or Exploration Site, to encourage travel and interaction with these other elements we've created.
  • Two Major Enemies: Defeating these antagonists is not a job for novices, and should require well-established, well-prepared veteran adventurers. Major Enemies are frequently associated with Cultural Hubs, Interstellar Threats or Exploration Sites.
  • Four Minor Enemies: Defeating these antagonists should be very difficult for novices, yet defeat can be accomplished at the hands of seasoned adventurers who are starting to build a reputation for themselves. Minor Enemies are often found on worlds that serve as Interstellar Threats.

That is not to say that there aren't other local or regional threats in existence. Indeed, most adventures are based on the premise that such a threat exists. The Hall of Infamy reflects those established villains and antagonists who are a problem from Day One, when the campaign begins. These are the foes that are mentioned on newscasts and spoken of in those seedy bars that adventurers tend to hang out in when they are looking for gainful employment. These are potentially the guys that may become a thorn in the side of the party as they go about their own personal plans. Therefore, it's best to drop seeds about them from the beginning of the game. Hence, we need to create a Hall of Infamy.

So, because we are using a Quadrant of four subsectors, I'm going to aim for one Minor Enemy per subsector, to spread them out a bit. I could have one Major Enemy to coreward and one rimward, reflecting settled versus frontier settings; or I could do one Major Enemy to spinward and trailing, reflecting the split between the two major warring factions of Beta Quadrant. Given the military/mercenary campaign style that helped me determine to use Beta Quadrant instead of the other three options, I'm going to aim for a spinward/trailing split. Finally, the Supreme Enemy should not be limited to a given polity, but should be a threat to everyone, regardless of Allegiance. These Enemies should not include the various authorities/established polities, even if they are at war, because we don't know what side the players will want to be on. To prevent bias in preparation, I'm going to operate under the assumption that your polity's enemies just add to this list, but even your polity will have enemies that aren't a part of the greater political picture.

My efforts to describe these seven antagonists will be broken up into two posts. In today's posts, I'll deal with the three greater foes, that being our Supreme Enemy and the two Major Enemies. I immediately start reviewing my notes, and find a potential candidate for the trailing Major Enemy, that being the Brothers of Sakari. Then I realize that these psionic terrorists are pretty localized to Koyane Subsector, and so I make a note to add them to the list of Minor Enemies. I also consider Star Admiral Mahmoud Pasha of Bastet for such a role, and realize his level of influence, while it crosses polity boundaries, is located to coreward. Indeed, his reach is mostly centralized to Gleti Subsector. Again, we have an excellent candidate for the list of Minor Enemies. In the same vein, the Holy Crusaders of the Moldandan Universal Church are great for a Minor Enemy in Litha Subsector, but their tech is too low to really have the level of influence we're looking for.

Ah ha! Technology! That's the key criteria I'm missing. Transportation in Traveller is based on Jump drive, which becomes more efficient with higher Tech Levels. Okay, digging through the TLs in Beta Quadrant, I locate the following sources for enemies with "legs" of Jump-2 or greater (that being TL 11 or higher, and a Class A starport):

Sutekh        1707 AADA846-B    Wa                 415 Se (M4 V M6 V)
Zinsu         2308 A621533-B  N Ni Po              600 Ja F9 V* M6 V
Jengu         2407 A79A89C-B  N Wa              A  621 Ja M1 V M4 V*
KOYANE        2706 A5699EF-B    Hi              A  712 Ks F7 V* M3 V
Chedenoman    3201 A300569-C    De Ht Ni Va        303 Na M4 II M8 V* [M5 II]
Haligan       1817 A410556-C  M De Ht Ni           202 Na M6 II

Automatically, I determine that Chedenoman is probably too isolated to be good for what I am seeking (since threatening others requires jumping across the Shogunate first.) However, Haligan looks good. With Jump-3 capacity, Haligan starships are within three jumps of all of the spinward polities. Haligan is four jumps from the major independent world of Abrakos. Therefore, one of the Major Enemies should come from Haligan.

The most centrally located of these worlds is Zinsu. Therefore, I think I'm going to place a Major Enemy there, as well. This violates the thought process of having a spinward/trailing split, and takes us to a coreward/rimward split for Major Enemies, but I'm okay with that, now that I'm looking at the right criteria.

I feel that the Supreme Enemy should be based out of an Exploration Site. Why? Because I like the idea that he's using some ancient Progenitor technology to subsidize his power base. Looking over my Exploration Sites, I recall that I have designated Malsumis (2814 X410232-8 Red Zone) as an Exploration Site, under the protection of Tabaldak (2813 A6878CE-9 Amber Zone). That set up starts triggering my creative process, and suddenly, I have an idea!

Below are some brief write-ups on the enemies that came to mind. If you have any feedback or further suggestions, don't be afraid to leave a comment to this post.

The Five Families
Based out of in the Zinsu system, the Five Families is an organization of philanthropists whose membership is limited to those who are genetically descended from five distinct bloodlines. The membership claims to be able to trace their lineage as far back as noble families from Old Earth. Numerous conspiracy theories surrounding the Five Families postulate that their humanitarian acts simply provide opportunities for the organization to accumulate power through control of public resources, but such claims are ridiculed by the media. Due to their humanitarian efforts, the Five Families receive certain diplomatic freedoms across polity borders not allowed other organizations during times of crisis.
Resources: Charity funds and accumulated wealth; privately owned public utilities; sparkling reputation in public identity; media/public relations firms; extensive spy network.
Agenda: Secretly gain control of multiple polities to forge a new Empire under their control, either as a fait accompli or through civil war.
Opposition: Politicians supporting the status quo; conspiracy theorists.
Connections: Any character may have had possible interaction in the aftermath of any natural disaster; Agents and Rogues may have run afoul of one of their clandestine efforts; Entertainer may have been hired to perform at charity benefit; Nobility may have been involved with charity work or been a target of their machinations; Scholar may have received grants or funding to support one of their projects.

Haligani Star Raiders
The Haligani Star Raiders are a specific group of landed gentry who serve as privateers for King Lucas I, ruler of Haligan. In exchange for land and political sanctuary, the Star Raiders provide the king a portion of their captured goods. Utilizing ships built with Haligan's advanced technology, the Star Raiders have earned quite a reputation as vicious pirates of the space lanes.
Resources: Political sanctuary; advanced starships.
Agenda: Amass large personal fortunes.
Opposition: The authorities; Holy Crusaders of the Moldandan Universal Church.
Connections: Any star-faring character may have suffered an attack by a Star Raider vessel, particularly Merchants; Drifters, Marines, Navy, Rogues and Scouts may have worked with, for or against Star Raiders.

Nadie Takhi, Factor of Malsumis
Shortly after Nadie Takhi became Factor over the Malsumis Colony, the world of Malsumis became interdicted, and Tabaldak declared itself as an independent polity known as the Tabaldak Jurisdiction. Since then, the Factor of Malsumis has become a presence in interstellar society, following a series of highly successful investments. She is known for having an inordinate fascination with the Progenitors, and has toured numerous sites, seeking Progenitor artifacts and relics of a bygone age. In recent years, Factor Takhi has achieved an increasing amount of control both politically and militarily, and appears to be mobilizing forces for an unknown conflict. Referee's Note: Factor Takhi has access to a Progenitor AI that is actually calling the shots. Originally, it helped her become rich and successful to secure her service and further its own means, but now she has become trapped by circumstances into being its servitor as the AI unfolds its plans.
Resources: Major investments; Progenitor artifacts.
Agenda: Restore a long-gone alien race to interstellar dominance, destroy all descendants and inheritors of the Enemy races (namely other sentient beings in former Progenitor space), and finally win the War of the Ancients. (This may be a hopeless effort, but the AI is insane and doesn't comprehend that fact.)
Opposition: "Descendants and inheritors of enemy Progenitor races"; the Star Emperor's Navy.
Connections: Agents, Drifters, Nobility and Rogues may have all had encounters with the Factor's Agents; Scholars and Scouts may have been approached regarding information about Progenitor sites and artifacts.

Traveller campaigns differ from fantasy campaigns in many ways, but this is one of the areas where those differences are most easily apparent. In a fantasy game, the villains tend to be simply high-level characters with conquest or tyranny as their objective. Dealing with them is generally a matter of getting enough experience and personal power to directly confront them, have a Big Boss battle and the day is done. In Traveller, that isn't the case. I've painted a picture of a secret society working behind the scenes, the classic raiding pirates gambit with advanced technology, and a budding megalomaniacal (and potentially genocidal) AI operating through its human pawn. These villains will require far more effort than a simple surgical strike to take care of, given the vast array of their economic and political power.

Personally, in this experiment, I think this might be the weakest area, given the nature of movement on the star maps and the restrictions implicit with starship construction. Still, I'm happy with what I have created above, and I think I can really do some fun stuff with what I've come up with so far. Of course, I'm not done with this step yet. I still have four more members of the Hall of Infamy to create.

More Later,
Flynn

Friday, September 07, 2012

Savage Odyssey Prime: Enemies, Enemies Everywhere...

Good Afternoon, All:

Before I can get too far into the development of my Savage Odyssey Prime setting, I feel like I need to know a little bit about who the big players are going to be. There are a lot of ideas that I have for local bad guys and that sort of thing. However, when it comes to villains that the Odyssey or Damage Control teams might interact with on multiple worlds (including our own Earth), it helps to have some ideas laid out at the beginning of the game. You may never use them all, of course, but having them gives you fodder for adventure ideas.

Taking some cues from Stargate SG-1, a lot of the mythology of the game can come from one source that is never addressed in the core rulebook: Who build the Sherman Ring, the device that opened other dimensions to us for exploration? For lack of a better term, I'm going to call them the Builders. Whoever or whatever the Builders are, their interactions with themselves (internal factions) and with other races (external factions) can provide a lot of background for adventure scenarios.

While the Builders themselves aren't going to be the Bad Guys, I imagine that others who have stumbled onto their technology would be among the most commonly encountered multi-world groups. For example, a Trade Coalition that uses the portals to raid other worlds for goods, resources and even slaves would make for a decent enemy. A group of dictators bound by their access and their use of stolen Builder technology to pose as False Gods would be another enemy group to meet. The concept of a Rogue Builder who somehow survived to the present day (or travelled through time via a portal device) makes for an interesting enemy as well. Maybe the Builders had a war going on with someone, and the Enemy's Descendants are still around and making trouble. If that ancient war had escalated into super weapons, then Berserkers or Drones might be another force to be reckoned with. Perhaps a significantly less advanced society stumbled upon a working portal device. In that case, maybe there's a plane-hopping variant of Alexander the Great, intent on conquering the realms beyond "La Porta" and extending his Great Roman Empire to other worlds. Who knows?

And the Builders don't have to be the source of all of the conflicts. What about an Enemy Government here on Earth, also engaged in their own portal program using stolen technology? Or what about another source of Dimension Travelers with their own reasons to push out onto other worlds, perhaps even including Earth? (Of course, that last one would probably want to leave Earth once they find out about the asteroid, but that's another issue.) What about a race of Psionic Masters who use their psionic gifts to travel between dimensions, and their extensive powers of mind control to take over the civilizations they encounter? What if a Cabal of Archmages used portal magic to open gates to other worlds for their own personal needs, and didn't take kindly to those who would intrude on the worlds they claim as their own?

I'm sure that there are other options and opportunities to explore in the setting that will evolve out of play. What might start as a simple "Lair" world might suddenly take on greater significance in the eyes of the players. When that happens, I know I've got a winner. I don't mind doing a little rewrite on the background here and there, so long as I haven't introduced material as yet. The key is to make the setting as consistent as possible, from the players' perspective. Oh, and as fun as possible, too.

Looking Forward To It,
Flynn

Monday, May 07, 2012

Isles of the Saharan Sea: Hall of Infamy, Part 2...

Good Afternoon, All:

After I'd posted my initial entry for my Hall of Infamy, I started to work on the second half for today's post. Today's goal is to define four "mid-level" regional villains for the setting. I'll post the basic capsules of information for your consideration:
Lord Barabos, Admiral of the Unliving Armada
When warriors die a particularly gruesome death, some have been known to return to this world as an unliving revenant driven to complete their unfinished personal business. In the case of the pirate known as Lord Barabos, this task is more prolonged than most. Unknown to the public at large, Barabos is the eldest son of an island sovereign, exiled by a corrupt uncle who enjoyed the power of his regency during Lord Barabos's age of minority. Driven by vengeance, Lord Barabos means to take back his homeland with an invincible armada of undead, march into the palace and take his rightful place as sovereign, now that his father has past. Until then, Lord Barabos continues to gather an unliving armada of animated corpses and unliving sailors under his tattered banner.

Render-Lord Kytun Jandor, Tarthani Pirate Commodore
The Render-Lord Kytun Jandor is perhaps the most successful, or at least the most well-known, Tarthani pirate in the region. While Kytun Jandor is a rather greedy and vain pirate commander, bards frequently sing stories that hint at an honorable heart beating within his chest that yearns for redemption. Truth be told, though, Kytun Jandor understands the value of appearances. He often releases lyricists and singers he has captured if they swear to sing of Kytun's redeeming qualities. He will occasionally disguise himself and follow such prisoners into port upon release, to insure that their songs are flattering to him.

Sorcerers of the Sanguine Sea
While several benevalent orders of sea-mages exist on the Isles of the Saharan Sea, few compare to the martial prowess and nautical blood magic practiced by the Sorcerers of the Sanguine Sea. These vile spellcasters jealously guard their knowledge of sea magic, and have even launched raids and strikes against neighboring islands to slay other magical practitioners demonstrating knowledge of nautical magic (and steal their libraries, as well.)

Vax Zagros, Lord of the Kelshani Slaver House Obfaril
Even among the devil-men known as Kelshani, Vax Zagros is considered a bloodthirsty and sadistic slaver. Lord of House Obfaril, Vax Zagros loves to raid islands for potential slaves, with a particular fondness for both pleasure slaves and gladiators for the Arena of Souls in Devil's Cove. It is rumored that he keeps the most violent prisoners for his own personal hunting, a practice he occasionally opens to other nobles with similar tastes and coin to spare.

You may be able to catch a few of the inspirations for some of these lesser villains. For example, Lord Barabos is inspired by a combination of the first Pirates of the Carribean movie and the classic story of an exiled prince returning home to claim his birthright. Kytun Jandor is actually based on the concept of a villain with a car salesman attitude toward marketing and self-promotion. The Sorcerers of the Sanguine Sea were loosely inspired by the Crusades and the concept of a magical jihad, as well as a desire to find a place for the sword-mage concept within the context of the setting. The idea for Vax Zagros came from the events of a previous campaign, which in turn were inspired by The Most Dangerous Game. In all cases, of course, each character took on its own life as I started writing down details. I'm sure that they will continue to grow and evolve as I integrate them further into the Isles of the Saharan Sea setting.

With this selection of villains, I wanted to insure that I had a wide variety of experiences to offer up to the players. For example, if the players decide to pursue a more courtly or political game, the machinations of Master Peleon Nightshade and his rogue ninjas should be a lot of fun. Before I'm really done with these guys, I'll assign them two goals, one being short term and one being long term, and detail some of their resources, so that I know what they have to work with once the game begins. Oh, and I'll come up with some Sandbox Encounter write-ups for each faction, to make it easier to pull them out and present encounters on short notice. Chances are, you'll be seeing some of that work here as time moves forward.

Enjoy,
Flynn

Sunday, May 06, 2012

Isles of the Saharan Sea: Hall of Infamy, Part 1...

Good Evening:

I've really enjoyed reading through Sine Nomine Publishing's An Echo Resounding: Lordship and War in Untamed Lands by Kevin Crawford. Like Red Tide before it, there's a ton of great sandbox advice. One of my favorite concepts, simply due to its sheer simplicity, is the concept of the Hall of Infamy. Briefly, the "Hall of Infamy" is a simple process of creating a short, manageable list of major villains that will help shape regional events over the course of a campaign. These villains aren't instruments of railroading; instead, these could be considered background material that becomes powerful NPCs who could be enemies, rivals, or more rarely contacts or even allies. These are the forces behind the more powerful changes that take place in the setting over time.

To build a Hall of Infamy, you will identify seven bad guys. You start at the top with the Supreme Bad Guy of the setting, then you choose two "Name" level Bad Guys. Finally, you choose four Significant "mid-level" villains. These constitute your regional Hall of Infamy. All other lairs and villains are likely local affairs, so you don't have to worry about why the PCs haven't heard about them from their early years of adventuring. (And if seven regional villains aren't enough for you, you can always repeat the exercise again and you'll have fourteen to work with.)

For the Isles of the Saharan Sea, I thought I'd create a "Hall of Infamy," just to explore the concept and see how it works out for me. First, I started with the Supreme Bad Guy:
Mavarasha, Light Upon the Throne Triumphant
The Vanaran known as Mavarasha, Light Upon the Throne Triumphant, is a devoted priest of Thanatos, the Flame Lord. Conquest is a sacred responsibility to Thanatos, and the Light Upon the Throne Triumphant is no stranger to war and battle. He has conquered many of the Smoking Isles, and has set his sights on the islands closer to the mainland of Mediterranea. Mavarasha wears the Flamegold Warmask into battle, whether on land or see, as a sign of his devotion to the Flame Lord.

As you can see, I chose to follow a mystical path for the Supreme Bad Guy, and a priest of a war god seemed like a nice change of pace from a necromancer or a diabolist. Continuing on, I decided to create two "name" level Bad Guys, one based on a powerful warrior and the other on a powerful rogue.
Peleon Nightshade, Expatriated Grandmaster of the Brotherhood of the Black Rose
Master Peleon was once the Grandmaster of the Brotherhood of the Black Rose, a specially trained group of spies and mercenaries specialized in espionage, sabotage, infiltration and assassination (aka ninjas). He is a master of the unorthodox warfare and unarmed combat techniques employed by the Black Rose (i.e. ninja master). When internal strife led to the eviction of Master Peleon and his loyal followers from the Brotherhood, the former Grandmaster set up shop elsewhere and is now using his band's talents to infiltrate and manipulate foreign courts, seizing political control without direct confrontation. Because of the techniques used, attacks by Master Peleon's Black Rose Rogues are often blamed on the Black Rose proper. This is causing considerable friction between the Brotherhood and some of their clients, much to Master Peleon's personal delight.
Warlord Tal-kash, Zegoth General
When the serpentfolk mysteriously disappeared without warning or reason, many servitors of the "master race" panicked. One of the more competent and knowledgeable tacticians among the gorilla-men, Warlord Tal-kash quickly seized the opportunity to gain control of the zegoth warriors under his command. With an army and an armada under his command, Warlord Tal-kash has established a small empire from which he sends his demands for tribute from nearby islands. When someone stands up to the zegoth general, he raids and harangues his foes until he has conquered them and thus brought new subject lands under his control.

Tomorrow, I'll complete my "Hall of Infamy" with four significant "mid-level" regional villains. These should include a society of evil sword-mages, a Tarthani pirate Commodore, and two other interesting foes.

Enjoy,
Flynn