Limitless Worlds

Limitless Worlds

Thursday, July 27, 2017

Three Hundred Years' War - Couronne, Revised

Luis the Greater, Le Rei Soleil
Couronne

Roughly one thousand years ago after the Old Imperium collapsed under its own weight, much of the western half of that empire was without leadership. Often seen only as a breadbasket fit for peasants to work on, a minor duke known as Hugo Cour decided to take up the flag and unite these fractured people. Declaring the land he claimed as Couronne and taking the title of Le Rei Soleil, Hugo spent the rest of his life uniting the nascent kingdoms of the land into a cohesive monarchical empire - the Couronne of today, ruled by Luis the Greater. Despite struggles and conflicts with nearly all their neighbors - especially Hespia, Albain and the Gilded Imperium - Couronne still stands as one of the mightiest empires of Europa.

Recent Events

Couronne worships a regional goddess known as The Lady, but for many years they too worshiped the Old Beliefs. As worship of The Lady grew, the Couronne government started to suppress Old Believers until they reached their breaking point, striking at the unfairness in rebellion. The government and worshipers of The Lady fell upon them, igniting a bloody massacre that would turn into a full scale religious war. This period of time, known only as the Rebellions, lasted about 40 years and resulted in the deaths of over three million people, the exchange of power of Le Rei Soleil a few times, and strife throughout the nation. This was ended when the grandfather of the current Le Rei Soleil ascended the throne and made peace between the two sects. The religions are now civil, but tensions are still there.

A duke's castle in the Couronne countryside
Lay of the Land

Couronne is very much a rural kingdom, but one of quite striking beauty. It is mostly composed of rolling plains and farmlands, with occasional lowlands and basins that create swampy marshes. All sorts of crops thrive here - fruits, grains, flowers and livestock are shipped from Couronne all throughout Europa. Couronne is lush with rivers - the Liger and Sequana rivers feed much of the country, and the River Rhenus serves as a natural border between Couronne and their hated Imperium neighbors. The south of the country is hilly, with parts of it bleeding into the Alpenne Range. To their west is the Great Ocean, which Luis the Greater has already set ships across in hopes to colonize the 'safer' parts of Dinetah. The climate is temperate, with long springs and mild summers.

Politics and Divisions

Couronne is divided into dukedoms, where the duke or duchess rules over their capital city and the surrounding countryside. There are between roughly 20 to 30 dukedoms at a time, their numbers changing depending on grants, fealties and the progress of the Great War. Le Rei Soleil is the 'duke' of Panam - Couronne's capital - though he rules from his palace at Semailles. The actual city of Panam is one of the largest in all of Europa, with nearly half a million residents. Couronne cities are often large and extravagant, with beautiful castles and architecture, but this is a facade - their streets are rife with urban poor, disease and banditry, and only the nobility generally gets to enjoy the fineries. Most of Couronne's population remain rural in the farmlands and marshes of the dukedoms.

A conflict between Couronne nobles and peasants
The People of Couronne

Couronne peoples are proud and often seen as haughty, but it's just because they know what they want. Dark hair and pronounced facial features are common, and many are slim - often from malnutrition. There is quite a large gap between the upper echelons of Couronne and the peasants. The nobility, especially the many knights and chevaliers that have defined the Couronne military, are often decadent and sordid, many flirting with Corruption. The peasantry in the cities live in squalor, decay and filth, while those in the countryside work long hours to meet demand. Couronne residents of both classes like to put on airs of superiority regardless. The Burgher class is little to non-existent, and often composed of foreigners.

Notable Locations

Panam - Panam is the capital of Couronne, and while its tall marble buildings and wide streets are appealing, it is the worst offender of the corruption in the undercurrent of Couronne. The squares and gardens are well tended, but the back alley slums are full of the poor and wretched. The nobles dance and play while the paupers are pushed into the refuse by newly bannered knights. Truly a great place to visit, but an awful one to live in.

Bordeu - Bordeu is only a town by population size, but is one of the most important settlements in all of Couronne. Nestled inbetween the Liger and Sequana, Bordeu is full of winery after winery, producing some of the finest brews in the entirety of the world. The countryside is also beautiful, with many dukes holding summer homes in the town proper. Though the winemakers faire slightly better than city peasants, its not by much.

Rodomo - Located on the River Rhenus, Rodomo was once the victim of a terrible attack at the hand of the forces of Corruption. The barbarians and foul creatures were eventually run off, but not without the city being razed. Over a few decades the town was built back up, but it was never the same - people tell tales about pained wails in the night, blood being pulled out of the well, and that the marsh is devouring the city itself. Most people give Rodomo a wide berth, and many nobles don't even acknowledge it.

(Sorry for the delay on this one! Work and freelancing has been nuts! Hopefully gonna get back into the swing of thing soon)


Thursday, July 6, 2017

DCC-MCC Crossover: New Archaic Alignments

I've been having some ideas recently of doing a crossover between Dungeon Crawl Classics and Mutant Crawl Classics, the new game by Goodman Games. So I had the idea of making some new Archaic Alignments based on Law, Neutrality and Chaos of DCC. I might have screwed up a bit though because the Neutrality one is the only viable player one, but whatever!

Bulwark of the Fey

Normally reserved to 'fey', those of elven, dwarven or halfling descent, the Bulwark of the Fey believes that they are the true inheritors of Terra AD, and that the vast horde of humans, mutants, manimals and plantients are blights to the land and should be eliminated. Very few Bulwark groups are out in the open, as many perform guerilla terrorism on mutant or human enclaves in any city or village. Some entire villages have been consumed by the Bulwark, and they are dangerous places to wander near if you are a not a fey.

Qualifications: Membership is normally limited to NPC fey (elf, dwarf, halfling).
Benefits: None. Membership in this Archaic Alignment is normally only open to NPCs.
Secret Sign: An ancient fey symbol for 'unity' traced in the air with two fingers.

Old Worlders

Open to any race of any stripe, the Old Worlders call back for a simpler time before the world was irradiated and inundated with magic. They wish to bring back ancient institutions, cities and countries the way they were, though their methods are not always well thought-out. Though they are certain in their ideals, they often bump against forces who would either undo society or try to keep technology in check. Old Worlders also actively seek knowledge out about the Ancient Ones, and thus they often keep archives of ruined media and have a sort of 'worship' for cultural icons of the past.

Qualifications: Membership is open to any race as long as they believe in the golden glory of the Old World
Benefits: Basic knowledge of Ancient Ones structures, symbols and pop culture; access to Old Worlder archives
Secret Sign: Holding you two hands outspread behind your head, to appear as mouse ears

Entropists

Open to any race, Entropists believe that the world is dead and needs to stay that way. They run across the countryside as nomads; raiding settlements, destroying farms and knocking down ruins until nothing remains. Most Entropists are nihilists and do not care who they kill, though children are often stolen to be raised in their numbers. They feel like the only way for the world to regrow is to wipe it all clean so it can be reborn, but their violence is well-known and uncontrollable.

Qualifications: Membership is normally limited to NPCs of any race
Benefits: None. Membership in this Archaic Alignment is normally only open to NPCs.
Secret Sign: A thumb run across the person's throat, as if to slit it.

Monday, June 19, 2017

Three Hundred Years' War Update

Hey all, sorry I haven't done a post in a while. Work and life has caught up with me and I just needed some time to basically sort things out. Soon we'll be proceeding apace with more Three Hundred Years' War stuff.

I already have two drafts on deck: a revised Couronne and a historical Timeline. As for this update, I have a list of all the countries/factions I am going to cover, which is about 32. I've eliminated the Hobgoblin Khans basically because I don't think there is enough meat in there. I also think Siabra will take a more colonial/piratical bent than normal WH, but that's a little up in the air.

I also plan to start moving away from Europa, as I've done most of my posts about that. I might go into Asiwai (my Asia) or Kibula (my Africa) and play around in there for a while. But without further ado, here is my updated list, which I've divided into human and non-human.

Human

Hespia
Albain
Couronne
Gilded Imperium (Include halflings)
Schwarzlander
Noreg
Alpenne States
Lekhitian-Tuvian Commonwealth
Osmanli
Sonrai Sultanates
Ntotila (The new Amazon nation)
Ruthen
Gurkani
Chongzhen
Nihon
Dinetah Confederation

Non-Human

Sylvan Elves
Imperial Elves (Includes sea elves)
Siabra
Dwarves (Includes gnomes)
Duregar
Vampires
Defilers
Fey
Ogres
Chosen of Chaos
Aztlan
Fomorians
Skrzzak
Demons
Orx and Goblins
Grendels

Friday, June 2, 2017

FASERIP - New character sheet

Invincible loves it!
Hey all, a quick break from Zweihander stuff for a sec. So a few years ago, I helped Blacky the Blackball help produce FASERIP - a retroclone of the old Marvel Super Heroes RPG. You may not know, but I designed the character sheet for it! And it's not very good!

Since then, my design experience has improved and I made a much cleaner, nicer sheet. It is based off an old MSHRPG sheet, so it has a bit of a retro feel. I decided to link it here for those who are interested!

Hope you all enjoy it, and Three Hundred Years' War posts should be continuing soon.

https://www.dropbox.com/s/u8sd0l4ggjrqlgk/faserip%20character%20sheet.pdf?dl=0

Wednesday, May 31, 2017

Three Hundred Years' War - Hespia

Queen Ysabel I and King Ferrando II
HESPIA

Hespia had long been a conquered region. At one time or another, native Hespians were under the control of the Alpenne Empire and the Gilded Imperium, both reverting back to their small kingdoms after those empires fell. Roughly 1500 years ago, Hespia was overtaken by the Sonrai Sultanates. After centuries of rule be the Sonrai, a Hespian nobleman named Pelagius roused an army - claiming the divine favor of the Steward - and struck back against the Sonrai. Centuries of fighting continued, but native Hespians eventually drove the Sonrai completely out of the peninsula roughly 100 years ago, completing the 'Reunification'. This feat was celebrated by the marriage of Ysabel I and Ferrando II - the rulers of the two greatest kingdoms in Hespia who first united the lands under one rule.

RECENT EVENTS

Hespia is currently in the midst of what could be called a golden age. Led by King Filipe IV - who is of the same royal house as Ferdinandus II - their massive navies travel all over the world trading goods, setting up colonies in the New World and Kibula, and enforcing their sprawling borders. Art, philosophy, education and faith are at an all time high, and few can compete with the might of Hespia. That does not mean all is well - Hespia is the seat of the Inquisition, and fanaticism runs high against anyone who does not worship the Steward. Not only that, but Hespia is involved in multiple conflicts against Couronne, Albain, Schwarzlander and Osmanli pirates, not to mention their activity in the Great War. It is both a time of gold and a time of bloodshed for Hespia, and King Filipe worries for the future.

LAY OF THE LAND
A typical 'castillo' in Hespia


Hespia may be a large empire, but the Hespian Peninsula the actual country lays on is not overly large. Small rivers cross the country, but the largest is the western-flowing Tajo, which most major Hespian cities sit upon. Hespia also has quite a large mountain range called the Pirinioak - a short but broad range that is often served as a defensive point against Couronne. The land is fairly hilly and rocky, turning into occasional plateaus and lowlands. The land is temperate to the north and west, turning into coastal scrubs to the east and arid near-desert at the southern tip. Luckily, Hespia has managed to keep their borders secure - the forces of Corruption rarely tread here, meaning even towns and villages can thrive with only worries of other nations and the occasional Skrzzak incursion. The climate stays warm and dry, but not blistering.

POLITICS AND DIVISIONS

King Filipe IV is the current king of Hespia, and is a member of the House of Hapsburc - the same royal dynasty of Ferdinandus II. King Filipe is an aggressive king militarily, but is also known as a lover of arts and culture. Technically, Hespia is actually two separate kingdoms - the Kingdom of Castilla in the center of the country, and the Kingdom of Arago to the northeast. While both are now part of Hespia, they still have their unique attitudes and cultures. Hespia is still feudal, so provincial governors, princes and dukes rule over most of the country and its holdings, reporting back to King Filipe. While Filipe is tolerant of most things, one thing he is not tolerant of is heretics and dark religions. That's why Grand Inquisitior Antoine - the head of the Inquisition - is the second most powerful person in the country, and probably the most feared.

THE PEOPLE OF HESPIA
Don Marco, governor of Barna, leading a charge


The residents of Hespia have the reputation of being passionate, excitable and motivated, though that is not everyone in the country. Their skin is the color of olives and their hair as dark as night, while their faces are sharp and almost aquiline. Hespia still retains remnants of its occupation by the Sonrai Sultanates, with more southern cities possessing Sonrai architecture, culture and faith. Honor is also important in Hespia, whether it be through dancing, sword dueling or bull-fighting, Hespians tend to be larger than life and their cities reflect that. Rural Hespians have a fairly good standard of living compared to most of Europa - they often fish or farm, and tend to live long and with pride in the country.

NOTABLE LOCATIONS

Tole - Both the capital of Castilla and Hespia as a whole, Tole is truly a multicultural city located at the mouth of the Tajo River. The remnants of Hespia, Alpenne, the Gilded Imperium and the Sonrai Sultantes are all seen in the architecture and culture on this city on a hill. King Filipe holds his court here, as well does Grand Inquisitor Antoine. Though all people are welcome technically, those who do not worship the Steward are advised to watch their backs. Despite this, Tole still serves as the major port of all of Hespia.

Barna - Nestled in the heart of the Pirinioak Mountains, Barna is an old and embattled city, as well as the capital of Arago. It has long served as a defensive choke-point against Couronne and the few Goblin clans that roam the Pirinioak. Barna isn't a grim place though - Hespians here are just as vibrant as other parts of the empire, though they are often quicker to conflict. In addition to their military prowess, Barna produces some of the best wine in all of Hespia.

Ochuse - Though Hespia has sent out multiple of their conquistadores - combinations of explorers and soldiers - to found colonies in the New World or Kibula, few have succeeded. One that succeeded was Tristan de Luna who founded the colony of Ochuse in southeast Dinetah. Though a prosperous trading post for Hespia, Ochuse has found itself embattled on all sides by the Dinetah Confederation, the Aztlan temple-cities and Siabra raiders. King Filipe is considering abandoning the colony if things don't improve.

Friday, May 26, 2017

Three Hundred Years' War - Ruthen

A procession in Qazan for a local boyar
RUTHEN

Ruthen was originally formed of disparate peoples - ancestors of the Osmanli, the Gilded Imperium and the Noreg were all wanderers and allied with native Ruthenians into the hard-scrabble nation of Rut'. The nation rose to prominence, but roughly 2000 years ago was overthrown by Hobgoblin Khans from the Tsagadaina Steppes who ruled over the land for centuries. Eventually, a man known as Ivaan rose up and united the remnants of Rut' and struck back against the Khans. Their subsequent victory caused the formation of the Tsardom of Ruthen, and Ivaan 'the Great' was crowned their first Tsar.

RECENT EVENTS

Despite its size and power, few people from either Europa or Asiwai journey to Ruthen, so few know of their struggles. When Ivaan's grandson, Ivaan II, ascended the throne, he was unstable and mentally disturbed. He sent Ruthen's armies out to expand and conquer in near endless wars - mainly against Noreg and the Lekhitian-Tuvian Commonwealth - and he created a 'realm of the Tsar', which was an administrative district he owned that consolidated all the wealthy boyars of the country, leaving most of the country poor and starving. After his death, a line of pretenders tried to adjudicate to the throne and Ruthen was thrown into dissension, rebellion and civil war backed by foreign powers. This time became known as the "Time of Troubles," and only ended roughly 30 years ago when Tsar Mikhail rose to power after being elected by a congress of Ruthen nobles. Though Ruthen has calmed down, Tsar Mikhail is still struggling to get the weary nation back on its feet.

LAY OF THE LAND

Ruthen is a diverse and sprawling land. Two major rivers run through it - the Dnepr to the west, which forms a natural border with The Lekhitian-Tuvian Commonwealth; and the Bosra, which is a main artery that runs from the massive Qazan Lake across the north of the country, dividing it from Noreg. The lands to the west are mostly deciduous forest that bleed into taiga the further north you go, and rising lands that turn into steppes to the south. Ruthen is divided from Asiwai by the Uralskiye Mountains, a northern branch of the Ximalayas. Large cities are few and far between - Moskva, Qazan and Novgor all lie along the Bosra at different intervals. The rest of the country is small villages or towns in their oblasts, and vast tracks of beast-haunted lands. The land remains cold year-round throughout, but can plummet to freezing at the height of winter.

POLITICS AND DIVISIONS

Ruthen is ruled over by the Tsar of All Ruthen, Mikhail Romanvy, and he has total autocratic power - though Tsar Mikhail is considered a kind and understanding tsar. The country is divided into dozens of oblasts, each ruled by a prince, duke, baron or boyar - collectively called dvoryanstavo. Despite the years of the Time of Troubles, Ruthen government maintained relatively strong due to the large amount of bureaucracy in it. That said, their government is rather strict - few people are allowed to migrate from their residencies, and serfdom is not only encouraged, but any who escaped it are considered fugitives. This leads to a strong central state and sparse outlands, which could be a boon as Ruthen is surrounded by enemies such as the Arktos Wastes, Noreg, Lekhitian-Tuvian Commonwealth and Tsagadaina Steppes.

THE PEOPLE OF RUTHEN
A group of cossacks reading a letter from Osmanli


Ruthenians are a diverse peoples. Though they can trace their heritage across most of Europa, they have interbred into a distinct people - broad shouldered, dark haired and stern faced, but possessing a jovial spirit and a true feeling of kinship. Large portions of Ruthen are still rural, so many are either farmers or nomads, but more and more are starting to migrate to the cities. A unique peoples of Ruthen is that of the cossack - groups of autonomous 'mercenaries' that sell their sword for coin and glory. Tsar Mikhail has hired many cossacks to patrol the borders of Ruthen for any threats, and these soldiers are willing, able and more than ready.

NOTABLE LOCATIONS

Moskva - The capital of Ruthen and the largest city in the country with over 150,000 people living here. The city is heavily fortified - surrounded by three walls, possessing numerous citadels called kremlins, and distinctive onion-domed temples with few weak points. Perhaps that's why in spite of multiple invasions and occupations, Moskva still stands proud. Here is also the imperial palace of Tsar Mikhail, one of the most imposing in all Europa.

Qazan - Qazan was once its own nation, conquered by Ivaan II not long before his death. This meant the city was in ruins and had a dwindling population. Over the years it has been built back up and is now a bustling trade port, trading by both land and sea to places such as Osmanli, Noreg and the Gilded Imperium. Still, Qazan is a remnant of what it once was, and its native nomad residents long for their old state.

Novgor - Novgor has always had a rebellious streak, a sprawling city often inhabited by cossacks and nomads who would rather break off into a new nation. However, after a terrible raid from the forces of Corruption, Novgor is considered cursed. While people still live here, it is said voices howl at night and babes here quickly turn to Grendels. Tsar Mikhail always has one eye fixed on this city, in worries it will be raided again.

Wednesday, May 24, 2017

Three Hundred Years' War - World at Large and Revisions

I've made some changes in how the Three Hundred Years' War setting will play out. Basically, due to work and real life, I don't have enough time to devote to large amounts of research and writing. Instead, I'm going to go to a structured, broad strokes setting like early WFRP did.

To give you a taste of that, below I have listed every country in the Three Hundred Years' War setting and my intentions for it. Below that, I have put the new format that countries will be described in - once again, similar to WFRP 1e. My goal is to hopefully fit each country on a page or two. Also note that these are only for the nations of the setting - I'll have other sections on religion, magic, and history as well.

Europa (Europe)

Albain: Based on England after the Union of the Crowns and in the height of the Wars of the Three Kingdoms. Unlike WH, the pre-Roman Britain will be restricted to 'Scotland'.

Couronne: Based on France after the French Wars of Religion, especially the Huguenot Wars. Will be much more 'traditional' France rather than Arthurian.

Gilded Imperium: Based on the Holy Roman Empire under Ferdinand II, but with a lot of focus on the Protestant Reformation and the subsequent Thirty Years' War - or its fantasy analogue. Will most likely have a large focus like the Empire did. This will also contain the Sylvania/Transylvania analogue

Noreg: Based on an anachronistic Kalmar Union, set after the Kalmar War with parts of Noreg (aka Sweden) trying to be independent. Sweden will keep the Norsca theme of raiders, while the others will be a more proper 'kingdom.'

Alpenne States: Based on Italy after it was basically split up between Spain and France, with only a few states like Venice and the Papal States. The Papal States will become the religious center of Europa instead of the Gilded Imperium - not a big surprise.

Schwarzlander: Based on the Dutch Republic, it is in the midst of the Eight Years' War for its independence. It'll be a trade state like the Wasteland, but they will have a much more independent streak

Lekhitian-Tuvian Commonwealth: Based on the Polish-Lithuanian Commonwealth, this is my Border Princes analogue. Strangely enough the Thirty Years' War was during the PLC Golden Age, so they'll kind of be a relatively peaceful place aside from internal skirmishing - mainly the Khemelnytskyi Uprisings.

Ruthen: Based on the Russian Tsardom, this will be post-Time of Troubles and the beginning of the legendary Romanovs. It'll be painted as a country trying to get back on its feet, with a little less mysticism than Kislev - though ice magick will still be a thing.

Hespia: Based on Spain during the Habsburgs, Hespia will play a much larger role in the global stage than Estalia did. Not only will they be a center of exploration and trade, but also the seat of the Inquisition (which no one expects). Spain was basically the second most powerful empire in Europe at the time, so I think it deserves to shine.

Non-Humans: Wood Elves will be based on Hungary, High Elves on Portugal, Dwarves on Romania, Halflings on Austria, Gnomes on Romani

Untamed Lands: Eireann is obviously supposed to represent the Kingdom of Ireland, a perfect home for the Fey.

Kibula (Africa)

Osmanli: Based on the Ottoman Empire, this is trying to move away from the 'Islamic Golden Age' weird pastiche that Araby is into the sprawling Turkic empire. This will be set during the Era of Transformation, which saw the Ottomans turn from expansionists into kind of a more bureaucratic state who upheld Islam. Also there will for sure be Barbary pirates

Sonrai Sultanates: A 'new' country, this is basically going to be the remnants of Morocco and the Songhai Empire after both have fallen. They've descended into a bunch of squabbling multiethnic city-states who either fight against each other or try to protect their borders from the undead. This is an attempt to separate the African parts of Araby into their own thing.

Untamed Lands: Bala-Khana is my Badlands analogue, and is supposed to be a mix of Saudi nomads, the Pushtans and the Uzbeks. The Kufu Expanse (and Habesha) is based on Ethiopia, while the Heart of Kibula is supposed to be my Amazon-filled Southlands by way of the Kongolese. The Plateau of Iram is supposed to be Persia, with the Duergar representing the Safavids.

Asiwai (Asia)

Gurkani: Based on Mughal Empire India, specifically under the reign of Shah Jahan (aka the person who built the Taj Mahal). Mughal India is a very interesting time period, as it was both flourishing and under great strife. I hope starting with this I can dissolve some of the weird mysticism that Warhammer has in their Eastern Lands for something more grounded.

Chongzhen: Based on Qing China, Chongzhen will about the transfer of the Ming Dynasty to the Qing Dynasty - quite a messy time in Chinese history.

Nihon: Based on Edo Japan, also knwon as the time of samurai, daimyo, ninjas and isolationism. It'll take place after the Sakoku Edict - which basically locked down the country and didn't allow any Japanese citizen to enter or leave.

Untamed Lands: Qingzang Highlands is my Ogre Kingdoms and based on Tibet. Tsagadaina Steppes are Mongolia and the Goblin khans. Chosun Peninsula is Joseon Korea but ruled by the Skrzzak, and the Kerajaan Archipelago is the Majapahit Empire but with more than a hint of Lovecraft and Rl'yeh.

New World (North and South America)

Dinetah Confederation: Much like how Africa never got any consideration in Oldhammer, neither did Native American tribes. My solution to this is the Dinetah Confederation - an association of Native tribes trying to fight back against the Siabra to the north and the Aztlan to the south. They will be based on the five largest Native tribes - Chippewa, Sioux, Cherokee, Navajo and various Latin tribes.

Untamed Lands: Dinetah is supposed to represent colonial America in its imperialism, while Anahuac is the Aztec Triple Alliance during its decline.

New Layout

Here is the new layout for each nation. I am going to go back and revise Couronne in a new post with this format, and then I'll have new stuff in this format from now on.

XXX (Name of country)

Recent Events

Lay of the Land

Politics and Divisions

The People of XXX

Notable Locations