Wednesday, January 5, 2011

Burning Acidus - The World

The world of Acidus lies on the outer edge of the Karsan League, near the border of the Darikhan Empire, far enough from the core that they don't have to put up with much of the Imperial bureaucracy unless they do something to draw attention to themselves.

A major industrial center, the planet was originally settled to take advantage of the massive oceans of toxic and corrosive chemicals that dominate its surface. Though hazardous to human life, these chemicals are a huge boon to the Acidus' manufacturing industry, as a manufacturing tool, component, and easy method of waste disposal. These toxins however mean that much of the ground near sea level (everything beneath an average of 1000' above sea level) is hopelessly polluted and unsuited to human life.

This fact has lead to the creation of massive city-states that dominate the tops of mountains and high plains, with a person's social status being linked directly to the elevation of their homes and businesses. Serfs and peasants, for example, live at or just below the line of toxicity, near the factories where they work, while freemen live progressively higher according to their means, and nobles and high state officials living in virtual palaces at the world's summits and peaks. This is both a status symbol, and matter of practicality. People live as high as they can afford to because, while roaming vapors and atmospheric carcinogens linger in the low places, they can be blown up to great heights during gusty winds or so-called 'acid storms', and those who live at lower elevations are far more likely to come into contact with them and thus average much shorter lifespans and experience far more health complications.

Living at high elevations has additional advantages for the nobility as well. Particularly near the poles the nobles' homes are often blanketed in snow and ice. On a planet with little access to fresh water, this near constant supply of such an important resource is a point of friction between the nobles and the lower classes who are forced to drink foul-smelling 'recycled water' distilled from the planet's polluted reserves and the colonists' wastes or import expensive water from off world.

These nobles, often referred to by the peasantry as "Winter Lords", a somewhat mocking title with the underlying implication that they are so named because of their cold and heartless attitudes as much as the ice and snow that bedecks their homes, are the rulers of this planet, separated into a number of Houses, great and small that each rule a landmass or mountainous 'island' that rise above the Line (as most call the line of toxicity, or the average elevation at which life can be sustained long term without technological aid). Each house is theoretically autonomous within their own territory, but in reality each is answerable to the planet's Forged Lord, who is chosen from among the heads of the greatest noble houses (though in doing so he gives up his claim to his own house and is expected to rule with the well-being of the entire Council of Lords in mind). Usually this head of state is little more than a figure-head, competed for by old men who are ready to pass on their houses to their heirs, and looking for a way to give them an edge in the future. In times of war or as representative to the League however, he is seen as the face of the planet, and his orders are expected to be followed.

Being distant and divorced from the League gives the nobles of the planet a great deal of freedom. It also means, however, that the local nobility is responsible for most of the planetary defense, and while many of the noble houses keep a small private army for their own use, this is not the planet's primary means of defending itself. Younger children of a noble house, those not due to inherit lands or high-ranking titles of their own, are usually expected to enter the military, creating a core of officer-nobles at the head of a well-disciplined military class of peasants and freemen who are tasked to work together in defense of the planet.

By tradition the heads of two of Acidus' most powerful noble families lead this military jointly, to avoid any single noble house from acquiring too much power over the world's armies. Realistically however this has lead to a major rift between the planet's Hammer stellar defense force and Anvil planetary army, as the two powerful Lords vie for power and funding. It has yet to be seen how the two will be able to work together in the face of coming threats.

The nobility and military aren't the only powers on Acidus however.

Near the equator a growing colony of Kerrn gathers, living on a sizable island in the middle of the toxic sea, so close to the Line that no one has dared to settle it. Of course, aliens grabbing this 'prime' piece of land that no one wanted until they took it has caused some controversy among the freemen of the world, but some ambitious factions are looking toward this group with real, practical experience fighting Vaylen as possible allies in the battles they fear are yet to come.

Also unaffiliated, but somewhat more threatening, is the mercenary group that occupies a series of high, craggy islands just north-west of the planet's greatest city. Recruited to help the factions that would become this planet's noble families to fight for territory during early colonization, these soldiers banded together once the war was over to claim territory for themselves that they felt they had earned with their blood during the fighting. They still hold this choice land because no single family has had the power to defeat them, and they've never proven enough of a threat to justify the world's military intervening, but there are many who fear that, as their activities off-world increase and the mercenaries gain power, conflict may be inevitable.

On top of all this, is the powerful Merchant League who controls the manufacturing industry of the world and is primarily responsible for the importing of food and fresh water to the world. Without their backing few would care if Acidus lived or died, and it would have little chance of living.

Finally, there is the Karsan League itself. Though the planet is far enough removed from their influence that the Empire has little power here in itself, they do have a number of representatives present who are responsible for maintaining planetary loyalty and ensuring the integrity of the Planet's Quarantine. Though of little real import directly, their leader, the Lady Eliza Blake, has the backing of the emperor, and her control over the quarantine (which she argues would be better used keeping out drugs and aliens than searching for imaginary worms)its enforcement arm, and the privacy of her own space station, giving her authority and the means to back it up. Further, there are those among the planet's population, particularly its serfs, who might welcome imperial intrusion.

Tuesday, January 4, 2011

Burning Acidus

First up, I'm going to start a series talking about our new Burning Empires game. I first received this system as an ENnies entry in 2005 and have been dying to start a regular game since. Thanks to the group I play with on Skype, that has finally happened.

Last night we got together and burned up Acidus, the world we're going to be playing on, and I want to chronicle that here a little bit. We'll be playing mostly via Google Wave, with conflicts resolved via Skype. I think Burning Empires is an excellent game for this kind of set up, and I will be taking advantage of the text-based nature of the game to post detailed write-up and recaps here.

The next few posts are going to detail the world and major characters in it. Once we get a few maneuvers under our belts I'll go ahead and post details of those here as well.

Let me know what you think, or if this is going to be at all valuable to anyone. It's my hope that this can serve as a bit of a review, inspiration, or maybe even a primer for those who are unfamiliar with the game.

Monday, January 3, 2011

Relaunching

Given my decision to stop judging the ENnies it seemed like the best option was to discontinue that blog and restart this one. I loved my time with the ENnies, and I'm proud of what I accomplished there and of the friends I've made because of it, but judging is time consuming, and with school and family I simply don't have what it takes to give it what it deserves any more.

That said, I'm extremely excited by the new leadership there, and I can't wait to see what they have in store for us this year.

On my own front, however, this frees me up to work on my own gaming and design stuff, and I'm excited about that and want to share. To that end I'm going to begin posting here again regularly to talk about what I'm up to and where I'm going.

Starting immediately with Burning Acidus, the new game we just began.

Thursday, July 23, 2009

GenCon or Bust

It's GenCon time, and due to some unexpected expenses I'm not going to have the spending money I'd like. To help remedy the stituation I'm sadly parting with a few gaming books that I haven't been using. Most have been read once for review purposes, and all are in mint condition. If you see anything you might like please just leave me a comment or send me an email.


Thanks.

Arbor Productions

Autumn Arbor

Expeditious Retreat Press

1 on 1 Adventures 10: Vengeance of Olindor

1 on 1 Adventures 11: Unbound Adventures

World of Nevermore

Advanced Player's Guide

The Sarcophagus Legion

Lands of Darkness: The Swamp of Timbermoor

Lands of Darkness: The Woods of Woe

Lands of Darkness: Cesspools of Arnac

Lands of Darkness: The Barrow Grounds Plague

The Seven Shrines of Nav'k-Qar

1 on 1 #3: Forbidden Hills

AA: Pod-Caverns of the Sinister Shroom

Magical Society: Silk Road

Fantasy Flight Games

Dark Heresy: Purge the Unclean

Dark Heresy RPG

Firefly games

Faery’s Tales

Giant in the Playground

No cure for the Paladin Blues

Goodman Games

Character Codex

DCC 28: Into the Wilds

DCC 29: Adventure Begins

DCC 30: Vault of the Dragon Kings

DCC 31: Transmuter's Last Touch

DCC 32: Golden Palace of Zahadran

DCC 33: Belly of the Great Beast

DCC 34: Cage of Delrium

DCC 35: Gazetteer of the Known Realms

DCC 36: Talons of the Horned King

DCC 37: The Slithering Overlord

DCC 38: Escape from the Forrest of Lanterns

DCC 39: Ruins of Castle Churo

DCC 40: Devil in the Mists

DCC 41: Lost Arrows of Aristemis

DCC 42: Secret of the Stonearm

DCC 43: Curse of the Barrens

DCC 44: Dreaming Caverns of the Duergar

DCC 53: Sellswords of Punjar

DCC 54: Forges of the Mountain King

DCC 55: Isle of the Sea Drake

DCC 56: Scions of Punjar

DCC 57: Wyvern Mountain

DCC 58: The Forgotten Portal

DCC 59: Mists of Madness

DCC 60: Thrones of Punjar

Thieves of Fortress Badabaskor

Xcrawl: Coney Island Crawl

Xcrawl: Dungeonbattle Brooklyn

Xcrawl: Necromerica

WFF: Rumble in the Wizard's Tower

DM Campaign Record

Haiiiii-Ya!

Master Dungeons Presents: Dragora's Dungeon

Points of Light

In Search of Adventure

Master Dungeons Presents: Curse of the Kingspire

Blackdirge's Dungeon Denizens

The Random Esoteric Creature Generator

PC Pearls

Hero's Handbook: Dragonborn

Green Ronin

Buccaneers of Freeport

BEA 1: Mansion of Shadows

BEA 3: Dirge of the Damned

Damnation Decade

Deck of Many Things

M&M: Time of Vengeance

Greymalking Designs

Desolation RPG

Hero Games

Tuala Morn

HinterWelt Enterprises:
Freedom Squirrel: Nuts to the '70's

Margret Weis Publishing

Knightly Orders of Ansalon

Serenty: Out in the Black

Mongoose Publishing:

Battlefield Evolution: World at War

Traveller: 760 Patrons

Wraith Recon

Paizo:

Pathfinder Chronicles: Campaign Setting

Pathfinder Chronicles: Second Darkness Map Folio

Pasthfinder Chronicles: Dragons Revisited

Pathfinder Chronicles: Gods and Magic

Planet Stories: Infernal Sorceress

Paladium Games

RWB 29: Madhaven

Rifter: Swimsuit Edition

Relentless Publishing
Prophecy: Player Manual

Rite Publishing:
A Witch's Choice

White Wolf Publishing

Daeva: Kiss of the Succubus

Mehket: Shadows in the Dark

Vampire the Requiem: Mythologies

Windmill Games:
12 Dread, Tales of Terror: Issue 1: Wastelands

Wizards of the Coast:
Player's Handbook 4e

Monster Manual 4e

DM's Guide 4e

Dungeons and Dragons Roleplaying Game Starter Set

Forgotten Realms Campaign Guide

Wednesday, October 15, 2008

To quote one of my players...

HOPLITES. IN SPACE.

If that makes you excited the way it does us and you haven't seen Hellas yet you might consider checking it out.
He got an add for it when he received his order for Burning Wheel and told me about it. Of course, being the Bronze-ophile that I am I went over and downloaded the quickplay and it looks pretty neat. Hopefully I'll have some time at work tonight to read it over.

In the mean time I'm still waiting for Zach to send out the ENnies books. It's been three weeks now and I'm itching to get started. It looks like one of the books they got was Don't Lose Your Mind, the supplement to a game I loved last time I was an ENnies judge, Don't Rest Your Head. I think I meantioned it last time, but if not, the worst part about being a judge is waiting to see what gets entered. There's just so much good stuff out there right now.

Speaking of which, back to reading the Magic Burner so I can prepare for my new Burning Wheel game.

Sunday, August 10, 2008

Judge voting

The ENnie awards, the gaming industry's awards handed out at GenCon every year, is currently voting for next year's judges. For anyone who is interested in throwing a vote my way my name is Jeramy Ware. I was a judge in 2007, and I've been nominated again this year. The voting margin is narrow, so every vote counts and is much appreciated. If anyone who wants to see the work I that I did last time you can pop over to http://enniejudge.blogspot.com/ where I blogged the whole process to see how I do it.

The voting booth can be found here: http://www.ennieawards.com/voting/judges.phtml

Thanks in advance for any support,
Jeramy

Thursday, March 13, 2008

An example of Dresden character creation

One of my players did a fantastic job of writing out the exact method he used to create his Dresden character, and I've been granted permission to post it, so here it is:

*Lae Erg (Faerie name - given by mother)
*Russell Carver (Given name by Sophia Abaris)

High Concept: "Half-Fae Battle Wizard" (All Evocation, All the Time)
Personal Struggle: "My Father's Bargain" (Constant approaches by mother's minions, occasional distrust by the White Council in dealing with matters of the Fae, absolute hatred of father)

*Early Childhood*
*Father - the wizard Walter Carver - made a pact with the Sidhe Lady Siofra (Winter Court) for the life of his first born son in exchange for POWER
*Siofra made power play, trying to fuse a mortal line of wizards and the Sidhe
*Inherited Mother's Willfulness
*Intuitive understanding of magic's ebbs and flows - closely parallels Faerie Magic
*Father goes Rogue, becomes a Warlock and is "killed" by Wardens of the White Council - obviously, not dead
*Refused to take part in mother's plan - requested Asylum with the White Council at the age of 15

Skill Biases: Discipline, Conviction, Rapport and Deceit, Performance
Aspect: "Kissed by the Winter Court" (Appearance, Demeanor, Implied
Political Ties, Magical Aptitude, Smoochies with Maeve???)

*Apprenticeship/Rising Conflict*

*Studied under the tutelage of the witch Sophia Abaris - a Warden of the White Council
*As a Warden - Sophia excels at Evocation - a talent she has passed on to her pupil
*Apprenticed for 10 years, found his natural understanding of magic (and incidental usage of Faerie magic patterns) rapidly increased the progression of his studies
*Passed the tests to become a Wizard and was voted in as a member of the White Council at the age of 25
*Possible undercurrents of romance with his mentor
*White Council sometimes doubts his loyalty due to Sidhe heritage

Skill Biases: Discipline, Lore, Weapons, Scholar
Aspect: "Pupil of Sophia Abaris - Witch, Warden and Evocator" (Magic use, Lore, Weapon/Combat Skills)


*Novel*

"An Unnatural Union"

When a Warden of the White Council of Wizards is found slain - killed by internal watermelon growth, the White Council dispatches Wizard Russell Carver to investigate the possibility of an alliance between the Faeries of Summer and the Red Court of Vampires. But the truth is even more sinister than the White Council could ever have imagined. Can the half-fae wizard break apart an unnatural union between Summer, Winter and Vampire before they tip the war not just against the Wizards, but against mankind itself?

(Frankie's Addition)
With it being mid-summer in Texas, Russell decides to use his powers of persuasion to coerce his cousin, and occasional collaborator, Private Investigator Liz Carver, to help him narrow down the investigation. After all, watermelons are plentiful in this area and could have come from many different locations. The impulsive wizard’s got some good ideas, but it’s going to take some major digging to unearth this mystery.

Skill Biases: Presence, Empathy, Fists
Aspect: "Blood of the Thunder Dragon" (Asshole extraordinaire, maybe could be used in combat given his grandpappy's propensity for it)


Other Aspects: "Heir to a Dying Rage" - From Will's Addition (Heir to Ramon's curse - can tap to summon Ramon, or as people accuse him of creating the curse itself, consequences of the curse) , "Stubborn as a Ram" - From my addition to Kele (Use is obvious - hates to agree with people, thinks he's always right, can also be tapped positively for Will Power kind-of checks)