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Reign Consolidated
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Which family do you like best?
Lowe
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Von Weissen
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Traugott
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Brandt
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Eisenhauer and Wagner
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Clements
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Total Votes : 0

Author Message
Savage Jason
Heroic


Joined: 16 Sep 2006
Posts: 1062
Location: Eugene, Oregon, USA

PostPosted: Tue Jan 01, 2008 7:34 pm    Post subject: Reign Consolidated Reply with quote

I think I'll be consolidating everything I've worked on into one thread, to save Clint some headaches. My original plan for this homebrew was several nations, each with a half-dozen or so noble families detailed, but I'm finding that just one, the Falkensreich, is dominating my thoughts as of late. I blame George RR Martin and House Stark of Game of Thrones fame. They, along with Eisen from 7th Sea, form the backdrop of the nation, along with my own fictionalized view of the ancient Germanic peoples.

I really feel like I can finally finish this one and prove to myself I'm not a fraud. I appreciate the comments so far, especially you Sitting Duck. Thank you for questioning why I'm doing things the way I'm doing them.

Reign


Themes: Honor, duty, familial obligation, war
Nations: German, Chinese, French, English, Roman, Russian, Japanese
Values: War, peace, honor, glory, duty
Weathers: Snow and ice, wind, heat, rain
Geographies: Mountains, plains, forests, bamboo, cliffs

The Falkensreich

The Falkensreich, and its people the Falkenkinder, form one of the oldest nations in the Known World. Formed from some of the most warlike and brutal tribes of the past, the Falkensreich maintains a reputation, perhaps undeserved, as one of the most violent nations of the current era. It is true that they often use violence as a first solution, but the varied noble families of the country hold true to immutable codes of honor that prevent the tumultuous power struggles of the country’s past. Any man, from any country, knows that if he hears a Falkenkinder’s word, he may be at ease, because no crime is more severe than that of oath-breaking in the Falcon’s Realm.

Noble Families of the Falkensreich:

Clements
Von Weissen
Brandt
Eisenhauer
Lowe
Traugott


Clements: The Clements family receives the Alertness edge at character creation.

Lowe: The Lowe family receives a free step in Spirit at character creation.

Brandt: The Brandt family receives the Mr. Fix It edge at character creation.

Eisenhauer: The Eisenhauer family receives the McGyver edge at character creation.

Von Weissen: The Von Weissen family receives a free step in Vigor at character creation.

Traugott: The Traugott family receives two steps in the Stealth skill at character creation.

Family Details

The Lowes

Family Motto: “Loyal unto death.”
Role: Bodyguards and soldiers
Crest: A golden roaring lion on a blue background
Lord: Werther Lowe, the First Lion

Steadfast and dependable, the Lowes were the first clan to swear fealty to the fledgling Imperator and his mad dream of a unified Falkensreich. Gregor Lowe took his clan to the Black Fjords and met with long-time rivals the Von Weissens, turning the black water red over a vicious four day running battle. Outnumbered and out-equipped, the Lowes stubbornly refused to rout, giving Erik Falkner the time he needed to bring the Clements family into his fold. On the fifth morning, Konrad Von Weissen woke to find himself surrounded by Falkner’s loyal clansmen as well as 300 Clements-born archers. The two families, Lowe and Von Weissen, have never forgotten the Battle of Red River. The Lowes have sworn never to forget the families butchered by the Von Weissens, while the Von Weissens have sworn never to forget the duplicitous Lowes who lured them into what they saw as honorable combat, only to be ambushed.

For their bravery and sacrifice, Erik Falkner bestowed upon Gregor Lowe, and his bloodline, title of “Protectors of the Imperator”. No Imperator has ever sat on the throne without at least six good Lowe men at his side, and Lowe-trained bodyguards go for the highest of prices even outside of their home country

In the current age, the Lowe family is ruled by Werther Lowe. A widower of six years, Werther has three children, his eldest (the PC), Mathis, and Anneliese. Werther is a man of strong convictions and heart, firmly believing in duty, loyalty, and courage. Going into his 46th winter, he is still a strong and vital man, and the members of his court often urge him to take another wife. Even his daughter urged it so, at one feast. Werther smiled quietly, eyes half-lidded, and said to his daughter and assembled men “I have no more love like that left in me, daughter. It is buried in the gardens yonder.” Anneliese has never said another word on the subject, though some members of the court continue to try.

Werther’s brother, Dieter, serves as master of the Order of the Roaring Lions, the elite knightly fighting force of Lowe, and is gifted with the title Lord Lion. He is younger than his brother by nearly a decade, and though he aspires to be like Werther, he is brash and often too headstrong. Still, he has a brain for battle and an indomitable will to see his family’s honor unsullied by defeat. Dieter’s wife, Gertrude, is a formidable woman, and has taken over as mistress of the household following the death of Werther’s wife, Karoline. Together, Dieter and Gertrude have three children, Hannah, Gabriel, and Jeremias.


The Order of the Roaring Lions

Founded shortly after the consolidation of the Falkensreich, the Lions are one of the most storied orders in the land, known for their furious charges and equally furious battle cries. They prefer plate armor, though lighter than that of their chief rivals, the Von Weissens’ Black Dogs, and sturdy, fast mounts. Specializing in lightning fast raids, the enemies of the Lions oftentimes do not even know what has transpired until they see the ruin left in the knight’s wake.

Of all the orders, the members of the Roaring Lions are most likely to be found questing in the dark corners of the Falkensreich in search of Schattenmen, and even beyond its borders. Most of the lords of Lowe have allowed this behavior, seeing it as a way to keep the Lions from becoming frustrated at being caged for too long. Like the mountain cats that they take their name from, the Lions are built for ranging and battling, not for sitting about while they grow fat and lazy. Despite this penchant for wandering, not one Lion has ever refused the call of the First Lion, and some have come from as far away as across the ocean when they heard word of the Lowe family marching to war.

NPC Statistics

(WC) Werther Lowe


Werther is everything he appears to be, a man dedicated to his family, his nation, and his ideals. He misses his wife terribly, though, and sometimes in the dead of night when he sits alone at the edge of his bed he entertains mad thoughts of somehow restoring her to life.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d10, Guts d6, Healing d6, Intimidation d6, Knowledge (Battle) d8, Knowledge (Courtly Politics) d10, Notice d8, Persuasion d10, Riding d8, Shooting d6, Survival d6, Tracking d6.
Charisma: +6 Pace: 6 Parry: 8 (9) Toughness: 7 (10) (12)
Fame: +30
Hindrances: Code of Honor, Enemy (Konrad Von Weissen), Loyal
Edges: Attractive, Noble, Block, Combat Reflexes, (Improved) Level Headed, Command, Fervor, Charismatic, Connections, Tough as Nails
Equipment: Full Plate, Medium Shield, Long Sword (d8 + d8 ), Long Bow (15/30/60), 2d6 Dmg

(WC) Dieter Lowe

Dieter has always felt inadequate when compared to his elder brother, and though he would never do anything to harm his brother or the Lowe lands, he quests tirelessly in an effort to be seen as his brother’s equal. Most agree that he is the only one who thinks that he is not.

Attributes: Agility d8, Smarts d6, Spirit d12, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d10, Guts d8, Healing d6, Intimidation d4, Knowledge (Battle) d10, Notice d8, Riding d10, Shooting d8, Survival d8, Tracking d8.
Charisma: +2 Pace: 6 Parry: 8 (10) Toughness: 7 (10) (12)
Fame: +35
Hindrances: Heroic, Quirk (Undervalues himself), Stubborn
Edges: Brawny, Fast Healer, Noble, Block, Combat Reflexes, Dodge, First Strike, (Improved) Frenzy, Hard(er) to Kill, Level Headed, (Improved) Nerves of Steel, No Mercy, Sweep, Command, Fervor, Hold the Line!, Inspire, Natural Leader
Equipment: Full Plate, Large Shield, Warhammer (d8 + d6 Dmg, AP 1 vs rigid armor), Long Bow (15/30/60) 2d6 Dmg, Lance (d8 + d8 Dmg, AP 2 when charging, 2 Reach)

(WC) Gertrude Lowe

Gertrude is fierce and devoted. She loves her husband and her children, but is often at odds with Werther. She sees Dieter taking on more and more suicidal risks to prove himself to Werther, and Werther seems not to notice. She fears that one day, Dieter won’t come home from one of his foolhardy quests.

Attributes: Agility d6 Smarts d10 Spirit d10 Strength d4 Vigor d6
Skills: Fighting d4, Guts d6, Healing d8, Investigation d8, Intimidation d6, Notice d8, Persuasion d10, Streetwise d8, Taunt d6
Charisma: +8 Pace: 6 Parry: 4 Toughness: 4
Fame: +20
Hindrances: Loyal, Stubborn, Small
Edges: Very Attractive, Noble, Fleet Footed, Level Headed, Command, Charismatic, Strong Willed
Equipment: Fine clothes, dagger (d4 + d4)

The Von Weissens

Family Motto: “By any means.”
Role: Heavy cavalry and shock troops
Crest: A snarling black dog on a silver backdrop
Lord: Konrad Von Weissen, “The Bear”

Dogs, beasts, villains, monsters. All these words and more are used to describe the Von Weissen family, only the Traugotts are more despised. As the saying goes, “A Von Weissen isn’t any more trustworthy than a Traugott, but he’ll come at you from the front.” To the Von Weissens, if a problem can’t be solved with direct force, then it deserves to win. That’s not to say they won’t try, they’ll use every nasty, low down, honorless trick at their disposal. If that doesn’t work, they’ll smash you with a big hammer. This has led to a reputation as mindless brutes, a reputation that the Von Weissens encourage in order to deceive their enemies. They were the second-to-last family to bow to Erik Falkner after their defeat at the Battle of Red River. The Imperator uses the family as a looming threat, a rabid dog on a very short leash, a twitch of the wrist and it’s upon you.

The current head of the family is Konrad Von Weissen, carrying on the tradition of naming the eldest child after the leader who brought them into the Falkensreich. He is a large, vicious man dubbed “The Bear”, known for his temper and his appetite. He carries a jagged scar over his left eye, courtesy of Dieter Lowe, after he lost his temper at a tourney melee. Konrad is married, and his wife Cathrin is as uncompromising as he. Together, they have only one child (a PC), which they have raised with punishing discipline. He has no siblings.

Despite their vicious natures, the Von Weissens believe in the Falkensreich. They see their position as one of honor. After all, if the fates hadn’t intended for the Falkensreich to thrive, they wouldn’t have won the battle, would they? They push and prod, test limits and punish the weak, but they have enough vision to know the country is in the best hands it can be, the Falkners.

The Black Dogs

If any knightly order can make people quake in corners behind closed doors, it is the Black Dogs. They ride only the mightiest steeds, wear only the heaviest armor, and wield only the cruelest weapons. Their role is a simple one, and one they are justly proud of: smash the enemy lines. Hit them, hurt them, break them, crush them into the dirt. The Black Dogs have a reputation for being utterly heedless of their own well-being, literally throwing their bodies at the enemy’s lines in order to break them.

The Black Dogs, during times of peace, double as monster-hunters in the bleaker reaches of the Falkensreich, which often leads them into conflict with questing members of the Roaring Lions. These meetings usually end one of two ways, the knights will clash and one or both will die, or the monsters they are hunting will force them to fight side-by-side. In fact, there are more instances of the two orders fighting together than Konrad Von Weissen and Werther Lowe are comfortable with.

Konrad Von Weissen leads the Black Dogs himself, but he has a field marshal that handles most of the day to day affairs. His wife, Cathrin, is a knighted member of the order.

NPC Statistics

(WC) Konrad Von Weissen


Konrad is a vicious bastard of the highest order, and a mountain of a man. He tolerates no weakness in his men, and punishes failure most cruelly. He raised his only child to be hard as iron so that the child might lead the Von Weissens properly. Despite their long-running fued, Konrad has come to respect Werther. Werther has weathered every trick, and all without impugning his own honor. In the current timeline, Konrad has been steadily losing more and more Black Dogs to schattenmen, and he is beginning to worry. If the mountain monster men are organizing, the whole of the Falkensreich is in danger. Konrad loves his wife, but he’s never said the words aloud.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d12+1
Skills: Climbing d6, Fighting d10, Guts d8, Intimidation d10, Knowledge (Battle) d8, Notice d8, Riding d6, Shooting d6, Taunt d8, Throwing d6
Charisma: -4 Pace: 5 Parry: 9 (8 ) Toughness: 9 (12) (14)
Fame: -30
Hindrances: Bloodthirsty, One Eye, Enemy (Werther Lowe), Mean
Edges: Brawny, Noble, (Improved) Block, First Strike, (Improved) Frenzy, Hard(er) To Kill, (Improved) Nerves of Steel, Improved Sweep, Command, Fervor, Hold the Line!, Strong Willed, Professional (Vigor), Tough as Nails
Equipment: Full Plate, Large Shield, Great Axe (d10 + d10, AP 1, -1 Parry, 2 hands)

(WC) Cathrin Von Weissen

Cathrin was married to Konrad when she was 16. Her father believed she was strong enough to weather his tempers, but she has done so much more than that. The first time Konrad sought to turn his famous temper on her, she punched him in the face, specifically the scarred area over his missing eye. The Bear went down in a heap, and has never once raised a hand to her again. She forced Konrad to allow her to go through the initiation rites of the Black Dogs, and shocked everyone by succeeding. She wears her Black Dog crest with pride. Deep down, Cathrin is not as vicious as she pretends to be. When Konrad abuses their child in the training circle, it is she that dresses the wounds and whispers words of strategy and encouragement to the child.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d8, Guts d10, Healing d8, Intimidation d10, Knowledge (Battle) d6, Notice d10, Riding d10, Shooting d8, Taunt d6, Throwing d6
Charisma: +4 Pace: 5 Parry: 6 Toughness: 6
Fame: -30
Hindrances: Overconfident, Stubborn, Vengeful
Edges: Attractive, Fast Healer, Noble, Combat Reflexes, (Improved) First Strike, Marksman, Steady Hands, Strong Willed, Healer, Dead Shot
Equipment: Chain hauberk, Long Sword (d8 + d8 ), Long Bow (15/30/60, 2d6 Dmg)

The Clements

Family Motto: “Always vigilant.”
Role: Border guardians, forest wardens, prison-keeps
Crest: An arrow felling a boar, etched in gold on a green background
Lord: Konstantin Clements, Lord of the Unquiet Forest

The Clements family was the second family to swear fealty to the Falkner family. Though they were always independent, and fiercely so, the knowledge that their old allies the Lowes fighting and dying on the Black Fjords was enough to lend credence to the words of Erik Falkner. The 300, the best and most loyal hunters and arches, rode with Erik Falker. There, they aided in forcing Konrad to quit the field. Erik Falkner thereafter entrusted the Clements with the protection of his northern borders, as well as enforcing his laws in the wild places of the Falkensreich. They are the hunters of men, criminals specifically, and masters of the northern fortress-prison of Blackstone. They are also the hunter of the Unquiet Forest, the woodlands that surround their capitol city. It is the place where oath-breakers are taken, where they are left to rot after having their head denied their shoulders. People say the dead do not rest easy here, and it is the knightly order of the Clements family, the Coursers, who keep people from finding out for sure.

The current head of the family is Konstantin Clements, carrying the title Lord of the Unquiet Forest. He himself is a trained ranger, and though he must deal with the bureaucracy of running his keep, he is quick to take up his bow and his loyal knights before plunging into the dark places of his land. Konstantin is shrewd, often scathing in his judgment, and quick to react. He is a man of action, before he is anything else. Tall, slimly muscular, and handsome, women still seek after him despite his being married. It’s rumored he’s fathered a bastard child or two, and even allowed them to join his Coursers under assumed names. Bringing it up nets one a rather severe beating at best, a permanent exile from Clements lands at worst.

His wife Franziska is a hunter at heart, she enjoys slipping away from the keep and her assigned bodyguards in order to hunt down a buck in the Unquiet Forest. Her marriage with Konstantin was arranged, and though their relationship is not based on love, it is based on mutual respect. Sometimes, she loves him and he her, most times, she is her own woman, and Konstantin can only stand aside like everyone else.

Together, the Clements have two children. Their daughter, Sascha, is eldest, the PC child the youngest.

Sascha is stern, no-nonsense, and very business-like. She, almost a woman grown, is often left to tend to the tedious work of running a keep while her parents hunt the woodlands of the Clements territory. One would think she would grow resentful of her parents, but she has taken to being the house mistress like a fish to water.

The Coursers

Hunters extraordinaire, of both men and beasts, the Coursers grew out of the tradition of the 300, a collection of the best archers in all the clans of the Clements. As the modern age took hold and the Clements became a great house of the Falkensreich the 300 became a formal organization, and they were given their name. They are entrusted with protecting the northern border of the Falkensreich, as well as hunting those who flee the Imperator’s justice. “Duke or peasant, it matters not when the Coursers are set upon you” is a common saying about these grim men. They have a long-standing rivalry with the knightly order of the Traugott family, the Schattenmen (not to be confused with the beast men of the same name). Calling a Schattenman a knight within earshot of a Courser will likely result in cursing and spitting. Though they carry swords, the Coursers have little call for their use, preferring to end the fight from afar with their heavy blackwood longbows, safely camouflaged in the woodlands.

Konstantin Clements leads the Coursers personally as often as he can, with his wife acting as their field marshal.

NPC Statistics

(WC) Konstantin Clements

The stories of Konstantin fathering several bastards are true, he has three illegitimate sons, all the results of drunken trysts. He regrets these weaknesses, and has sworn to give up drinking each time. The third time has, so far, stuck. Despite his seemingly flighty nature, Konstantin takes his role as Lord of the Unquiet Forest seriously. It’s not that he doesn’t understand the need for stewards and budgets, it’s that there are more important things lurking in the shadows of the forest that demand his attention. He maintains the strong alliance with the Lowe family that has been nurtured since the battle of Red River, and considers Werther Lowe a friend, even if he is a bit stuffy. He and Dieter have battled schattenmen together on several occasions.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d8, Guts d8, Intimidation d8, Knowledge (Battle) d8, Notice d12, Riding d6, Shooting d12, Stealth d10, Taunt d8, Throwing d8
Charisma: +4 Pace: 6 Parry: 6 Toughness: 5 (6)
Fame: +35
Hindrances: Overconfident
Edges: Alertness, Attractive, Noble, Quick, (Improved) Dodge, Fleet Footed, Marksman, Quick Draw, Steady Hands, Command, Woodsman, Dead Shot
Equipment: Leather, Short Sword (d6 + d6), Blackwood Longbow (d8 + d8 )

(WC) Franziska Clements

Franziska is aware of Konstantin’s bastard children, and has made their lives as Coursers as miserable as she can manage, sending them far afield and keeping them on forest sentry duty near constantly. The three are unaware of their shared origins, and just assume Franziska likes to single out people for her own pleasures.

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Guts d8, Intimidation d8, Knowledge (Battle) d8, Notice d12, Riding d6, Shooting d12, Stealth d10, Taunt d8, Throwing d8
Charisma: +4 Pace: 6 Parry: 7 Toughness: 5 (6)
Fame: +35
Hindrances: Vengeful, Stubborn
Edges: Alertness, Attractive, Noble, Quick, (Improved) Dodge, Fleet Footed, Marksman, Quick Draw, Steady Hands, Acrobat, Woodsman, Danger Sense, Dead Shot
Equipment: Leather, Short Sword (d6 + d6), Bow (d6 + d6 )

Creatures of the Falkensreich

Oathbreakers

Two knights stood in the deep part of the forest, steel bared for gods and men to see. The one in blue, a Roaring Lion, spoke first.

“Black Dog,” He spat “I thought I smelled something vile.”

The Black Dog scowled “Little kitten, I’d watch that tongue of yours, lest someone pull it clear of your head.”

Hazy grey morning light glinted off the Lion’s steel. “A Lion does not take well to threats, Dog. Be on your way.”

The Black Dog chortled, hefted his warhammer. “I think it is you who should be leaving my sight. Things might get unpleasant for you if –“

A branch snapped behind the Black Dog, and he whirled to face it. The Lion raised his sword. From the morning mist, it staggered, wearing the armor of a brigand, rusted sword clutched in its right hand… and headless. Blood was frozen on its chest, doubtless some errant strands that had landed there upon its beheading.

The Lion’s eyes grew wide, and the Black Dog lowered his warhammer, mouth agape. “What devilry is this?”

The headless things sword swept up, seeking to split the armored Black Dog in half. His warhammer met the rusted steel, and with a ringing clang he diverted the blow. He fell back, ears ringing and hands numb. The swing was clumsy, but it was so hideously strong.

The Lion raced past him, his sword point piercing the sad leather armor and traveling through the heart. The corpse man shuddered once, then slid back off the blade and hit the ground with the thump. He pulled his sword free, turning to face the Black Dog. “There’s… no blood. What madness is –“

“Lion, behind you!” He warned, too late. The things rusty blade sprouted from the Lion’s chest. The brave knight choked, grasped the old blade in his gauntleted fist. The Black Dog stepped around him, brining his hammer down on the corpse man’s chest with all the force he could muster. Still, it did not release its weapon. He pounded on it, again and again, until its torso was scarcely one piece. Only then did it fall limp.

The Lion fell, struggling for life. The Black Dog pulled the weapon free, tearing strip of his cloak off to use as bandages. “Be still, Lion, and I will go for a -“
The clink of armor and steel became apparent then. Both men looked on as a score more of the headless men came staggering out of the mist. He reached for the Lion.

“Leave me! My life spills out on the ground.”

He hefted the Lion despite his protests, growling, “We are not yet done with this battle, Lion. Will you quit the field so early?”

He did the unthinkable then; he ran, with the Lion over his shoulder. Everywhere he turned, the shades of the dead were spilling out of the mist, their gait inexorable. It was not until he came to a great stony outcropping that he stopped, scowling and cursing.

“Can you still use your bow, Lion?”

“Aye,” He grimaced. “Set me down yonder and free my quiver, I cannot reach it.”

He did, and the Lion stabbed his arrows point first into the dirt, testing his bow. “We shall have quite a song when we come clear of this, eh Lion?”

“Sebastian is my name, Black Dog.”

“Eberhard is mine.” He stood then, readied his hammer, and turned to face the oncoming horde. “Keep them off me. I would prefer not to be stabbed in the back.”

Sebastian frowned, nodded, and loosed an arrow at an oncoming shadow. It hissed through the air, only staggering the target before it resumed its inevitable march. “Gods be good, they are beyond pain and fear.”

“Then I will reacquaint them with both, Sebastian.” Eberhard roared long and loud, then hurled himself into the mist.


It is the grim and unhappy job of the Clements family to deal with those who are beneath even contempt in the Falkensreich, those who have been named oath-breakers. These wretches are taken into the deep place of the forest, where they are forced to their knees before a chosen executioner. There, their names are taken from them and they are beheaded. No grave is dug, no monument erected, they are left to the animals and elements.

In the still of a moonless night, though, some dark thing dances through the tree and breathes life into these corpse men, gifting them a semblance of life and a monstrous strength. They will not rise for peasants or brigands, only those who represent all they despise, a knight. These dead men cannot stomach the thought of a good and loyal knight drawing breath, and so they rise to destroy any who cross their gravesites.

Oathbreaker

Attributes: Agility d6, Smarts d4, Strength d10, Spirit d4, Vigor d8
Skills: Fighting d6, Notice d4
Pace: 4 Parry: 5 Toughness: 8
Special Abilities: Fear (-2), Fearless, Undead, Invulnerability (Oathbreakers take damage only from knights in good standing in their orders, or those questing to redeem themselves)
Equipment: Longsword (d10 + d8 )
_________________
Jason Irrgang, blurring your reality since 2008.
jason@realityblurs.com

Mike Shipley, 1984 to 2008, creator of Angel City

"Better to live one day as a lion, than a thousand years as a lamb." - G Rodriguez


Last edited by Savage Jason on Thu Jan 24, 2008 12:32 am; edited 5 times in total
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Savage Jason
Heroic


Joined: 16 Sep 2006
Posts: 1062
Location: Eugene, Oregon, USA

PostPosted: Wed Jan 02, 2008 12:57 am    Post subject: Reply with quote

The Traugotts

Family Motto: “We follow in your shadow.”
Role: Spymasters and assassins
Crest: A lidless eye hovering above a dagger pointed down
Lord: Fritz Traugott, Lord Silent, the Imperator’s Hand

No family is quite so reviled amongst the Falkensreich as the Traugotts. The last family to swear fealty to Erik Falkner, they did so only because Falkner managed to capture and hold hostage most of the chieftain’s family. They proved themselves worthwhile, however, when they narrowly averted an attempted usurpation by Erik Falkner’s brother Hans. Through shadowy plots and veiled actions, they poisoned the disloyal brother, exposed his plans, and turned over his conspirators to the Clements family. For this, Erik Falkner favored their bloodline with the title of Imperator’s Hand and set to them the task of rooting out traitors and heretics.

Despite the distrust and revulsion they receive from almost all the major houses, the Traugotts are loyal servants of the Imperator. Pity the Traugott who harbors thoughts of betrayal, for the family saves the worst punishments for members of their blood who plot against the crown. The family’s behavior is simply an extension of their belief that no one is above suspicion and, knowing this, they must be cruel and calculating, for today’s brother is tomorrow’s traitor.

The Traugotts find allies only in the Von Weissen family, whom they see as kindred spirits.

They carry on a long-standing feud with the Clements family, who revile their chosen tactics, that of poisoning and assassination, and their use of crossbows, which the Clements believe is a coward’s weapon.

In the modern day, the Traugott lord is Fritz Traugott, who carries both the title Lord Silent and the Imperator’s Hand. He is, as befits a lord of the Traugott family, a devious and cruel man. He shaves his head bald and cultivates a sharp goatee, and it’s said his ice blue eyes cut straight to the soul of a man. He has no wife or living siblings, his elder brother having been killed by a suspicious hunting accident, but he has fathered two children. The eldest is a PC, the younger is Nicklaus, known as the Little Poisoner.

The Schattenmen

No one outside the Schattenmen knows anything of their organization, their numbers, or their training. While their familial lord is known as the Imperator’s Hand, it is his knights that deliver the Imperator’s Justice. These men and women are masters of stealth and disguise, trained in the handling of dangerous poisons, and drilled in the use of crossbows. They each command a network of informants and agents who feed them a steady stream of information about potential threats to the Imperator. They are commanded by the mysterious “Lord Black”, a masked spymaster. Most believe he is Fritz Traugott, but the rumors of his true identity are wild, varied, and sometimes even ridiculous.

NPC Statistics

(WC) Fritz Traugott

Fritz Traugott is not Lord Black, but he knows who is. In fact, he is the only one who knows. Fritz is no different than the other Traugotts who led before him, shrewd, calculating, unforgiving, and utterly ruthless. His eyes are everywhere, and there are few places he cannot strike at.

Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d10, Fighting d6, Guts d6, Intimidation d10, Investigation d10, Knowledge (Politics) d10, Notice d12, Riding d6, Shooting d12, Stealth d10, Streetwise d8
Charisma: +4 Pace: 6 Parry: 5 Toughness: 5 (6)
Fame: +35
Hindrances: Cautious, Vengeful, Doubting Thomas
Edges: Alertness, Noble, Quick, Improved Dodge, Marksman, No Mercy, Steady Hands, Thief, Charismatic, Connections, Dead Shot
Equipment: Full Leather Armor, Dagger (d6 + d4 ), Crossbow (15/30/60, 2d6, AP 2) 6 doses of arsenic

(WC) Nicklaus Traugott

Since the moment he could walk and talk, Nicklaus Traugott was a danger to the Falkensreich. Though Fritz raised his son with the values of the Traugott family, Nicklaus has always desired more. Not just to lord over one house, but to have the entire empire at his beck and call. He’s fooled them all, even his father. When he strikes, it will be with such precision and audacity that no one will be left to oppose him.

Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Guts d8, Intimidation d8, Knowledge (Politics) d8, Notice d12, Shooting d10, Stealth d10, Taunt d8
Charisma: +6 Pace: 6 Parry: 7 Toughness: 5 (6)
Fame: +35
Hindrances: Arrogant, Delusional (Destined to rule), Greedy
Edges: Alertness, Attractive, Noble, Dodge, Fleet Footed, Marksman, Steady Hands, Acrobat, Command, Fervor, Hold The Line!, Inspire, Natural Leader, Charismatic
Equipment: Fine Clothes, Dagger (d6 + d4), 6 doses of arsenic

(WC) Lord Black

Faceless, silent, and dangerous, Lord Black is the iron handed leader of the Schattenmen. No one save his lord Fritz Traugott is aware of his true identity, and they guard the secret jealously. He is suspected to have been behind the assassination of a prominent Roaring Lion, and there is a standing order for his death in both the Lowe and Clements lands.

Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d8, Fighting d8, Guts d8, Intimidation d8, Investigation d8, Lockpicking d8, Notice d12, Shooting d12 + 1, Stealth d12, Streetwise d8, Tracking d8
Charisma: -2 Pace: 6 Parry: 7 Toughness: 5 (6)
Fame: -60
Hindrances: Cautious, Outsider, Wanted (In Lowe and Clements lands)
Edges: Ambidextrous, Quick, Combat Reflexes, (Improved) Dodge, (Improved) First Strike, Florentine, (Improved) Level Headed, Steady Hands, Acrobat, Investigator, Jack-of-all-Trades, Thief, Connections, Danger Sense, Professional (Shooting)
Equipment: Leather Armor, Short Sword (d6 + d6), Dagger (d6 + d4), Crossbow (15/30/60, 2d6, AP 2) 6 doses of arsenic
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Last edited by Savage Jason on Wed Jan 02, 2008 2:18 pm; edited 1 time in total
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PostPosted: Wed Jan 02, 2008 4:05 am    Post subject: Reply with quote

The Eisenhauers

Family Motto: “Made of iron.”
Role: Miners and blacksmiths
Crest: A smith’s hammer beneath a roaring dragon with its wings spread
Lord: Lady Erna Eisenhauer, First Hammer

The Eisenhauer family has changed little from the days of tribal chieftains. Miners and smiths they once were, and miners and smiths they remain. Since the time man learned to tear metal from the underearth and shape it for his purposes, the Eisenhauers have worked their forges. There was no bloodshed involved in their entrance to the Falkensreich, but there were intense meetings for several weeks, as well as several concessions made. Erik Falkner gave to them the iron mines of the eastern mountains for as long as the Falcons fly, and in return they craft the armor and arms of the knights of the realm. Many families keep personal smiths, but none match the Eisenhauers for quality.

Unique amongst the Great Houses, the Eisenhauers have no knightly order of their own. Instead, they rely on a combination of Lowe family bodyguards and the so-called “Coin Swords” of the Wagner family, a minor house that had the misfortune of crossing steel with the Von Weissens. With their economy and crops destroyed, they allowed the Eisenhauers to annex their land and turn them into a vassal family. The Wagners provide their strong sword arms, and in return the Eisenhauers provide food and political protection.

In the modern timeline, the Eisenhauers are ruled by Lady Erna Eisenhauer, the First Hammer of the house. She is approaching her 70th year, but retains her fierce spirit and iron will. She has two children, twin sons, who handle the day-to-day affairs of running the family. Alexander handles trade agreements with the major houses, but not with the Imperial family, only Erna is allowed that honor. Andreas is in line to be the next First Hammer, the master smith and political leader of the family. The brothers quarrel often, usually when they are in the cups. They are both married, with a gaggle of children between the two of them ranging from toddlers to some approaching their 20s.

The Coin Swords

It was Gerwulf Wagner that brought the Von Weissens down on his family’s holdings. He and Konrad’s grandfather were at a meeting of houses, and Wagner, in his drunken stupor, accused the Von Weissens of cowardice and rapine. His family’s fate was sealed. Von Weissen brought a contingent of Black Dogs down on the Wagner lands, burning crops and salting the earth behind them. It was only the Imperator’s word that stopped Konrad from wiping the family out entirely. In the aftermath the Eisenhauer’s stepped in and, with Henning Wagner’s blessing, annexed the Wagner lands.

Thus were the so-called Coin Swords born, a pseudo-knightly order in service to the Eisenhauers. Only three generations old, they have little in the way of tradition, but they are fierce protectors of the Eisenhauer lands. They are not recognized as a true knightly order, but they are allowed many of the trapping of one, as allowed by the Falkner family through the Eisenhauers. They have no role in the greater part of the empire, instead acting only for the interests of the Eisenhauer family.

NPC Statistics

(WC) Erna Eisenhauer

Erna has been mistress of her family for nearly 50 years, when her father was killed in a mining accident. She has proven an able politician, capable of keeping the family feud with the Brandts to a low simmer. She worries that her sons won’t be able to do the same, and secretly searches amongst her grandchildren for a potentially better candidate. Though she can still lift her hammer, the heat of the forge weakens her more quickly than she would like, and she spends considerably less time in the volcanic forges of her fortress.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d4
Skills: Climbing d6, Fighting d8, Guts d8, Intimidation d8, Investigation d6, Knowledge (Mining) d10, Knowledge (Blacksmithing) d10, Notice d6, Repair d10, Survival d6
Charisma: +2 Pace: 5 Parry: 6 Toughness: 5 (6)
Fame: +45
Hindrances: Bad Eyes, Elderly, Stubborn
Edges: Noble, Filthy Rich, (Improved) Level Headed, McGyver, Mr. Fix It, Strong Willed, Tough As Nails
Equipment: Leather Apron, Smithing Hammer (d6 + d6)

(WC) Alexander Eisenhauer

Alexander is a merchant king extraordinaire, taking after his mother’s shrewd analytical mind. He feels that he should lead the family upon his mother’s passing, but Andreas is quick to point out that the head of the Eisenhauer family must be a master smith, and though Alexander knows his way around the forge, he cannot match his brother’s skill.

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Gambling d8, Guts d6, Intimidation d8, Notice d8, Persuasion d10, Repair d8, Taunt d6.
Charisma: +4 Pace: 6 Parry: 8 (10) Toughness: 7 (10) (12)
Fame: +20
Hindrances: Stubborn, Greedy
Edges: Noble, Filthy Rich, McGyver, Charismatic, Connections, Strong Willed
Equipment: Fine Clothing, Dagger (d6 + d4), Short Sword (d6 + d6), Dice

(WC) Andreas Eisenhauer

Where Alexander takes after his mother’s shrewd trading mind, Andreas inherited her skill with the smithing hammer. Like his mother, his work is not ornate, but you’ll find no better armor and no better weapons than those made by Andreas Eisenhauer. He will soon have the honor of forging a suit of armor for the Falkner’s eldest son, as well as the eventual mantle of leadership for his family.

Attributes: Agility d6 Smarts d6 Spirit d10 Strength d10 Vigor d10
Skills: Climbing d6, Fighting d6, Guts d6, Knowledge (Smelting) d10, Notice d6, Repair d12+1
Charisma: Pace: 6 Parry: 6 Toughness: 8 (9)
Fame: +30
Hindrances:
Edges: Brawny, Noble, Block, Hard to Kill, Nerves of Steel, McGyver, Strong Willed, Professional (Repair)
Equipment: Leather apron, Smithing Hammer (d10 + d6)

(WC) Joseph Wagner

The third man to lead the Coin Swords, Joseph Wagner is a humorless, severe man. He serves efficiently and without issue, leaving as little to chance as possible, and always advises Erna to take a more cautions, conservative route. Though not overly ambitious, he desires someday for the Coin Swords to be accepted as a true knightly order, and admonishes his soldiers to act in a manner befitting a knight.

Attributes: Agility d8 Smarts d6 Spirit d8 Strength d8 Vigor d6
Skills: Fighting d8, Guts d8, Healing d6, Intimidation d8, Notice d8, Shooting d6, Streetwise d6, Tracking d6
Charisma: +0 Pace: 6 Parry: 6 (8 ) Toughness: 5 (9) (11)
Fame: +15
Hindrances: Cautious, Code of Honor, Loyal
Edges: Alertness, Block, (Improved) First Strike, Frenzy, Level Headed, (Improved) Sweep, Command, Fervor, Hold the Line!
Equipment: Master Crafted Plate Armor (+4), Large Shield, Long Sword (d8 + d8 )
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PostPosted: Wed Jan 02, 2008 4:08 am    Post subject: Reply with quote

Just one family to go, the Brandts, and then a geographical and religious overview of the country. I like where it's going, but every time I look at these write-ups I think that there's so much more information I could be providing. Feel free to poke holes in these write-ups and point out any pertinent info I could be providing.
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PostPosted: Wed Jan 02, 2008 9:59 am    Post subject: Reply with quote

You appear to have forgotten to include the Charisma modifiers in a few of the profiles (something which can be easy to overlook). Lord Black should have a -2 from Outsider. Cathrin Von Weissen should be +4 from Attractive and Noble. Konrad Von Weissen should be -4 from Bloodthirsty (the modifiers from Mean and Noble cancel each other out).
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PostPosted: Wed Jan 02, 2008 2:27 pm    Post subject: Reply with quote

Sitting Duck wrote:
You appear to have forgotten to include the Charisma modifiers in a few of the profiles (something which can be easy to overlook). Lord Black should have a -2 from Outsider. Cathrin Von Weissen should be +4 from Attractive and Noble. Konrad Von Weissen should be -4 from Bloodthirsty (the modifiers from Mean and Noble cancel each other out).


Thanks for catching that, the profiles have been updated to reflect their proper charisma scores. I have a generic stat block that I copy and paste as needed, which is how that came about.
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PostPosted: Fri Jan 04, 2008 10:02 pm    Post subject: Reply with quote

The Brandts

Family Motto: “Life from stone.”
Role: Engineers and siegers
Crest: A foreboding black castle on a grey background
Lord: Master Tobias Brandt

Master builders and siegers, the Brandts have a long history of being fiercely independent. In the time of the old tribes, the Brandts were often at war with their neighbors, due to their visionary creations. The Brandts called it progress, the other tribes called it devilry. When Erik Falkner began his campaign of unification, he sent envoys to the Brandt family in the hopes of talking them into a peaceful submission. When that didn’t work, he took a massive army, including members of the Lowe and Clements families, and laid siege to the Brandt’s mightiest fortress, the Stone. Through a series of daring raids and careful assassinations, Erik brought the family to heel. The siege ended with Master Ulrich Brandt kneeling before the self-proclaimed Imperator in his own courtyard.

Since that time, the Brandts have established themselves as the foremost engineers in the known world, perfecting their siege techniques and the castles to withstand them. Their knightly order, the Stonehammers, is as much a collection of experts as warriors, though some follow the more traditional martial code. If you need a castle raised, talk to a Brandt engineer. If you need it razed to the ground, talk to a Stonehammer.

In the modern era, the Brandts are led by Master Tobias Brandt, an expert in all things siege related, but a poor politician for the most part. In some circles, he is known as the Hammer because of his political tact. He nurses the age-old rivalry with the Eisenhauer family, coveting their ancestral mines, but Erna’s deft negotiating has kept the two families from bloodshed.

Tobias Brandt is a widower, with three children. His eldest is a PC, his younger two are daughters known for their wild adventures that often have contingents of Stonehammers out searching for them in the cities, forests, and mines of the Falkensreich.

The Stonehammers

The Stonehammers are perhaps the oldest knightly order in the Falkensreich. They existed since the time of the barbaric tribes long before the rise of Erik Falkner, though the idea of a chivalric and honorable knight would have been laughable at the time. Though primitive, the Falkenkinder of the time had the most advanced fortresses and castles of the era, and the Stonehammers threw themselves into overcoming them. Through a combination of siege weapons and daring, they became masters of the art, feared for their ability to crack open the stone and wood shell of a castle and peel the defenders out with fierce, heavily armed and armored knights.

Tobias Brandt leads the Stonehammers himself. In lieu of actually committing his armies to the field, he attends and participates in the tourneys of the land.

NPC Statistics

(WC) Tobias Brandt

On top of being a skilled sieger, Tobias is a keen-eyed military commander in general. If a host of Falkenkinder had to be raised, he would be one of two likely candidates (the other being Werther Lowe) to lead it.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Climbing d6, Fighting d8, Guts d8, Intimidation d8, Knowledge (Battle) d10, Knowledge (Engineering) d10, Repair d8, Shooting d8
Charisma: +2 Pace: 6 Parry: 6 (7) Toughness: 7 (10) (12)
Fame: +30
Hindrances: Stubborn, Overconfident
Edges: Noble, Combat Reflexes, Giant Killer, Steady Hands, Command, Fervor, Inspire, Hold the Line!, Natural Leader, Mr. Fix It
Equipment: Full Plate, Medium Shield, Warhammer (d10 + d6, AP vs rigid armor)

(WC) Barbara Brandt

Barbara knows that her most likely fate, and the most likely fate of her sister Isabelle, is to be married off to someone from one of the other major houses in one of the many political marriages of the land, where she’ll doubtlessly spend her days sitting quietly while her husband holds court, if she’s not in the midst of having another child. She detests the idea, and that is why she spends so much time out finding trouble to get into. She has to do all the living she can do right now, before the inevitable happens.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Climbing d8, Fighting d4, Guts d8, Healing d6, Lockpicking d6, Riding d6, Stealth d6, Streetwise d6
Charisma: +2 Pace: 6 Parry: 4 Toughness: 5
Fame: +10
Hindrances: Stubborn
Edges: Alertness, Noble, Command, Thief, Mr Fix It, Strong Willed
Equipment: Fine Clothing, Dagger (d4 + d4)

(WC) Isabelle Brandt

While Isabelle shares her sister’s fears of being married to some stranger, she is not as keen to visit frightening or strange places as she. She would much rather be studying scrolls and books with her father’s master engineer or chief chiurgeon.

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Climbing d4, Fighting d4, Guts d6, Healing d8, Knowledge (Engineering) d8, Knowledge (Healing) d8, Lockpicking d8, Riding d6, Stealth d6, Streetwise d4
Charisma: +2 Pace: 6 Parry: 4 Toughness: 4
Fame: +10
Hindrances: Yellow, Small, Bad Eyes
Edges: Alertness, Noble, Thief, Jack of All Trades, Mr Fix It, Scholar (Engineering and Healing)
Equipment: Fine Clothing, scroll case, glasses
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PostPosted: Fri Jan 04, 2008 10:07 pm    Post subject: Reply with quote

With the Brandt family, that concludes the overview of the families. I want to detail the knightly orders next, while avoiding the trap of making a bunch of NPCs to fill in the ranks, since the PCs are going to be the movers and shakers. Still, I might do a major knight or two per order, so the PCs have someone to interact with that is fully fleshed out to begin with.

Religion will be next regardless, I think, then basic geography for each territory. Then, maybe I run the setting.
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PostPosted: Mon Jan 07, 2008 12:24 am    Post subject: Reply with quote

Designing religions is a difficult thing for me, for various reasons, so this isn't particularly in depth. Gods and Saints aren't going to be a huge deal, as this isn't a high fantasy setting, I just wanted something available for the sake of immersion.

Still, without further ado:

Religion in the Falkensreich

Though not a particularly religious people, the Falkenkinder have a religion that is little changed from their barbaric roots. They believe, as they always have, that the gods are a cruel and uncompromising race that are, more often than not, unmoved by the plights of men. They are a numberless, faceless pantheon for the most part, but some are named: the Mad King, the Brute, the Warrior Queen, the Trickster, the Devourer. These are not gods to be prayed to, but forces of nature or inevitabilities. The people of the Falkensreich have always believed that a man must do for himself, and the gods will watch to see if his succeeds or fails. When a human dies, they are judged and taken in by one of gods. Those unworthy of any god are given to the Devourer, who delivers them to true oblivion.

Instead of praying to these callous entities, the Falkenkinder turn to a more recent practice established with the Empire, Sainthood. Saints are men and women who proved themselves to be singularly capable individuals who accomplished feats of such daring that they were immortalized in song and scripture. For their deeds, the Imperial family names them Saints. It is believed they watch over the people of the Falkensreich, especially warriors and knights, as a sort of guardian angel and muse. Saints are typically assumed to have a sphere of influence defined by their lives, like artists, warriors, scholars, or philosophers. Most saints are warriors of one stripe or another. They are always depicted as armored, winged men and women, often sitting upon thrones. Many are also shown cradling dead or wounded knights in their arms.

Knights will sometimes adorn themselves with pendants or clasps bearing a saint’s likeness, and will pray to one before a battle is joined.

Saints in brief:

Adalwolf: A master forester and hunter who supposedly killed a greatwolf with his bare hands, though he later died from the wounds. His symbol is a wolf’s eye.

Guntram: An early knight sanctified for his desperate charge of a dozen heavily armored knights into a horde of schattenmen in order to buy time for the then Imperator to escape. His symbol is a mailed fist clutching a spear.

Hildebert: A singularly pious man who spent most of his life pondering the gods and acquitting his thoughts to parchment, responsible for most of the modern interpretations of the gods. His symbol is a collection of seven shadowy humanoid forms.

Manfred: Another knight of a pious nature which led him to forsake all worldly desires, instead turning himself only to battling the monstrous denizens of the dark corners of the empire. His symbol is a flaming sword.
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zeth
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PostPosted: Mon Jan 07, 2008 2:10 am    Post subject: Reply with quote

So what are we really looking at here? A medieval game with all humans and no magic? Is this based on politics and intrigue?

What is to keep all the players from picking one house? And if each player is from a different house how do they function as a party? Do they even work together or are they all competing against each other?

I'd like you to answer these questions to clear some things up if you would please.
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PostPosted: Mon Jan 07, 2008 2:43 am    Post subject: Reply with quote

zeth wrote:
So what are we really looking at here? A medieval game with all humans and no magic? Is this based on politics and intrigue?


Precisely. Political intrigue is what I'm going for. There's some monsters, like Oathbreakers and schattenmen for the questing-inclined knights.

zeth wrote:
What is to keep all the players from picking one house?


I've set each house up with one PC slot each, usually the eldest child in line for ruling the house, to ensure that I have the varied representation I'm looking for.

zeth wrote:
And if each player is from a different house how do they function as a party?


I'm planning a storyline around Nicklaus Traugott and his attempt at usurping the throne which will force them together on a broad scale.

zeth wrote:
Do they even work together or are they all competing against each other?


I'm hoping they'll do both. Nicklaus Traugott will be their shadowy, Darth Sidious style enemy, but they're going to have the daily considerations of running their family, and they've got old family rivalries to contend with, even if they don't believe in them per se.

zeth wrote:
I'd like you to answer these questions to clear some things up if you would please.


Sure. No problemo. If I haven't cleared up enough, feel free to ask again.
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PostPosted: Mon Jan 07, 2008 2:50 am    Post subject: Reply with quote

Does magic exist at all? Is there any outside influences on the houses? Will there be fast and furious social combat?
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PostPosted: Mon Jan 07, 2008 3:05 am    Post subject: Reply with quote

zeth wrote:
Does magic exist at all?


Not in any way meaningful to player characters. I may have a necromancer or mystic at some point, but magic is definitely not something I wanted to focus on with this setting.

zeth wrote:
Is there any outside influences on the houses?


Yes, the Imperator and the Imperial Family who rule the Falkensreich, as well as neighboring countries (only one of which is detailed in the slightest, the Japanese-themed Heavenly Empire. The other will be Russian-themed).

zeth wrote:
Will there be fast and furious social combat?


Now that is something I hadn't considered. I tend to avoid rules for social combat, but it would be good to have something worked out for the less roleplaying-inclined players in my group.
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PostPosted: Mon Jan 07, 2008 3:20 am    Post subject: Reply with quote

Instead of fighting shooting and throwing you roll Taunt, intimidation, and persuasion and maybe guts. A successful test means a soical opponent is shaken and their position is wounded on a raise or follow up hit. X amount of wounds and they loose the argument.

I suppose veteran's can come up with a better system but I'd like to use the 'under used' skills of the game. For example almost every other monster is immune to intimidation.
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PostPosted: Thu Jan 10, 2008 5:13 pm    Post subject: Reply with quote

Not a bad idea, I might incorporate something like that.

Right now, I'm taking a break and feeling good about finishing something for once, as well as compiling a list of minis from Reaper that I intend to use for the game. Over the weekend, I might detail the geography of the Falkensreich, and the various family lands.

I'll be detailing the schattenmen, as well. That's the pictish, proto-humans that live up in the mountains, not the knightly order (one of these two may be renamed soon).
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PostPosted: Fri Jan 11, 2008 12:37 am    Post subject: Reply with quote

Well Sharbytes has a seemingly better rule set up for social combat using rules similiar to mass battle. Anyways good luck with your setting.
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PostPosted: Tue Jan 15, 2008 12:56 am    Post subject: Reply with quote

Does this mean all characters start with the 'noble' edge for free?
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PostPosted: Tue Jan 15, 2008 2:05 am    Post subject: Reply with quote

Yes, I finally decided to just give everyone Noble after mulling it over for a bit. This leaves the door open for a stock Hindrance attached to each family.
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Jason Irrgang, blurring your reality since 2008.
jason@realityblurs.com

Mike Shipley, 1984 to 2008, creator of Angel City

"Better to live one day as a lion, than a thousand years as a lamb." - G Rodriguez
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Savage Jason
Heroic


Joined: 16 Sep 2006
Posts: 1062
Location: Eugene, Oregon, USA

PostPosted: Tue Jan 15, 2008 4:14 pm    Post subject: Reply with quote

As a small aside, I tend to attach theme songs to characters and places. "Engel" by Rammstein for my Eisen warlord from 7th Sea, "Bad Moon Rising" by Creedence Clearwater Revival for my Virginian Nation Guardsman in All Flesh, and so on.

In the course of mapping out Reign, I decided on the song "Storming New Caprica" from the reimagined Battlestar Galactica as the overall theme song, with the song "Violence and Variations" from the same album as the funeral tune.
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Jason Irrgang, blurring your reality since 2008.
jason@realityblurs.com

Mike Shipley, 1984 to 2008, creator of Angel City

"Better to live one day as a lion, than a thousand years as a lamb." - G Rodriguez
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zeth
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Joined: 14 Dec 2007
Posts: 591

PostPosted: Tue Jan 15, 2008 10:51 pm    Post subject: Reply with quote

http://www.savageheroes.com/conversions/Savage_Westeros.pdf

Are female characters going to suffer the same penalties as in Westros?
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