Monday 29 August 2022

Fortnightly Fiends: Muck Elves

"Perhaps it is the outcome of some vile experiment in hybridization, or some Shroud-induced degeneration. I know not. I know only that the Elves who dwell in the Dragonmirk and the swamps that fester around the shores of the Bay of Olkos are the least pleasant, and least predictable of their kind, and all the worse for their strange powers. I deem them a poor prospect as trading partners, for all that they can source many interesting and rare commodities. Even the Marsh Goblins understand - nay, embrace - trade. These creatures, on the other hand, see it as an opportunity for malice."

        Abrusk Aardys, Commodore 1st class, Ghelbur Trading League, Report X-I_323c, submitted and filed Year 451 of the New Reckoning.


The so-called Muck Elves are not, as is commonly thought, Elves modified by the sorcerous pressures of Shroudfall (or at least, not wholly so). They have, in fact, existed for far longer. Takan'zekki, the Absinthe Dragon of Eltmire won a disaffected tribe of Elves to her service over 1800 years ago and spent considerable time and effort 'adapting' them until they were fit for her realm and their duties. They were, however, unable to reproduce Simple attrition had reduced their numbers from over 300 to just 35 when Shroudfall struck. By the time Eltmire had returned to some semblance of normalcy, the surviving Muck Elves were aware of two changes: Takan'zekki was gone, her whereabouts unknown, and the Muck Elves were now capable of breeding. 

Always licentious and devoted to pleasures - they did, after all, serve an Absinthe Dragon - they now bred and bred, until there were too many for the Eltmire to support. They spread out then, in search of new homelands. Eventually, some found their way to the New Kingdoms, particularly the swamps created by the sinking shores of the Bay of Olkos and the collapse of old Venara into the sea. Their rampant reproduction rate is now somewhat outmatched by the fury with which they are hunted by other swamp-dwellers: Moss Trolls, Marsh Goblins, Mugwumps, and many others loathe the Muck Elves, and often seek to drive them right out of the swamplands. 




Muck Elves tend to be a little shorter than other Elves, as well as being oddly pudgy - they are in fact quite muscular, but have a small layer of subcutaneous fat around much of their torso and limbs, an adaptation introduced by Takan'zekki, possibly with the aim of increasing their buoyancy in the swamps. Their colouring is usually a loamy brown, with twinkling eyes of bright green, whilst they are almost hairless. Of greater remark are their iridescent dragonfly wings, which they use to hover, zip and dart like, well, dragonflies.

They retain most of their Elven abilities, but have several improvements: they can belch forth a 20' line of caustic goo, and may cast the spells acid arrow and stinking cloud (though only on a limited basis, see above). In addition, when lolling around in mud, they regenerate 1 hp of damage per round. The RMFRP version is detailed below:




 

Friday 26 August 2022

The Knife Master: a Training Package for RMFRP

 

This one very much belongs in the "bit of fun" category. It's basically an old file I found in an old folder. 
It's a mere bagatelle, but kind of neat.

KNIFE MASTER (V)

Myrdan was tired and annoyed: things had gone poorly in his meeting with that bumptious bureaucrat, Dennant. In the end, Myrdan had exploded with temper and issued threats, threats he fully intended to carry out. He hastened along the Hawker’s Way, almost oblivious to the milling crowds as he savoured his revenge. When he bumped into the nondescript little chap in a workaday smock and pants he barely halted, but the impertinent fool had the temerity to pluck at his sleeve. Myrdan wheeled back to face him, saw that he was unarmed and sneered.  “What do you want, churl?” The man’s wry smile was almost apologetic as he suddenly lunged forward, so close – too, close – to Myrdan, who reached, in vain, for his sword.

“Dennant sends his regards, sir,” the man murmured, and Myrdan was transfixed by the short cruel blade that suddenly bloomed, as if by magic, and danced, almost quicker than the eye, in the man’s nimble fingers. Then the blade thrust forward…

 

The Knife Master is an individual who combines swiftness and stealth to wield small blades with great skill. They specialise in misdirection and the concealment of their chosen blade, fully aware of the possibilities of an easily hidden weapon in a world of cautious nobles, merchants and crime lords. In combat they strive to keep more powerfully armed foes from wielding their weapons, using feints, disarms and quick movements to get inside their opponent’s guard.

Time to Acquire:

19 months

Starting Money:

normal

Special:

Weapon (+10 non-magic)………………………………………………………………………..……...….…………………30

Sheath (+10 to Quickdraw)……………….…………………...………………………………………………....…..….……30

Sheath (+10 to Hiding Item)………………………………..................................................………..................….…………15

Rival (equal or better skill)…………..………………………...……………………………………………………..………10

Sheath (+5 to Quickdraw)………………...…………………………………………………………...…………….…..……15

Weapon (+5 non-magic)…..………………………………….................................................……………..…................…100

Category or Skill:

Weapon•One-handed, Edged skill category

2

one Short Blade*

2

Subterfuge•Mechanics skill category

1

Hiding Items

2

Special Attacks skill category

0

Disarm Foe, Armed

1

Feint, Armed

1

Combat Maneuvers skill category

0

Closing

1

Quickdraw

2

Reverse Stroke

1

Weapon Trickery

1

* includes Dagger, Dirk, Knife or Misericorde.

Cost By Profession

Fighter

25

Thief

27

Rogue

28

Warrior Monk

32

Layman

33

Barbarian

27

Outrider

29

Sage

41

Swashbuckler

25

Illusionist

57

Magician

57

Animist

51

Cleric

51

Lay Healer

54

Mentalist

53

Mystic

57

Healer

57

Ranger

35

Sorceror

57

Monk

39

Paladin

34

Bard

40

Dabbler

37

Wizard

58

Magent

36

Magehunter

35

Arcanist

58

Channeling Alchemist

50

Chaotic

43

Zen Monk

41

Essence Alchemist

54

Warlock

56

Mentalism Alchemist

52

Summoner

57

Taoist Monk

39

Dervish

40

Shao-Lin Monk

39

Seer

54

Feybinder

53

Enchanter

57

Runemage

57

Sleuth

39

Mythic

33

Macabre

40

Nightblade

36

Doppelganger

56

Astrologer

57

Tarotmage

56

Warrior Mage

37

Priest (Channeling/Essence)

57

Nuncio

56

Priest (Semi)

35

Armsmaster

33

Priest (Channeling)

53

Priest (Arms)

27

Priest (Channeling/Mentalism)

57

 

 

 

 


 

 

 

 

Thursday 18 August 2022

Wolves of War: The Ulfarga for Blood & Treasure (& RMFRP)

 Ulfarga (Lupine Beastkin)

Wild-hearted but honourable wolf-like humanoids, Ulfarga represent one of the largest populations of any Beastkin. They can be found almost anywhere in the rural regions of the New Kingdoms, and, although they are no lovers of city life, some dwell in the darker corners of the more derelict cities and towns. 

For the Ulfarga, loyalty to the clan was once all: although they were fierce in defence of their individuality and personal freedoms, they would almost always work to further the standing and wealth of their clans. Clans extended across whole kingdoms, steadily building their influence.

But this is no longer the case: Ulfarga have adopted worship of the Urdrinn pantheon, particularly Avraki and Jureus . This has led to an increasingly unified people and a gradual fragmentation of clan loyalties (and a reduction in strife between the clans). Many observers now fear that the Ulfarga will carry this unification to its logical endpoint, and begin founding their own kingdoms. In fact, this has already begun in some places: those Ulfarga clans who support Venrik, Prince of Wolves in the Southern Shores region are slowly preparing to spread his suzerainty, whilst in the Northerwylde region of Old Hyarenia, several Ulfarga clans have united to establish the Confederation of Norge. Although these two realms are not yet strong enough to do more than plan their expansion, they are harbingers of things to come - if other nations cannot find a way to come to terms with the Ulfarga. The Ulfarga have one significant disadvantage in the pursuit of their expansionary visions: they struggle to master the power of arcane magic, producing only Priests, Clerics and Sorcerors. Ulfarga Sorcerors and Warlocks are limited to a level equivalent to 8 plus their Charisma bonus.

Ulfarga average 64” in height and have a movement rate of 40’. They are covered in thick grey or black fur that silvers as they age, with pale eyes, prominent wolf-like ears and long muzzles filled with sharp teeth. Most Ulfarga prefer a Neutral or Lawful alignment. They live for 120 years. They commence play knowing one human lingua franca (usually Hyarene, Kanastasi, Urdrinn or Avronakiyan). 

Ulfarga are agile and robust, but are prone to a lack of imagination and have a daunting presence. They add +1 to Dexterity and Constitution, but subtract 1 point from Intelligence and Charisma. They have the following minimum/maximum ability scores: STR 5/18, INT 3/17, WIS 3/18, DEX 6/18, CON 8/18, and CHA 3/17. They roll 3d4 +3 for their Heritage score. 

The wolf-folk are master trackers, adding +2 to all Tracking checks (and a further +2 where scent is involved). They are surprised only on a roll of 1 on a 1d6.

They also have a powerful bite attack (1d6 damage) and gain a +2 to all bull rush, grapple and overrun maneuvers if they are unarmoured. This last is often the case, as the Ulfarga have heavy pelts that grant them a natural AC of 12.

Ulfarga can, once per day, issue an eerie, prolonged howl that saps at the willpower of those within 50’. All those who can hear this howl must pass a saving throw or be frightened.

Ulfarga may select any of the following classes:  Acrobat, Assassin, Barbarian, Beastmaster, Blackheart, Bounty Hunter, Cleric, Defender, Dervish, Druid, Fighter, Monk, Priest (Fighting, Guardian), Prophet, Ranger, Scout, Sentinel, Shaman, Sorceror, Thief, Tomb Raider, Valkyrie, Warlock, Woodsman. 

They may also pursue the following multiclassing options: Assassin-Monk, Cleric-Defender, Cleric-Fighter, Cleric-Ranger, Cleric-Sentinel, Cleric-Scout, Cleric-Thief, Druid-Defender, Druid-Fighter, Druid-Scout, Fighter-Priest (Fighting), Fighter-Scout, Fighter-Shaman, Fighter-Thief, Monk-Shaman, Scout-Shaman.





Wednesday 17 August 2022

Kambyra: The South-West

 

"There is little enough to love in the southwest of this accursed isle: before I took my tour there, some spoke highly of the wildness of the southern coast, esteeming its beauty, but beauty I did not see, merely savage cold storms and the hostility of a landscape created, seemingly, to stand in opposition to civilisation and human majesty. That the inhabitants were crude should scarcely occasion comment. They knew little of the imperial glory that sustains them, and less of the civility and proper sentiment that upholds that glory."

An excerpt from the Earl of Zastenuto’s “The Empire Abroad: An Exile’s Travels Throughout The Colonies”

"The southwest has few admirers, being mostly empty, wild and dangerous. But what of that? It has no need of them, being, as I say, for the most part empty, wild and dangerous." 

Calvid Rhoak, the Wandering Scrimshander


The southwestern quadrant of Kambyra is but lightly settled, with most folk dwelling in the sun-soaked north-facing foothills beyond the River Menner, where vineyards and sheep-farming prevail. Somewhat isolated due to the Fens of Vastroy north of the river, the folk who dwell here are stoic and independent. Their lands, save for a small area between the villages of Mennerley and Kemley Bridge, are not ruled by nobles, being instead administered by the colonial government through village councils and warded by local militias. 

At the westernmost point of this region, a lightly wooded range of low hills forms a small peninsula protruding into the open sea. Unprotected from the mighty winds that roar from the south, it is home to a few hardy crofters and woodcutters...and not a few brigands. Pirates sometimes lair in the lee of the hills. The colonial administration built the keep and lighthouse of Balepoint in the hope of suppressing piracy and banditry, but, starved of funds, it has lain empty for decades.

South of this quiet land, great peaks rear up, rising dramatically to heights in excess of 8000', with passage only possible in a few places where swift-flowing streams have carved narrow valleys. Even in these locales passage is precarious, where steep, rough-cut paths ascend to exposed cols and saddles - often blocked for weeks on end by heavy snows.

The mountains are home to several unfriendly lineages: Snow Ogres, Goat Men and Harpies plague travellers and those whose sheep stray into the higher valleys, whilst Peryton, Gyres and Wyverns contend for mastery of the western cliffs that lour above the savage seas. Only one path through the mountains is truly safe: that running from Kealey Bridge to Shatterspar Bay. It is protected by a small tribe of Cyclopeans, who have contracted with the merchants of Kambyra Town to keep the passage open. Led by the formidable witch-warrior Hekus, they are left unmolested in return for protecting the road and those who travel upon it.

South of the mountains is a region of windswept plateaus and towering cliffs. Safe anchorages are scarce, and there is only one settlement of any significance: Shatterspar Bay, where a deep harbour - the best in the colony, once one navigates the treacherous reefs and brutal winds that defend the mouth of the bay - can be found. The isolation and difficulty of the harbour means it is mostly ignored by trading vessels. The Imperial Navy sought to develop it as a naval base: a few collapsed earthworks in the lower harbour offer mute testament to the failure of the venture.

Shatterspar Bay would be almost completely ignored were it not for the incredibly rich fishing grounds directly south of the bay and the fact that a rare breed of sea-snail (akin to the historical murex of ancient fame) is found in the bay. The dye it produces fetches staggering prices, and thus the merchants of Kambyra consider it well worth the cost of keeping the road open. The snails themselves are harvested by a family of Merfolk. These folk jealously guard their monopoly - and protect it from over-exploitation. The merchants of Kambyra Town - led by the cruel and greedy Yehan Yon Vago - have long desired the overthrow, or, at the very least, the enslavement of these stalwart folk.

East of Shatterspar Bay there are no human settlements, and the colonial government - though nominally sovereign - has neither authority nor power. This heavily wooded and mountainous land is home to various tribes of indigenous Kambyrans locked in perpetual struggle both with each other and with hostile Fey, Forest Goblins and a particularly pernicious brood of Svarts beholden to the ancient and dwindling Raven-priests of Drakeheyr, last remnant of a once-powerful cult that dominated much of the island.

Drakeheyr itself, an extensive complex of towers and caverns honeycombing a rocky headland on the south coast was once a resting place for migrating Giant Ravens. When those mighty, amoral monsters lost their millennia-long feud with the Sea-drakes (who, in their turn, were driven almost to extinction by the Baal-rukh of Mriros and his minions), the Cult's influence rapidly dissolved, until its sway barely reaches beyond the quiet, decrepit towers and tunnels of the Priests.

Northeast of Drakeheyr lies Gaelhorn, an abandoned dwelling of the Koryato Elves - a vanished sea-faring Elven culture, destroyed in conflict with both the Raven-cultists and the Shokottu Elves of Kambyra's eastern regions. A mighty stone tree carved from a cliff-face standing at the head of a long, fjord-like harbour, it is heavily eroded, its vaulted halls mostly ruined, its subterranean docks empty of ships. Rumours abound of treasures and sea-faring lore stored in hidden chambers, but if any have tested the truth of such tales, they remain silent. 

What is known of Gaelhorn is that even the Raven-cultists and their Svart minions do not dare approach the empty dwelling, and that the oldest lore of the Shokottu Elves links their own descent into barbarism with the defeat of the Koryato, as if that proud folk were cursed and diminished by their own victories. And indeed, the arrival of the Imperial Navy followed hard upon the heels of that conflict, and the colonial contagion soon swept the Shokottu away, leaving them a tattered vestige at the eastern margin of the Island, their storied history reduced to nothing, their heroic songs and epics now meaningless laments, maps of a land that no longer exists. 














Tuesday 16 August 2022

The Druid: A New(ish) Profession for RMFRP

 I always liked the Druid as introduced in Rolemaster Companion I. It represented a far more militant 'nature-based' archetype than the core rules Animist (which profession I also liked a lot, but it did different things). It looks as if the pending new edition of Rolemaster is - partially, at least - merging the two professions, but there is no such profession for RMFRP, so here is my take on it. It's a little different to the RoCoI Druid, due to my desire for it to be even more 'red in tooth and claw'.

DRUID

 

Although similar to the Animist, the Druid is a Hybrid spell-user of the realms of Channeling and Essence with a somewhat ‘rawer’ relationship with the natural world, reflecting a primal and militant mindset. Peerless in the wild, they are often the object of considerable anxiety by those who dwell in settled lands, a not unjustified position given their stern nature and their use of animal parts to power their spells.  

Druid Spell Lists

Druids learn the following six Base Lists, and can learn Open and Closed Channeling and Essence Lists at a higher cost.

Corpist Casting: (Essence Companion, p.80) obtaining and utilising animal specimens for use as magical catalysts.

Hunting Mastery: (Channeling Companion, p.102): magical enhancements of the caster’s capacity to track and kill.

Magic Staff: (Essence Companion, p.105): creating and enhancing a magical staff.

Nature’s Movements/Senses: (Spell Law – of Channeling, p.29) enhancing abilities and senses.

Stone Mastery: (Channeling Companion, p.111) manipulating and wielding the power of stone.

Tree Mastery: (Channeling Companion, p.114) manipulating and wielding the power of trees.

 

Prime Stats: Empathy and Intuition

 

Armor-Heavy

11

Power Awareness

2/7

Armor-Light

7/7/7

Power Manipulation

6/12

Armor-Medium

10

Power Point Development

6

Artistic-Active

2/5

Resistance

10

Artistic-Passive

2/5

Science/Analytic-Basic

3/7

Athletic-Brawn

6

Science/Analytic-Specialized

8

Athletic-Endurance

3

Self Control

6

Athletic-Gymnastics

3

Special Attacks

15

Awareness-Perceptions

6

Special Defenses

30

Awareness-Searching

2/7

Subterfuge Attack

16

Awareness-Senses

2/6

Subterfuge-Mechanics

5

Body Development

6/14

Subterfuge-Stealth

3

Combat Maneuvers

14

Technical/Trade-General

3/7

Communications

3/3/3

Technical/Trade-Professional

8

Crafts

4/10

Technical/Trade-Vocational

5/12

Directed Spells

3/7

Urban

4

Influence

2/7

Weapon-1

4

Lore-General

1/3

Weapon-2

6

Lore-Magical

2/7

Weapon-3

20

Lore-Obscure

3/6

Weapon-4

20

Lore-Technical

2/6

Weapon-5

20

Martial Arts-Combat Maneuvers

18

Weapon-6

20

Martial Arts-Striking

9

Weapon-7

20

Martial Arts-Sweeps

9

 

 

Outdoor-Animal

1/5

 

 

Outdoor-Environmental

1/4

 

 

 

Everyman Skills: Alchemy, Creature Lore, Fauna Lore, Intimidation, Terrain Mastery.

Occupational Skills: none.

Restricted Skills: all Urban skills.

Profession Bonuses

 

Awareness Group

+5

Power Manipulation

+5

Lore Group

+5

Spell Group

+5

Outdoor Group

+15

Subterfuge Group

+10

Power Awareness

+5

 

 

 

 

 

 

 

Spells-Arcane Base Lists (Other)

12

Spells-Own Realm Closed

4/4/4

Spells-Arcane Closed

8/8

Spells-Own Realm Open

4/4/4

Spells-Arcane Open

5/5

Spells-Own Realm Other Base

10/10

Spells-Other Realm Base

60

Spells-Own Realm Own Base

3/3/3

Spells-Other Realm Closed

25

Spells-Own Realm TP List

4/4/4

Spells-Other Realm Open

12

Spells-Other Realm TP List

8/8

 

 

Spells-Restricted

6/6/6

 

 

 

Wolves of War: The Ulfarga for Blood & Treasure (& RMFRP)

  Ulfarga (Lupine Beastkin) Wild-hearted but honourable wolf-like humanoids, Ulfarga represent one of the largest populations of any Beastki...