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Author Topic: Blunderbuss Rules and Discussion Thread - It's a Game Now!  (Read 25447 times)

Solifuge

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Blunderbuss Rules and Discussion Thread - It's a Game Now!
« on: February 26, 2011, 03:48:32 am »

Blunderbuss:
Post Renaissance Fantasy Campaign World



(06/2012) Mechanics: Archetypes and Character Creation
(06/2012) Mechanics: Charcters and Reputation
(10/2012) Mechanics: Death and Dying
(10/2012) Mechanics: Spellcasting
(03/2011) Technology: Black Powder Rockets
(12/2011) Technology: Protective Equipment
(03/2011) Religion and Magic: The Exemplarate
(03/2011) Religion and Magic: Spellcasters and their Patrons
(06/2012) Religion and Magic: Daemons, Archons, and the Cosmos
(01/2013) Religion and Magic: Titles Within the Exemplarate
(05/2011) Races: The Kobolds
(10/2011) Races: The Kenku
(10/2011) Races: The Flinds
(06/2012) Races: The Hobs

This is a World-building thread, where I'm hashing out an original Campaign Setting for the Pathfinder d20 system. It's based on a collaboration with a good friend of mine, bits from world folklore, a long-standing love of fiction (sci-fi, fantasy, and otherwise), and plenty of original ideas. I'm trying to give the world a different feel than your typical fantasy world, while keeping things recognizable. If I had to put the setting in a genre, it'd be something like "Post-Renaissance Steampunk Fantasy".

I'll be detailing bits of the setting through a series of posts, such as the known races of the world, major settings and locations, notable civilizations and characters, new technologies, game rules, and so on. I'll do my best to keep them organized. I'd love it if you wanted to share suggestions, critiques, and general encouragement; I'm aiming to make it feel like a believable, complex world, so you might enjoy it as a narrative even if you're not into tabletop gaming.





Campaign Overview:

Blunderbuss is set in a low-magic world, in a more advanced historical period than typical sword-and-sorcery fantasy. Times have changed, worship of gods has waned, and constant breakthroughs in philosophy and technology speak of an exciting future. The discovery of steam engines and blasting powder has lead to new innovations and reshaped much of the cultural landscape, while new sailing and navigation techniques have opened up access to distant lands, enabling settlers to reach a previously unknown continent far across the sea. As with any paradigm shift, the world is rife with conflicts between old and new, such as those between old religions and new philosophies, discovery pushing against the unknown, and civilization marching ever onward against the wilderness.
« Last Edit: February 25, 2013, 01:43:55 am by Solifuge »
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mcclay

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Re: Blunderbuss [World-building]
« Reply #1 on: February 27, 2011, 10:40:56 pm »

A good idea would be to add the fact that many explores are on the brink of flight techology. This could be a natural hook for an campiange or adventure. Or it ciuld help you if you diecide to advance the timeline.
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Retro

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Re: Blunderbuss [World-building]
« Reply #2 on: February 27, 2011, 11:08:43 pm »

I'll take a more thorough look at this later when I've got more time, but the one thing I noticed on a quick skim-through was that this newly-discovered western Tyrn continent seems like a North/South America expy. I think that was intentional, but I can't tell. Hopefully more of a differentiation is made later on either way.

Kadzar

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Re: Blunderbuss [World-building]
« Reply #3 on: March 01, 2011, 02:42:28 pm »

So far it looks interesting. I'm posting to follow.
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #4 on: March 02, 2011, 12:57:02 am »

Well, it's fantasy built around ideas and concepts from the colonial era, and as such is drawing on the exploits of the Spanish, French, and English for inspiration, as well as bits from the history of Australia. The expeditions are all pretty much contained to the northern region, which is tropical and subtropical. Sailors going south along the coasts have found a rocky temperate peninsula far to the south.

As for flight technology, being semi-steampunk in its design, the game world will provide plenty of opportunities for the development of such technology. In fact, some people may already have it!
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Acanthus117

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Re: Blunderbuss [World-building]
« Reply #5 on: March 02, 2011, 05:40:20 am »

Very interesting.

Will keep an eye on this.
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Jopax

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Re: Blunderbuss [World-building]
« Reply #6 on: March 02, 2011, 06:55:54 am »

Seems very interesting, do expand on the technology itself, i love reading about it :D
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #7 on: March 04, 2011, 10:06:32 am »

click to enlarge

Technology: Black Powder Rockets

Specialized ranged weapons often used as artillery in siege and naval combat. They are propelled (generally through the air) by burning black-powder, and once lit move under their own power. Since they lack recoil, they can be loaded more quickly than cannons, but generally suffer from higher expense and lower accuracy. Many have a maximum range, in addition to their range increment, which represents the farthest they can travel before their fuel is exhausted and/or they detonate. Some are designed to be used with Siege Engines, while others can be fired by hand. Since aiming rocket-firing siege engines is more a mental challenge than a physical one, attacks with them often use the siege crew leader's Intelligence modifier to hit, instead of Dexterity. Some examples follow:

Lance Rocket: A long-ranged weapon named for their resemblance to lances, they are essentially large arrows propelled by a black-powder rocket, with a volatile explosive charge in place of an arrowhead. When lit, they travel in a long arc toward their target, detonating when they hit it, collide with an obstruction, or run out of propellant and fall. Most are large enough that they have to be fired from a frame mounted on the ground, though uncommon varieties exist which can be carried and fired while standing. Some seagoing vessels have rocket-launching arrays mounted above deck, instead of traditional deck cannons.

Turtle Bomb: A bouyant, rocket-propelled explosive shell designed for use in navel combat in calm water. They resemble turtle shells made of metal and wood, and are packed with black powder with an adjustable waterproof fuse. The shell has a metal spike at the front, and a small rocket at the rear guided by a pair of arrow flights. When lit and placed on the water, the shell streaks forward across the water, attaching to the hull of an enemy vessel, and exploding after the timed fuse burns up.

Firedart Launcher: A siege engine specialized for use against clustered infantry and wooden structures. It resembles a wheelbarrow with legs to stabilize it when at rest, and a series of forward-facing open chambers on top, which launch a swarm of rocket-propelled arrows called firedarts. Though their aim is erratic, the firedarts are fearsome weapons, as the rockets propelling them have a tendency to burst in flame after they strike. Some varieties of firedarts are designed to scream as they fly through the air, which has a distracting and demoralizing effect on intelligent targets. Others are created with additional hollow glass compartments, which can deliver alchemical compounds wherever they strike.
« Last Edit: March 04, 2011, 04:42:28 pm by Solifuge »
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #8 on: March 04, 2011, 04:31:10 pm »



Religion and Magic: The Exemplarate

A new philosophy, originally conceived by Draskari nomads, has spread through much of the world. It teaches that this world and its inhabitants are merely shadows: imperfect recreations of the True World. Pain, suffering, and death are merely products of life here being an imperfect recreation of what it was intended to be. The beings worshiped as gods by priesthoods throughout history are considered to be nothing more than powerful Archons, and are still bound within this False World. All the rewards they promise for dedication and service are just other ways to keep souls trapped in the False World with them, where they may continue to exercise their power over them. The only way to transcend this shell is by rejecting the shallow pleasures and temptations it offers, and striving toward "ultimate personal perfection". Only then can their spirit escape, and be reborn into the True World.

A powerful seat of government guided by this philosophy has arisen in the crossroads of the old world, known as the Exemplarate, who commit themselves to striving for perfection of thought and action. They often serve as teachers, councilors, and governors within communities, striving to shape a more just, harmonious, and peaceful society free from corruption and vice.

To the Exemplarate, magic is generally viewed with great mistrust; it is the same tool Archons and Daemons use to manipulate the False World in a way to suit their ends. To them, the study and use of magic represents giving in to the False World fully, and only furthers their complacency in the shallow comforts it offers. Magic-users are often compared to dreamers who seek to manipulate their dreams, but avoid waking up. Still, magic is undeniably useful, and though its use is violently discouraged among the common people, some are sanctioned to perform magickal acts in order to help others survive, and work toward personal perfection. An order of Inquisitors seek out and quell the worship of the old Gods, and root out the practice of unsanctioned magic.
« Last Edit: January 09, 2013, 10:22:48 pm by Solifuge »
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Acanthus117

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Re: Blunderbuss [World-building]
« Reply #9 on: March 06, 2011, 10:29:35 pm »

Wow, that's a really cool religion, Solly.

+5 Awesome Points (AP) earned.
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Remalle

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Re: Blunderbuss [World-building]
« Reply #10 on: March 06, 2011, 10:45:50 pm »

Posting to watch.  I love watching worlds being built ground-up.  Have you read Rich Burlew's The New World on GiantITP?
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #11 on: March 08, 2011, 11:46:29 pm »



Religion and Magic: Spellcasters and their Patrons

Magic is a strange and unpredictable supernatural force. Magic stems from the realms beyond, and few mortals are able to create or control it on their own; unless they possess innate magical properties, most creatures must gain the aid of an appropriate Patron before they are able to wield magick. Patrons are often the object of a religion, including powerful Archons or Daemons such as a god or elemental spirit. Such Patrons often require oaths and conducts out of their Pledged, and provide access to miraculous Words of Power in exchange for their outstanding dedication, usefulness, or conviction. The Patron's domains determine what sort of spheres of magic their Pledged can be granted access to... for example, a cultist Pledged to the Warrior Daemon Flauros may learn wordspells that grant victory in battle, and gain the ability to miraculously summon and control flames.

There are other ways to gain the services of a Patron as well. Spellcasters who study magick may learn the laws that govern Daemons, Archons, and other outsiders, and use this information to gain the services of Patrons relevant to their interests. Many will form pacts with major Daemons such as the Elf King or Shass the Trickster, gaining a portion of their Patron's power in exchange for tributes or services. Less scrupulous wizards may find ways to bind their Patrons into service against their will; a necromancer may draw power from the Keeper of the Dead by stealing stolen bones and gravesoil in a rune-covered jar, while an evoker may draw their powers from minor elemental Daemons imprisoned within an amulet-sized cage of Cold Iron. Others still may elect to host an aspect of their Patron within themselves, such as an ancestor spirit, minor Archon, or animal totem, which grants them an innate well of magic to draw upon, but which frequently have physical or mental effects on their hosts. Some creatures have an innate ability to use certain Wordspells as well; for instance, the fey heritage of Elves and Hobs allows them to cast minor enchantments and glamors without a Patron.

Not all Patrons are equal in power either; weaker Patrons often require less of their Pledged (or have less ability to escape binding), but may not know many Wordspells, or have a great deal of power to loan. Some Magick Practicioners seek out new, more powerful Patrons, though this can be a time-consuming process requiring weeks of research, communion, and effort.
« Last Edit: June 05, 2012, 10:33:04 am by Solifuge »
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #12 on: March 09, 2011, 12:05:14 am »

Posting to watch.  I love watching worlds being built ground-up.  Have you read Rich Burlew's The New World on GiantITP?

I've read a lot of Rich Burlew's materials (including OOTS, of course), but I've not gone through The New World yet. I might take a look at that over the next few days, as I could probably use more structure for this project. As of now, I'm sorta flailing to work out as many of the cool bits and bobs inhabiting my head as I can, before I forget all the fun little details.

Anyway, thanks for the positive comments so far! This is a really exciting project for me, and I hope it shows. I'll be taking some more time to define the current state of technology and magic, and will get onto the races and regions thereafter.
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tomas1297

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Re: Blunderbuss [World-building]
« Reply #13 on: March 09, 2011, 08:13:19 am »

It teaches that this world and its inhabitants are merely shadows: imperfect recreations of the True World.
Would you believe me if I told you that's what I used to believe before my philosophy got completely reversed?
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #14 on: March 09, 2011, 11:41:27 am »

Why not? You might be interested to know the religion of Omrose is based loosely on Platonic Idealism, which was a belief held by the Greek philosopher Plato, and drawn upon in the writing of his The Rebublic. Of course, it's been adapted to the cosmology of the D&D universe, and has to find room for Gods and Spirits and such as well. There's also a bit of Buddhism thrown in for good measure, and some zealotry to boot. Kinda like aggressive Buddho-Platonism.
« Last Edit: March 09, 2011, 02:41:25 pm by Solifuge »
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