Hey there, if I pinged you that is because you had expressed interest in play-testing Realm of Bastions (TTRPG). If you are interested and want to make a character go for it, I'll be capping the amount of people in a single play by post campaign to 4 so if there is more interest I'll run more than one.
Included in the post and subsequent comments will be a game description, lore description, mechanic description, character generation process, and relevant materials for that.
As always if you have interest in reading the whole (250) page .pdf please message me and I'll give the download link.
The Realm of Bastions core rule-set will always be pay what you can as it is important to provide this to anyone who is interested in playing.
Realm of Bastions is a classless & race-less table top role-playing game that promotes shared story-telling. The world that it is based on explores many conflicts in society that are relevant even today, and the encounters may bring up a range of emotions. The Realm of Bastions is aesthetically inspired by Western, Science Fiction, and Fantasy genres exploring some conflicts present in those genres.
The Realm of Bastions is similar yet distinct from the modern world, and will contain themes relating to Technology vs. Magic, tradition vs. innovation, oppressors vs. oppressed, urban vs. rural, among others.
Each Encounter can be designed collectively as an entire group, a single person, or any number in between. The game is designed so that every part of the table top role playing experience can be done so through the Encounter building tools.
The intent of the game is to build friendship through the experiencing of challenging, gritty Encounters while role-playing characters that are capable yet vulnerable. Each player will make difficult choices with their character both in a narrative sense as well as within the mechanics of the game itself.
The game uses a large amount of options to create Actors and then Encounters for which to role-play these characters. The group of players then weave these Actors and Encounters together to create a shared narrative while progressing the Abilities of the Actors.
In the Play by post I will be creating the encounters, I will use another post as the "play by comment" post, this one is where I would like your character to be posted.
In the format of:
Name:
Statistics
Body:
Mind:
Spirit:
Current/Max Stamina: /
Life Paths Experienced:
Active Ability Pool:
Physical Inventory:
Mental Inventory:
Faction Limit:
Faction Points:
Dosh:
Equipment/Items:
Abilities:
Background
For each Life Path experienced please include one to two sentences describing the way the Life Path contributed to the development of the character. In addition please include a physical description of the character.
I'll provide a sample character to help make this more clear.
This is one of the first few times I have run this with others so please be patient and ask as many questions as you can they help me!
Alright finally have this post finished, I know it is a LOT of info and is honestly half the book lol. I am pinging anyone that has expressed interest in play-testing or provided feedback before, if you are no longer interested I apologize!
This is the post I'll be used to organize a Play-by-post playtest.
@Orannis62 @Kirai @Speaker @Nakoichi @Ithorian @corgiwithalaptop @hahafuck @Grownbravy @barrbaric
I'll look through this tonight and will try to have a character concept for you by tomorrow if not tonight. Thanks for pinging me!
I'd be down for a pbp playtest but am generally unreliable just as a person, so lemmie just look through everything to confirm I can handle it so I don't have to flake later
Automaton System Abilities
Automaton Systems
Automaton Systems are the pinnacle of Technology & Magic development in the Realm of Bastions. They are around 90kg in weight and around 2m in height with the limbs roughly 3x the size of an average person, usually a sleek metallic color due to the alloy used to harness Magic Essence. The first developed System was the Wind-runner system tested by the Ot’Ka after development at the Skyward Monolith, the Castle System was a reward for the Zol’Ka nation for their allegiance during the Third Desert War, the Zeu'Ka were able to smuggle out some Blueprints and construct their own variant the Firebird. The Lotus System was developed independently and first revealed during the final battle of the Third Desert War, developed in conjunction between the Speaker of the Lake and the top tinkerers of Den'Ka.
These Abilities are only able to be learned in the Setting they originate from, during the Learning encounter when you attempt to Upgrade your Automaton System you must have Knowledge of Mechanics equipped and roll 1d6 + your Mind against 2d6, if you roll higher you gain access to the new Ability, if you roll lower you still gain access to the new Ability but your Automaton System sustains the difference in Damage.
Requires a Quick Action to Activate the System at the start of each encounter and a Quick Action to Deactivate a System to use other Abilities.
While the System is activated use the System Stamina which is equal to the Operator’s Spirit. When System Stamina is = 0 Cannot use Automaton System Abilities until it is Repaired during a Crafting Encounter while Knowledge of Mechanics is Active. While a System is activated non-system Abilities and Equipment Cannot be used, except for the benefits of Garb. Action: Movement is a Quick Action while in an Automaton System, all Automatons can use the Unarmed Attack as a Quick Action Dealing 1 Damage. Only one type of Upgrade may be active for each area (System, Head, Body, Legs, R-hand Sphere, L-hand Sphere). Abilities that affect another actor and are not attacks are Spirit v Spirit opposed rolls. While in an Automaton system your social opposed rolls are -2. Abilities that Block Technology Abilities also Block Automaton Systems.
Firebird system (Requires Zeu’Ka Faction)
• Five-feather System Upgrade: (Long Action System Activation you have 5 Feathers, each time a Sphere is used a feather is used to add damage, 1st , 2nd & 3rd Feather Used is +2, and the 4th & 5th Feather used is +0, when all feathers are used the System takes 1d6 damage each time another Sphere is used.) • Three-feather System (Long Action System Activation you have 3 Feathers, each time a Sphere is used a feather is used to add damage, 1st Feather used is +3, 2nd Feather is +1, and the 3rd Feather is +0, the system does not overheat when the last feather is used.) • Pyro-kinetic Processing Unit (Head): (Quick Action, Can move an Element:Fire space to another close to it.) • Heat Sensing Unit (Head): (Brief Action, may use the Perceive Action against any Close Target) • Plumage Array (Body): (Quick Action, Next Successful Attacker is Dealt Damage = to # of Feathers) • Eruption Array (Body): (Long Action, Can use all feathers to deal that # of damage to all adjacent actors) • Trail-blaze Assemblage (Legs) (Quick Action, Next Movement is Quickened, Adjacent Spaces where finish moving now have Element:Fire in them) • Scorcher Assemblage(Legs): (Quick Action, Successful Attacks against targets creates Element:Fire in their space.) • Fire: Ember-sphere (Quick Action Melee Attack, Deal 1 Damage) • Fire: Magma-sphere (Uses the R-hand & L-Hand Upgrade areas, Long Action Melee Attack Deal 3 Damage), • Fire: Inferno-sphere (Long Action, Ranged Attack Close Range Burst of 1 Damage to targets adjacent to attack target), • Fire: Plasma-sphere (Quick Action Ranged Attack Close Range dealing 1 Damage)
Castle System (Requires Zol’ka Faction)
• Barrier System Upgrade: ( Long Action System Activation Deflect the next 3 Melee damage received) • Rampart System Upgrade: (Long Action System Activation Deflect the next 3 Ranged damage) • Reinforced Combat Circuitry (Head): (Free Action, if your Attacks are Slowed, they are now Quickened.) • Environmental Facade Sensor (Head): (Long Action, you become Undetectable until you use the Movement Action) • Defense Redundancy Array (Body): (Long Action, Restores the Barrier or Rampart Damage Deflect) • Environmental Adaptability Chassis (Body): (Quick Action, Restore System Stamina by 1d6) • Locomotor Stability Assemblage (Legs): (Quick Action, if Knocked Down may stand and your next Movement Action is quickened) • Magnetic Tethering Assemblage (Legs): (Long Action, Any Flying Targets within a Far range are pulled to the ground & knocked down) • Earth: Terra-sphere (Quick Action to create a wall of earth Deflecting the next 2 Melee/Ranged damage adjacent to the wall, may use another Quick Action to increase the amount Deflected by 1.) • Earth: Crystalline-sphere (Quick Action Melee Attack dealing 2 Damage) • Earth: Tremor-sphere (Long Action to Slow all enemies Close to you) • Earth: Magnetic-sphere (Long Action to pull all enemies Far from you, Close to you)
Lotus System (Requires Den’ka Faction)
• Wave System Upgrade: (Long Action System Activation, Absorbs the next 2 Damage received.) • Pitol System Upgrade : ( Long Action System Activation, the next 4 Damage you deal restores 4 System Stamina) • Kinetic Interference Antenna (Head) (Quick Action, Blocks the last used Automaton Ability by a target within far range) • Hydraulic Integration Circuitry (Head): (Free Action, May Activate Hydraulic Abilities while using an Automaton System) • Ambient Viscosity Modulator (Body) : (Quick Action to Absorb the Next 1 Damage) • Externalized Viscosity Modulator (Body): (Quick Action to Absorb the Next 1 Damage dealt to a target close to you) • Ambient Pressure Modulation Assemblage (Legs): (Long Action to Slow Movement for Targets Far from you) • Pressurized Movement Assemblage (Legs): (Long Action to Fly, cannot Ascend) • Water: Genesis-Sphere (Quick Action to restore 1d6 Stamina or 1d6 System Stamina to Adjacent Target) • Water: Bubble-sphere (Quick Action, you and a target in Far range are Slowed) • Water: Ice-sphere (Quick Action Melee Attack dealing 2 Damage), • Water: Hydro-Sphere (Quick Action Ranged Attack dealing 1 Damage)
Wind-runner System (Requires Skyward Monolith Faction)
• Zephyr System Upgrade: (Long Action System Activation, Dodging is Quickened until end of the encounter) • Mist System Upgrade: (Long Action System Activation, you are Undetectable and Obscured until the end of the next round) • Pneumatic Integration Processor (Head): (Free Action, May use Pneumatic Abilities) • Dexterity Processing Unit (Head): (Free Action, May use Weapons Instead of Spheres in L-Hand & R-Hand) • Ascension Chassis (Body) (Quick Action, to Copy Uplift ability on self only) • Alacrity Chassis: (Brief Action, Next Action is Quickened) • Movement Redundancy Assemblage (Legs): (Free Action, if Movement is slowed, it is now Quickened) • Attack Redundancy Assemblage (Legs): (Free Action, Unarmed Attacks Deal 2 Damage) • Air: Pressure-Sphere (Quick Action Ranged Attack Dealing 2 Damage to a Target in Close Range) • Air: Cyclone-Sphere (Quick Action Ranged Attack Dealing 1 Damage to the target and knocking down & away to Close range any adjacent targets) • Air: Lightning-Sphere (Long Action, Ranged Attack Dealing 2 Damage to a Target in Far Range) • Air: Smoke-Sphere (Long Action to make a target Undetectable and all Adjacent spaces to them Obscured until the end of the next round)
Gifted Abilities
Gifts
During the time of the Incarnates there were no Gifts bestowed upon those who lived within Outer Bastion. After the fall of the Incarnates the elemental energy they had embodied diffused upon the lands of Outer Bastion affecting everyone differently. For some they are completely unaffected while others develop powerful abilities. Gifts are different from other Active Abilities in that they are always equipped, do not take up space in the Active Ability Pool and cannot be exchanged, once they are bestowed they are permanent. The only means by which they are bestowed is life in Outer Bastion in the form of the Base Encounter Setting chosen during Actor Progression or Generation. Gifts have the Focus trait requiring a Long Action to activate the first time and a Brief Action every subsequent time through the Sustain Action
Limbs
• Psionic (Strength) [Focus, sustainable, Body is 3] • Psionic (Grasp) [Focus, sustainable, One Target in far range is Grappled] • Psionic (Weave) [Focus, sustainable, can Dodge the next successful Attack] • Psionic (Twitch) [Focus, sustainable, next Attack is quickened] • Psionic (Terra-genesis) [Focus, sustainable, Copy Touch Creation: Earth] • Psionic (Pyro-genesis) [Focus, sustainable, Copy Touch Creation: Fire] • Psionic (Bone Intensification) [Focus, sustainable, next successful Attack: Unarmed Strike does 3 Damage] • Psionic (Path-walking) [Focus, sustainable, Moving is quickened and cannot be knocked down.] • Psionic (Twinning) [Focus, sustainable, Choose two Psionic abilities, while Twinning is Focused those Psionic abilities are also Focused] • Psionic (Blade) [Focus, sustainable, Copy Equipment: Sword]
Torso
• Psionic (Replenish) [Focus, sustainable, Target Canister regains half it’s capacity in air or water] • Psionic (Shout) [Focus, sustainable, Copy: Burst Air] • Psionic (Aqua-genesis) [Focus, sustainable, Copy: Creation Water] • Psionic (Calcification) [Focus, sustainable, Deflecting is quickened] • Psionic (Spines) [Focus, sustainable, until end of next turn Melee Attackers take 1d6 damage] • Psionic (Force) [Focus, sustainable, Spirit is 3] • Psionic (Clarity) [Focus, sustainable, Mind is 3] • Psionic (Vitality) [Focus, sustainable, Stamina is 3] • Psionic (Shadow) [Focus, sustainable, can Disengage] • Psionic (Regeneration) [Focus, sustainable, restore 1d6 Stamina on self]
Body
• Psionic (Nourishment) [Focus, sustainable, Absorb Absorb One Adjacent Element: Earth to restore 2 Stamina] • Psionic (Inflammability) [Focus, sustainable, Absorb One Adjacent Element: Fire to restore 2 Stamina] • Psionic (Shell) [Focus, sustainable, Absorb One Adjacent Element: Water to restore 2 Stamina] • Psionic (Defense) [Focus, sustainable, Absorb the Next Successful Melee Attack] • Psionic (Manipulation) [Focus, sustainable, Copy the Gadget Manipulation Ability] • Psionic (Strike) [Focus, sustainable, Copy the Waylay Ability] • Psionic (Will) [Focus, sustainable, Stamina is 3] • Psionic (Surge) [Focus, sustainable, Focus Abilities require a Quick Action to activate and a free action to sustain] • Psionic (Rippling) [Focus, sustainable, Absorb the Next Successful Ranged Attack] • Psionic (Cloak)[Focus, sustainable, Copy: Hiding Ability]
Head
• Psionic (Acidification) [Focus, sustainable, Copy the Acid spell Ability] • Psionic (Entropy) [Focus, sustainable, copy Phase Change: Steam] • Psionic (Genesis) [Focus, sustainable, copy Homeopathy] • Psionic (Plasma) [Focus, sustainable, copy Essence Burn] • Psionic (Fading) [Focus, sustainable, copy Obscure Self] • Psionic (Cognizance) [Focus, sustainable, can copy one Knowledge Ability] • Psionic (Magnetism) [Focus, sustainable, copy the Magnetic spell Ability] • Psionic (Pyrokinesis) [Focus, sustainable, copy the Leap spell Ability] • Psionic (Telekinesis) [Focus, sustainable, copy the Air Burst spell Ability] • Psionic (Hydrokinesis) [Focus, sustainable, copy the Water Shaping spell Ability]
Mechanic Primer
Within the Realm of Bastions there are people from a myriad of backgrounds, with a wide variety of physical appearances, resulting in a rich diversity of people. A character made by a player becomes an Actor in the Realm of Bastion.
Read through this book to see the wide variety of Actors that can be created and discuss with the other players to decide if you wish to come from similar Factions or if a Quest brought all of the Actors together from wide ranging backgrounds.
Core to the Actors are attributes and abilities which come from the culmination of Life Paths experienced by the Actor.
A Life Path consists of two Arcs, Arcs are a collection of 3 Encounters, usually a Social, Exploration, and Combat encounter but can be comprised of any 3 connected encounters. The average duration of campaigns are around 13 Life Paths but there is no limit on the amount of Life Paths an Actor can experience.
Each Actor uses Mind, Body, Spirit as their attributes, while some Abilities may modify these Attributes they can only be permanently changed through experiencing a Life Path.
Each attribute starts at 1, and at every even number of Body one Skilled Ability is unlocked that can be learned from an appropriate Encounter. Every even number of Mind unlocks one Technology, Ancient Ways or Skilled Ability, and every even number of Spirit unlocks one Magic, Automaton System or Skilled Ability.
Every odd numbered Life Path after the first results in an additional Active Ability to be equipped (1 Paths = 1 Active Ability, 3 Paths = 2 Active Abilities, 5 Paths = 3 Active Abilities, and so on). There is no limit to the number of Innate or unequipped Active Abilities an Actor has. Ex: At three Life Paths every Actor has an Active Ability Pool of 2, a total of 3 Attribute increases or Gifts, and an amount of Abilities relative to their Attribute, usually 2.
One of the most important aspects of an Actor during play is the Actor’s Stamina, which is a representation of their physical fortitude. If an Actor’s Stamina drops below 1 the become Unconscious.
An Actors Maximum Stamina is equal to twice their Body and events during Encounters may reduce or replenish it. An Actor may find themselves in a situation where their Stamina is lower than the Maximum but never higher. Some Abilities may change the value of Stamina directly in addition to reducing or replenishing or even change the way that Max Stamina is calculated. When those effects end your Max Stamina reverts to what it was before the effect, and your Current Stamina if higher than your original Max Stamina is reduced to become equal. For example: Vojk has 1 Body so has 2 Stamina at the start of the Encounter. When he uses Psionic (Vitality) he has 3 Stamina, and when he is subsequently damaged by 1 he ends the Round with 2 Stamina. On their next turn they once again use Psionic (Vitality) to return to 3 Stamina
When an Actor’s Stamina reaches 0 they make a roll to maintain consciousness as a Long Action on their turn. A roll of 1-2 results in the Actor slipping into unconsciousness, a 3-4 resulting in a Partial Success, and a 5-6 being a full success resulting in the Actor regaining 1 Stamina. If no Player Actors are conscious the Encounter ends and new Actors are made. Unconscious Actors can be brought back to consciousness during a Relaxing encounter where another Actor with Knowledge of Medicine tends to their wounds. Non-Player Actors do not roll to maintain consciousness, but can be brought back similar to Player Actors during a Relaxing Encounter.
The amount of Equipment Inventory Space is equal to the Actor’s Body, and the amount of Intangible Inventory is equal to the Actors Mind, the limit of an Actor’s amount of faction points for each faction is equal to the Actor’s spirit. (Ex: Kola has 4 Body, 1 Mind, and 1 Spirit and can have Two Weapons (Or ranged weapon and ammunition), One Worn Item, and 4 Items in her physical Inventory, one Intangible, and 1 Faction Point per Faction. She has 8 Max Stamina, and an Active Ability Pool of 2.)
Faction points must be declared by the Player at the start of Combat or Social Encounters, during Exploration Encounters if an appropriate obstacle uses a Faction & you have a Faction point with that faction may expend one Faction point to resolve that Obstacle. Each Faction Point used allows a Player to improve the starting Disposition of an NPA that shares the same Faction by one level per point used or used in place of Dosh. After being used a Faction point is depleted until completing a Downtime Social encounter with that Faction.
Every Life Path must include a Faction and Setting appropriate to the Setting Cluster chosen by the Player or rolled at random.
The first Life Path can be considered an Actor’s childhood to adolescence, the second path is to young adulthood, and third is the Adventuring Age at which the Actor enters into play. Each Life Path beyond this is all considered a part of the Actors Progression. A Player may roll 1d6 to determine where each Life Path occurs or choose a Setting Cluster for each of their three life paths: 1-2 A life path in the Outers Setting Cluster means the Player can choose a Gift Ability or increase Body, Mind or Spirit by 1. In addition the Actor receives 1 Dosh or 1 additional Faction Point. 3-4 A life path in the Middles Setting Cluster means a choice of increasing Body, Bind, or Spirit by 1 and receiving 2 dosh or 1 additional Faction Point. 5-6 A life path in the Inners Setting Cluster means a choice of increasing Body, Mind or Spirit by 1, and receiving 3 dosh per path. In Addition Subtract 1 Faction Point from a Faction not in the Inners Setting Cluster.
After 6 Encounters another Life Path has been experienced by the Player Actor (PA), choose one of the Factions & Settings from one of the Encounters experienced to serve as the basis for the Life Path. Receive the benefits from a Life Path in Inner, Middle, or Outer as well as a Faction Point from the Faction you interacted with during that Encounter. An increase to your Attributes and Active Ability Pool occurs immediately. Any Active Abilities unlocked with an Attribute increase from a Life Panel must be obtained from a Learning Encounter with an appropriate trainer. A trainer is a Non-Player Actor (NPAs) with a similar type Active Ability from a Faction & Setting chosen by the Storyteller. NPAs that have a Pneumatic Active Ability can train PAs in Pneumatics, NPAs with an Earth Magic Active Ability can train PAs in Earth Magic, NPAs with a Social Active Ability can train PAs in Social Skills and so forth.
Mechanic Primer pt. 2
Encounters are broken up into Rounds, Descriptions and Turns. A Description is when a Player uses one to two sentences to describe what their Actor’s current appearance is, what their actions may look like, what their Actor is feeling, the Description is up to the Player.
A Turn is for an individualized, specific Actor utilizing their Action(s), and the Round consists of each Actor having a Description and a Turn. Actors can be Player’s Actors (PA) or a Non Player Actors (NPA) and the Round is split into two sections: the Player Actors’ Turns and the Non Player Actors’ Turns. To determine if the PA or NPA Turns occur first refer to the Encounter’s Tone. A Roll Off means that the Player who chose the Faction rolls against one of the Player who chose the Tone, the higher number wins, if the numbers are the same the Actor with the highest Body results in their Turns occurring first. If more than one Actor has the Highest Body the Actor with the highest Mind has their Turn section first. If more than one Actor has the highest Mind the Highest Spirit results in their Turns occurring first. If more than one Actor has the Highest mind, those Actors Roll Off with ties Rerolled and the highest number choosing the order of Turn sections for the Encounter’s duration.During the NPA Turns the Player that chose the Faction determines the order of each Actor, during the PA Turns the Players collectively decide upon the order of each Actor for the duration of the Encounter.
Every Round before an Actors turn their Player has a Description phase, where they say or write one to two sentences about their Actor. Players that choose the Faction, and Setting have additional Description phases. At the start of each new Round the player that chose the Setting has a Description related to the Setting itself, while the player that chose the Faction has a Description for each NPA.
During each Turn an Actor can take One Long Action, Two Quick Actions, or Four Brief Actions in addition each Actor may use a Free Action if available (An Actor cannot take more than Two Free Actions in a Turn). Some Abilities can Quicken an Actor and Slow an Actor causing an Action to change from one type to another (Blocked ↔ Long Action ↔ Quick Action ↔ Brief Action ↔ Free Action). For example an Actor quickened to Free Actions would be able to make at most 6 Actions (Two Free Actions and Four Brief Actions).
When performing actions that impact another actor an opposed roll will be used, the default opposed roll is rolling a 1d6 against another 1d6 with the higher roll succeeding but other abilities or actions may specify another dice roll needed or an alteration to the opposed roll format. Please refer to any Ability description or the section for that Ability (ex: Magic/Earth) for more information on a specific Ability. The Distance used to resolve conflicts within an Encounter are within the range of Adjacent ↔ Close ↔ Far ↔ Distant. Adjacent Range is usually Melee or about 1-2 m around, Thrown Attacks, Magic, and some other skills are Close Range 3-10m around, Ranged Attacks are Far Range 10-20m around, and beyond that is Distant Range. Each Movement Action can move one step on the Distance spectrum, for example if an Actor uses one movement action they could go from Close to Far or Close to Adjacent whereas if they took two movement actions they could go from Close to Distant. In addition when moving an Actor requires a reference point (Another Actor or an aspect of the Setting) For example Kola uses a Movement action to move away from a Sentry resulting in Kola being at a Far distance from the Sentry.
Skill Abilities
Skills
Within the Realm of Bastions, here are those who dedicate themselves to the mastery of: martial arts, rhetorical devices,knowledge of person & place, persuasion, or the arts of subterfuge. The Tou'Ka are known for their wide array of combat Techniques, in addition to the constantly training Bastion City Guard. From the Nobles of Inner Bastion to the politicians of Ot'Ka the Social arts are perfected and even weaponized. Knowledge comes in many forms from the Geography & Humanoid knowledge of the Nat'Ka to the knowledge of Magic in the Church to Mechanics in the Skyward Monolith. The masters of Subterfuge are more difficult to find but for those dedicated enough they can be found in the Sewers of Middle Bastion & Phen'Ka however there are fleeting rumors of a specialized agent of chaos associated with the Pinies who can get anything from anywhere no matter the security. Combat Technique • Precise strike (Long Action: Attack, If Attack hits target cannot Dodge or Deflect until the start of your next turn) • Sundering strike (Long Action: Attack, If Attack is Successful Target cannot use Technology or Automaton Abilities until the start of your next turn) • Disrupting strike (Long Action: Attack,If Attack is Successful Target cannot use Magic or Ancient Way Abilities until the start of your next turn) • Feint (Long Action: Attack, Attacks are Quickened until the end of next round) • Throw (Free Action, Melee Attacks and Pharmacology Abilities have a range of Close until the end of your turn, Weapons used in an attack are removed from your Inventory but can be obtained again using Action: Physical Interaction) • Off-hand proficiency (Free Action, A successful Action: Attack uses two equipped One-hand weapons’ Damage and Trait.) • Battle Trance (Free Action ,until the end of the round successful melee attacks deal Body in damage & ranged attacks can be used at a Long range, cannot Dodge or Deflect until the start of your next turn) • Battle Flow (Quick Action, Dodge or Deflect action this round & Dodging or Deflecting is Quickened until the end of the next round) • Restrain (Quick Action, Body vs Body Opposed Roll to Grapple & Slow an Adjacent Target until the start of your next turn) • Attune Weapon (Free Action, the next successful attack does Spirit in damage, you cannot use Attune Weapon, Sustain, or Magic Abilities until the end of your next turn.) Social (May also use Action: Speak with any Social ability usage with anyone in a Close Range, Can be used in place of Speaking during a Social Encounter, if the ability affects a NPC a Spirit v Spirit opposed roll is required.)
• Convince (Quick Action, Spirit vs Mind opposed roll, to change disposition) • Rhetoric (Quick Action, Mind vs. Mind opposed roll, to change disposition) • Coerce (Quick Action, Spirit vs Body opposed roll, to change disposition ) • Rally (Long Action, Heal target by Roll 1d6 2-5 is 1 Stamina, 6 is 4 Stamina, if a 1 is Rolled the target cannot be affected by Rally for the remainder of the encounter) • Command (Long Action, Target’s next action is quickened) • Demoralize (Long Action, Target’s next action is slowed) • Insult (Long Action)(Roll 1d6 2-5 is 1 Damage, 6 is 4 Damage, if a 1 is Rolled the target cannot be affected by Insult for the remainder of the encounter) • Emotive Body Language (Long Action) (Spirit vs Body opposed roll against Critters to change disposition) • Battle Plan (Long Action)(May change the order of the Actors within your turn section, starting at the beginning of the next Round.) • Politician (Long Action) (Next round all social Abilities affect everyone within adjacent range)
Knowledge
(May also use Action: Speak with any Knowledge of … ability usage to communicate your knowledge with anyone in a Close Range)
• of Geography (Quick Action, During Exploration Tone Roll Opposed Roll against Player who chose Setting if higher the PAs learn the Round of the next Environmental Hazard, During Combat Tone your next Movement action is Quickened) • of Critters (Long Action, Can use trained Critters, they may use the same amount of actions as you & act immediately after the use of this Ability, can also be used as an Identify Action on Critters giving knowledge of all their active Abilities and disposition. During Encounters may use this to Make a Request to Tame a Critter above Indifferent.) • of Humanoids (Quick Action, Can be used as an Identify Action on all of the Target’s Gifts and Skilled Abilities in Combat Tone, Can discern a target’s disposition during Social Tone by rolling a 1d6 with 1-3 a failure with no penalty and 4-6 a success, and In Exploration Tone can Roll Opposed Roll against Player who chose Setting if yours is higher the PAs learn the Round of the next Active Hazard) • of Mechanics (Quick Action, During Combat Can be used as an Identify Action on all of the Target’s Automaton Systems and Technology Abilities) (Long Action, During Social Encounter if Repair Tools are equipped with Material Goods or Improving Material Goods you can use a long action to roll a 1d6 during a Crafting Encounter. 1 is a failure consuming the repair tools & Goods, 2-5 is a partial success consuming the Goods, and 6 is a success consuming the Goods) • of Occult (Brief Action, Body Attribute is equal to Mind Attribute until the end of turn, can be used as an Identify Action all of the Target’s Ancient Ways Abilities) • of Magic (Quick Action, Can be used as an Identify Action on all of the Target’s Spell Abilities, if Focus Staff is equipped can use a Long Action to use Magic associated with the Staff ) • of Healing (Quick Action, restores Mind attribute in Stamina of one adjacent target, required to rouse an Unconscious actor) • of Spiritual (Brief Action, Spirit Attribute is equal to Mind Attribute until end of turn) • of Lore (Quick Action, Can be used as an Identify Action on All of the Target’s Equipment(Weapons, Garb and Inventory Items), During Social or Combat Encounters can consume one Intangible to resolve an Active Obstacle or apply the stated effects of to a target. During an Exploration Encounter Roll Opposed Roll against Player who chose Setting if higher the PAs learn the Round of the next Intentional Hazard) • of Martial Arts (Quick Action, Copies the Perceive Action, if Advanced Unarmed Combat is equipped can use a Long Action to copy the Perceive & Attack Action. Can use a Long Action to recite a relevant Code of Honor to Speak & use Body in place of Spirit until the end of your next turn.)
Subterfuge
• Grift (Long Action, Randomly copies a Social skill until the end of the turn using your Body instead of Spirit on the Opposed Roll [1-2 = Convince, 3-4 = Rhetoric, 5-6 = Coerce], Adjacent Range) • Hiding (Quick Action, Body vs Mind Opposed Roll for any Adjacent Actors, Undetectable until the end of next round) • Dirty Trick (Quick Action, Disengage until the start of next round) • Waylay (Quick Action, Next round can make one Melee Attack as a Free Action) • Pickpocket (Long Action Attack, if your Melee attack is successful receive 1 Dosh) • Gadget Manipulation (Quick Action, During Exploration Tone can Resolve an Intentional Obstacle. During Combat Tone, Body vs. Body Opposed Roll to force the target’s next Technology or Automaton System Ability to be Long Action, Adjacent Range) • Contingency (Quick Action, Recovers the last consumed Item in the Encounter) • Nimble (Quick Action, Moving and Dodging are quickened until the end of the next round) • Pilfer (Quick Action, Body v Body Opposed roll, on a tie or success, Can move one equipment or item from the target to you, if you do not have inventory space for the equipment you may drop it to the ground or Throw it if that ability is equipped, Adjacent Range) • Essence Sap (Quick Action, Spirit v Spirit Opposed Roll, Target’s Magic & Ancient Way abilities are slowed, your Magic & Ancient Way Abilities are quickened until the end of next turn, Adjacent Range)
Name: Borra Austo
Statistics
Body: 1
Mind: 1
Spirit: 4
Current/Max Stamina: 2 / 2
Life Paths Experienced: 3
Active Ability Pool: 2
Physical Inventory: 1
Mental Inventory: 1
Faction Limit: 4
Faction Points: Inner Bastion Workers: 1, Tou'Ka: 1
Dosh: 0
Equipment/Items: Fancy Clothes, Trained Critter: Ka'mel, Supplies
Abilities: Knowledge of Critters, Rally
Background
Born to a family of workers in the Dusties, Austo helped where he could between the warehouses and factories but quickly found he had a knack for communication. As a young adult he took advantage of that talent to work his way into Merchants Row where he saved enough Dosh to purchase a Ka’mel to attempt a caravan route of his own in attempts of making even more Dosh. His first trade caravan to Tou'Ka was modestly successful and now he seeks to parlay that into more trade caravans.
Ancient Way Abilities
Ancient Ways
The Ancient Ways refer to the myriad of traditions that date back to the beginning of each ‘Ka’s founding. The Nat’ka’ah is based on the earliest inscriptions read upon the World Tablet, they told how each living creature is of the same, and the difference between them are able to be manipulated. The Tou’ka’te is based upon the ideal of perfect presence of mind in any conflict, to channel this will into a weapon. The Phen’ka’ou are a tradition based upon the first people who scaled the Mountains of Madness and returned, with them they brought knowledge of a sacred ritual tool known as the ‘Ou. While the Ot’ka’kto is based upon the first representative of Ot’ka a known enjoyer of rare beverages that often gave her insight into the best course of action when faced with difficult choices.
In order to gain access to a Learning Encounter with someone knowledgeable in the Ancient Ways a Convincing encounter with a member of the appropriate Faction must occur. Within that Convincing Encounter the PAs must succeed on a Request to “Show me to a master of the Ancient Ways”
These Abilities are only able to be learned in the Setting they originate from, in addition each ability after the first requires one more Faction point (1st Ability requires 1 Faction, 2nd Ability requires 2, 3rd Ability requires 3, 4th Ability requires 4, etc.) Abilities that Block Magic Abilities also Block Ancient Ways.
The Nat'ka'ah (Requires Knowledge of Critters, and Nat’ka faction)
• Matter: (Long action, Max Stamina is = to Mind for 1d6 rounds) • Synthesis: (Long Action, replace your attributes & abilities with a Critter's (In the current encounter) taking on a Critter form until of the encounter, unable to use Action: Speak, Equipment or Abilities from your Human form after the duration ends. You cannot use Synthesis on the same type of Critter until Synthesis is used on a different Critter type). • Duality: (Quick Action, revert to your Human-form, may use a free action to return to Critter form) • Finality: (Long Action, maintain your current Critter form for 1d6 encounters, after that the Critter-form ends and cannot be taken again until you have used Finality on another type of Critter.) • Primal Suplex: (Long Action Attack, Choose to Move once and attack an adjacent target or attack a target Flying above you, if the attack is successful you may move the Target as if you succeeded on a Physical Manipulation opposed roll.) • Mimicry: (Quick Action, until the end of the next round when a Critter uses an ability you may choose to copy that action, at the start of your next turn you may use the same amount of Action to replicate the effects of the Mimicked ability) • Consciousness: (Long Action, Spirit vs Spirit Opposed roll to bring a target critter’s disposition to Indifferent until the end of the next round, sustainable on a successful Opposed Roll.) • Conception: (Long Action, Once per Encounter Knowledge of Critters can be used to resolve a current Active Obstacle) • Reflexes: (Long Action, Dodge using Mind instead of Body) • Ferocity: (Long Action Attack, if the damage from this attack knocks the target unconscious your attacks are Quickened for 1d6 rounds.)
The Tou'ka'te (Requires Knowledge of Martial Arts and Tou’ka faction) • Of One Grip: (Brief Action, you may use Mind instead of body for Grapple & Pilfer opposed rolls until the end of your next turn) • Of One Hand: (Brief Action, Your next Attack is Quickened, Of One Hand cannot be used for 2d6 – Mind Rounds) • Of One Step: (Quick Action, your Movement is Quickened for Mind/2 Rounds) • Of One Body: (Long Action Attack, successful attacks allow you to deal Mind/2 in damage to the next actor that damages you with a Melee attack) • Of One Shield: (Long Action Attack, if successful you may change your next dodge or deflect to the opposite when an attack against you succeeds) • Of One Eye: (Brief Action, if your next attack roll is a 6 the weapon deals Mind in Damage) • Of One Soul: (Brief Action, after attacking a target your Deflects may use Mind instead of Equipment until the end of the next round) • Of One Breath: (Long Action, make a Throw Attack with an equipped one-handed weapon, the thrown weapon returns to you at the end of your turn) • Of One Will: (Long Action, make a Throw Attack with a Two-handed Weapon) • Of One Life: (Long Action, Instead of rolling to Maintain Consciousness you may become conscious with current stamina = Mind, after 1d6 rounds you return to 0 Stamina and must roll to maintain consciousness)
The Phen'ka'ou (Requires Knowledge of Spirituality, and Phen’ka Faction ) • 'Ou: (Brief Action, in two empty hands the ‘Ou Censor appears from smoke, it may copy the Club or Staff Weapon Traits Attack an adjacent target with a Long Action, dealing 2 Damage on a successful attack, and applying any Resin or Oil, abilities to the target. All other Phen’ka’ou abilities require the ‘Ou to be in hand.) • Dan'del Resin: (Long Action, all Targets affected by the ‘Ou Smoke Restore 1 Stamina at the start of their turn, Duration is Mind Attribute in Rounds) • No'lien Resin: (Long Action, all Targets affected by the ‘Ou Smoke Drain 1 Stamina at the start of their turn, Duration is Mind Attribute in Rounds) • Ho'hou Resin: (Long Action, all Targets affected by the ‘Ou Smoke are Undetectable) • Fa'tni Oil: (Quick Action, until the start of your next turn, targets affected by the ‘Ou smoke have their first action slowed) • Bleu'si Oil: (Quick Action, until the start of your next turn, targets affected by the ‘Ou smoke have their first action quickened) • Va'ngh Oil: (Quick Action, duration is until the end of next round, targets Body and Mind are replaced by their Spirit) • Trailing Stance: (Brief Action Movement & the 'Ou smoke effects all spaces you move through this turn) • Lobbing Stance: (Long Action Attack, a success deals 1 Damage and applies any Resin or Oil abilities to the target) • Fog Stance: (Brief Action, the 'Ou smoke effects all adjacent squares until the end of this turn)
The Ot'ka'kto (Requires Knowledge of Occult, and Ot’ka Faction)
• Gourd of Life and Death: (Brief Action, drink from the Gourd in your Hand, anyone drinking from the Gourd makes a Mind v Body opposed roll against themselves, if mind wins you are restored 1 stamina and the effects of any Ale or Spirit lasts until the start of your next turn, if Body wins it drains 1 stamina and the effect lasts until the end of the next round.) • Fire-belly Ale: (Quick Action, the Gourd is filled with an Ale that imparts the effect, successful attacks deal 1 fire damage and enemies who successfully attack you take 1 fire damage) • Dragon Spirit: (Quick Action, the Gourd is filled with a Spirit that imparts the effect, once per round you may use a Brief Action to attack a target in close range, success deals 1 fire damage, 3 fire damage on a roll of 6) • Frost Ale: (Quick Action, the Gourd is filled with an Ale that imparts the effect, successful attacks slow the targets movement, enemies who successfully attack you are slowed until the end of their next turn) • Ice Spirit: (Quick Action, the Gourd is filled with a Spirit that imparts the effect, you are slowed and restore 1d6 Stamina at the end of each round.) • Earthen Ale: (Quick Action, the Gourd is filled with an Ale that imparts the effect, Successful attacks create Elemental: Earth in all spaces adjacent to the target, enemies who successfully attack you restore 1 Stamina) • Bog Spirit: (Quick Action, the Gourd is filled with an Spirit that imparts the effect, Deflect the next successful attack against you, use Mind instead of Equipment) • Breeze Ale: (Quick Action, the Gourd is filled with an Ale that imparts the effect, Dodge the next successful attack against you using, Mind instead of Body) • Tornado Spirit: (Quick Action, the Gourd is filled with a Spirit that imparts the effect, once per round you may use a Brief Action to push all adjacent targets to close range and knock them down.) • Share drink: (Quick Action, You and one adjacent ally drink from the Gourd in your Hand. anyone drinking from the Gourd makes a Mind v Body opposed roll against themselves, if Mind wins you are restored 1 stamina and the effects of any Ale or Spirit lasts until the start of your next turn, if Body wins it drains 1 stamina and the effect lasts until the end of the next round)
Equipment
Equipment can be differentiated between Weapons, Worn Items, and Intangibles with the first three taking up space in your Physical Inventory, determined by Body. Intangibles take up space in Mental Inventory determined by Mind. Any equipment in addition to 1 Worn Item and 1 Ranged Weapon, 1 2-handed weapon, or 2 1-handed weapons counts as an Item.
On your turn you can dedicate your actions to attempting to attack, attempting to dodge, or deflecting. One use of an attacking, dodging, or deflecting action allows for one attack, dodge, or deflect. If a target has not declared a dodge or deflect then they do not get a roll and if the attack is successful apply the stated damage.
Ranged weapons must have the ammunition item in the off-hand resulting in both hands being occupied an attack roll of a 1 consumes the ammunition item.
Two-handed weapons require both hands to wield the weapon as their name implies. Ranged Weapons and Two-handed weapons require using a Change: Equipment Action to open a hand in order to use Magic and Technology.
Equipment cost Dosh, each Life Panel pays the amount of Dosh based on the Life Panel’s location. Actors can utilize Barter Encounters to trade Equipment found from Encounters as well as Treasure for Dosh.
Equipment, and some specific Items can be improved during a Crafting Encounter from: Improved to Exceptional to Master-worked to Relic. Weapons that do damage have their damage increased by one per level level of improvement, while items that can be improved detail their improvement for each stage of enhancement in their description. In addition Broken or Shoddy Equipment can be Repaired during Crafting Encounters. One-handed Weapons
[Attacks are Quick, Damage is 2, Range is Adjacent]• Unarmed [Always Armed {Attacks are brief and do 1 damage}] No Cost • Sword [Rending {If enemy attempts to dodge, they take 1 unavoidable damage}] Cost 2 Dosh • Hammer [Impact {If enemy attempts to deflect, they take 1 unavoidable damage}] Cost 2 Dosh • Hatchet [Momentum {Attacks quicken following attacks until the end of the turn] Cost 2 Dosh • Spear [Reach{Long Action to Action: Attack at Close Range}] Cost 2 Dosh • Lasso [Disarming {Damage is 1, Successful Attacks Attempt to Pilfer the Target’s Equipped Weapon}] Cost 1 Dosh • Club [Indistinguishable {Can’t be pilfered/blocked/made shoddy}] Cost 1 Dosh • Knife [Vital-strike {Attack rolls of 6 do 4 Damage}] Cost 2 Dosh • Buckler [Reflexive{While activated with a Quick Action , Deflect is Quickened. Deflect Ranged Rating 2, Damage is 1 for attacks}] Cost 2 Dosh • Shield [Sturdy {While activated with a Quick Action, First Deflection of the Encounter is Free Deflect Melee Rating 2, Damage is 1}] Cost 2 Dosh • Rapier [Parry {Successful Attacks reduce the next successful Melee Attack against you by 1d6 (1-4 One Damage, 5-6 Two Damage)}] • Puzzle-blade [Enigmatic{Successful Attack Rolls of 5-6 Attempt to Pilfer the weapon of the next Successful Melee Attack against you}]
Two-handed Weapons [Attacks are Long and Damage is 3, Range is Adjacent]
• Advanced Unarmed Combat [Dedicated] {Requires Knowledge of Martial Arts, A successful attack can copy any one or two-handed weapon’s trait, except for Buckler, Shield, Wreath of Shadows, and Bastion Shield.} • Pole-arm [Length-advantage{After attacking Deflect once as a free action}] Cost 3 Dosh • Great-ax [Destructive {Successful attacks cause a random equipment on the target to be blocked until the start of your next turn (3-4 Garb, 5 Off-hand, 6 Main-hand)}] Cost 3 Dosh • Long-sword [Expertise {After attacking Dodge once as a Free Action}] Cost 3 Dosh • Maul [Reliable {If the target successfully Deflects or Dodges they take 1 unavoidable damage}] Cost 3 Dosh • Staff [Tempo {After attacking Movement is Quickened until the start of your Turn} Cost 2 Dosh • Weighted-lasso [Entangling {Successful attacks do 1 damage, knock the target down and grapple them until the end of your next turn}] Cost 2 Dosh • Scythe [Width {Successful attacks do 2 damage to the enemy & enemies adjacent to the target}] Cost 2 Dosh • Bastion Shield [Refuge {While activated with a Long Action Adjacent Allies and yourself deflect the next 2 damage until the start of your next turn, Damage is 1 for attacks} Cost 3 Dosh • Wreath of Shadows [Distraction {When activated with a Long Action Adjacent allies and yourself Dodge the next successful Attack against them, Damage is 1 for attacks} Cost 3 Dosh • Serrated Long Blade [Critical {Attack rolls of 5-6 do 4 damage}] • Double-ended-spear [Riposte {Successful attacks allow you do deal 1 Damage to each actor who successfully attacks you with a melee weapon until the start of your next turn}]
Ranged Weapons
[Attacks are Long, Range is Close and Damage is 2]{Must have the ammunition item, Uses 2-hands, attack rolls of 1 consume ammunition}• Revolver [One Handed,Only counts as 1-handed ] Cost 4 Dosh • Canister Launcher [Concussive {Damage is 1, the target and any actors adjacent are knocked down and their next movement action is slowed, attack rolls of 1-3 consume ammunition} Cost 4 Dosh • Flintlock Blunderbuss [Scattershot {Range is Adjacent and does damage to everyone in front of you, attack rolls of 1-2 consume ammunition}] Cost 3 Dosh • Crossbow [Ballistic {Successful hits do 2 damage to a second target that is adjacent & behind the target attacked}] Cost 2 Dosh • Bow [Practiced Hand {After a Successful Attack, your next Attack is Quickened}] Cost 2 Dosh • Musket [Fire & Forget {After attempting an attack you can move once as a free action}] Cost 3 Dosh • Sling [Resourcefulness {Damage is 1, Attack Rolls of 1 do not consume ammunition, attack rolls of 6 do 2 Damage}] Cost 1 Dosh • Compound-Bow [Arcing {Ignores the effects of Obscure, Earth: Shaping, and Bastion Shield}] Cost 2 Dosh • Flintlock Rifle [Precise{If target attempts to dodge they receive 1 unavoidable damage}] Cost 3 Dosh • Flintlock Pistol [Piercing {If target attempts to deflect they receive 1 unavoidable damage}] Cost 3 Dosh • Flintlock Hand-Cannon [Over-loaded {Damage is 4, Range is Adjacent, attack rolls of 1-3 consume ammunition}] Cost 3 Dosh • Mortar [Artillery [Range is Far, Ignores the effects of Obscure, Earth: Shaping, and Bastion Shield, always consumes ammunition] Cost 4 Dosh
Items (# of items in inventory is equal to body, if an item is stackable it only takes up one inventory space)
• Large Tool: [Long action to mitigate an environmental obstacle, consumable] Cost 1 Dosh • Improving Material Goods [Requires Knowledge of Mechanics & Repair Tools, Used to upgrade equipment, consumable] Cost Improved: 2, Exceptional: 4, Masterful: 6, or Relic: 8 Dosh • Small Tools [Long action to mitigate an intentional obstacle, consumable, stackable] Cost 1 Dosh • Travel bag [Increases your Inventory by 3, multiple bags do not increase your Inventory, can be improved to increase the additional Inventory provided by 1] Cost 2 Dosh • Caravan [Requires a Trained Critter to use, allows you to use the Critter’s Body for additional Inventory] Cost 2 Dosh • Repair Tools [Requires Knowledge of Mechanics,Using Material Goods you can turn a Broken or Shoddy item into a normal one. Using Improving Material Goods can change the equipment to (Improved → Exceptional → Masterful → Relic)] Cost 1 Dosh • Ammunition [Required for a range attack, is consumed on an Attack roll of 1, stackable] Cost 1 Dosh • Food/Drink [Restores Stamina based on quality, a foraged meal may be 1 while an expensive inner city meal may restore 5, consumable, stackable] Costs Variable Dosh, Cost = Stamina Restored • Canister Air/Water [Large capacity pressurized water tank & hoses, Can hold 10 kg of air or 40L of water which counts as Element: Water] 1 Dosh, fully replenished for 1 Dosh • Supplies A bit of food, water, a portable means of getting sleep, shelter, alcohol, dried Tassalroot, and more. Supplies are essential to a Relaxing encounter and are a reliable way of recovering to full strength. [Each Actor in the Relaxing encounter can use a Long Action to Restore 1d6 Stamina, consumable] 1 Dosh • Focus Staff [Uses both hands, may attack copying the Staff equipment, Requires Knowledge of Magic, this item can be upgraded rather than increasing the damage, at Base level it can copy one Creation spell but they cannot be sustained, Improved it can copy one Removal Spell or one Creation Spell but they cannot be sustained, Exceptional can copy one Magic Ability but they cannot be sustained, Masterwork any Magic Ability Copied can be sustained, Relic the copied Magic Ability is cast at the start of any Encounter.] Costs 2 Dosh • Trained Critter [Does not take up Inventory Space, Choose a Critter with 1-2 Active Abilities to have as an Item, can be upgraded to add another 2 attribute & One Active Ability (Two Active Abilities at Relic)] Costs 2 Dosh
Equipment pt.2
Intangibles Each Intangible can only be used once per encounter using the Recite Action a Quick Action at a Close Range. The number of intangibles in mental inventory is equal to mind. [Can be improved to provide one additional use per encounter for each stage of improvement or one additional use for consumable Intangibles]
• Song: Spirit vs Spirit Opposed Roll, During Social Encounter improve the Target’s disposition two levels if successful, no affect if unsuccessful. 2 Dosh • Joke: Mind vs Spirit, During Social Encounter, to Slow the target until the end of your next turn. 2 Dosh • Anecdote: Mind vs. Spirit, During Social Encounter, improve the Target’s disposition two levels if successful, no affect if unsuccessful. 2 Dosh • Poetry: Spirit vs. Spirit, During Social Encounter can choose to Quicken or Slow the target until the end of their next turn. 2 Dosh • Gossip: Spirit vs. Spirit, During Social Encounter, to Slow the target until the end of your next turn. 2 Dosh • Secret: During Exploration Encounter, can Resolve one Active Obstacle, consumable. 2 Dosh • Fact: Mind vs Mind, During Social Encounter, improve the Target’s disposition two levels if successful, no affect if unsuccessful. 2 Dosh • Directions: Can Resolve one Environmental Obstacle, can be used before the Obstacle is triggered with a previous successful Survey/Knowledge of Geography roll to identify the Obstacle, when obtained the Storyteller assigns a specific Setting that the Directions are used for. Attempts to use Directions on a Setting other than the specified one require Knowledge of Geography active and a 1d6 roll by the actor with a 6 resulting in successful use. 2 Dosh • Orders: Mind vs Spirit on success the target accepts a request regardless of their disposition, no affect on failure. 2 Dosh • Ultimatum: Spirit vs Spirit on success the target accepts a request regardless of their disposition, no affect on failure. 2 Dosh
Garb [Items marked with an * are able to be improved increasing their numerical value by 1 for each stage of improvement]
• *Shadowed Attire [Ne'er-do-well {Start the Encounter Undetectable for 1 Round} 2 Dosh • *Composite Armor [Bespoke Confidence {Max Stamina = 3}] 4 Dosh • *Fancy Clothes [Suave {+1 in Social Encounter Opposing Rolls}] 3 Dosh • *Null Clothes [Resistant{Deflect Magic Rating 2}] 3 Dosh • *Ballistic Vest [Ceramic shell {Deflect Ranged Rating 2}] 3 Dosh • *Metal Armor [Absorptive {Deflect Melee Rating 2}] 3 Dosh • * Urban Attire [Pockets {Increase your Inventory by 2}] 2 Dosh • Robes [Ensorcelled {The First Magic Ability of each Encounter is a Free Action}] 2 Dosh • Adventuring Clothes [Lucky {Each Encounter you can Dodge roll the first Successful Attack against you}] 2 Dosh • Utility Suit [High-tech {Technical Aptitude Tests are 1 Long, 2-4 Quick and 5-6 Brief} 2 Dosh • Frontier Attire [Holster{First Attack in an Encounter is Quickened}] 2 Dosh • Bandoleer Vest [Quiver {Ammunition doesn’t take up Inventory space}] 4 Dosh • Integration Suit [Interphase {Automaton Activation is a Free Action}] 4 Dosh
Technology Abilities
Technology
In the Realm of Bastions Technology has developed in part from the Elemental Magic and in part from the greatest inventors of the Realm. The Four main disciplines of Technology that are prominent in Bastion are described below, Pharmacology’s center of research is based in Bastion City. The noble house of Kabir once known for their Tassalroot Brewery has shifted directions in the past couple of generations towards developing other means by which to manipulate the Mind, Body, and Spirit using their connections to Phen’Ka. Hydraulic technology was pioneered by the lake folk of Den’Ka primarily in use of massive hydraulic bridges that control access to Den’Ka. Pneumatics was pioneered by the Inventor of the Skyward Monolith, but stolen blueprints has allowed Ot’Ka to make a name for themselves in the same field. While Materials used to be a closely guarded secret of the Zeu'Ka house Al'Zarar smugglers were able to bring most of the techniques to Inner Bastion a few years ago. This cemented Al’Zarar in the upper echelons of Inner Bastion and protected the Noble house from acquisition by the Daro Group allowing them to aid the Star Consortium. Anyone with the proper Mind attribute, access to blueprints, Dosh, or influence & a tutor can learn how to create and operate the Technology of Bastion.
Equipped Technology Active Abilities requires a Technical Aptitude Test at the beginning of the Encounter and a Free Hand at the beginning of your Turn to be able to use.
Pharmacology
From the Phen’Ka to the Southeast to Bastion City; Pharmacology is an essential technology in the lives of many within the Realm of Bastion, commonly taking the form of the recreational used Hallucinogen or the medically used Pain Reducer, or Curative. Requires an Action to apply the stated effect on an Adjacent Range Target. When the Target is a NPA it is a Mind v Body Opposed Roll to apply. At the end of any Pharmacology ability the target is drained 1 Stamina.
• Hallucinogen (Mind & Body are equal to Spirit) [Duration until end of next round] • Pain reducer (At the start of each round your Current Stamina is = 3) [Duration = Mind] • Stimulant (All of targets actions are quickened) [Duration until end of next round] • Sedative (All of targets actions are slowed) [Duration until end of next round] • Essence Tincture (Target’s next Action is a Free Action, they cannot use Magic Abilities for the Duration) [Duration is until the start of your next turn] • Curative (Removes Poison and Restores 1 Stamina each round, if unconscious target becomes conscious, duration = to Mind) • Poison (Removes Curative and Drains 1 Stamina each round, if unconscious the target cannot roll to maintain consciousness until the Poison’s duration ends , duration = to Mind) • Skin-shield (The next Successful Attack against a Target is Deflected with Target’s Mind in place of Equipment, Movement is Slowed) [Duration until end of next turn] • Numbing Agent (Target cannot Deflect, the Next 1 Damage received is Absorbed) [Duration until end of next round] • Muscle-relaxer (Target cannot Dodge, the Next 1 Damage received is Absorbed) [Duration until end of next round]
Hydraulics
First developed and perfected by the Den’Ka Hydraulics has become essential to the Automatons of Bastion City and the Skyward Monolith. So much so that both Factions offered a large amount of Dosh & Material Goods to the Ot’Ka and Tou’Ka to attempt to take the Hydraulic technology of Den’Ka by force. Requires an Action to activate or deactivate. While activated a Hydraulic Active Ability provides it’s stated benefits and consumes on yourself and uses the stated amount of water at the end of the round. If there is no water then the system overheats draining 1d6 stamina.
• Intuitive Mitigation System (Deflecting is Quickened, can use ½ of Mind rounded up instead of Equipment While Deflecting, uses 1L of water) • Impact Absorption Mesh (Deflect Melee Rating +1, uses 1L of water) • Temperature Controlled Apparatus (Deflect Spell Rating +1, uses 1L of water) • Upper Hydraulic Reinforcing Lines (May use Mind instead of Body for Grapple, and Pilfer Opposed Rolls, uses 1L of water) • Core Stabilization System (At the start of your Turn Current Stamina is = to ½ of Mind rounded up and One Action Activates or Deactivates all Equipped Hydraulic Abilities uses 2L of water) • Replenishment System (Restores 1d6 L in Water / round) • Steam Vents (Adjacent Range around Self are Obscured, uses 4L of water, may use 1 Dosh to emit scented steam that prevents Actors from having their Disposition lowered on failures in Social Encounter Opposed Rolls) • Ballistic Gel Layer (Deflect Ranged Rating +1, uses 1L of water) • Life Support (Restores 1 Stamina, if unconscious will restore consciousness uses 2L of Water) • Lower Hydraulic Reinforcing Lines (First Action: Movement each turn is a Free Action, uses 1L of water, cannot be knocked down)
Materials
Originally the pride of Zeu’Ka this area of Technology is the newest to make it’s way to Bastion City where it is now the source of income for Al’Zarar Noble House. Bastion City’s Guard have been eager to obtain this Technology since the Second Desert War but have been unsuccessful, for now. Requires an Action to apply the effect listed to an Adjacent Target’s Equipment until the end of next round. Range is Adjacent
• Enflame (Weapon) [Successful attacks create Elemental: Fire on the target’s space {+1 damage on successful attacks}] • Ever-Cold (Weapon) [Successful attacks Slow the target until the end of the next round{+1 damage}] • Pressure Conduit (Weapon) [Long action for an attack roll against a target up to Far range away, 5-6 are a success dealing Mind in Physical Damage {+1 damage}] • Diamond Core (Worn) [+1 spell Deflection, +1 on Social Encounter Opposed Rolls] • Obsidian Coating (Worn) [Absorbs the next 3 Damage received] • Phased (Worn) [+1 physical Deflection, next Deflect is quickened] • Light-weight (Worn) [Can Disengage once per round] • Exploding (Weapon) [Can throw to copy the Ability Fire: Burst] • Telescoping (Worn) [+1 Ranged Deflection, next Dodge is quickened] • Attracting (Weapon) [If item is thrown to you will return at the end of the round]
Pneumatic
Developed by the Inventor during the Second Desert War, Pneumatic Technology was integral to the victories over the Phen’Ka during the Second Desert War. The peace established the Skyward Monolith. Afterward the Ot’Ka were able to negotiate a payment from the usually reserved Inventor, and bargained to obtain more of the Pneumatic technology from the Inventor during the Third Desert War. Requires an Action for each activation of a Pneumatic Active Ability and immediately uses the stated amount of Air from the canister. If there is insufficient Air in the Canister then the Ability is blocked.
• Pneumatic Wrist Stabilizer [1kg, Until the end of next turn 2-Handed Weapons & Ranged Weapons only use one hand, Self Range] • Pneumatic Grenade [Consumes 2kg Air, Copy Air: Burst centered on target within Close Range] • Puff Boots [Consumes 2kg Air, The next Dodge is a Free Action & uses Mind instead of Body, Self Range] • Pneumatic Bolt Launcher [Consumes 1kg of Air, Copy Crossbow equipment until the end of this round Ability and make one attack at Shot Range, if the target tries to dodge you can use Mind instead of Body] • Quick Release Pressurized Joints [Consumes 2kg of Air, Attacks are Quickened until the end of next turn, Self Range] • Pneumatic Weapon [Consumes 1kg of Air, Copy a One-Handed Weapon until the end of this round and make one attack at Adjacent Range, if the target attempts to dodge you can use Mind instead of Body] • Ambient Pressure Equalizer [Restores 1d6 kg of air once this round and again next round, Self Range, not speaking during Social Encounters is not awkward.] • Rapid Pressure Accelerator [Consumes 2kg of Air, Successful Pneumatic Attacks do Mind Attribute in Damage until the start of your next turn] • Jet-pack [Consumes 5kg of Air, You are Flying until end of next turn, while flying you are Immune to the effects of Obstacles] • Rapid Applicator Tool [Consumes 2kg of Air, The next Technology Ability or Item can be Activated with a Free Action instead of the result of the Technology Aptitude Test or Physical Interaction]
Magic Abilities
Magic
Anyone with strong enough willpower can learn the ways in which Essence manifests in the Realm of Bastion. One can use words, gestures, or a frame of mind to weave the Essence that generate the Magic spells described below. When learning a new spell one must seek out a capable magic user to learn from. While there are rumors of ancient Texts, and poems that are able to impart Magic techniques without guidance they are useless. There is an Ascendant of each element, a conduit of the Element itself upon the realm of Bastion. The Ascendant of Earth merged with the Worm in a ritual that resulted in the Cataclysm of Zol’Ka. The Ascendant of Water is the the Speaker of the Lake in the Den’Ka region who merged with the symbiont Thoughtfish, The Ascendant of Fire is the Firebird which consumes the Essence of a single powerful mage to keep the Dragon’s Maw Volcano inactive within the region of Zeu’Ka. The Ascendant of Air is the Sky Pirate Ombtu who made a pact with Living Cloud trapped within the Sky Ship “The Flourish”. Together they Captain the singular Sky Ship that can fly without the use of Pneumatic Technology or Air Magic.
Magic Abilities require a free hand, are Close Range and are a Quick Action unless modified or otherwise stated. All Magic targeting a target below Indifferent requires an opposed roll (Spirit vs. Spirit) Magic that does not state it is sustainable is considered Temporary, and only one Magic Active Ability can be sustained each round.Any Element conjured by a Magic Ability remains but if the Magic is not Sustained it ceases to be (At the end of the turn after the spell was cast) Element: (Earth, Fire, Water) instead becomes a mundane version. Mundane fire will quickly snuff out unless on a material explicitly described as flammable. Spells that require an Element version of an element cannot use a mundane version in lieu of.
Earth
The denizens of Zol’Ka and Nat’Ka are regarded as the masters of Earth magic in the Outers but within Bastion City the Church makes frequent use of Earth magic to maintain houses, streets, and the very important walls of Bastion City.
• Creation (Creates 5kg [3 body/6 Stamina, 0 mind, 0 spirit,] of Element: Earth, sustainable) • Rock Equipment (Copy a One-Handed Weapon or Tool until the end of the round and make an Attack, sustainable) • Pathing (The Next Action: Movement is a Free action and adjacent Element: Earth moves with you & is sustained until the end of turn, sustainable) • Ensnaring Mud (Movement and Dodging are Slowed for all Targets in Element: Earth until the end of your next turn, sustainable) • Magnetic (Attacks and Deflecting are Slowed for all Targets in Element: Earth until the end of your next turn, during Social Encounters you may prevent Disposition loss from any of your Social Opposed Roll failures) • Acid (Consumes one instance of Element: Earth and a Target’s equipment is blocked & until the end of the next turn & made shoddy, can be used to grant a Partial Success against Intentional Obstacles) • Removal (removes Element: Earth, When used on an Environmental Obstacle grants a Partial Success in resolving) • Bolster (Your Stamina is equal to Spirit, sustainable) • Sculpting (Consumes one instance of Element: Earth to create a wall that Deflects the next 6 Ranged or Melee Damage adjacent to the wall, sustainable) • Earthen shield (Targets in Element: Earth can use their Spirit instead of Equipment when Deflecting, sustainable)
Water
The Phen’Ka life on the Trickle and the Den’Ka life on the lake combined with their traditions results in the mastery of Water magic but it can be found in almost every civilization within the Realm of Bastions as the creation of drinking water is of utmost importance to all the people. In addition Water Magic is often used to heal the wounds and illness of the people, yet true masters are few and far between.
• Creation (Creates 5 L of Element: Water [2 body/4 Stamina, 0 Mind, 0 Spirit], sustainable, if used on Element: Fire it is absorbed, can be used on a Canister to restore 5L of Water.) • Shaping (Consumes one instance of Element: Water to make a wall Deflecting the next 4 Magic Damage close to the Wall, sustainable) • Removal (Removes one instance of Element: Water, if a Target is on the Element: Water they take 2 Damage, can be used on a Canister to remove 5L of Water.) • Phase Change Freeze: (Consume one instance of Element: Water to create Ice Slowing one Target adjacent to the Element:Water consumed until the end of your next turn) • Phase Change Steam: (Consume one instance of Element: Water to create Steam dealing Spirit in damage to one Target adjacent to the Element:Water consumed) • Essence Arc (Target’s Adjacent to Element: Water have their Magic Abilities range increased to Far Range until the end of your next Turn) • Homeopathy (Consume a one instance of Element: Water to restore [Your Spirit + Target Spirit] in Stamina to one Target Close to the Element: Water) • Spread (Element: Water spreads to one Adjacent space and sustains all Adjacent instances of Element: Water, sustainable) • Current (Enemies Adjacent to Element: Water are knocked down and have their movement Slowed until the end of your next Turn) • Essence Flux (Enemies Adjacent to Element: Water have their Magic and Ancient Way Abilities Slowed, during Social Encounters affected enemies have their Disposition Improved.)
Fire
Regarded with more disdain than the other areas of Magic, due to the destructive nature of it. Zeu’Ka are the undisputed masters of Fire Magic, however there are actually more users of Fire Magic within Bastion City but they are relegated to becoming a Scorched One or going into hiding.
• Creation (Create one instance of Element: Fire the size of a hand, [1 body/2Stamina, 0 mind, 0 spirit], sustainable, if a target occupies the space it takes 1 damage at the start of its turn) • Spread (Element: Fire spreads to one Adjacent space, sustaining all adjacent instances of Element: Fire, sustainable) • Leap (One instance of Element: Fire moves to another space within a Close distance dealing 2 Damage to a Target in that space ) • Fire Burst (One instance of Element: Fire spreads in all Adjacent directions dealing 2 Damage to any targets in that space. All instances of Element: Fire become mundane at the start of your next turn) • Flare-up (Consumes all instances of Element: Fire to deal Spirit in Damage to any Targets touching Element: Fire) • Cauterizing Blaze (Consumes one of instance of Element: Fire to heal Spirit in Stamina of a target sharing the same space) • Overheat (Consumes one instance of Element: Fire to block one of a target’s Technology or Automaton System Abilities until the end of next turn) • Smoke (Consumes one instance of Element: fire to create a space of Temporary Obscure in the same space as the fire) • Melt (Consumes one instance of Element: Fire to make one of the Target’s Equipment Shoddy for 1d6 Rounds, can be used to grant one partial success against Intentional Obstacles.) • Essence Burn (Consumes one instance of Element: Fire to block one of a target’s Magic or Ancient Way Abilities, during Social Encounters that target’s Disposition cannot change until the end of next turn)
Air
Between the First and Second Desert Wars the Living Cloud did not aid a singular region or clan rather pick and choose people to embody the Element of Air. These people banded together as the first masters of Air Magic known as Sky-Pirates. Utilizing Air Magic to pilot the first air-ships, small single person crafts that they used to take from the rich and give to the poor, becoming prosperous and beloved. That is except by Bastion City who allied with Ot’Ka to create the Wind-runners that hunted the Sky-Pirates into near extinction. Now the last Sky-Pirates have banded together on a single ship under Ombtu. Despite their roguish beginnings users of Air magic are now essential to the bustling Air-ship trade between Ot’Ka, Bastion City, and Skyward Monolith.
• Projection (Deal 2 ranged damage to a Target and all Targets behind the first in a Close Range) • Draft (All targets adjacent to a Target in Close range takes 2 ranged damage) • Lift (Target is Flying air until the end of next turn, while the target is Flying they are Immune to the effects of Environmental Obstacles) • Air Burst (2 Physical damage to all Adjacent Targets to you) • Velocity (Abilities except for Velocity are Quickened until the end of your turn) • Obscure Self (Until the end of the next round you are Obscured and can use Spirit instead of Body when dodging, can be used to grant a Partial Success against Active Obstacles) • Whirlwind (All targets in Adjacent squares are knocked down and pushed to Close range) • Stillness (All Ranged Attacks in the encounter are Slowed until the start of your next turn.) • Pressure Manipulation: (Can restore or remove Spirit in Air to a targeted Canister.) • Mental Clarity (Until the end of your next turn your Mind attribute is = to your Spirit attribute. Speaking to change a target’s disposition and Requests are Quickened.)
Glossary
Glossary of Terms • Blocking: When an Active Ability is blocked it cannot be used but still takes up a Ability space, if you do not know the targets active Abilities (identify with knowledge skills or to be the target of an inform action) the Actor being targeted by the Block effect chooses what Active Ability is Blocked. • Broken: A broken equipment Ability cannot be equipped until it is repaired during the appropriate encounter. • Consumable: A Consumable item is removed from your inventory when used with an Action • Disposition Change: a hidden qualifier for a NPA, changed by social Abilities, above Indifferent has a Disposition Number than can be used in place of a roll during a request: [Combative ↔ Hostile ↔ Irritated↔ Avoidant ↔ Annoyed ↔ Indifferent ↔ Curious[2] ↔ Receptive[3] ↔ Friendly[4] ↔ Helpful[5] ↔ Loyal[6]]. • Drain: Stamina that is Drained cannot reduce an Actor to 0 Stamina. • Equipment Rating: The total rating of all Equipment and any Abilities explicitly affecting it. • Flying: An Actor that is Flying is considered Close Range to anyone on the ground and cannot be targeted by Melee or Adjacent ranged Actions/Abilities. • Grapple: Body vs Body opposed test when applied, if the target fails Movement and Dodge Actions are Blocked as long as the Grapple is Sustained. • Identify: Choose one Actor’s Active Ability appropriate to the knowledge skill used to be revealed. • Knocked Down: The actor is forcibly moved from a standing position to being on the ground, while on the ground all Actions & Abilities other than Movement are Slowed, returning to a standing position requires a Movement Action to stand. • Obscured: Ranged Attacks passing through an Obscured Space or targeting an Actor in an Obscured Space require a 6 for a Successful Attack. • Opposed dice roll: If an action calls for an Opposed roll, the Player Controlled Actor & Non-Player Controlled Actor both roll a 1d6 dice. If the Player Controlled Actor wins the Ability affects how described, if the Non-Player Controlled Actor wins the Ability does not affect. If the Opposed roll states an associated stat that is added to the 1d6. Ties are rerolled between those that tie. • Partial Success: Two Partial Success is equivalent to a Success. • Pilfer: Body v Body Opposed roll, a tie or success for the actor attempting to Pilfer results in a success, moving the targeted equipment from the target to the actor attempting to pilfer. If they have no available inventory the equipment falls to the ground instead. • Quicken: Specified action is one step faster [Blocked → Long → Quick → Brief → Free]. • Shoddy: If a 1 is rolled during a Shoddy Weapon’s Attack it becomes Broken, Shoddy Garb reduces the Actor’s Social Encounter Opposed Rolls by 1. • Slowed: Specified Action is one step slower [Free → Brief→ Quick → Long → Blocked]. • Technical Aptitude Test: Roll 1d6 at the start of each Encounter to determine the Action required for Tech Abilities this round: on a 1-3 are a Long Action, 4-5 Quick Action, and 6 Brief Action. • Temporary: Lasts 1 round and cannot be Sustained. • Undetectable: Cannot be Targeted by any Actor unless that Actor uses a Perceive action first, unaffected by Active Obstacles.
Glossary of Actions
• Absorb (Free Action Defender is healed rather than damaged, must be unlocked by a specific Ability) • Ascent (Quick Action while Flying to become Far from an Actor on the Ground) • Attack (Action speed based on weapon type, Roll a d6 1-2 miss while 3-6 hit, action depends on weapon, ranged weapons cannot attack through an Actor) • Break Free (Quick Action to end a Grapple with a Body vs Body Opposed Roll, if you win the Opposed Roll you Succeed, if you fail you get a partial Success. Can be used on another Actor that is grappled to assist them in breaking free) • Change Equipment (Brief Action, Exchange one active Equipment Ability (1 one-handed weapons/item, 1 two-handed weapon/item, or 1 worn item) for another Equipment Ability. Also used to draw or stow a weapon and to open a hand for Magic or Technology) • Change Magic or Ancient Way Technique (Quick Action, Exchange one active magic or Ancient Way Ability for another Active Ability) • Change Skill (Brief Action, Exchange one active skill Ability for another active Ability) • Change Technology or Automaton Upgrade (Quick Action, Exchange one active Technology or Automaton Ability for another active Ability) • Deflect (Long Action Reduce the next successful Attack’s Damage by the total Equipment Rating appropriate for the Attack [Melee, Ranged, Magic]) • Descent (Quick action while Flying to become Close or Adjacent to an Actor on the Ground) • Disengage (Your next Action is Free and must be Dodge, Deflect or Movement even if those actions are Blocked or Slowed, cannot Attack until the start of your next turn) • Dodge (Long Action, Body vs Body Opposed Roll against the next successful Attack, if you roll equal to or higher than the Attacker the Attack becomes a miss) • Identify (Long Action, choose an Ability used by the Target, Mind v Mind Opposed Roll Reveals the Ability, including the details of the Ability, and allowing it to be targeted by a Block Ability, if the Target wins the Opposed Roll there is no effect. If the Target has not used any Abilities the Target may choose which Ability to reveal if they lose the Opposed Roll.) • Movement (Brief Action, the Actor chooses a reference point like another Actor or an Aspect of the Setting and moves towards or away, they way the actor moves is described. Each Movement is one step on the distance spectrum. If an actor is on the ground they must use movement to stand.) • Maintain Consciousness (Long Action, roll 1d6 A roll of 1-2 results in the Actor slipping into unconsciousness, a 3-4 resulting in a Partial Success, and a 5-6 being a full success resulting in the Actor regaining 1 Stamina.) • Perceive (Long Action, Roll a d6 1-3 fails to detect while 4-6 succeeds in perceiving one Undetectable actor) • Request (Long Action, Opposed roll, if your roll is equal to or higher than the target and the target’s disposition is Indifferent or higher the request is accepted. If indifferent or below then the targets disposition is decreased one step and the request denied. If the target rolls higher then the request is ignored and their disposition is lowered by 1 step. The Actor making the Request can choose to use the target’s Disposition Number instead of rolling, the target can reply.) • Scout (Long Action, Opposed Roll, During Exploration this action reveals the presence of any Active obstacles) • Study (Long Action, Opposed Roll, During Exploration this action reveals the presence of any Intentional obstacles) • Survey (Long Action, Opposed Roll, During Exploration this action reveals the presence of any Environmental obstacles) • Speaking (Brief Action, A statement up to two sentences if speaking to a PA they may offer a short reply, can use a Quick Action to make a Spirit v Spirit Opposed Roll for Positive Disposition Shift on a PA win or Negative for a NPA win.) • Sustain (Brief Action to extend the duration of one Action/Ability, that has the Sustain trait, until the start of the next round) • Recite (Quick Action at a Close Range to use an Intangible item on a target) • Rest (Long Action, During a Relaxing Encounter with Supplies each Actor in the encounter can use this action to recover 1d6 Stamina, without supplies an Actor only regains 1 Stamina) • Retreat (Long Action, During a Combat Encounter if all of the PAs are Distant from all of the NPAs then this action can be taken to end the Encounter with no Treasure Rolls/Life Path Experience) • Trudge Through (Long Action, During an Exploration Encounter if each PA has taken 5 Movement Actions then this action can be taken to end the Encounter with no Treasure Rolls/Life Path Experience and each Actor is drained 1 Stamina) • Silence (Long Action, During a Social Encounter if each PA has used the Speaking action once then this action can be taken to end the Encounter with no Treasure Rolls/Life Path Experience) • Physical Interaction (Quick Action, During an Encounter this Action allows an Actor to physically move an Adjacent Actor [NPAs must be Grappled or fail a Body v Body Opposed Roll], Equipment, or an aspect of the Setting from one place to another within Close range. In addition this Action allows you to use an Item in your Inventory)
Lore Primer pt. 1
When Earth was faced with a series of ecological disasters, the governments of the world had no choice but to band together. Through a combination of quantum computing, artificial intelligence, and advanced materials, machines capable of manipulating matter within a controlled space were born. These pinnacles of technology were called, “The Conscious Drives”.
With the unexpected collapse of the Antarctic ice sheet into the ocean triggering a chain reaction of world-wide devastation the decision was made to focus on an effort to send the best of humanity to another planet.
Four Conscious Drives were made, MAINTENANCE, ENGINE, ATMOSPHERE, and SUSTAINMENT that together with a team of engineers and a pilot were ready for their voyage of colonization with a large amount of people chosen by the government & corporate coalition.
The collective governments of the world along with leaders of industry & science appointed the bulk of the ship’s colonists with the remaining filled by lottery. The rest of the world was left to endure the world’s wrath. Many took issue with the means of selection and banded together in rebellion against the collective.
On the day of the voyage after the pilot and engineering crew were loaded but before the colonists boarded a large group of rebels were able to board the space-ship and in the course of hijacking the ship caused it to engage warping the ship and everyone aboard to a barren planet, known as the Realm of Bastions.
The Realm of Bastions was created in a grand event orchestrated by the Incarnations of Element: Thought-Fish (Water), World Tablet (Earth), Living Cloud (Air), and Firebird (Fire). These Incarnations of Element originated from the Conscious Drives collision with the world.
Thus the planet that came to be known as the Realm of Bastions was created. There is one sun and two moons that orbit the planet creating lunar phases. The majority of the planet is a large mountainous region that is so barren and high in altitude that it was never inhabited. Most settlers chose to live in the massive central valley where the climate is tropical. The main source of water in the Realm of Bastions was from the clouds or proximity to rivers or lakes.
After the crash landing the people grouped together and set-off across the land to write the history of the Realm. Some villages quickly discovered that they had founded their new homes in proximity to the Incarnations of Element. Over time the Essence of Magic was instilled within the DNA of some people by Incarnations while others were given Gifts of power. The descendants of these people now embody the entirety of Magic users in the Realm. In many of these cultures Ancient Ways were developed to harness this Essence in other ways besides Elemental Magic. While legends of psychic masters who are fortunate enough to be bestowed with many Gifts from the Incarnations are in every region.In addition to affecting the people the Incarnations created many new forms of life that became known as Critters. Named by the people as they were discovered, some Critters have become essential companions over time, especially the Ka’Mel. While others are harmless there are many predatory Critters, the most fearsome of which is known as the Ferroch.
Within the first century a leader of humanity and exceptional user of Magic devised a means by which to steal Essence from of each Incarnation to forge a powerful magic artifact. This dramatically changed the way Magic affected the Realm of Bastions causing the Arrest of the Clouds among other changes. The only clouds in the Realm of Bastions now reside in the deepest parts of the Mountain Way, a stretch of uninhabited land from the Dragon Mountains to the Mountains of Madness, that is extremely dangerous due to the electric storms that now buffet the land. Essence became acquired through family lines exclusively with the influence of the Incarnations becoming limited to bestowing Gifts. The last major change to the Magic of the Realm was the dampening of power within the greatest users of Magic. The massive feats of magic that shaped the world are now the deeds of legend.
Successful in his plot he declared himself the God-King of Bastion and created Bastion City a massive walled civilization in the center of the Realm. At the conflux of the three major waterways the Boiling River from the Northeast, the Copper River from the Southwest, and the Trickle from the Southeast. Despite being subjugated the Incarnations still had influence and as the years went on each aided in the development of civilizations of followers known as ‘Ka. In particular the Thought-Fish in Lake Den’Ka, the Firebird in the Dragon’s Maw Mountain in Zeu’Ka, and the World Tablet in Nat’Ka are sites of immense elemental power that has been studied, cultivated, and harnessed by the people that live there.
As time progressed the Technology of the old world was left behind and new Technologies developed taking advantage of the materials of the Realm as well as the elemental Magic. The most advanced of this Technology is the combination of special alloys into a bulky metallic full body suit that allows anyone to control the Essence of Magic. This cutting edge Technology is known as Automaton Systems, which stand a meter or so taller than the average person and adding considerable bulk in the limbs.
Safeguarding the World Tablet beneath their village, the people of Nat’Ka live in the Northwestern Sand Dunes. Living in harmony with the oasis on which their town was founded they abstain from conflicts with other civilizations engaging in exploration & discovery to continue adding to the Knowledge of Everything carved upon the World Tablet.Utilizing the many types of mineral & material resources within the Northern Lowlands and the Dragon Spine mountains the Tou’Ka became renowned for their combat ability and shrewd negotiation in trade with others.
The Zeu’Ka of the Northwestern Mudflats & Dragon’s Maw volcano are the other civilization with access to a bounty of mineral & material resources. A rival to Tou’Ka the Cabal of Zeu’Ka is singularly focused on the sustenance & control of the Firebird. The offspring of the Firebird are massive creatures of stone and fire known as Ferroch are entwined with the people of Zeu’Ka.
The Phen’Ka refers to a massive region of hills, swamp and forest in the Southeastern part of the Realm. A loose collection of clans that are united in shared culture, especially the use of Pharmacology & an esoteric Ancient Way known as ‘Ou.
For many years the civilization of Ot’Ka prospered in isolation atop the massive plateaus of the Southwest but as the Realm developed they found their safe position particularly lacking in material resources but the bounty of fresh water & food from the dangerous river below allowed them to survive until trade routes could be established.
The opulent desert city of Zol’Ka was the seat of power and influence for the Realm of Bastion until the Cataclysm destroyed the massive cistern created by the previous leader of Zol’Ka, a master of Earth & Water magic. Resulting in the people of Zol’Ka seeking refuge beneath the sands where subterranean pools of water sustained those chosen to survive.
The newest civilization is the Skyward Monolith, a massive singular tower jutting up from the eastern foothills. Controlled by a mysterious person known only as the Inventor, the Skyward Monolith is populated by a variety of Automatons, beings created of Magic & Technology by the Inventor.
After the establishment of Bastion City, a form of currency was created by the Nobility there called Dosh. This currency is a disk created from precious metals within the God-King’s tower where the process is controlled to ensure it’s value in trade. While most people barter directly with each other exchanging goods and services, Bastion City has increased the circulation of Dosh throughout the Realm over the years.
From the inception of the planet to the current time conflict has been central to the fabric of the Realm. The largest of these conflicts are known as the Desert Wars.
The First Desert War occurred when many of the ‘Ka sought vengeance on the God-King and his civilization, Bastion City, for stealing elemental power from the Incarnations. The God-King and Bastion City were able to withstand the onslaught and the First Desert War ended with an Alliance between Bastion City, and Ot’Ka.
For a period of time there was peace in the Realm however agents of change from Bastion City were able to infiltrate the sprawling desert city of Zol’Ka and orchestrate aggression from Zol’Ka towards the Phen’Ka to the East. It was during this time that Bastion City also assisted the Tou’Ka in attacking the Zeu’Ka in the North East to claim more valuable mining lands, starting the Second Desert War. The poor timing of the offensive operation into Zeu’Ka coinciding with the Ferroch mating season caused massive losses for Bastion City, while a protracted war in Phen’Ka, resulted in another peace treaty. The terms of which established the Skyward Monolith from land taken from the Phen’Ka as well as the addition of Tou’Ka into the Bastion City Alliance along with the new political entity, Skyward Monolith, and the “Core” was formed.
At the end of the Second Desert War the same agents of change within Zol’Ka orchestrated the Cataclysm, a coordinated use of Earth Magic to destroy the Grand Cistern that sustained the massive above ground city of Zol’Ka. The surviving citizens of Zol’Ka took refuge beneath the earth under the leadership of the Ascendant of Earth who petitioned to join the Bastion City Alliance.
Lore Primer pt. 2
The most recent Realm wide conflict was the Third Desert War in which Bastion City, Ot’Ka, and Tou’Ka attempted to siege the lake city of Den’Ka suspecting them of aiding the Bandit King Aloxes & Sky-pirate Ombtu in smuggling Automaton technology to Zeu’Ka. The Ascendant of Water and other soldiers of Den’Ka, especially their newly developed Lotus Automaton System were able to hold the line at the Bridge while a Ferroch attacked the Skyward Monolith with a strike team of Firebird Automaton Systems resulting in the current cease fire between the nations of the Realm.
In a Realm with so much conflict in both Combat and Social environments Skills were developed to navigate these conflicts, from detailed Knowledge, to Battle Techniques, Social Skills and Subterfuge the denizens of the Realm have had to become resourceful to continue surviving.
People who master Water, Air, Fire, and Earth magic can still be found using Technology alongside those Skilled in Equipment, or those endowed with many Gifts from the Outers. Followers of the Ancient Ways dedicate their life to ensuring the cultural tradition of the past lives in the present, while those who operate Automaton Systems seek to find a place for the future technology of the realm in the present.
Factions
Inner Bastion
The God-King
As long as there has been Bastion City there has been the God-King, according to Bastion City historical and religious records the God-King subdued the avatars of the elements; The Living Cloud, Firebird, The Worm, and Thoughtfish. By doing so the God-King unlocked the secrets of magic and used those abilities to carve out the first civilization from the war ravaged wilds, and thus Bastion was created. The God-King has remained in the Inner Bastion tower, granting audience in the chamber near the top of the tower. All who have met the God-King speak of a wise, generous, loyal, and vigilant guardian of Bastion. The God-King is concerned about the recent changes in the ‘Ka, but mostly follows the guidance of the Church of Bastion, Bastion Guard, and Daro Group. Under the God-King’s control is one of the most powerful institutions in the Realm of Bastion the Mint, which produces Dosh by utilizing the God-Kings mastery of magic to create a coin that has yet to be counterfeited.
The Church of Bastion
The Church is guided by the three high priestesses which use their knowledge of holy texts from previous priests and priestesses derived from the God-King’s decrees, actions, words, and appearance. All those who live within Bastion City and choose to practice their magic openly must be registered with the Church, and spell-casters with the Church are assigned duties as it is taught by the Church that magic is a gift bestowed by the God-King and must be used in service to Bastion City. Those unfortunate to be born with an affinity for fire magics are sent to clear the sewers, imprisoned, or exiled. Inquisitor Jothan oversees Inner Bastion, and administers the laws of Inner Bastion with punishment often exile. High Priestess Hokaine oversees Middle Bastion, and administers magical aid. High Priestess Amorian oversees the Church itself and is a direct liaison with the God-King, often acting as the voice of the throne. Beneath the High Priestess there is no formal hierarchy as it is taught that all who accept the God-King’s gift are equal in their service, but informally there is complete subservience first to the God-King, Second to the High Priestess, and Third to the guard.
Bastion Guard
The soldiers who defend the God-King, Bastion Cities, and their way of life. Commanded by Paul Amalier the God-King’s advisor and bodyguard. Commander Amalier commands Lieutenants assigned to Inner, Middle, and Outer Bastion. Inner and Middle Bastion tend to fulfill a Sentry and Religious Law Enforcement duty as opposed to the forces of Outer Bastion which are split between defending the Air and Ground trade routes as well as maintaining reconnaissance on the ‘Ka. Lt. Lestat oversees Inner Bastion and is particularly tyrannical in his execution of the Laws, currently attempting to quell a surge in Tasselroot usage. Lt. Fogazi captains the pride of Bastion City’s airship “Angelis” the largest known airship in the realm, and is crewed by ¼ of Outer Bastion’s guard. The Guard is the primary way of social mobility for anyone from Middle Bastion, Outer Bastion are not allowed into the Guard as previous ‘Ka attempts on the God-King’s life have resulted in further restrictions. While there are a couple Noble families that are high ranking members of the Guard, Lt. Lestat is the only Lieutenant from Inner Bastion. The majority of the Guard hails from Middle Bastion and point to the Guard as the means by which a Mid-city person can best fulfill their duty per the Church of Bastion’s teachings. While in the past the Guard engaged in skirmishes in the Outer Bastion but for the past few years they have focused on securing Bastion City and using the air-ships to maintain safe trade routes.
The Star Consortium
A group of Nobles with shared interests and vision for Bastion City; members of the houses Kabir, Salu, Al’Zarar, and Tollins are all known to associate within the Wandering Star the meeting place for the Star Consortium. Their goals are the weakening of Guard influence upon the trade routes, a cessation of the embargo on Den’Ka, a dissolution of the Daro Group, and for a increase of resources allocated to the improvement & beautification of Middle Bastion. There are rumors that some of the more radical members of the Star Consortium are in league with some ‘Ka insiders to overthrow the God-King and usher in a new age for Bastion City. Such rumors are shared between close associates as the Guard are quite aggressive in interrogating anyone associated with such actions.
Daro Group
A trade association containing the majority of Inner Bastion’s nobility, led by Tsarius Daro. Daro purchased one of the first cargo airships and maintains a tight grip on the air trade route to the Skyward Monolith, bartering the newest technological advancements to the Group in exchange for their support. With that Tsarius has become the God-King’s advisor, the one person Tsarius shows any respect or deference to. The Daro Group seeks to monopolize all industries in Bastion City so that they may use their economic leverage to exert power. There are rumors that all of the criminal activities in Bastion City are actually connected to the Daro Group, but most people who make these rumors into accusations end up in accidents.
Nobles
The Noble Families of Bastion City are nothing more than a self-given title as there are no actual titles or land owners in Bastion City, per arrangements with advisors the Nobility lease industries from which to make their fortunes. There are two sets of housing in inner bastion the Daro Estates and Shadoon Estates. The Merchants Row is where the majority of the Nobility have their vending stalls, except those that make their fortunes administrating the housing of Middle Bastion. Among the Nobility the card-game Tsich is very popular and is often combined with drinking of Spirits when relaxing. Patronizing the arts majority of the artists are also nobility, purchasing artifacts from Outer Bastion, or seeking out culinary delights are some of the ways in which Nobility spend their time. Besides the nobles of the Star Consortium & Daro Group there are many unaffiliated Noble families.
Critters
Since the Sewer access is in Middle Bastion many of the Critters in Inner Bastion are more limited, much more active at night and very wary of people as there are guards-folk tasked with their eradication. The most common are flying critters that some have learned how to train, while other have used in their cruel magical experiments. Occasionally Ka’mels will be auctioned at Merchants Row as well as captured critters from Outer Bastion. The import and export of these critters is connected to the noble houses and the merchants they employ.
These are some of the more common critters, although due to the exotic critter trade associated with the Star Consortium any Critter could be found with enough Dosh. Critters can use active Abilities without their prerequisite stat. All Critters are Unarmed
Factions pt.2
‘Ka Insiders
Very few ‘Ka are allowed to exist within Inner Bastion as the Church regards their Gifts from the elemental spirits an affront to the God-King as such most are denied entry through the gates or not allowed to descend from the airship docks above merchant row. Some have found a way to remain hidden, infiltrating Inner Bastion for various regions depending upon where they originate from. In addition, some ‘Ka folk have purchased access to the Inner Bastion from the Daro Group who sell the temporary admission for a very steep price. The motivation for these vary from a Ot’Ka procuring something for a client, to a Nat’Ka seeking more knowledge for the world tablet.
Skyship workers
There is a saying in Inner Bastion “Everyone stands equal on the deck of a ship” as the Skyship’s are the place where every region and every faction of Bastion can come together, for a path in life. Most come to hopefully get some good pay for a safe long cargo to the Ot’Ka, while other wish to see Bastion from the skies, while others are a seeking an outlet for their itchy trigger finger taking out a sky-pirate or hoping to come across a Firebird Sprog so they could tell their friends at the tavern. When docked in Inner Bastion most spend their time at the sky-docks, those from Bastion City are allowed to descend and most make their way to familiar haunts like the Silver Wolf, Ka’mel Jousting, or the Wandering Star possibly to off-load some smuggled goods like hallucinogens from Phen’Ka or embargoed hydraulics from Den’Ka.
Workers
The backbone of Inner Bastion are the large amount of workers from Middle Bastion, they cook, clean, serve, porter, just about any job of drudgery a Worker does it. Among each other they refer to themselves proudly as, Midlla. Many Nobles call them, Midlings, usually so used to their servitude they don’t take the time to learn any names. Often using service entrances once they pass through the gates separating Inner and Middle Bastion, they are expected to not be seen or heard. The exception being on merchant’s row where the merchants loudly hawk their wares. As with the Workers of Middle Bastion the Workers of Inner Bastion live in Middle Bastion, and exchange their labor for housing.
Middle Bastion
Jousters
In many ways the Jousters are the pride of Middle Bastion, if you asked your average Midla that is. Ask someone from Nobility and you’ll most likely get a different answer, one probably denouncing the ‘Ka origin of Ka’mel Jousting and how it’s a stain upon Bastion City unless of course they sponsor a Jouster. The Jousters take on a colored set of armor, mount similarly adorned Ka’mels and then attempt to knock the opponent off their Ka’mel before they are dislodged themselves. Many Jousters lease their Ka’mels and gear from Noble houses for which they take on their colors. Some may work other jobs in addition to Jousting on their night, while others train constantly in attempts at being a contender for the championship every summer. The status that comes with being a Jouster often goes to their heads resulting in haughty, larger-than-life individuals. Despite some safety measures taken the sport is dangerous, the risk is part of what makes it a very popular form of entertainment.
Workers
As with Inner Bastion, Middle Bastion survives upon the labor of the Midla. Beyond the tasks of maintaining their own tents, and caring for themselves most of the Workers fall into a few industries. Farming, Factories, and Warehouses are the usual sources of work for the hard working Midla. Many Farmers point to the fact that they feed the City as a source of Pride, while the allure of technology calls many to the factory where inventive folk are able to pilfer parts here and there, while the Warehouses are the heartbeat of Bastion City, goods going from Outer Bastion trade routes to Inner Bastion markets must first pass through the Warehouses. A hard life that often starts during the first life phase of a Midla, the crucible of life as a Worker has forged some of the bravest Explorers, stalwart Guards, and capable spellcasters within the Church. The Silver Wolf tavern is the go-to for many a Worker, while the excitement of the Camel Joust ring draws many the Silver Wolf is a truly Midla place from owners to patrons. Most barter with each other for necessities as their labor is in exchange for their housing.
Bastion Guard
Lt. Mizani oversees Middle Bastion, she grew up in Middle Bastion and at heart wishes to see the area prosper, she has focused her efforts on stamping out the Underworld in Middle Bastion which push vice upon the people as well as extorting them. Most of the Guard is stationed at the Gates between Inner/Middle Bastion as the steam-hydraulic automatons are the primary force protecting the Middle/Outers Gate, however some Guard are stationed at the watch towers and to support the Guard within the automatons. The last remaining few are assigned to “patrol” the remainder of Middle Bastion, a truly massive undertaking. Those guards tend to only go to the areas that an Inner Bastion investigator orders them to. Other than those orders the patrol-men tend to take orders from the Underworld itself resulting in no actual patrol work being done, instead spending their times at the Taverns.
The Star Consortium Underworld
As with the Daro Group the Consortium’s influence in Middle Bastion is behind the scenes as any obvious connection between the Nobility and Middle Bastion would be condemned by the Guard & Church. The Consortium is currently engaged in attempts to maintain their Warehouses and Farmlands as associated with the Noble families with the Consortium. Smoked Tassalroot is the primary front for the underworld conflict between the two syndicates. In addition the Star Consortium is the means by which many Middle Bastion smugglers operate. There are groups of Underworld associated with the Star Consortium. The Dreamers operate the Dried Tassalroot operation associated with the Star Consortium while the Cloak lead the Smuggling operations to Outer Bastion, the sky-ship “Outland” is the primary means by which sky trade route smugglers work with temporary docks set up in Middle Bastion when a shipment is brought in. The ground trade route is actually connected to Aloxes in Outer Bastion a connection that Daro Group seeks to make public in hopes of weakening the Star Consortium’s popular support in Middle Bastion.
Daro Group Underworld
In Middle Bastion the Daro Group officially has no operations, however the leaders of the underworld in Middle Bastion all pay their taxes directly to Daro herself. This is a closely guarded secret and any who discover it are added to Ibis Abosmo’s watchlist. There are three major criminal operations attended by Daro Group’s underworld: Protection, Gambling, and Tasselroot. Each operation is orchestrated by one underworld leader, with Abosmo as the leader of the assassins who work for Daro and the de facto manager of each underworld group. Protection is overseen by Lupto “Tallow Hands” a hunter from the Northern Scrublands who has found better work as extracting Protection payments from the people of Middle Bastion, he has a small but effective group of ruffians. The Gambling is centered on two locations the Ka’Mel jousting and the wrestling in the Silver Wolf. The proprietors of each tavern provide this in exchange for being exempt from having to pay Protection. Ponna Yol manages the books for the gambling with a large network of couriers running between the operations and the Middle Bastion vaults. The third and newest operation is that of Smoked Tassalroot, Jol Daro the youngest of the Daro clan has taken it upon themselves to break the Star Consortium’s grasp on Smoked Tassalroot in Middle Bastion. Jol has decided a swift, brutal, and flashy campaign is the best means by which to achieve this and has recruited many mercenaries to achieve this goal.
The Pinies
Life in Middle Bastion is far from easy, from the bloody Underworld conflicts to the perilous & grueling working conditions available to most Middle Bastion people. As a result there are many young people without any family or place to call their own. These folk are loosely organized into the Pinies, named as such for the small ring of spines that connect the top part of the Tassalroot plant to the tuber. Getting pricked by these spines is quite painful and are difficult to remove unless you know the proper technique. The Pinies have no markings or obvious way of discerning them but they have a complex language of their own that those in the know can quickly discern if a person is a “Piny” from the quivering that the leaves of a Tassalroot do when the tuber is ripe. Pinies are the fixers of Middle Bastion, helping the folk of Middle Bastion however they can using the vast network of the Pinies. The Pinies in exchange for their service get a loaf of bread here, a pot of stew there, a hand me down pistol from a fellow in the Dusties or a favor from a Fire Mage hiding from the Church. There isn’t any leader as there isn’t any structure in the Pinies rather each provides what they are able to and receives what they need.
Factions pt.3
Church of Bastion
High Priestess Hokaine leads the Church of Bastion’s efforts in Middle Bastion. High Priestess oversees mostly Earth and Water mages that aid Middle Bastion denizens needs from mundane things like tilling fields rapidly to putting out fires. However most of High Priestess Hokaine’s time goes to teaching the Holy Text of the God-King to the people of Middle Bastion. Outside of her large tent is a massive stone statue of the God-King, besides which is her speaking podium, the spacious area cleared around the statue usually fills as grateful people come to hear her words with many devout offering the little spare Dosh they have as donation. Due to the amount of threats that exist in Middle Bastion a specialized warrior trained by church and guard, Paladin Onola is sworn to guard High Priestess Hokaine.
‘Ka Insiders
A secretive group of ‘Ka folk that have banded together to carve out a hidden existence in cloistered sections of the Dusties, and secret areas of the Sewers. Together they gather information to sell to the ‘Ka as well as smuggle goods, but they also have a clandestine motivation to seek the destruction of Bastion City as they believe that the death of the God-King will release the Avatars of Magic back into the Realm of Bastion resulting in the ‘Ka return to power. While they are not many each one is a talented and resilient member of their Outer ‘Ka they are organized by the illusive Io of the Sands a powerful master of Earth and Air magic.
Bastion Separatist Movement
The Movement is nascent comprised of native Middle Bastion folk who believe that Bastion City needs to isolate and subjugate the outer realms. The Founders Nadan Omori and Fleel Trask are both from Inner Bastion Noble families that are united in their concern that increased trading with the ‘Ka will undermine their own material interests, primarily market share. They created the movement to take advantage of the unrest that exists within Middle Bastion, channeling it away from angst towards Inner Bastion into fear of the ‘Ka. While they do not have a base of operations the Rabble Rousers blanket The Dusties and Camel Bazaar to spread their message calling others to take violent action against suspected ‘Ka and anyone favorable of them.
Critters
The critters of middle bastion are mostly beasts of burden, urban pests, or dangerous denizens of the sewers. However the introduction of heavy industry over the past 50 years has resulted in an increase of Critters that feed upon the pollution. Critters can use the Body attribute instead of the stated attribute in any ability and are all Unarmed.
Outer Bastion
Nat’Ka [NW]
The World Tablet is the center of the Nat’Ka world, they have maintained this huge subterranean historical analysis of the realm of Bastion. Very few outside the Nat’Ka have even seen the tablet but may have met a Nat’Ka researcher gathering more knowledge to inscribe. The village itself is a dense clockwise spiral around the Oasis deep in the desert terminating in the center of the shallow Oasis where magic is utilized to access the stairs leading downward where the World Tablet is kept in a large cavern which is a hub with many tunnels leading to a circular group of caverns used for farming while most live top-side. The village has no known form of governance rather all who live there are in harmony with the purpose of the Nat’Ka as a people, taking turns doing the required work as the individual desires. Sustaining themselves on careful stewardship of flora both subterranean and that which grows in the wholly unique environment of the Oasis. Preferring to use their knowledge and magic to keep any outsiders from actually finding their village, successful for now. Some privileged few have been permitted entrance in exchange for particularly rare bit of knowledge happy to exchange rare crystals, minerals, or their own knowledge.
Tou’Ka [N]
The Tou’Ka is a widespread civilization, over the wide expanse that is the Dragon Spine Lowlands. Some dwell just outside the Permafrost, making a life in an inhospitable region, most live in the southern region of the Lowlands . Deeply traditional the people of Tou’Ka are quite versatile in occupation & trade. Many of the Tou’Ka utilize their traditional knowledge to make many goods from the plants and animals in their region. Majority of which is then traded with merchants from Bastion City. The Tou’Ka are the only ‘Ka of which magic is not a strong aspect of their society, rather use of firearms. Tou’Ka tradition teaches that each member of the Tou’Ka can find value from martial training as well as from knowledge be that of the land, history, flora, fauna. The highly-educated nomadic warrior class of Tou’Ka is revered by tradition and the decisions of the Tou’Ka require an in-person consensus at the Forum atop a mesa in the Permafrost. Any dissent among them is settled with a duel with ranged weapons, often to the death. The Lowland of the Scrub is quite fertile and as such many different kinds of trees, shrubs, and flowers grow here which provide habitat for a wide array of animals with few predators besides the Tou’Ka hunters. At the southern most point of the Tou’Ka lowlands is the great station for the Steam-train that is the primary route of ground trade although some Merchants will use personal Caravans to avoid paying the steep cost of a compartment on the Steam-Train. Each Clan is based in their own village primarily built out of logs, in addition to combat, Alcohol brewed from local ingredients is a source of cultural pride. The historians and researchers of the Tou’Ka are known for their detailed records regarding the natural world, and for being particularly charming and sociable. Tou’Ka has a loose affiliation of clan representatives who manage regions of Tou'Ka most have their clan and sustaining the region as their top priorities but a few representatives have been swayed by the power & riches of trading with the Daro Group.
Factions pt.4
Zeu’Ka [NE]
Life in every facet is organized around the cabal in Zeu’Ka, a group of shifting number all of which are the most renowned users of Fire Magic and Materials Technology in Bastion. The Cabal is dedicated to maintaining the Avatar of Fire that dwells within the Dragon’s Maw Volcano. Once in awhile a member of the Inner Cabal is chosen to merge with the Firebird, this sacrifice is considered a great honor. Their buildings are carved out of the volcano itself with most living outside the Volcano finding sustainment where possible on the side of the Volcano or in the Volcanic Mud Flats. There is a massive corridor from the center of outer Zeu’Ka leading inward to a gargantuan blast furnace fueled by the Volcano. The Cabal and their attendants dwell in branching corridors and rooms from this large central passage. The Cabal requires 2 hours of labor each day from each citizen of Zeu’Ka and that the land belongs to the Firebird and as long as those who live in Zeu’Ka steward the land they will not be consumed by the Dragon’s Maw. Visitors are uncommon but the people of Zeu’Ka are quite welcoming knowing how inhospitable the surrounding terrain can be. The Cabal on the other hand strictly forbid outsiders into the Dragon’s Maw .
Skyward Monolith [E]
The skyward monolith faction is led by the monoliths creator, led isn’t the operative word as the few humanoids that reside full time at the monolith pay quite a large amount of dosh to do so. Enjoying absolute freedom and protection as long as their payment continues.
Majority of the entities in, on, and under the monolith are constructs of pneumatic, hydraulic, air magic, and water magic. All of the physical and mental labor required to sustain the monolith is done by this synthesis of magic and technology. The ground level of the monolith is where the few residential spaces are to be found while the rest of the above ground monolith is used to create and maintain the automatons. With the flat top of the monolith serving as the dock for the airships.
Beneath the monolith is a gargantuan drill that slowly bores deeper into the earth, the minerals extracted to continue the monoliths growth higher into the sky. The creator has not been seen in many years and in fact perished in creation of the physical computer that exists directly below the residential suites and above the sorting mechanism for the giant drill.
This physical computer is animated by a sentient incarnation of steam that arose from t he magical energies expended by the creator that resulted from their death, absorbing the consciousness of the creator as well as their magic. From within the physical computer the elemental orchestrates the skyward monolith.
This is the only place in the Realm of Bastion where Automatons are common, elsewhere they are quite the rarity and most are afraid and wary of them not understanding how they work or considering them agents of the Inventor. Any Actor that has their first three Life Panels at the Skyward Monolith can be “Rogue Automatons” that have broken out of the Inventor’s programming stream.
Phen’Ka [SE]
The south eastern ka is a loose collection of clan leaders specializing in a distinct area both physically and in the economic niches they occupy. The largest region of the Realm even after sustaining losses in territory during the Second Desert War, the lost territory would become the Skyward Monolith. The leaders convene frequently to discuss matters related to each clan and decide collectively on the best course for the collective, in occurrences of dispute the leaders that are involved in the disagreement choose representatives to travel through the marsh to the mountains of madness to return with insight that decide the matter. If only one representative returns the matter goes the way of that clan leader. Some of the larger clans include; those who know the hunt, those who know the plants that heal, those who know the earth. Although a recent surge in demand for hallucinogen among inner bastion has resulted in those who know the plants that hurt, and those who know the water gaining influence. Similar to the Tou’Ka each Clan has their own village build out of logs from the trees that grow on the highlands between the Fens of Madness and where the Desert of Zol’Ka begins.
Zol’Ka [S]
What was once an amazing desert city is now dwelling underneath the sands in a system of caves. Zol’Ka is controlled by an ascendant ‘Ka earth mage, arguably the strongest in bastion yet unknown to most as the means by which this mage usurped power was the decimation of the population including any resident magic users near the ascendants power. This occurred at the end of the Second Desert War as the previous rulers of Zol’Ka had dedicated all their resources with Bastion City to take Phen’Ka territory. Now the remaining members of the Zol’Ka tend to fungal farms in the caverns beneath the abandoned acropolis while the ascendant and chosen few enjoy the luxury of life in desirable caverns and access to the surface while the rest toil away hidden from Bastion by the ascendants ability to manipulate the worm tunnels. Desiring at most to remain hidden from hidden from the rest of Bastion so that their benefit at the exploitation of the Zol’ka. Beyond that seeking luxury goods from other parts of Bastion while maintaining their subterfuge. Since most of the city was abandoned as a facade the ascendant ensures that occasional discoveries of artifacts and the more occasional death maintains the ruse. One of the largest means of income is the Great Ka’Mel Drive when people from all over the realm come to Zol’Ka to purchase Ka’Mels from the Chosen in charge of rearing these beasts to drive them across the vast Desert to Bastion City.
Ot’Ka [SW]
The southwestern ka are led by an elected representative of all the Ot’Ka. This representative then delegates responsibility of the aspects of Ot’Ka civilization to advisors. From sky ship trade to city planning, to defense from earth & sky to housing and food distribution even the periodic Dosh distribution. All those born in Ot’Ka are allotted housing by the domestic advisor with desirable regions given to preferred parties. While the advisor of commerce determines stall placement within the hub. The representative is elected every 6 years and cannot serve consecutive terms. The current representative is quite accommodating of Bastion City and there are rumors of a connection between the representative and Daro group. After the representative and their advisors the associated vendors group has the most influence here, followed by the independent sky fliers who work for no-one but themselves and their client.
Den’Ka [W]
The western ‘Ka are led by a ascended mage of water who gains their power via a ritual that merges the consciousness of the ascendant with the sentient element of water that is the lake be neath the city. Working in synergy with each other the inhabitants here and the elemental sustain life here. The ascendant rarely interacts directly with the inhabitants mostly existing as a protector of the city and lake. The inhabitants are collectivized in the aspect of the city in which they ply their trade. From hydraulic technology, to water magic, to cultivating the edible lake flora to maintaining the balance of fauna within the lake guided by the lake elemental. While the ascendant is not concerned about Bastion City’s trade blockade some inhabitants are. Especially the trade syndicate which is seeking to have a new ascendant named, one more sympathetic to letting Bastion City’s influence the Den’Ka in exchange for money & power.
Bastion Exiles
The outcasts of Bastion are scattered throughout the Outers. Since it is a harsh environment most do not survive but those that do tend to be exceptionally strong and resilient. Those that are able to find life within an outer bastion settlement tend to be quite loyal to that settlement despite most ‘Ka folk’s derision. Often times this faction is the most likely to engage in piracy both sky and ground through sheer desperation. They all have the mark of exile but most tend to try and cover it up in one way or another resulting in adorned faces & heads. Those that tend to find pride in the mark tend to be the most vicious pirates exacting their vengeance from the bastion merchants. If any could make claim to lead the exiles it is either the Sky Pirate Ombtu, a wind mage ascendant who captains the small sky-ship “The Flourish” a truly unique design of unknown origins that is flown by magic alone. The other is the Desert Bandit King Aloxes, who often targets the Train between Bastion City and Tou’Ka or the , Ka’Mel drive up from Zol’Ka. Rumor is that Aloxes has an encampment somewhere in the desert north west of Bastion City, but those are unconfirmed.
Critters
The knowledge of outer bastion critters is woefully short as most of it is third hand from merchants who trade with the 'Ka. The critters of inner and middle bastion can be found in their respective areas as well as the ones described here. Critters can use the Body attribute instead of the stated attribute in any ability and are all Unarmed.
Settings
Inner Bastion
Considered a marvel of the Realm, Inner Bastion City is a mixture of human effort combined with magic and technology. The wealth of Inner Bastion City manifests as polished stone streets, dense, extravagantly decorated noble estates, the monumental radiance of the God-king’s tower & the Church of Bastion. Most buildings within Inner Bastion have steam powered lighting (when specialized mineral filaments mined in Tou’Ka are exposed to hot steam it glows a bright white light), temperature control through steam and hydraulic technologies, and even a sanitation system utilizing a large network of steam/water pipes under the streets which intersect with the sewer network that radiates out to Middle Bastion. The amenities within Inner Bastion are the pinnacle of the Realm, at least according to those that dwell here. In the center of Inner Bastion is the God-King’s tower, with the Inner Walls separating Inner Bastion from Middle Bastion. Compared to Middle Bastion it is clean, open, and opulent in design with Luxury Goods used as decorations all over the place. In the Northwest Sector of Inner Bastion is the Temple of Bastion, in the Northern Sector are the Daro Estates, the Northeastern Sector is where the Guard Hall is located, the Western & Southwestern Sectors are Merchant’s Row, while the Eastern to Southeastern sectors are the Shadoon Estates.
The God-King’s Tower
A large stone tower in the center of Inner Bastion, the entry is a fortified covered courtyard with elite royal guard sentries. To access the tower itself one must first pass through a large stone doorway. From there one must pass through more sentries and locked doors before they find themselves upon a magical stone spiral staircase in the center of the tower with rooms radiating out from the stairs. The stairs ascend upwards as well as descend into subterranean storehouses, some Workers even whisper of hidden underground passages that lead into the sewer network or to the cliff-side fisheries. In addition to the other obstacles within the tower some of the Workers there have told tales of being trapped in a magical staircase for lengthy periods of time unable to find a doorway. The top is the god-kings chambers with the floor below serving as the audience chambers. Within the God-King’s Tower are many rooms for storage, servants quarters, guards barracks, the Doshery, vaults, libraries, and ritual rooms for priests.
Temple of Bastion
The Temple of Bastion is a large trapezoidal shaped stone building in the north west of Inner Bastion. It has an open air loft on top where the high priestess of Inner Bastion resides. A large archway serves as the primary entrance & exit to the bulk of the space within the Temple which is taken up by libraries, prayer spaces, and offices used for the administration of the licensed magic users in Bastion City. Behind the Temple is the graveyard for Inner Bastion, reserved for Nobility with the favor of the Church. Underneath a massive statue of the God-King on the ground floor of the temple lies the heart of Inner Bastion, The Crucible. The Crucible is a magically powered steam power plant that utilizes the fire magic of the Scorched Ones in combination with rare minerals from Tou’Ka to create large amounts of energy used to boil a reservoir of water creating magically empowered steam. The pipes that channel this steam are maintained by earth mages, while water mages maintain the water supply together they are able to provide the amenities of Inner Bastion. The Crucible itself is maintained by the Templar, who watch over the imprisoned fire mages that have become nearly incinerated resulting in their name, the Scorched Ones.
Merchant’s Row
An area of paved streets in the western to southwestern districts of Inner Bastion. Merchant’s Row are wide, spacious, and well-paved streets from the Western and Southern Inners/Middle Gates to the God-King’s Tower. Merchant’s Row is usually packed with people, hand carts, stalls, crates, sacks, jugs, barrels, baskets containing the wares they vend & barter. The goods range from Material to Luxury and are brought in from all over the Realm. The three main methods by which the Merchants of Merchants Row acquire their goods are from the Northern Train, the Air-ship Docks and from merchant caravans that travel to the most remote civilizations. Within Merchant’s Row are the access points for airships tall towers spaced out at within Merchant’s Row where the Air-ships can anchor to the top. Tech empowered dock-workers there use cables, pulleys and ladders to load & unload the wares so the myriad stalls of Merchant’s Row can vend them. Merchant’s Row is essential to the profiteering members of Nobility and Dosh is crucial to the market as a whole. Dosh is tightly controlled by the Cleric of Coins within the Doshery of the God-King’s Tower.
Ka’mel’s Saddle
A tavern in northeastern Inner Bastion the Ka’mel’s Saddle is a one story building with a clay shingled roof and wood & stone exterior. The building is slightly raised up & there is a short staircase leading up to the front entrance a large imposing door made from dark color wood from northern Tou’Ka. Behind the Ka’mel’s saddle is the Carto Brewery which supplies the tavern with majority of it’s alcohol. The interior is a U shaped tavern floor with a large bar in the middle, the owner & bartender Rhys Carto doesn’t cook preferring to provide a relaxed drinking environment for his primary patrons, the Bastion Guard. The interior decor is a combination of jousting memorabilia and hunting trophies like skin rugs and taxidermy critter heads. At all times of the day one can find off-duty sentries relaxing after a shift or gregarious swordsmen loudly proclaiming their triumphs over rebellious Midlings. In addition to the other decor there are a few relics of previous wars usually the armaments of fallen soldiers or some grisly battle trophy from ‘Ka-folk. Primarily serving the current type of Carto Tassalroot Ale Rhys does carry a few aged bottles of Salu Spirits for the wealthier Investigators to partake in after solving a particularly challenging or high-profile case.
Daro Estates
West of the Ka’mel’s Saddle & Carto Brewery and East of the Temple of Bastion lies the gated community owned by Pisq Daro, Tsarius’ brother. The Daro Family House is at the center of the neighborhood a three story building that rises above the rest, the top floor is a terraced auction floor which is invite only to the nobility of Inner Bastion. Considered the best real estate within Inner Bastion the streets are patrolled nearly constantly by hand picked members of the Guard that also station at the three entrances to the estates, the Northern Inner/Middle Gate house and two others. Due to the proximity to the northern gates the Daro Estates is the funnel for the goods that arrive on the Train route between Bastion City and Tou’Ka, any Nobles out of favor with Daro Group must port any goods arriving by train around to the Western entrance into Inner Bastion risking travel through the Dusties. The houses within the Estates are even more opulent than the other buildings within Inner Bastion their abundance of rich fabrics and iridescent metals on the exterior of the mansions are stark contrast to the austere walls of the Church of Bastion and the God-King’s Tower.
Wandering Star
The Wandering Star is in the Southwest sector of Inner Bastion, a tall one story building that has bright colored banners that are striking against the white stone bricks used to construct the building. Most of the building is large stone archways and windows of a glass & metal mixture that blocks majority of the light passing into or out of the Wandering Star. The only visible entrance is the the relatively smallish front door which leads into a small dimly lit bar, with a quiet, stern bartender. Within this front section are a couple of booths and a large communal style wooden table in addition to a small bar on the left side of the room. Beyond that bar there is a hidden entrance to the spacious back room. A large open lounge area, decorated with beautiful & exquisite tapestries, rugs, pillows, couches, ornate tables, water pipes, and magically sustained plants. The owner Orin Salu is often there partaking in smoking tassel root, and sipping one of his family’s fine spirits. Within this secret lounge one can indulge in almost any delicacy to be found within the Realm. In addition the Star Consortium uses this space to plan their anti Daro Group actions. For the average visitor not only is this the premiere place within Bastion City to enjoy a rare meal or drink but also a place to indulge in almost any carnal pleasure.
Setting pt.2
Bastion Guard Hall & Jail
In the Northeastern section of Bastion city, east of the Ka’mel’s Saddle, is the large three story sandstone and wood beam fortified building that serves as the Barracks, Training Hall, and Administration building for the Bastion Guard. Underneath is the Jail of Inner Bastion which is relatively small as most accused of crime are quickly exiled while the most heinous criminals are housed in the Jail until they are publicly executed. The building’s only entrance is through a massive wooden gate attached to chain & pulley. A corridor extends inward from this gate splitting left and right, to the right are the stairs downward to Inner Bastion Jail, while the left opens up into a large training hall. Past the training hall are stairs upward to two floors of barracks, with the rooftop serving as a terrace for the court of Bastion as well as the site of executions. While most of the Guard choose to reside within their homes in Middle or Inner Bastion depending upon their families social standing, some dedicated members of the Guard will live in the Barracks in pursuit of military advancement.
Inners/Middles Guard Tower
• The Inners/Middles Guard Towers are a stone fortified gate tower with a metal gate separating Inner Bastion from the Middle Bastion. There are usually 3 to 4 guards on sentry there with a captain of the guard commanding. The towers themselves are connected to a single room barracks for the sentries to be able to rotate between guarding, and resting. The gates are open during the daytime but close at night, opened for special circumstances only. The Inners side of the Guard Tower is considered the premiere Sentry location as very little danger occurs beyond the pickpocket or shop thief, the vast majority of the violent & unrest occurs on the Middles side of the Guard Towers. Located at the Western, Eastern, Southern, and Northern sides of Inner Bastion each one has varying levels of activity. The Western Guard Tower is the most active due to the proximity of Merchant Row’s air-ship docks, while the southern and eastern guard towers are the least active as they are adjacent to the Noble Housing districts. The Northern Guard Tower however is the most prestigious as only Guards approved by Daro Group are allowed to be stationed there as the Tower itself is within the walls of the Daro Estates.
Shadoon Estates
• In the south eastern corner of Inner Bastion are the Shadoon Estates built with wooden frame and a earthen facade. Most of the houses were designed by the Shadoon Noble Family and built by Workers, which maintain the homes in conjunction with the Church. Majority of the Nobles of Inner Bastion reside here owning the homes. There are some houses also owned by groups of Workers that use them as flophouses in between work shifts. While guards occasionally patrol this area these homes primarily rely on neighborhood watch and as a result after dark this area is often the site of crime in Inner Bastion. While the Estates are exquisite in comparison to the housing of Middle Bastion the Nobles that reside in these Estates spend countless hours and untold fortunes in attempts of decorating the exterior and interior of their homes to feel superior to their neighbors.
Salu Distillery & Charto Brewery
• On the Western edge of Shadoon Estates and East of the Wandering Star is the small unassuming white painted wooden building with blue trim and copper canisters outside the building of which the many varieties of Salu’s Special Spirits fermenting, aging, and distilling. Within is a dizzying array of scents and ingredients all in glass jars or being mixed by the few workers allowed within. In the Northern sector adjacent to the Ka’mel’s Saddle is the Charto Brewery that utilizes the chaff from sifted Tassalroot flour to create a range of fermented alcohol. The beverages from these two Settings are ubiquitous within Bastion City from the disheveled, chaotic Silver Wolf to the subdued, classy Wandering Star. The prosperity from the consumption of these popular potables is funneled to the Salu and Charto Noble families. As a result the exterior is the austere and the bare minimum required from neighborhood’s facade requirements.
Middle Bastion
Between the Outer Walls and the Inner Walls is the vast region known as Middle Bastion. About three times the size of Inner Bastion there are three sectors radiating out from the Inner Walls to the Outer Walls. The first sector closest to Inner Bastion is comprised of the Factories and Warehouses, the second sector is known as the Dusties as the combined air pollution from the Factories and the tilling of the Farmlands results in a haze. The last sector is also the largest and is dedicated to the Farmlands, large swaths of earth tended to by magic and expertise. Finally the large Guard Towers of the Outer Walls allow access to large bridges over the rivers that surround Bastion City, this is where the Cliff-side Fisheries are, in many sections of river surrounding Bastion City the water has carved deep into the earth creating chasms of fast moving water where the best fish in the Realm can be caught. While Inner Bastion is an almost dizzying array of Luxury Goods displayed in whatever artisanal way is in trend Middle Bastion is utilitarian oriented. Built from scavenged supplies, and Material Goods passed over by the Noble Families the buildings of Middle Bastion are cheap, shoddy, unreliable, and in many instances quite dangerous.
Farmlands
The Third Sector is primarily comprised of Farmlands, vast regions that are actually greater than the entirety of Inner Bastion. There are small sheds for rest and work animals as well as storage for the tools used in the farming, but housing of the Workers is within the Middle Sector. The primary crop grown is Tassalroot a large tuber used in various ways as the primary form of sustenance for the people of Bastion, especially Middle Bastion. The flowers are dried and used as a smoked intoxicant while the leaves are twined together to create strands for clothing or other textiles. The use of Magic is essential here as the lack of rainfall in the Realm of Bastions means that Water Magic or fetching water through bucket pulleys anchored to the Outer Walls is the only means by which to sustain. Some Noble Families pay to have small sections of Farmland worked especially for their needs, usually a rare plant from Outer ‘Ka.
Setting pt.3
Inners/Middles Guard Towers
Outside of the Guard Towers are the outskirts of the Dusties, there are rarely any guard members patrolling away from the tower, preferring to hold their fortified position against any threat, their primary concern protecting Inner Bastion. However if there is a large scale threat such as a fire they will send courier’s for backup from the Guard and Temple. Due to the vigilance of the Outers Guards the Inner Towers used to be quite calm but recently there has been more unrest from Middle Bastion. There is an attached barracks for resting allowing a rotation of Sentries to constantly guard the Towers.
Middles/Outers Guard Towers and Bridges
The first defense of Bastion City these Guard Towers are at the end of massive bridges extending over the chasm made by the three rivers. A large archway with a retractable gate is the only means by which one can access Bastion City by ground, and must pass through these Towers. Standing on each side of the large archway between the walls separating Outer Bastion and Middle Bastion are huge Pneumatic & Hydraulic powered automatons, maintained by the Daro Group’s engineers at the behest of the God-King. In the past the battles against the ‘Ka meant that these Guard towers would face near constant battles but the past 20 years have been very quiet. Outside of the Northern bridge is the train station to Tou’ka maintained by the workers & the watch it is the busiest of all the bridges.
Silver Wolf Tavern
The Silver Wolf Tavern is a rough stone & wood building in South West Middle Sector, there is a small loft inside which is the site of a popular Middle Bastion past-time, wrestling. Rass Tin the owner is a welcoming and friendly lady. She runs a bakery out of the tavern, and always serves a perpetual Tassalroot stew with bread & Charto Ales on tap. The inside is unassuming in its decor, with family portraits on the walls and worn Tassalroot woven rugs on the floor. There is a mounted bottle of aged Salu Special Spirit on the wall above where Rass Tin bar-tends, a gift from someone very important. The clientele range from Factory Workers, Farm Workers, Warehouse Workers, to those just passing through Middle Bastion. Usually fairly calm any trouble raised by patrons is directed to the second story wrestling area. The goal of which is to bring the opponent to the ground the most in 5 Rounds. During such events the Tavern becomes quite raucous.
High Priestess Hokaine’s Missionary
In the northeast part of the Second Sector of Middle Bastion Hokaine has a small house outside of which she performs magic in aid of the denizens of middle bastion underneath a gigantic statue of the God-King. She preaches the teachings of the God-King in particular the verses about respect for the church, guard, and of course God-King as well as verses pertaining to hard work, and cleanliness. It is rumored that there is a hidden underground area beneath Hokaine’s house that connects to the Church past the walls within Inner Bastion, however most brush this off as words from those jealous of Hokaine’s popularity. She is a talented user of Magic that assists in the myriad of medical needs of Middle Bastion folk. In addition this is where the Acolytes & Clerics that operate in Middle Bastion are administrated from, however due to Hokaine’s preference to be hands-on this duty falls to the wayside. Many opportunistic parties use this to their advantage buying off Acolytes and Clerics for tasks of their own.
Warehouse & Factory District
Sector 1 of Middle Bastion is comprised of the Warehouses & Factories owned by various Nobles of Inner Bastion where Material Goods are processed or stores, often tech empowered workers tend to these warehouses & factories and are paid a bit more than the farm workers. Most of the warehouses tend to be shoddily build from wood and earth, with wealthier nobles paying for a full wooden warehouse. The factories on the other hand utilize Stone, Metal and Glass in a completely utilitarian purpose, requiring materials that withstand the heat generated by the Cind-Furnace used to make the manufactured goods.
The Dusties
The Second Sector of Middle Bastion mostly consists of The Dusties. The term for the densely packed residential areas in Middle Bastion, simple buildings made of earth and Tassalroot swaths of fabric. On the edge near the farmlands one often hears the sounds of folk songs from nearby farm laborers, or children playing during the day while the night tends to be quiet except near the Ka’mel Ring or the Silver Wolf. The edge near the factories on the other hand are quite noisy during all hours of the day in addition to the pollution as a result of proximity to the Factories.
Salu’s Ka’mel Jousting Ring and Bazaar
In Northern Middle Bastion a large encirclement where the Ka’mel Jousting occurs on specific evenings, outside of the ring are a couple food & drink shacks, each one specializing in a particular food or drink. Also there are a couple of gambling booths to wager on the outcome of the Ka’mel Jousts. Surrounding the ring are the various pens for the Jousters, equipment areas, and training rings. Densely packed the proximity to their rivals results in frequent outside the ring interference & sabotage. The spectacle of the Jousting Ring is the highlight for many people who reside within Middle Bastion City.
Cliff-side Fisheries
Coveted yet dangerous fishing spots that are accessed by long ladders just outside of the walls of Middle Bastion, or done over the large bridges leading to Outer Bastion. The fishers labor in hopes of catching enough to sustain themselves and make extra Dosh. Many fishers sit in their spots using extremely long fishing lines to catch what they can from the massive lake formed by the convergence of rivers. They use complex pulley lines to haul their catches up to the surface. They are cleaned before selling fillets to Inner Bastion nobility while the refuse are used to make food for the fishers. Resulting in a near constant amount of bustling activity outside of Bastion City.
The sewers
With many access points across Middle Bastion the vast sewer network shaped from earth and maintained by earth Acolytes from the temple of Bastion. Primarily used to deal with the refuse & waste from the concentration of people within Bastion City. As a result of the Sewers extending deep into the earth and intersecting with the Worm Trail there is a constant source of Critters. This deep, complex network of tunnels is also used as a hiding place for some of Bastion City’s underworld groups, ‘Ka Infiltrators or those who wish to live outside the laws of Bastion City. The fisher-folk and those who frequent the Sewers tell tales of hidden entrances to the Sewers within Inner Bastion. Navigating it takes a good bit of knowledge of Humanoid, Geography, and Critters but the rewards can be quite good.
setting pt.4
Outer Bastion
The largest region of the Realm by far, the terrain of Outer Bastion is varied and fantastic. The Northern most region consists of the vast Dragon Mountains that start at the Dragon’s Maw Volcano in the Northeast territory of Zeu’Ka. The highest peaks are in the Northern Permafrost known as the Dragon’s Spine. Some of the most fertile lands are in the Tou’Ka Lowlands just south of the Dragon’s Spine. In the Northwest the Dragon’s Tail section of the Dragon Mountains curves around the Sand-Dunes of Zol’Ka becoming the Western Foothills by combining with the hills of the Mirage Mountains. The Mirage Mountains border the Southern Region of Outer Bastion, the highest peaks of the Mirage Mountains are in the Southeast by Phen’Ka. The snow-pack of these peaks feed the Trickle of the Fens of Madness. As the Mirage Mountains trend westward they quickly diminish in size in the Southern region before jutting upwards in the Southwest creating the Red Pillars before getting rapidly diminishing in size to become the Western Foothills just past Lake Den’Ka. Some ‘Ka explorers tell tales of traversing the Dragon Mountains and finding themselves in the Mirage Mountains as well as the inverse.
Northwestern Sand-dunes
Northwest dunes are a low desert up to the foothill of the Dragon’s Tail mountain range where the elevation quickly rises. The Nat'Ka village is based around an oasis deep in the dunes the rapidly shifting nature of the deep sands makes mapping the exact location difficult. The oasis itself is a very large spring fed lake that is quite shallow, coming up to the waist on most people. The Nat’Ka utilize this oasis as a water source and an agricultural source. The difficulty mapping this region combined with the environmental hazards makes traversing this region of Outer Bastion quite dangerous. The chance of finding a powerful earth spell-caster, valuable gemstones, or a delicious cactus flower tempt many explorers. Beware the many critters in this region as they have had to develop a myriad of attributes to survive in the harsh sand dunes and take advantage of any opportunity to feed. Those that have been to the Nat’Ka and back tell stories of a prosperous, peaceful village that is welcoming of visitors. Bandit King Aloxes is said to have made camp on the Southeastern Edge of the Sand-Dunes in sight of the train running between Bastion City and Tou’Ka. This region is where the terrain becomes arid rolling hills that contain the sand in conjunction with intense wind-storms.
Northern Lowlands
North of Bastion City are the Dragon Spine Lowlands, named because of undulating hills and valleys that extends south from the northern Dragon Spine mountain range. Interspersed with the hills and valleys are a wide plateaus however most of the Tou’Ka clans are established in the central valley. The most established land trade route at this time is the Train between the Tou’Ka and Bastion City. The Tou’Ka towns are widespread and dispersed, governed by various clans. There is no centralized power structure and the traders of Bastion City often spend weeks going from barterer to barterer to find the best deal. Majority of Tou’Ka is at an altitude where the lowlands are most prosperous however the current leader of Tou’Ka is from the northern region. Where the lowlands start to turn into tundra and has some degree of permafrost most of the year. During the Thawing Season, most of trade in the northern regions is suspended as swarms of predatory insects awake from their permafrost induced hibernation to feed upon anything that moves. Despite the peril of these Critters the concentrated fluids from these critters are used in the strongest herbalism and pharmacology recipes. The myriad of edible flora and fauna of the region is an important source of trade for this village but the primary export is the gunpowder mined here & firearms produced in this region a specialty that is steeped in the traditions of the Tou’Ka. Most Families in Tou’Ka pass down their ancestral firearms to the young members of their family when they come of age. Very few brave adventurers have traversed north through the Permafrost and through the Dragon Spine, the handful that survive report coming out on on the Southern part of Outer Bastion at the foothills of the Mirage Mountain near the ruins of Zol’Ka
Northeastern Volcanic Region
Northeast of Bastion City the huge smoldering volcano known as the Dragon’s Maw dominates the horizon easily twice the size of the rest of the Dragon Mountain Range, the Volcano has been tended to by the Zeu’Ka for as long as the ‘Ka have existed. The great Firebird itself roosts in the Maw and the descendants of that great beast still inhabit this region of the the Dragon Mountains, making air travel extremely dangerous. The Zeu’Ka are masters of fire spell-casting and have utilized it to channel the Maw’s lava-flow downward rather than erupting, At the base of the Dragon’s Maw lies a massive lake, the third largest in Outer Bastion. The hills of the Dragon Spine as well as the northern most foothills of the Mirage Mountains channel water into this like, while the extreme geothermic activity of Zeu’Ka channeling of the Dragon’s Maw results in the lake being heated. A huge swath of the surrounding foothills have been are desolate as a result of the ash clouds from the Maw. The boiling mud pots, sulfur vents, and scalding geysers are plentiful, around the lake, which feeds the aptly named Boiling River which flows to the southwest. The unique materials of this region draw many explorers as well the many poisonous plants and fish have developed from this unique ecosystem. One unique plant has the ability to slowly alter a person’s appearance from masculine to feminine or feminine to masculine depending on how it is compounded.
Skyward Monolith
East of Bastion City nestled in shale hills and in a rare spot lacking geothermic activity the Skyward Monolith juts upward, a testament to the ingenuity, genius, and ability of the famed Inventor Cian. In exchange for the Technology of the Inventor, Bastion City with the help of Zol’Ka & Tou’Ka invaded Phen’Ka and Zeu’Ka during the Third Desert War to secure the land on which to build the Skyward Monolith. One of the pioneers of modern Pneumatics and Hydraulics, Cian is also an expert in Mechanical Knowledge. Over the years the Monolith has become a major trade outpost for air based trade, a close second to the Ot’Ka airship routes. Before the Skyward Monolith air trade was impossible in this region, the Monolith changed this in part because the Skyward Monolith’s defenses are one of the few things that can keep the Ferrochs from overtaking an airship. The exterior of the tower appears to be made of intricate interlocking gears, pneumatic tubes, and hydraulic piping that extend from the top of the monolith to below the ground entrance. Many types of Automatons attend to the maintenance of the Monolith as well as defending it. The minority inhabitants, humans, tend to be older and all are trained in technology from one type or another, and as such the primary export of this trading outposts are materials related to that.
Fens of Madness
South east of Bastion City are the Fens of Madness, a swampland made from the Trickle a network of streams from the constant run off from the highest peaks of the Mirage Mountains. Within the waters are a unique material that creates the illusions which are visible as the water flows downward from the Mountains. The verdant combination of rich soil and mineral water has resulted in a diverse ecosystem. The many poisonous plants create plumes of noxious gas, most of which is hallucinogenic. Throughout of the Fens are the villages of Phen’Ka who use boats to travel through the deeper parts of the Fens. The denizens of Phen’Ka are renowned for their knowledge and application of Healing, Pharmacology, and Water magic. The flora and fauna of the Fens of Madness are valued not only for their drug-like properties but also for their health benefit,. The only way to access the tallest peak of the Mirage Mountains where the Living Cloud is said the reside is through the Phen’Ka. The Living Cloud is rumored to be that which gave the ‘Ka their first breath according to ‘Ka creation beliefs. The Phen’Ka is a loose collection of wooden decking in various stages of decay and simple earthen houses, in a cluster around the trade roads are large warehouses that extend back into the marsh. Since the Phen’Ka are able to thrive were others may be intoxicated the attempts to aggress upon them have failed. While the Phen’Ka have no official warriors or guardians one Clan has taken it upon themselves to defend the Phen'Ka right to steward their homeland. The Western edge of the Fens terminate in the Winding Wood before the southern deserts begin, and on the Northern Edge the Fens terminate at the Foothills where the Skyward Monolith stands upon stolen land.
Setting pt.5
Ruins of Zol’Ka
South of Bastion City rising out of a vast flat sandy desert surrounded by imposing sand dunes are the ruins of the great city of Zol’Ka. Built from deposits of marble and sandstone from deep beneath the city the proximity to the foothills of the Mirage Mountains and dunes act as a wall. The terrain around is rugged in stark contrast to the flat lands around Zol’Ka, the perfect environment for herds of Ka’mel. The smooth city is especially magnificent surrounded by the rough and jagged lines of the Mirage Mountains to the south and the Red Pillars to the west. Zol’Ka is a wonder greater than Bastion City, Den’Ka, Skyward Monolith, or Ot’Ka in sheer scale and quality of architecture. However Zol’Ka is almost completely abandoned, and there are many stories of Explorers that have found vast hordes of treasures in hidden rooms in Zol’Ka. However there are are many more stories of Explorer’s sinking into the walls or floor never to be seen again or ambushed by the large quadruped critters that stalk the flat and quiet sands and foothills that surround Zol’Ka. It is rumored that the Great Worm devoured the people of Zol’Ka for their insolence and disrespect to the avatar of Earth. However the truth is that a powerful magical ritual resulted in the Earth Ascendant taking control of Zol’Ka and forced the surviving people of Zol’Ka underground to be subjugated or to flee Zol’Ka as refugees.
Red Pillars
Southwest of Bastion City are a series of valleys and plateaus that marks the end of the Mirage Mountains, the variation in altitude is unpredictable but usually quite minimal except for the massive Red Pillars that tower over the region. Sprawling atop these red pillars is the jewel of the ‘Ka, Ot’Ka, organized as a hub and spoke the Council of Ot’Ka has their governing chambers in the center of the massive Bazaar a dense cluster of vendor stalls, eateries, and homes this center pillar has the only staircase etched into the Red Pillar, which is rarely used as there are massive suspension bridges to each of the pillars encircling the Hub. Two air-ship docks in Ot’Ka are the oldest in the Realm and are the busiest as traders from across the realm have docking permits for airships. Porters ready to unload the cargo and take it down the wide streets to deliver to the merchants in the Bazaar, aside from the docks the remainder of the space is used for dense housing for the inhabitants of Ot’Ka. The fiercest river in the Realm, Totch’asu (The Wailing), winds between the Pillars and as a result it is quite difficult to live or forage beneath Ot’Ka, however fishing these rivers is a vital source of food for Ot’Ka in addition to Tassalroot flour imported from Bastion City. Masters of Air Magic and Pneumatics the Ot’Ka people are said to have been blessed by the Living Cloud and were taught how to fly. They have bartered their flying devices to the rest of Bastion and are the most established and longest running airship bartering route. The Ot’Ka wind-riders are masters of flight and pneumatic weaponry and are known to be able to procure anything or anyone that can be found in Outer Bastion, for a price. Beneath the Ot’Ka beyond the river are the red rock & shale hills. Within this region there are few flora and fauna that have adapted to survive. Only experienced Explorers have survived this harsh region finding calm spots on the river to get water & foraging edible plants, especially nuts and berries found only in this area.
Lake Den’Ka
West of Bastion City where the foothills of the Dragon’s Tail and Mirage Mountains meet is the second largest body of water in Bastion, Lake Den’Ka. Floating atop this lake is the city of Den’Ka, with a bridge connecting to the east and west. The trading road heading east, winds up into the mountains following the creek that feeds Lake Den’Ka before turning North towards Nat’Ka. The trading road East splits towards Tou’Ka and Bastion City, the road heading North towards Tou’Ka runs parallel to the Train tracks and is a frequent place for Bandit attack. At the center of the floating city a singular airship dock rises from the dense buildings and winding narrow walking paths weave throughout the city. Once the primary trading partner with Bastion City, after the Third Desert War and the surprise attack there has been a general trade embargo. The plentiful resources, experts of Hydarulics, and powerful water spell-casters make Den’Ka a destinations for many types of Explorers. The Lake exists in a gigantic caldera with the western most edge being where the foothills of the end of the Dragon Tail meet the foothills of the Mirage Mountains.
The Worm Trail
The name given to a vast, deep network of tunnels & caves underneath the western half of Bastion, from the Northern Lowlands, south to Zol'Ka and west to Den’Ka. Legend is that the avatar of earth the Deep Worm bore the tunnels upward so that the ‘Ka could learn the magic of Earth from the wise being. The Tunnels & Caves themselves are mostly flooded to some degree or another 80% have 1-2 meters of water in them, 10% are dry, and the remaining 10% are completely flooded, mostly those near the lake under Bastion City, the Steam Lake to the Northeast, and the lake of Den’Ka. Throughout the tunnels there is a diverse ecosystem of critters, moss, lichen, and other fungi. There are a few rare venomous predators that are the source of many a rumor or cautionary tale of expeditions into the Worm Trail. Despite the danger the range of materials both organic and inorganic make exploration lucrative. Some important sections of the Worm Trail are the regions beneath Zol’Ka as well as the Nat'Ka World Tablet.
The Skies of Bastion
The skyway of Bastion flows in a fairly predictable path from Inner Bastion to either the Skyward Monolith or the Ot’Ka, there are many small flying critters that interact with the smaller airships but steer clear of the larger ones. The only large flying critters are the Ferroch in northeast by the Dragon’s Maw. The danger from sky pirates or a rogue Wind-rider seeking quick cash are greater than any critter, usually. The conditions for flying are usually calm due to the Arrest of the Clouds but there are occasionally wind currents that can quickly destabilize even the largest sky-ships. After years of study a pattern for these currents has been discerned resulting in the creation of the air-ship timetable laying out the most and least desirable safe fly times. Obtaining a favorable space on this timetable is the source of many conflicts among the Nobles of Bastion City.