More stuff from the handbook
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Turf: The Bluecoats claim the whole city as their turf, but find their influence severely limited in Whitecrown, where the Imperial Military garrison holds sway under command of the Lord Governor.
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NPCs: Commander Clelland (chief commissioner of the City Watch, corrupt, cruel, arrogant). Captain Michter (chief instructor, ambitious, fierce, confident). Captain Vale (quartermaster, loyal, insightful, quiet).
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Notable Assets: Many large gangs of vicious thugs in uniform. Armored coaches and canal patrol boats. Public punishment sites (pillories, stocks, hanging cages).
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Quirks: The Bluecoats are divided into companies by district, and they have fierce rivalries, encouraged by their superiors—often good-natured, but sometimes violent.
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Allies: The City Council, The Billhooks, The Crows, Ironhook Prison, Lord Scurlock, The Unseen.
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Enemies: Imperial Military, many criminal organizations.
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Situation: The Bluecoats have become jealous of the elite hardware and vehicles used by the Imperial Military. They want to refit their watch-guards in heavy armor and weapons, to better strike fear into those they prey upon.
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> Oversees transportation between cities and the disbursement of food and other vital resources.
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Turf: The electro-rail train lines of the Imperium. Radiant energy farms, eeleries, and other food-growing enterprises throughout the city.
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NPCs: Lord Dalmore (executive officer in Doskvol, commanding, intelligent). Lady Slane (chief of operations, insightful, subtle, effective). Captain Lannock (mercenary commander, shrewd, ruthless).
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Notable Assets: A fleet of cargo ships and their armed escorts. A significant treasury from taxation and transportation licensing. The Rail Jacks who work the train lines. A private mercenary company that answers only to the ministry itself.
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Allies: The Billhooks, Imperial Military, Rail Jacks, Sparkwrights.
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Enemies: Leviathan Hunters.
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Situation: The Ministry leadership believes that the leviathan hunters are too vital to the public well-being to be controlled by the bickering noble houses, vulnerable to their petty rivalries and vendettas. Agents within the ministry have been tasked with a variety of espionage, sabotage, and political actions to ultimately seize control of the hunters and bring them into Ministry control.
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## AKOROS
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A land of dark, petrified forests and rocky hills. The rich coastal cities get their wealth from leviathan hunting and from mining colonies deep inland. The Akorosi are sometimes called “Imperials” since the Imperium began there. They are generally fair-skinned and dark-haired.
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## SEVEROS
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A land of windswept plains, covered in dark scrub and thorny growths. Outside the Imperial cities on the coast, some native Serverosi still live in free tribes, scavenging the death-lands on their ghost-hunting horses. They are generally brown-skinned and dark-haired.
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## IRUVIA
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A land of black deserts, obsidian mountains, and raging volcanoes. Some say that positions of power are openly held by demons in Iruvia. The people are generally amber-skinned and dark-haired.
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## THE DAGGER ISLES
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A tropical archipelago covered in dense jungle growth; now turned dark and twisted from the strange magic of the cataclysm. Some say that the people there live without lightning barriers. How do they manage that? Native islanders are generally copper-skinned and dark-haired.
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## SKOVLAN
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A ragged land of cold mountains and rough tundra. Skovlan was the last holdout against Imperial control. They are generally pale-skinned and fair-haired or red-haired.
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## TYCHEROS
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A far off land, disconnected from the Empire. People say the Tycherosi (rudely called “Strangers”) have demon blood in their lineage.
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# Timeline
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> [!timeline|t-l]- **Duskvol is founded** _~160pc_
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> The old Skov kingdom establishes a coal mining settlement at the river delta. It grows into a small port town over several generations.
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> [!timeline|t-r t-1]- **The Cataclysm** _0_
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> During the cataclysm, the far northern reaches are spared the worst of the earthquakes and volcanic eruptions that shattered most of the continents to the south. The people of the mining settlement, like almost all of the survivors of the cataclysm, swear eternal fealty to the Immortal Emperor in exchange for his magical protection from the legions of vengeful spirits and other horrors unleashed upon the world. The safeguarded settlements salvage what they can from the ruins, and begin the long process of re-building.
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> [!timeline|t-l t-1]- **The Revival** _~200 ie_
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> Some of the knowledge and technologies lost by the cataclysm are beginning to be restored at this point, thanks in large part to schools established by the Immortal Emperor and stocked with scholarly works rescued from obliteration. Doskvol becomes the primary training ground for all nautical endeavors.
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> [!timeline|t-r t-1]- **The Great Deluge** _~223 ie_
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> The “great deluge” floods the mines of the rapidly growing city and kills hundreds. The mines are abandoned for several centuries, until advanced steam-powered machines can be employed to restore them.
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> [!timeline|t-l t-1]- **Leviathan Hunts and Electroplasm Refining** _~551 ie_
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> The first hunters succeed at harvesting and refining leviathan blood, reaping a fuel source that will eventually power the Imperium.
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> [!timeline|t-l t-1]- **Leviathan Hunts and Electroplasm Refining** _~556 ie_
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> The Immortal Emperor decrees that all cities of the Imperium are to begin construction of lightning barriers to replace waning protective sorceries. The first prototype barrier towers are built in Doskvol around the district that will become Charterhall.
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> [!timeline|t-r t-1]+ **Unity War** _~809 ie_
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> Local citizens object when the Imperium moves the vast majority of its toxic leviathan blood processing to the factory town of Lockport in Skovlan. The Skovlanders insist that they are not subject to unilateral Imperial decree, claiming their figure-head king, Aldric, as their rightful ruler and demanding a withdrawal of the processing plants. The Emperor ignores them, sending workers to establish the new facilities under protection of the Imperial Military. King Aldric musters a militia force, and the Unity War begins. Over the course of the conflict, over two thousand Skovlander refugees flee their war-torn homeland and make for the closest port, Doskvol.
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> [!timeline|t-l t-1]+ **Skovlan Surrenders** _~845 ie_
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> The Unity War comes to end when Skovlan surrenders after Queen Alayne and her husband are killed by an assassin.
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> [!timeline|t-l t-1]+ **Present day** _~847 ie_
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> Present day
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# Practical Time
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> [!NOTE]- The Stars
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> The ancient stars still hang in the black sky, though their arrangements sometimes swirl and change according to unknown principles of celestial motion. When the oceans turned to black ink during the cataclysm, a new realm of constellations appeared in the depths of the seas—millions of tiny pinpoints of light, somehow clearly visible far below the waves. To sail upon the waters of the Shattered Isles is to be flung into the void—the crushing dark of black sky upon black water, stars far above and stars far below. Not every sailor is able to keep their sanity.
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> [!NOTE] The Sun
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> The sun was shattered in the cataclysm, plunging the world into darkness. Its remnant shards burn weakly in the sky at dawn and twilight, yielding only a dull glow, like the last embers in a dying fire.
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> [!NOTE]- The Moon
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> The moon looms huge and bright, swelling with each passing year, as if drawn ever closer by some terrible power. During certain phases of its transit, the moon appears to multiply across the sky, in pairs and trios of sibling lights, as if reflected on the facets of a vast crystalline dome. It is not known what causes these pale, dimmer sisters to appear, but occultists and natural philosophers have no shortage of arcane explanations and scientific hypotheses.
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## Hours
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- Honor
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- Song
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- Silver
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- Thread
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- Flame
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- Pearls
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- Silk
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- Wine
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- Ash
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- Coal
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- Chains
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- Smoke
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