Saturday, May 16, 2020

A World A Week: Fifth World, The Delta

So it was a really slow night at work last night. So slow I was chatting up people on my ancient flip phone looking to chat. Of course, Monk, a fellow night-shifter was there. So while talking about things, he found a convention that he wanted to attend as Adventure Gaming bruders. Rich coming from him as he always is "done with gaming" every couple of years, but hey I appreciate the inconsistency as I really like gaming with him. Of course where he wants to go is noted for its "Old School"-ness. I was a bit blank on any response. Monk then said, "We could run TnT which is old school I hear."
So after about fifteen more minutes of discussion, I am running T&T again, but only 7th edition and its as bronze-age as well as gonzo as I want it. Here's my fifth T&T start-up world and about twelfth  campaign source in forty years.
The Three River Delta
Good convention FRPG games come from a mixture of GM-timing, nifty idea (usually meaning title), and thought-out but understated world. Welcome to the last part of that equation, The Fifth World. This world, sometimes called "Sevven," is the fifth out of nine worlds where the lords of light and masters of chaos duke things out.  The city-states of Luxxe and Sevven have been antagonizing each other for about seven hundred years now. A third city-state, Buggle, has arisen in just the last couple of centuries, where the ant-heads have developed a beachhead on the above ground world.

There is a whole lot going on here because I have more than a few notes from many, many years of working on this or that about this RPG setting. If I am going to be running Our Game again, I might as well get it all out there, because I suspect there will be storms and pratfalls ahead so let's make it worth my time. By the way did I ever mention that I like to adventure while I game? Stomp the ticks out of your boots already.

So let's talk indigenous sorts.

Thanx to Jon Salway for getting me a little more in-depth than I usually do. People that have known me for a while will recognize various "critter-folk" while most OSR folks that are on about which gay orcs that they would date or marry will be rather shocked (SHOCKED) to say the least.

Orcs- Humans in the service of Orcus, the Ugly. Early on they decide that they are barbarians and start wearing horned helmets. They work their way up through the ranks of deplorable folks. With enough horrible things done, they get taken to a temple of Orcus and get possessed by a demon. Wallah, thank the PC for the service, pity no one cares.

Goblins and Hobgoblins- "Orks" originally spawned by Orcus when he captured elves and mutated them into these beings. Goblins are short and like to wear spiked-helmets while hobgoblins like to wear NAZI uniforms. They are not fated to be evil, but can really relate to evil ways of doing things. Many overcome their backgrounds and get Real OSR aficionados all worked up with their profile pictures at dating sites in the ethersphere.

The Og- Neanderthals. The males can't speak beyond grunts and whimpers and are called "Og-men." They are noted for their amazing strength. The females can speak and craft magic and are called "She-og". It should be noted that the She-og often speak about the Og-men as if they aren't in the same room when they're standing right there.

Umanity- A mixture of humans and other species that try to work towards being humane. They appreciate the benefits of understanding each other languages almost as much as they appreciate math with its ability to quantify how much grain is available before people start starving.  They also have developed some of the best stuff ever like cotton, fishing nets, metal tools and weapons, plus the sail and wheel. They write a lot of stuff down in languages that other people around them can understand. It is said that because of this "literacy" the Wizards Guild cryptic communications comes easier to them than most.

The Beast Lords- People of their time, this collection of hybrid species helped shaped the cosmos into what it is today. Oddly enough, they are not all that appreciative of change.

The Ogrish- The ogres and the piltdowners. Ogres are male Og that not only speak and have psychic powers, they tend to be giants. No one with og blood within them can refuse an Ogre that is taller than themselves.
Piltdowners are goblin-sized ogres that are as strong as humans or hobgoblins twice their size. 

After the Splash
This is the Fifth World. When the Great Flow separated the cosmos, the struggle between between Light and Chaos formed the Nine Worlds.

The city-state of Luxxe is the oldest city in the world. It is here where the Beast Lords consolidated their holdings when the rest of the world around them changed. They gathered their boats and created navies that would block the cities of the lands when they choose to try venturing out into seas. It is from the vast Wuldbe swamps around them that the Council of Luxxe enslaves its minions.

Sevven a former trading post for Luxxe, has been its own capital for almost 700 hundred years now. Its three cities, Lagash, Girsu, and Nina, have proved themselves to be the new power of the world. Here Unmanity thrives against the forces of regression. Still its challenges are no where near defeated.

Not understanding the struggles of yore, the ant-heads of the Hives, came onto the surface lands from below. There they founded Buggle. Made up of many species, like Sevven, but its insect-like overlords are more than willing to eat its denizens to expand its profitable territories.



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