World of Kerren · Legacy archive
The world of Kerren
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The world of Kerren
#1There is a new table of content's below
The world of Kerren is a science fantasy setting I am toying with. It is inspired by Pern, yet designed for gaming. Pern is a great place to read about, but a hard place to "adventure" in unless the GM sets up very specific situations. Kerren fixes this.
The Humans are from Earth. They know they are from another world and were sent here as colonists. They know the world they came from was very different and has many wonders. They even know where the First site was. It is just north of the First Warren, the site of the High Warden council.
The world was not what it was originally supposed to be, being metal poor and mineral poor. While the Saurians onthe planet were in the report, they survey missed their seasonal migration by warp. There were also more saurians, many larger than originally reported. Over time, the technology has broken down, the metal pieces becoming rarer and rarer, and a plauge a two hundred years back did knock most of the old knowledge out of common wisdom.
Within the first generation, they discovered the Dragons (and a few other Saurians) can warp, they discovered Zhan and Zhan monsters, created the first Ward (place where dragon ryders and their mounts live). (In the early days Dragons flew with the Hoppers (air craft) to defend against giant monsters.) They learned to peel the hide of certain saurians (domesticating one). That leather, once treated would harden to iron like hardness.
Zhan are green globby animated things that drop out of warp in storms (electrical discharge creates the warp effect). They drop and slither arround. They infect living things with part of themselves, mutating the animal or plant or human or dragon, into dangerous killing machine.
The Dragons and Ryders patrol each Ward (geographic region) from their Warren, flaming Zhan as they fall, killing Zhan monsters that occur despite their best efforts, and occasionally acting as police for the people who live in Ward. The Warden, the leader of the Ward, rules the ward.
Non Warren folk normally live in Clusters, or walled towns, some of which butt up against cliffs and are pueblo like. A small amount living in villages in the outlands (areas not near a Cluster). These folks supply services to support the Warren, who in turn protect them.
A campaign would center around the notable people of a given warren. You would be Ryders, Dragon Caretakers (scales), and other Warren folk. There would be the soap opera aspects, as well as the periodic monster hunts and zhan storms.
What would you like to see in such a background, or have I missed something?
Page 1
1) Introduction
2) Agar: Critters that warp
3) Warp, Warping Critters, Bonding, Zhan, Mosquitos
4) Agar: ?
5) How to Warp
6) RiaHawk: People Mutations?
7) CP- aliens?
8) Mutants
9) Other races, campaign Directions
10) FYI
11) Manfred: Star Trek
12) Agar: Motivations?
13) Why this planet.
14) Star Trek People answer
15) Character Archetypes
Page 2
16) FD- Whole heck of questions
18) Whole Heck of Answers
19) Character Seeds
20) Zhan Mutations?
21) Zhan's abilities!
22) Book Keeping
23) Ecology of Kerren
24) Some sample Encyclopedia Kerren entries
25) Naming conventions
26) Wing Creation
27) Strolen's comments
28) Answers to Strolen.. Zhan and other things.
29) Jumpers
30) Teleport questions?
Page 3
31) cp- continuations
32) Teleport/ Warp Answers
33) Zhan don't mate...
34) Meta Campaign thought...
35) Meta Campaign Questions...
36) Meta Campaign Thought
37) Example Wings
38) Example Scales
39) Wards/ Maps
40) Plotlines
It was here that Captain penguin's brain melted and the World Pack II thread was splot off
41) Some Misc Points about Kerren
42) Manfred- What to call it?
43) What to call warp.
45) Drama and a few general questions answered
page 4
47) Honor Code
48) Not Pern!
49) Religion
50) Radios and electricity
51) Food
52) Night Sky, Calender, Time HELP!!!!!
53) Strolen's comments
54) Chocolate and Warpspace
55) Lighting
56) Agar: Electrical fields and callers
57) Lures
58) Lures=thumpers = Dune
59) Lures and Dune
Page 5
60) D'oh
61) Ryder Weapons
62) CP rejoices
63) Metal Weapons and Heirlooms
64) Other Heirlooms
65) Agar- Weapon suggestions
66) Weapon material choices
67) Building materials and tools.
68) What buildings look like..
69) Situation chart
70) Kerren Planetology/ Geology/ Oceanography
71) What Kerrnen do at the Bar
72) The Map, some musings.
74) Campaign Considerations
Page 6
75) How the gameworld needs to be presented.
77) Whine and Sigh
81) Strolen's questions
82) Money, Money, Money
83) Waystations and Draong's eating habits
84) Religion
85) Biocrete
86) Peaceful world
Page 7
90) Info on Dragons
91) Biolights and Hexopodals
93) Random Elements
94) Answers Above
95) Clerics, no clerics
96) To limb or not to limb.
97) Hawking, K10s, and Cats
98) Zhani Dragons
101) Guns! Ack. Why?
102) No Metal-Agar
103) Guns resolved
104) No Guns-Manfred
Page 8
105) Landing Day
106) Religion- Updated!!!
107) More Holiday
108) About Onterio
109) Tournaments and lots of NPC activity -
The world of Kerren
#2I love Pern. The idea of them knowing they are from another planet depends on what point in the timeline you read the pern novel. The early books, like DragonsDawn, have them just landing so of course the know; later, as in DragonSinger or Renegades of Pern, they have forgotten all about the landing site on the southern continent and have no idea they ever lived anywhere else.
What were your ideas for other creatures that could warp? Would they be evolutionary cousins to the Saurians, like a fish that warps out of the water to catch the birds it eats, or just a parralel evolution, like a rabbit that warps to avoid predators? Are the dragons going to be naturally occuring or genetic experiments like on pern? Are the Zhan restricted to only affecting living organisms like the thread, or they eat through stone or metals? What's the origins of the Zhan?
I have so many questions because I think pern would make such a great game too. There is a PC game out for it, but I didn't like the way it looked... -
#3 More thoughts....
#3I like Pern too, but if you have ever tried to game in Pern (either table top or play by email), it tends to be really hard. Pern is a nice stable world that unless your GM has created some kind of tension or issues for your characters to specifically resolve, there is really not much to do. That is why there are the changes in the world.
Warp is an alternate reality and Kerren has a thin dimensional wall between the two. Warp is a fluid energy environment. There are natural flows of warp energies, dragon lines, that the dragons can ride to teleport. (One change from Pern, you have to fly around a while to find a line that takes you about to where you want to go. You give the dragon the destination area and the dragon feels for a line that feels like it does. ) In addition, Dragons are sensitive to warp energies, allowing them to feel other people porting and to feel Zhan storms. There ability to feel the warp energy also allows them to touch it. There wings are filled with nerves that have nothing to do but push against warp, allowing additional lift and allowing a 400 Kg creature with a 6 meter wingspan to actually fly without reduced G.
All the warping critters are dragon related. These creatures, in the wild, normally only warp 4 times a year, around the solstice. They migrate this way.
Chirpers: Tiny Dragons. They occasionally sidestep to avoid preditors.
Aquatics (no name yet): Proto-Dragons that returned to the sea. They can't warp, unless they are out of the water... so they breach like Whales and warp mid jump.
Jumpers: Middle sized dragons that are mostly ground based. Verociraptors more than dragons. They jump and strike. They use warp to hide and ambush.
Gliders: Middle sized Dragons 1.5 M wings: Protodragons that glide. minimal warp ability.
The Dragon's ability to touch warp is a random mutation. They used it to their advantage first as a navagation tool for migration, then to fly proper, then to actually warp. Wild Dragonforms really don't warp very often. Only domesticated dragons, with a human partner warp often.
Note: There are other Saurians (Dinosaurs) that are not Dragons. They fill out all the other ecological nitches. One of the reasons people live in cliff side dwellings or in walled cities is because of the other saurians.
The Dragons are not really manipulated. They have only gotten a bit larger and stronger (more able to carry humans) over the last 350 years. No real selective breeding or genetic manipulation. My back story has them being here and humans befriending them. They are smarter than a very smart dog or horse, but less than a child. all it takes is a human with some telepathic or empathic potential and the dragon's abilities to sense odd electrical impulses for them to learn.
Bonding is a skill you need to work at. The dragon can imprint on a human, sort of a bonding/ mating impulse. The bond related effects allow you to get better warp control, synergy between the partners, ability to share wounds, empathy, and even warp modifying breath (using the fire's power and a warp ability, to open a portal of electrical or cold or other). (If you have every played Draken... you get the idea).
Zhan are extradimensional critters.. Viruses of some alternate reality. I consider them some odd life form, perhaps a bioweapon gone amok. When an electrical storm brews, it weakens the barriers between thier reality and warp and Kerren, and They cross over. There is no schedule to this, so they are constantly patrolling and occasionally miss a few. Dragons being sensitive to warp energies, know of the zhan and have an instictive hatred of them. Their making monsters is a big change. It gives the Kerrens things to do that the Pernese don't.
I can't see it effecting non organic material, only one form of bacteria on our world does, so let leave the Zhan to the living. (Of course you could kill an infected, but not mutated human or creature... and the zhan could animate it... creating a zombie... hmmmm).
Mosquitos are the worst monsters of Kerren. You see they feed off the Zhan monsters. they carry the infection to other things they bite, before being infected themselves (or dying). Weeks after you killed off the Zhan monster, another one pops up in the area. (I am thinking about making mosquitos immune to Zhan... leaves us a chance to make an antidote.)
I like them remembering that they are from somewhere else, but not having any details. I mean a metal poor world, the old metal items would of been stripped and reforged into useful smaller things. Besides knowing you are from somewhere else allows me to have some possible meta story arcs... Star people return... or more fun.. alien star people befriend out people... but they are at war. We find out that our alien friends are actually fighting humans from Earth. Lots of fun.
This also allows me a mix of technologies. They can have elements of an advanced technology, mixed with low tech adaptions. Windmills for electrical generation (in limited places).
Others? -
The world of Kerren
#4Rather than making the mosquitos immune, you could just have something about the Zhan monsters, or the way the mosquitos sense the Zhan monsters, let the mosquitos steer clear of them, so they know not to bite that thing, and therefore don't spread the Zhan.
I am a bit confused by you warping. One the one hand, dragons have to follow the dragon lines in warp to go from one place to another, and on the other hand, the Chirpers can "sidestep" to avoid predators. Do warping creatures have to follow the dragon lines or not?
Could a third possibility be present? The dragon lines are paths of less resistance through the warp, and the dragons have exolved senses to detect the nexi (nexsuses?) where longer paths exist. So, while a chirper has an insinctual response to to warp on any path that presents itself, usually only 10 to 50 feet away, the dragons can focus at a nexus point and find a path to the next continent. This way of making paths would make them look like a fractal pattern or a tree root, with long areas of space reaching from one point to another, with smaller paths branching off.
The dragon riders have to be empathic or telepathic? How do the dragons communicate amounst themselves? Just roars and crys? Are there any other types of psionic powers on the planet, like an empathic squirrel or something? -
#5 okay... (How to Warp)
#5Well if mosquitos avoid zhan infected creatures, then only direct contact with Zhan causes a monster. That means it will be much, much easier to prevent Zhan monsetrs from happening. And the Mosquito's never bite the Zhan, they bite the monsters (their bites infect other things, making them monsters too... if they survive the bite).
To go to a specific location a dragonkind must feel around for an appropriate dragon line. Figure a dragon needs to fly about for 1d20 impulses to find a line that will take them to a new place, 1d20/2 to go to a somewhat familiar place, and 1d20/3 impulses of flying about to find a thread to goto a fairly common place. (like ley lines the lines shift a bit all the time. If you are just "jumping" to avoid a preditor, you find the first threat and "pop" you are a few feet/ yards away in a random direction. It is a very different process.
Dragon ryders are not telepathic or empathic per say, though they might be able to develop those talents eventually. Ryders need to be able to put themselves in a minor altered state (akin to soft focus of a martial arts) that makes them more sensative and projective than a normal waking mind. the Dragon, with its enhanced nervous system, is the one doing most of the transmission and reception. The same paraelectrical abilities that give them the ability to do warp, give them the ability to pick up on human thoughts. The first Ryder, Onterio, was probably much more telepathic or empathic than most humans, but once he taught some humand and dragons what to do, the requirement for a paranormal level of sensitivity in humans was significiantly lowered.
Hmmm. Given the lack of metal, I guess martial arts will be a much more common form of combat. And since bonding will need a meditative soft focus, that will translate well into the mindset of a martial artist. -
The world of Kerren
#6What if the people have been on the planet long enough that beneficent (sp?) mutations are starting to pop up in humans. Maybe there could be Warpers, humans who have the ability to warp by themselves. There would only be a handful of them, and would probably be used in a messenger or oracular (if they can feel approaching warp storms) capacity. -
The world of Kerren
#7Were there any other races on this planet before the humans? Perhaps an ancient Protoculture race constructed large, mysterious monoliths along the dragon lines? -
Mutants ... #8
#8Interaction with the dragons has pushed humans to develop better telepathic and empathic talents. Eventually Ryders will be straight telepaths. However, they have only been on planet for 300 or some years, so not long enough to make the traits common.
Eventually, I guess humans could mutate enough to warp. They would need the same massive nerve net as Dragons, so I am sure that mutation would not be a generally positive one. Such a mutation, it would eliminate the need for dragons, which would completely change the "feel" of the world. -
#9 Other Races
#9Kerren is a very young planet. It is still in its "Age of Dinosaurs". The dragons are the most intelligent native species, being as smart as smart wolves or horses. There really has not been time for a native one to involve.
However, since my world is a science fantasy one.... aliens would be an option. In the cannon of the world I am creating, the answer is NO. Humans, and the animals they brought with them, are the only aliens. Though, if you want to, you could have ancient alien bases (All base belong to us now.), in your campaign, but the world write up will not have any.
Remember that the humans know they came from another planet, and have some general ideas about technology and how they got here, though they know they don't have the metal or the know how to do it.
In the future campaign story arc sections, I am including the following.
1) The StarMen return. We have a culture conflict between our distant relatives. The StarMen could be from a benevolent Confederation of Planets, or a more strict military state. (We shift from Pern to Darkover)
2) The StarMen return with friends. Not only do they arrive, a colony ship arrives, since they thought the first colony did not make it. All the fun of above, plus the pressure of the new people with their new ways. Things should start peacefully, but tense, but will probably be open war soon enough.
3) The StarPeople arrive, and they ain't us. Other aliens arrive and we have first contact. This could be an interesting depending on the aliens of your choice. It could be friendly. It could be star fighters vs dragons.
4) The StarPeople arrive and we have friendly contact. Friendship, trust, trade all occur. Then we find out that they are fighting humans in other places.
4b) When the humans arrive, they dislike the Kerren because they collaborated with the enemy. Or we find out that the Humans are the "bad guys" in that war.
Warp aliens:
1) Waunderers and people travel through the warp to Kerren.
2) Dragonlike humanoids come through the warp and
2a) Establish tennitive relationships
2b) Invade
2c) Look for allies against another race.
3) Humanoid Zhan creatures come through. They want to zhanaform the world to their needs.
Did I miss an alien options? -
FYI
#10Keep those questions and ideas coming. You are helping me refine the world in my own mind (and in yours I guess).
For those of you that don't know, or have not guessed, I have spent some time working on the company side of gaming. Currently, I own a a small game company that has its own game system; and will release it and several sourcebooks initially, with more source books coming. (It is tacky to plug your own stuff on a personal level... so this will be the last mention of it.)
I was playing around with the idea of Kerren being one of those initial books under the name: World of Wings (alternates being DragonWing or DragonFire). I take it from your responses that it would be well recieved. I will put up the Alpha Draft of WoW on this post when it comes to be closed to done. Even if you don't know the game system, it will be easy enough for you to convert it to D20, or the system of your choice. -
Re: Other Races
#113) The StarPeople arrive...
Sorry... I couldn't resist:
5) The StarTrekPeople arrive :wink: -
The world of Kerren
#12Couple of small details I hadn't noticed untill now:
Why did they go to the mineral poor planet? Just misled by the faulty report? Why didn't they leave when they found out there was really nothing that great about the place?
In short: What's their motavation? -
#13 Why this planet...
#13Well the people who did the survey did a crappy job.
The Planet was supposed to be very habital by humans, which it is.
Planet was supposed to have minerals, but does not have easy to access ones.
They noted that there were large animals... saurians.. but did not stay long enough to see a Dragon migration (through warp).
They did not notice that the star emitted strange energywaves.. responsible for reducing dimensional barriers and making "warp" possible. Well, perhaps they did notice that, so decided to get out of the system quicker than they should have.
The colony ship was a one way ticket. When they got here, they were stuck. It could of been worse, there could of been no habital planet here.
An aside: The ship could of crossed through a rift and arrived at a planet in an alternate reality. The real world has resources, this one does not. -
#14 Re: Other Races
#143) The StarPeople arrive...
Sorry... I couldn't resist:
5) The StarTrekPeople arrive :wink:
Actually I thought about that. The Confederation Space background I created and we played in has a very Star Trek feel to it. If my group was running in Kerren, they would expect their old characters to be the contact team and the Confederation being the galatic government. To maximize my fun, I would run both campaigns simultaneously. Then when the starship comes, they would be suprised when it wasn't their characters. -
#15 Interesting People of Kerren
#15Character Archetypes
DRAGON RYDERS
Ryder: Ryders are the knights of the Dragon Wing world. Their formidable dragon mount is imprinted to them. They defend the world from the falling Zhan, hunt and destroy corrupted thing, and enforce the common law. Ryders are a rough and tumble group knowing that they could meet death at any time. These “wild things” play as hard as they work. Ryders are the heroes of reality, history, and the sagas of Kerren.
[Note Ryder is used to express role of dragon rider, rather than rider which could be anyone on a dragon.]
L-COM +L-ATH +BND -.4x
L-COM +L-ATH +ANI -.4x
Wing Leader: Dragon prides tend to fly in groups of seven. This became the basis of the Wing. A wing leader is in charge of seven Ryders. He is their commander, their trainer, and their representative to the council and the people. He gets them supplies, coordinates their patrols, makes sure everything is done. It is a job of a hundred demands, few can deal with all of these responsibilities, even with these edges. Wing leaders are the true heroes of Kerren.
L-COM +L-ATH +BND +INF “Ward” -.2x
Edge: A Wingleader’s Lieutenant is called an Edge, as the Edge flies in position furthest from the Leader. An Edge should be a Ryder’s Ryder, tougher, stronger, and faster than the rest. They achieve and hold this position through their reputation and performance of Ryder activities. While traditionally, they are the Wing’s trainers, they have all the responsibilities of a wing leader, yet none of the power. Their reputation is all they have, and in many cases, all they need to get things done in the Ward and to keep the Ryders in line. Many Ryders never aspire to be a Wing Leader, but Edges.
COM +ATH +BND +STA “Edge or Ryder” -0x
A Ryder can shift to any of these Archetypes if they are promoted. An Edge or Wing Leader, can demote to Ryder if they desire.
DRAGON SUPPORT
Wing Warden: Wing wardens are in charge of the care and feeding of dragons. Ideally, one wing warden would cover one wing, but the world is not always ideal. In some Wards, one warden covers three wings, supported by Scales. Dragons are touchy creatures, it takes a great deal of skill, patience, and empathy, to deal with them. Most wing wardens are female, like most Ryders are male. A wing is very protective of their wing warden, so any one that hurts her in any way has to answer to the entire wing. A senior wing warden is selected to report to the Warden and Council about the Dragons.
The Sagas seem to make wing leaders manly men, and wing wardens beautiful women, who were always a couple... much like we Americans think of the Homecoming queen/ head cheerleader and the Captain of the Varsity Football team.
ANI “Dragon” +F-ANI “Healing” +SOC +PER +PRF “musical instrument”
-.1x
Scales: These are the wing warden’s assistants and apprentices. In large Wards, one will work with each wing. There are always a few extra scales hanging around the Ward to cover the need for extra work. While they can care for dragons, their main assignment is to watch over the Dragon Eggs. [In some huge Wards in time past, there was a Scale Warden who watched over the hatchery.] Scales are often in charge of making sure the light moss in the Warren is moist. Many a young girl has become a scale to meet a Ryder to fall in love with, much the way many girls in America become cheerleaders to meet athletic guys.
ANI “Dragon” +SOC + PRF “musical instrument” -.4x
A scale can shift to Wing Warden, if they are promoted.
OTHERS
Councilor: Councilors are those that assist the Warden in the running of the Warren and related Clusters. They are part of the council which advises the Warden and can veto his decisions. Some take on the responsibility of actually administrating some aspect of the Warren or Cluster. Councilors can also determine who can and can not be part of yearly imprinting ceremony. Most councilors are High Blood, but a few are retired Wing Leaders.
There is no single stereotype of councilor. Some examples from the Sagas are: graying scholars full of learning, mustachioed schemers looking to further their own (and their family’s) power, Grizzled Ryder veterans, inbred idiots, stingy traders who want to account for every piece of equipment, young romantic and impractical idealists, or prideful Primes. All councilor LifeFoci should have INF and STA
INF “Ward” +STA “Councilor” +KNW -.3x
INF “Ward” +STA “Councilor” +CMU -.4x
INF “Ward” +F-INF “Ryders” +L-COM+L-ATH+BND -.1x
INF “Ward” +STA “Councilor” +GUL +PER -.2x
L-ATH +L-COM +ANI +INF “Ward” -.2x
INF “Ward” +STA “Eligible Bachelor” + PRF +SOC -.2x
Crafter: Those that make things. These are the workers of wood, leather, clay, metal, or other material. They take raw materials and make the things the people of the Ward or Cluster need and use. They live in the Clusters protected by the Ryders. While not a glamorous position, no Ward or Cluster could survive long without them.
BUS +CFT or TEC +L-INF “Credit” -.5x/.4x
Healer: Healer serves their community by healing damage done to the body and the mind. They practice art of healing on the body of the sick and injured, using herbal and chemical medicines, alignment of the body [acupressure, acupuncture, chiropractic], and some advanced surgical techniques. In addition they help the mind as well as the body, helping people cope with grief, fear, or doubt. They have a role akin to the Native American Medicine Man, taking the role of councilor, priest, and therapist for their communities. They often help those who are not emotionally imbalance [traditionally hot tempered and wild Ryders]. They are a practical group. “What ever works” is a quote often applied to a Healer. This makes them contrary to the very traditional folk of Kerren.
SCI +DED+ KNW +CMU -.1x
Herder: Those who watch over a flock of Gips just outside the Cluster [or village for Outlanders]. These herders (and their herds) are important because they allows a Ward to feed Dragons without having to give them time off to hunt.
ANI +PER +L-COM +L-ATH -.2x
Prime: A Highblood that is in charge of a Free Ward, an independent Cluster or set of small Cluster outside the boundaries of the Ward. They act as the Warden for these areas and can choose to sit on the Ward Council, if they wanted to leave their holdings. The position of Prime is passed to the next deserving candidate, usually the oldest son.
STA ”Prime” +INF “FreeWard” +CMU +L-ATH +L-COM -0x
Quiet Edge: The warden’s assistant or chief advisor. This is an “unofficial position”. The Warden’s Edge is normally doing things behind the scene and seldom is publicly acknowledged. [Some of these things are sometimes ... questionable.] The reasoning for this is that the Edge can not be bribed, threatened, or manipulated.
COM +ATH +BND +either STA or INF “Ward” -0x
RyderMate: These are the lovers and mates of Ryders [and WingWardens, and others who live and work in the Ward/ Warren] who serve no other function for the Ward [though some of the mates used to be Scales and some occasionally serve that purpose.] They are the social glue of the Ward and the source of most social conflicts, as they tend to live the life of drama [Many of the sagas detail the “soap opera” of the RyderMates.] While most are females, a few are males.
There is no single stereotype of Ryder mates. Some examples from the Sagas are: Wise and helpful women, Vain scornful harpies, Mothers of a clutch of children, Greedy social climbers, Efficient matrons, Romantic fools, and Dedicated Scales.
CFT “Household” +STA “Ward” + either ANI, SCI, KNW, SCI
Sage (Saga Masters): These are individuals who have spent a great deal of time studying The Sagas and everything else they can get their hands on. They are repositories of knowledge for the people. Normally a sage has retired from some other position [usually Crafter, Traders, or Healers], so they will either change to this archetype over time or have those abilities in their backgrounds.
The stereotypical Sage is white haired, wrinkled old man, though women and younger men who are injured and unable to continue in their positions sometimes take on the role.
CFT “Household” +STA “Ward” + either ANI, SCI, KNW, SCI
Trader: These are the merchants of Kerren. They sell Crafter and Outlander goods in the local Wards and Clusters, and move them about by either Overland [with Outlanders] or by Dragon [hence their relationship with Wards], and sell them in other Wards and Clusters. In a society without money, it is their ledgers that control the flow of credit.
BUS +INF ”Credit” +CON -.4x
Warden: The Warden is the leader of a given Ward: The Warren and all the surrounding Clusters [and their outlander villages if any] and nearby Wilds. They must protect any FreeWards adjacent to the Wards. The Warden is responsible for everything and everyone within the Ward. The Warden and the Ward Council determine how to distribute all the Ward’s resources [food, goods, fuel, protection]. The Ryders enforce the Warden’s decisions, acting as arbitrators, tax collectors, and police men. The Warden is appointed by the Ward Council
STA +INF “Ward” or “Credit” +CMU +L-ATH +L-COM -0x
OUTLAND AND WILDS
Outlander: Outlanders live in small villages rather than in a proper Cluster. [This mean that they are exposed to the potential dangers of the Zhan. Good citizens shudder and gasp at the thought.]. Many Clusters have a few Outlander villages around them, that are considered part of the Cluster’s rule, like a Ward will have a number of Clusters under its rule. Most Outlanders are farmers who can not find enough land near the Cluster. The others are crafters, usually carpenters.
CFT +ATH -.5x
Wilder: Those who make a living by hunting and tracking in, and traveling through the forest [and other wild areas] of Kerren. They deal in deep forest goods that only those skilled in the wood [and willing to go well beyond the areas near a Cluster] can obtain. It is a lonely profession, as their travels take them away from Clusters and people frequently avoid someone so strange as to want to go away from the safety of a Cluster. Wilders will act as scouts for any traders who will bring goods between wards. Wilders frequently work with a warren and its Ryders to locate and destroy Zhan that make it to ground in the wilds.
ATH+ COM +SUR -.2x
OutWalkers: Outwalker is a Wilder who possesses a bond to an animal other than a dragon. They receive training in bonding from the Warren, but can not live there long as the Dragon’s might snack upon their beasts. They work as ground based scouts and hunters for the Warren.
BND+ ATH +COM +SUR -.0x
Slayer: A driven tortured soul that travel the land slaying Zhan. After losing everything [usually a family or loved one to a Zhan], a Slayer takes The Vow. Slayers move from the Wilds to the Outlands to the Clusters and back hunting and destroying their prey. All in an attempt to fill the emptiness in their soul.
COM +ATH +SUR +PER -.0x
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At the bottom of this column
Best Stock Character Seeds
Want some great characters for your campaign? Pick an actor or fictional character and imagine what they would be like in a given role/ Archetype. Imagine a Young William Shatner (ala ST original series) as your Wing Leader or Warden, Charlton Heston as a Councilor or Prime, Lara Croft as your Edge or Wing Warden, Jack Ryan (Harrison Ford in Airforce One) as your Highborn opponent. Lawrence of Arabia as the leader of a rogue Cluster or Wilder group, etc. Using known people and characters as the basis for character’s in your campaign makes it easier for players to relate to them. It also allow you to have pictures for your NPCs (and sometimes your PC).
Apprentice/Student
ALSO: NO DRAGONS AS PRIMARY CHARACTERS. It would be the equivalent of playing a very smart horse or a an intelligent and trained dog, or a very stupid human being. Unless you were a wild dragon, you would be subordonate (or under the command of) to another player or NPC Ryder. You would also be left out of most of the game interactions. In short, while it sounds fun, it won’t be fun for very long.
Dragon Troupe: We recommend using other players to run the supporting cast of the game, this includes dragons. This allows the dragons to have a little personality without taking up GM effort. Now as an NPC, it can be a kind of fun. -
The world of Kerren
#16Wow. Just reading this makes me want to scrap my current campaign and start a new one. Just some little details I'm curious about. Feel free to shoot down irrelvenat ones (Read novel-ish details).
What are the codes/equations (sp?) at the bottom of each charater type?
How viable are some of the types as PCs?
What about fishermen?
How are people educated?
What do zhan monsters look like?
What is a gip?
What is a highblood?
If you're mapping the world, how much of it is water?
A thought. Could there be an alien race living underwater or underground? -
The world of Kerren
#17I wanna play this now... -
#18 I know, so do I and a few questions.
#18I keep coming back to this project and going... Damm It really needs to be done. If you all keep working with me, I will finish it and post it up for those who helped to take an alpha copy. (You can use D20 or any system or my system or.. I will make that available too).
What are the codes/equations (sp?) at the bottom of each charater type?
Those are part of Convergence Point game mechanics. They are the LifeFoci, the areas of expression that that Archetype concentrates on. Generic Ryders concentrate on specific weapons, rather than combat in general (L-COM), toughness rather than overall athletic prowess (L-Ath), and either have a psi bond with their partner (BND) or skill with riding and caring for the Dragon (ANI). A PC Ryder (Or special NPC) could have different AoEs. Just like someone with the title of policeman could have several different emphasis (swat, detective, vice, public relations), Ryders could be different.
How viable are some of the types as PCs?
If you want to play it, you can play anything you want. It all depends on the campaign and the GM. I mean you could be an Outlander if you want, but if the GM is running a High Warden campaign you will be very, very left out.
What about fishermen?
Had not thought of those. They will be added. Since the Oceans have BIG Dinosaurs, sailing would be a dangerous occupation. Even close to shore sailing and fishing could be quite dangerous. Barely worth the risk.
Note: The world is filled with good sized dinosaurs. Humans like living in walled cities and towns for protection from them and the Zhan monsters.
How are people educated?
The society is quite cooperative. That comes from its colonial coop roots. Children are sent to someone who will teach them. Usually the local Doctor, but anyone designated by the community will do (See Sage Archetype). They are taught the basics and then they learn the Sagas. After a child gets old enough, they are apprenticed to either their family or someone else. (Unless they have Ryder potential, then they are brought to the Warren).
Sagas are stories that are used to a) tell history b) impart wisdom or skills, c) entertain people. Some only do a or b or c, some do all of the above. It is an oral tradition that has written backup. There are books of sagas. They evolved as people started telling stories of the early colony days around the metaphorical campfire. Given some serious population shifts, they became more formalized and the primary transmitter of knowledge.
What do zhan monsters look like?
Take a normal animal, then get creative. They are normally a Greenish Grey color, with the horns, fangs, mishappen growths, of your choice. There is a chart being developed. Take a normal animal and add 1-5 Zhan features (claws, horns, poison talons, dangerous tails, electrospines, etc).
There will also be "sets" of frequent seen combinations of traits, so you can just grab a set and go. There is no monster manual to memorize, so the characters (and players) never know quite what they will be upagainst.
There will be seperate, but related, chart for plants, animals, humans, and dragons. Human and Dragon Zhan Monsters are rare, but dangerous. Human Zhans don't always look monsterous at first glance...
What is a gip?
A Gip is a one meterlong, six limbed, broad backed saurian that holds the same place in the Kerren Ecology as the Pig. Note Pig, not Boar. It is the number of domesticated farm animal on Kerren, producing food and leather. It is a herbavore with a Goatlike ability to eat everything. In a world of huge, fast carinvores (some of which can fly), the Gip opted to defend itself by having a very thick hide on its back (not yet a shell) and the ability to outbreed any species on the planet. If it was not for all the carnivores, they would overbreed and eat all available plant matter.
What is a highblood?
Those of prestigious families that came from a warden or a famous Ryder ancestor. They live in and are supported by the Warren even if they are not currently Ryders. They are our nobles.
If you're mapping the world, how much of it is water?
Hydrographic percentage of 65% One sea between the three or so major continients. This world's pangea just broke up, so the continents are near each other ... sepeated by good sized seas. (It also has lots of high mountains and earthquakes). Dragons are the prefered method of travel between the continents. There are people and Wards on all three.
A thought. Could there be an alien race living underwater or underground? There could be, but see Fisherman and the large aquatic dinosaur issue. In the Cannon of the world, no, but as an option.. Underwater would be the only place. -
#19 Character Seeds
#19Character seeds are nuggets or ideas for characters that fit the genre. Players and GMs would use them to inspire characters and NPCs. They, as examples, are a good tool to generate the right kind of feel for the setting. (DIfferent example character seeds would produce a different feel.) In this case, I am creating ones that would fit an Anime feel.
Young Potential: “The kid is a bit green, but he has incredible potential.”
The “Average guy”: Nobody expects you to do great things, but nobody expects you to screw up either.
Shy Young Thing: Usually pretty too. She is the girl that many people want to notice them.
Wing Bully: He is rough, tough, and is not going to cut anyone any slack, be them Ryders or children.
Challenger: This ryder is the one that can not back down from a challenge. He is constantly getting into races and fights.
Grunt: He is a big lunk that is larger than normal, but traditionally is a fairly nice, fun guy.
Charmer: The character has natural charisma that they use to get their own way.
The Gulliver: This is the gloomy guy. The one that is always predicting the worst results. There is always one pessimist in any crowd. The name comes from the Sagas of the colonists who was constantly foreseeing doom and gloom .
The Scooby: Not the bravest of people, he will follow his friend into danger. However he will whine and try to avoid it at all times.
The New Guy: You are not Warren born, you were of a crafter or farmer family. This is all new and strange to you.
Wise old Councillor: This is a man of wisdom that anyone who is smart will listen to.
The Marshall: The ryder that spends more of their time making sure justice is done and laws enforced, than hunting Zhan.
Young, inexperience Warden: His father died, and the council gave him the position. They believe he will grow into it. He is not so sure.
The Girl you can’t have: This girl is beautiful, but being courted by someone who is “better” than you. This is not a player character seed.
The Flyer: This Ryder lives for two things, speed and flying. They do everything fast and flashy.
Son of the “Big Man”: The character is the heir of an important person in the Ward. Always having to meet the standards of their parents and public opinion.
Hard Ryder: The Ryder who never shows his feelings or lets on to pain or weakness.
The Lost Scale: She is pining away for someone either does not love her or does not know she loves them.
WildOne: This is what they populace think of when they think of Ryders. Wild, party animals, who live for today because tommorow they may die. The main reason most people think Ryders are this way, is that the wild one goes into the cluster, drinks, eats, diddles about, and makes a big stir that people remember.
The Harpy: The rydermate that is constantly gossiping and tries to be the “leader” of the other people in the Warren.
The Hardened Scale: This woman is all business. She has a soft side, but nobody ever sees it. She is waiting for the right Ryder to notice her and can't be bother with the rest of you. And she is not that nice to her choosen Ryder either, until he extends a romantic interest.
Old Doctor: This aged physician gives homespun advice as well as good medical care.
The Best of the Best: This character is the best the wing, perhaps even the Ward has to offer. They have the skills that make them the thing of Sagas. However, in a campaign series, they normally die early on to let the younger heroes have a chance to shine. This kind of character is set up with several experience secondaries and the 3 trait Karma- Destined to die.
So what kind of archetypal characters do you think should be here? -
Zhan mutations
#20This could quickly evolve into another post, but what ideas did you have to zhan mutations? What would be some sort of reasonable limit in how much power a zhan mutation could have? I have a couple ideas, some borrowed from the 'warp taint' in dragonstorm, let me know how tame or outrageous these ideas are.
Spine shooter: The creature develops a large tough spine and can fire them out at a range of 20 meters. (I put this on a plant once, but included a seed in the spine as well. The saplings grew out of the corpses of the slain passers by.)
Displacment: The creature has a heightned warp ability from its zhan (host? parent?) and can sense the warp paths in the immediate area with amazing accuracy and control. The creature can warp to near any location it likes with in a range of 10 meters.
Warp bound: The creature phases in and out of warp regularly but cannot controll when it phases. It cannot travel by warp, it simply ceases to be in the real world for a moment. The amount of time it spends in warp is directly tied to it's vitality, so the more damage it takes the more time it spends in warp. This makes it difficult to kill and impossible to prove it's death.
Hungry touch: The creature has the zhan's ability to eat any organic substance, but can only do so through physical contact. Its former digestive system has atrophied and has been replaced by the zhan form digestion. Any food ingested in it's former manner will be regurgitated in a short while. Needless to say, any organic substance it was wearing, clothes, saddle, collor, will have disintegrated. -
#21 Zhan abilities are only limited by the GM
#21Yep, thats right. Zhan give you the ability to create the monster of your nightmares.
Zhan as a general rule, are dangerous in combat and have an infectious bite, sting, or venom, to convert other things. Those things should take on the same abilities as the parent monster, but mutations happen. Their appearance should be a regular animal with a geiger or lovecraftian look to them. (So I guess the description added to text of their descriptions should be ... And it was indescribably horrible).
(Technically Zhan don't eat organic matter, the infect it and mutate it... creating very hungry monsters (starve a cold, feed a fever...) The monsters eat and eat to support their mutating metabolism. so of course, they attack and attack in such an attempt.)
The listing I am working on is 28 common Zhan abilities. (I'm at work and don't have access to it.) It is a 1d20 chart with a few of those results requiring a second roll to expand. You select the base animal (remember that most of them are small dinosaur sized) and roll 1-5 times, adding those abilities to it. However, your milage could very and you could just choose what abilities you want. You could go beyond the list. You could add any animal ability or build a zhan ability using the meta power rules in Convergence Point, or use any set of abilities/ feats/ or what ever your game system supports to build these things.
(I like the spines.. going to add that one, so we are at 29.)
There will be a chart for animals, plants, humans, and Dragons. (Human and Dragon Zhan being very, very rare... which means they will of course populate a campaign saga. )
One of the Sagas mentioned will be the Kerren equivalent of Dracula. "Dracula" will be a human Highborn, a Prime, who was infected by a Zhan somehow (A mosquito... but we go on). Human Zhan can appear quite normal and "Dracula" did (the human chart has a camoflage option for near human appearance, a transformation option (normal one moment monster the next) and many of the mutations are subtle). We will have him infect nearly the entire free cluster, terrorizing them. Escaping multiple ryder attempts to slay him, he will eventually infiltrate a warren.
The Saga will include his love affair with a Head Scale or Warden Wife and the Ryders who will band together to destroy him....
Most human Zhan will probably be either werewolfesk or something from the Outer Limits (They really liked freaky humanoid monsters). -
#22 A couple of things....
#22Just a quick "poll" on what you think you would need to run a game set in Kerren, besides a player or GM. I have listed the archetypes/ roles/ classes (adding Sea Ryder (sailor)), and an overview of the world. What do you think we need to run this game.
I am currently working on entries of the "Encyclopedia Kerren". Not only will it explain the occasional odd word used in this work, but it will include small encyclopedia entries on things like Sagas, Credit, Marriage, Bonding, etc. If youhave any ideas on that I will gladly encorperate them.
Lastly. World of Wings is what I have been calling this project. I think this name sucks, but I could be wrong. I was thinking about changing the name to Dragon Wings, Ryders of Kerren, DragonFire, or Dragon Ryders. Anyone have a preference for the above or their own idea? -
#23 Work Progresses....
#23I really should not be working on this project. I should be doing so many other things. Yet, you have all inspired me. Since my gaming group has decided against Kerren time and time again, I will probably be running this on www.rpol.net like my Buffy Game.
Other questions? Reponses to the previous post?
In response to a private post....
Ecology of Kerren: The ecology of Kerren is in a Saurian Phase, with megafauna (big animals) dominating. Saurians are smooth skinned, partially warm blooded (they are endo thermic, but need help in regulating temp), reptilike animals. In northern or colder climes, they have proto feathers to create a bizzare fuzzy coat to keep them warm. They come in hundreds of different sizes and types. Insectoids and fish are also present. The insects are about 500% bigger than their terrestial counterparts. Fish, like Saurians, come in hundreds of different sizes and types. The only mammals and birds on this world come from Terra. The terrestrial animals that came with the Humans have found some nitches. Most of these animals are pet animals: Dogs, Cats, and Raptors. A few of these animals have escaped into the wild, but they really have not made a notable impact upon the environment. The cattle and goats all died off early of either preditors and then disease. The Rats never survived out in the wilds because the native rat like dinosarus. The terran insects have not been able to compete with their larger Kerran cousins. The saurians still rule the ecology.
In short, take a terrestrial environment, instead of mammals, birds, and such, make them Saurians and about 50% bigger than their terran counterparts. Sprinkle in a few odd creatures, like a megafauna (big dinosaur) and a dragonlike critter (Leapers, Swimmers, etc) -
#24 Progress is slowly being made.
#24Requests for posts: What would you need, if you were a GM, to run Kerren as a campaign.
Speaking of a campaign, World of Wings is what I have been calling this project. I think this name sucks, but I could be wrong. I was thinking about changing the name to Dragon Wings, Ryders of Kerren, DragonFire, or Dragon Ryders. Anyone have a preference for the above or their own idea?
Here is the encyclopedia Kerren entries for the last few days. Again, have an idea or a question, I will gladly incorporate them.
Grounder: A warren word for those who live on the ground, i.e. not in a warren and ride dragons. Not a complimentry term for Cluster folk and Village Folk.
Cluster Folk: Those that live in a cluster, rather than a village or warren.
Crew: a) Kerren societies word for Team or Group. A crew of Ryders is call a wing. b) A given person’s group of friends they can count on.
Tournaments: Kerren sporting events revolving around Ryders and Dragons. Most events are races of speed, or agility, or endurance. There is the Ribbon Drop, how many times can a partner tag a simulated zhan before it hits ground. There are frequently paraglider events. Ground events include mock duels (bare handed or knives), archery and crossbow events, and Football games. Tournaments are normally within a single ward’s wing and clusters, but sometimes two or more wards compete. (Remember since a wing can travel to anywhere in the world in an hour or so, you can have a tournament anywhere. The winners technically get nothing more than bragging rights, but Wardens have been known to give winners special goods or compensation.
Captain: A leader you truly respect (or are totally making fun of).
Football: Or what Americans know as Soccer. A common game on Kerren. It is played with 7 people crews on a 50 meter field. Only the goalie can use their hands. Dragons, despite their interest in the ball, are forbidden from playing due to an edict nearly 300 years old.
Pennant: Each wing will have a pennant made up of their wing colors and emblem. It is normally a meter or two in length, about half as wide. This is brought out on formal occasions, tournaments, and when a given member of a wing is brought before the high council. It is considered a crime for members of one wing to mess with another wing’s pennant. Notes: Some Wards have their own pennants with their single ward color and their emblem if any.
Scarves: Many Ryders wear scarves with their wing’s colors and emblems. While this is always done in a tournament, some have taken to wearing them everyday.
Wing Colors: Each wing has a two (or more) colors that are theirs. One of those colors is always the traditional color of their ward. Most wings will have an emblem, based on a dragon, other animal, or a weapon, in addition to their colors. A few wards have their own distinct emblems. Wings in those wards incorporate that emblem into their wing’s emblem. These bits of heraldry allow people to identify Ryders at a distance.
Windmills: The most popular source of Power on Kerren. There is almost always a wind in the valleys and mountains of the Wards They run pumps and mills. They run tools in shops (like water wheels did in the early industrial revolution). They run elevators. And in a few places, they are still running generators.
Paragliders: Advanced Parachutes that allow for more controlled flights. Requires an Athletic trait or Vehicle trait to control properly.
HangGliders: Rigid wing personal flying devices. A favorite past time for Warrenfolk without Dragons and very adventurous Cluster folk. Requires an athletic or vehicle trait to use.
Parachute: Something every beginning Ryder must wear and many older Ryders do, especially if they are only imprinted and not bonded. To work well, requires an athletic or vehicle trait.
Radios: Each ward has one radio that allows communication with other nearby wards and some can reach the First Ward. -
#25 I am tinkering....
#25Naming convention: A person is defined by "Name" of "Ward", you can add "of XXX Wing", or "XXX's Son", or "of insert craft", or "of 'insert hero's name" blood. The "of XXX Blood" is normally reserved for Highbloods or pretentious warren folk.
The people colonizing Kerren came from The Northern District (Canada and Northern US states). The first generation colonists occasionally named their children after the cities/ regions/ archologies they had lived in before coming to Kerren. Then Onterio, the first Ryder, became an important person. People kept naming their children after him and taking his name as a lead, after the cities of the Northern District. A few normal names still survived, and several taken from life on Kerren.
Common Male names: Onterio, Quebec, Toronto, Drake, Seattle, Wing, Ryda, Edmonton, Wolf, Steward, Pierre, Detroit, Storm, Zepher, "Bug" (from the great scientist of the first colony), Dakota, Franklin, Crash, Rock.
Common Female Names: Kerren, Tera, Winapeg, Victoria, Tacoma, Tapanga, Cat/ Catryn, Amy, Cheyanne, River, Bay, Dakota, Pennant, Shale. -
#26 examples
#26examples
Wing Creation: I can not think of a way to create an "instant" wing, just roll dice on the chart. Each Dragon Wing of seven ryders will need to be defined groups of NPCs. Since I created the concept of Tournaments, wings from various wards will be interacting with each other, so you will need some generic/ examples to have on hand for your player's wing to compete against. I am thinking of about seven examples. I will do 3 or so Wards, 2 clusters, and one Outland village.
Example Wings:
Blue Flame Wing:
Wing Leader: Onterio
Edge: Carver
Others: "Gip", Toronto, Drake, Tera (F), and Marsh
Blue Flame Wing is the reigning Southern Tournament Grand Champion and has won several of the last Great Tournaments.
Onterio is an oddity, he is an edge that accepted a wing leader position. He uses this position to drill and push his wing to excell no matter what the cost. They are ruthless and competitive in tournaments and out. If the Ryders knew what a drill sargent was, they would all agree that Onterio is one of them. He has lost several Ryders to injuries in training accidents.
Carver comes from a highborn family. He has to prove himself, to keep his family in the Warren.
"Gip": A fat ryder of great strength.
Toronto: The Fastest Ryder known. Also known to attack other Ryders during a race.
Drake: A bitter, scared ryder who was burned by another Ryder in a Zhan Storm. He has been bumped from Warren/ Wing to Warren/Wing and has found a home here.
Tera: She is perhaps the nastiest of the bunch. Has been suspected to sabotaging saddles and parachutes, and giving drugs to opponents. Never proven.
Marsh: This laid back Ryder is a master of the Knife and has killed several people in duels.
Storms (Black/ Yellow/ and Ward Color)
Wing Leader: Drake
Edge: Columbus
The Storms are an "average" wing. They compete well in tournaments, never losing badly, but never winning often. Their Ward is quite large, almost too large for the meger two wings found in their ward. The Storms don't train for tournaments, they are too busy patroling for Zhan to worry about such things.
Drake is a young, inexperienced Ryder who was given the wing by the Warden. Drake's family have always been in charge of the wing. His father had died unexpectedly and Drake was shoved into the job.
Columbus: The oldest Ryder currently flying. He has outlived three mounts. He should of retired ages ago, he has served the last three leaders of this wing and is determined that Drake will make it.
You begin to get the idea. You can use these as opponent wings or as the other wings in your Warren (as well as inspirations for the wings and warrens you will create. -
The world of Kerren
#27Closest I have come to playing Science Fiction was Gamma world so I will stay away from the alien part of things and concentrate on the world.
My main focus is the Zhan, as the way I see it they are the major antagonists in this world (exception being the Saurians, but they are just dinosaurs right?). There will be the basic evil I would suppose and some strife, but for the most part I am seeing this world as a man vs. nature type thing with the exception of the incoming aliens.
I see the effects of the Zhan and I love the idea, I am more concerned with the initial danger of them and how it can be prevented. Obviously this would be an important point for all those living since you never know when you will get hit by a Zhan burst.
Is there really any indication that may give warning to the inhabitants besides the dragon's senses?
What does it look like when Zhan, or anything for that matter, enters and leaves the warp?
How quickly do they fall to the ground? If it is rapid then I would have to say most cities would be almost completely covered somehow in case the Zhan were loosed directly above them. If they float or hover or have maneuverability there are even more issues to consider.
Are Zhan in any way telepathic or can anybody actually communicate with them? Looking for an intelligent antagonist that can be an enemy with a motive vs just random monsters roaming. If they can be communicated with then perhaps there are a couple dangerous places that you just don't go to where they hang? If they can be controlled, can somebody weaken the barrier and 'summon' the Zhan or cause a storm to make them more apt to break the barrier? If evil can control them, they will want more.
Is there any cure for being infected with the Zhan at all? Maybe something they have to take daily to keep from being changed. Perhaps something that can stop the process but not reverse anything that already happened? If not, is there like concentration camps or something to put the infected people or are they just outright killed?
I like Ria Hawk's idea about beneficial mutations from the Zhan that may have taken hold creating oracles or maybe some elite warriors or something.
Maybe there are some that believe being infected by the Zhan is a gift from God. I would imagine there are cults that actually worship Zhan and purposely infect people, or themselves, because they are the chosen ones.
In my world of Aros, I had the Sand Mages that were too weak or not granted permission by their chosen element to begin a mutation phase. Along with the mutation they were basically filled with a need to protect the source of the magic for a bunch of reasons, but could maybe the Zhan infecting people and animals have a higher purpose then just mutating them? What is the could the Zhan be up to in this world. Do they all seem to try and do the same thing? go to the same place? have distinct mutation that they all seem to get? I think there should be some higher motivation, whether intelligent or instinctive, that the Zhan are pulled to. Maybe the search for a power source that will destroy the barriers? Something.
------
It was mentioned that the Jumpers could use the warp to hide and ambush. What kind of view do they have from the warp? Are they able to see two worlds? just the warp paths? only Kerren? When first mentioned I pictured them as something that you entered and almost sucked through. Could steer, albeit limitedly, but basically I saw it as a process that was irreversible. If they can stay in there and survive, I think the warp would be a very dangerous sort of place too. There would have to be some kind of creatures that make it their home, living off those that warp perhaps or just the energy of the warp and killing creatures going through the warp is an accident or a treat. Perhaps that is why warping isn't as pervasive as I would have expected. They only warp when they *have* to because the dangers in the warp are often times greater then those met in Kerren.
(Not proofreading the above. Was going to post tomorrow but had to get out of bed and post immediately after finally reading the thread -printed it-) -
#28 Zhan and other things...
#28Zhan are basically globs of very firm greenish grey jelly, with a several meter long, ribbon. This ribbon acts like a parachute or air drag. It is a controlled fall. Once on the ground they are a 2 liter mass that slowly oozes about (sometime drops from tree branches or rocky outcropings). They loose their tail soon after they hit the ground. When they make contact with an organic, the infect it.. giving it some of its mass. Eventually the thing dies because it has infected a number of organic things and has little to nothing left.
They are basically mindless. They operate on instinct. However, the things they infect become quite cunning.
(I like the idea of them being a bioweapon that went off in the reality next over... but who knows.. They mystery allows GMs to choose their own solution.. if they want one).
A given storm can release any number of Zhan... it just depends on the intensity of the storm. Figure a small one 1-6, a normal one 3-18, a huge one 5-30. Hmmmm another thing to document. Officially, the number of zhan is supposed to be based on the challange you want to give your Ryders (and if you want one to land)
Note: They are technically man vs nature conflict, as they are not intelligent. The conflicts in this world are man vs nature (Zhan, Saurians, Zhani) and man vs man (soap opera intrigue). In Pern the threads are a threat, but such a minor one once you learn about them, they are ignorable. Thus it becomes man vs man and man vs self in Pern. Zhan and the Saurians native to the world were created to allow for more external, non human threats to keep roleplayers engaged and provide a backdrop and break from additional man vs man conflicts.
They can not be prevented. Only vigilance (in the form of patrols) is the best way to stop them. Zhan storms can happen at any time, but there is a Zhan storm season, coinciding with the summer rainy season. Dragons (or humans properly equipped) can burn them before they get to the ground. Once there, they can burn the zhan before it gets to infects anything except the grass or tree it landed upon. (If you are lucky, it landed on a rock).
Landing in a cluster (city) could be awful. The terrible chance of a zhan infecting a human or pet animal, plus cities, even pueblo like ones, will still have cracks and spaces where they can land where no one can see them. If they get inside a building, they may be impossible to locate. However, since the Warrens are right there where most clusters are.. the threat is somewhat negated. Storms over villages or free clusters (city without a warren and out of a ward) are very dangerous, because the Ryders are not right there. They may not have radios to send out for help.
Zhan storms look pretty much like normal storms, except they have odd electrical discharges: cloud to cloud, rather than cloud to land. They are dark and rolling. In times of the year when storms/ weather are not common, any storm would obviously be a zhan storm.
Dragons can sense Zhan and the existance of Zhan storms in a moderate range. It is because of their ability to warp.
****What does it look like when Zhan, or anything for that matter, enters and leaves the warp?
Hmmmmm. I am thinking of a predator wave effect, from invisible to visable. Warp itself "looks" like a burst of rainbow grey/ smoke crystal.
Is there any cure for being infected with the Zhan at all?
Officially, nope. You kill all the monsters, which makes human zhan so tragic. However, since mosquito's don't seem to be infectable and are carriers, perhaps there might be a treatment to repress the zhan DNA. I think this would be an option as a "campaign development", like the star people showing up.
I like Ria Hawk's idea about beneficial mutations from the Zhan that may have taken hold creating oracles or maybe some elite warriors or something.
It could happen... unlikely since Dragons will hunt them anything infected.. but they eat cats/ dogs/ and raptors (pet animals) that people keep in the warrens too, so maybe you can keep someone infected alive and around them.
Maybe there are some that believe being infected by the Zhan is a gift from God. I would imagine there are cults that actually worship Zhan and purposely infect people, or themselves, because they are the chosen ones.
Another option in the campaign development section...
Zhan might have a purpose, but that is for the GM to maybe determine... if they want that kind of campaign development. -
#29 Jumpers
#29Jumpers, our slightly smaller than mansized dragonoids. They are our velociraptors. They are land based dragonoids that hunt in packs of 7. Like all larger dragonoids, they are fairly intelligent, though still animals. They have the quasi telepathic communication of all dragons. These critters can glide, like a squirrel, if they get a good enough start. They have powerful legs that let them get going fairly well. If they can be airborn, they could technically warp. I am unsure if I should let them warp for migration or not.
While stationary, they can fade out of the world... being invisible and immaterial in out world. They reappear with a predator ripple effect. They can sense things in our world, but very little.. requiring perception rolls to sense things that would be automatically notable in our world. Since they can strike from no where and they are pack animal, they are the most dangerous ground creature on the planet.
These dragonoids don't imprint for mates, like Dragons and others. (Humans short circuit this imprinting by presenting humans at the right time, rather than an other gender dragon. It does not prevent the dragon from breeding, it just does not make them married to the other dragon.) So Jumpers just go at it when ever. If they were not food for other larger saurians, they would multiply.
Dragon Ryders players are going to get cocky. These things were designed to take them down a peg or two.
Note: Some Dragon/Ryders can learn this fade trick (feat/ skill/ gift). It is something that some little dragons can do as well. They can take their imprinted partner with them as well (feat/ skill/ gift).
***I think the warp would be a very dangerous sort of place too. There would have to be some kind of creatures that make it their home, living off those that warp perhaps or just the energy of the warp and killing creatures going through the warp is an accident or a treat.
"Don't go off the beacon." I had not thought about including monsters in the warp. Hmmmmm. Things to contemplate... Warp was supposed to be instant or nearly instant not a lot of time to get attacked... but it could happen. -
The world of Kerren
#30Doesn't this warping remind me of something? Yes, Star Trek and beaming. Thus you can insert any number of possible incidents, or at least horrible stories that are whispered about... (from loosing parts of your body, to getting an evil twin... Evil twins rule!)
Hmmm... Remember one when a character actually met something while beaming. So yes, there could BE something living.
Or, what if someone dies in the warp? Not sure about the local spirit-world, may be a chance for a ghost or something. Or at least for a nice spooky story... -
The world of Kerren
#31The Star Trek episode where the guy encountered the worm-thing in the teleporter? You mean the episode Teleporter Psychosis? That episode was trippy.
Can Zhan-possessed creatures mate? If so, would that make something even stranger? -
#32 Transporter...
#32Transporters take things apart, record their energy patterns, and reassemble that energy at another site. This is what allows the protien resequencers and replicators to do things.
Warp is teleporting, simply moving the object to another place by first moving into the warp and popping out a microsecond later somewhere else.
For a transporter, screwing up the re-intergration, seems possible. Being beamed into an alternate universe, very possible. Evil twins, created by adding twice the energy to a pattern beam, kind of cool, but really a bad physics plot contrivance. Things alive in the subspace field, plausable. It is even worse than normal star trek rubber physics that allow you to be alive and awake in the beam.
For warp/ teleporting. No intergration because nothing is taken apart. You can't exit warp (teleport) into a space occupied by something else, so no merging into things. Warping to an alternate universe... yep it is definitely in the campaign directions list. (Can you say Mirror Mirror? Can you? I thought you could.) Evil Twins, maybe someone from the alternate universe warped here by accident. Since you are only in warp for a nanosecond, something might tag along. Of course, the rules of physics are different here and it should just cease to exist, but who knows... Gamers like rubber physics.
Transporter, errrr Warp Psychosis.... hmmm. That has possibilities. -
#33 Zhan don't mate....
#33They are analogous virus. They infect other things. Those things replicate the Zhan DNA which create all those funky features the life form takes on. It would take a really long time for the Zhan DNA in a Zhani to finally take over the host... where the zhani would turn to goo creating zhans equal to its mass. In most cases, the zhani (zhan monster) would die first, just like an animal dies at some point instead of systemically replicating a virus. Thus stopping the creation of new Zhan on this planet.
The place where zhan are... must have some odd biological properties.
Zhani (Zhan infected lifeforms) normally do not breed. They normally do not live long enough (due to dragons and other predators) and the zhan DNA/ infection should kill it all. If you have two animals of the same species, with the same zhan mutations, they could breed, if the animal lives long enough. The odds are long, but it could happen. It is the thing of sagas.
Hmmm. Do zhan warp by themselves or do they simply take advantage of the weakness in the continuum to zip across in a storm? They aren't intelligent, so it is probably the latter. However, these things must have a large number of nerve functions, just like dragons.. so they could sense warp.
I need to create a list of zhan options and possiblities. The GM would then choose what is correct for their campaign. -
hmmmmmm.
#34Should I generate a meta-campaign or should I lay out a few large plot lines that the GM can pick and choose what they want to do.
Hmmmm. I think the latter, unless someone has a convincing response. -
The world of Kerren
#35What is a meta-campaign? :shock: -
Definition...
#36A meta campaign is the overarching story arc that a given GM's campaign is set within. They are conflicts innate to the setting that is shipped with the game. They are sometimes called meta-plots.
For Example:
Vampire tM: has two: the whole Sabbat Camarilla conflict and the lesser known Characters are just pawns of the Elders. Your campaign, if it uses the standard setting elements, has these two story lines surrounding it.
A world war II game would have The conflict of WWII occuring around your campaign. No matter what your
Legend of the Five Rings has the Shadowland's corruption against the Empire and the interclan conflicts
Brave New World (Pinnacle's superhero game) has the conflict between Deltas and The Government.
Star Trek has the conflict between the Federation and the Klingons/ Romulans/ Changelings/ Borg.
These are things you can't escape if you use the setting. You can downplay them, but you have to deal with them because they are part of the setting.
In Kerren, the reason behind Zhan impacts how the campaign can develop in the future. If Zhan are bioweapons gone amok, or they are part of a plan to soften Kerren up for invasion and eventual terraforming determines what could happen in the future of the campaign. If Warp allows access to other dimensions besides just ours and where Zhan come from, it opens up new possibilities and new dangers. These are meta campaign decisions that need to be made, either by me as the designer or by the GM. -
#37 More Wings.... And some support staff....
#37Storms (Black/ Yellow/ and Ward Color)
Wing Leader: Drake
Edge: Columbus
The Storms are an "average" wing. They compete well in tournaments, never losing badly, but never winning often. Their Ward is quite large, almost too large for the meger two wings found in their ward. The Storms don't train for tournaments, they are too busy patroling for Zhan to worry about such things.
Drake is a young, inexperienced Ryder who was given the wing by the Warden. Drake's family have always been in charge of the wing. His father had died unexpectedly and Drake was shoved into the job.
Columbus: The oldest Ryder currently flying. He has outlived three mounts. He should of retired ages ago, he has served the last three leaders of this wing and is determined that Drake will make it.
Sky is a new ryder, though older than Drake. He took Drake's place on the wing, when he was promoted to Wing Leader. He talks a good talk, but he is really the wing Scooby.
Davis is a man with great vision. He can spot things his pet bonded Hawk can. He is also the wing Gulliver.
Little Rock is a basic ryder. His dragon has a penchant for digging and has expanded the warren greatly since it has hatched. Little Rock's Dragon is the brother of Big Rock's Dragon. (It is rare that there is more than one egg in a birthing.)
Big Rock is a huge saurian of a man. His dragon is larger than most as well. The two are quite strong and can fly for longer than any partners in the Ward. There ability to patrol makes up for their slow flight speed and poor turning radius. Big Rock's Dragon is the brother of Little Rock's Dragon. (It is rare that there is more than one egg in a birthing.)
Chicago is a good ryder, one of the best on the wing. He is a proud man. He dislikes highbloods and any who don't earn their place. He was passed over for Wing Leader when Drake was promoted. He is waiting for just the right moment to strike to deal with this little upstart.
Swans
Wing Leader: Cheyanne
Edge: Bay
The Swans are an all female wing from the prime ward. They have been all female since their inception. They adopt female ryders from other wards, if they are not assigned to a wing immediately.
Cheyanne is a woman of sagas, beautiful, smart, spirited, and an acomplished Ryder. No man has yet to catch her interest because he would have to be her equal.
Bay: Bay is a very competent Ryder and Cheyanne's best friend, but not truly good enough to be an Edge. She achieved the position when Cheyanne took over the wing. She would die for Cheyanne on a moments notice.
Sky: This souther ryder is said to be one of the most beautiful woman in the world. Even the scar she received from a Zhan along her face seems to enhance her appearance.
WindSong: This ryder has a mini-dragon pet that gets along with its larger cousin. She is also a gifted singer and musician, like both her mother and father.
Tacoma: An expert at tournament games, she is not nearly as profficient in the real combat with Zhan.
Crystal: Crystal has lived a hard and tragic life. She has lost her family to Zhan. She has lost a loved one to a duel. She has lost two mounts. She herself has been viciously and personally assaulted. She is introverted and nearly silent now. One more loss in her life and she will take the Vow.
FireRock Wing (Red/Yellow with the Ward color of Black)
Leader: Fyre (a common name in their ward)
Edge: Snow
The FireRock's Ward is near the Wall of Fire, a series of semi-active volcanos on the western continent. It is a hard land to live in. There always seems to be a new Zhani threatening their lands. Their ward has few resources except dragons and dragonrock (the sodium rich rock that dragons eat to help them breath fire and fly), so the FireRocks are frequently ferrying passangers, goods, or messanges, around the world. To a man, the FireRocks are wild things. They also all go by Rydernames (nicknames) rather than their real name. To them it is a badge of honor. To most people, it is just their way of avoiding owning up to their excesses.
Fyre is a fifth generation Wing Leader. His highborn line has been well recognized in its service to the people of Kerren.
Snow: Snow is a nickname given to this partial albino female. Being a "sport" and a female, she has had to work twice as hard to be accepted. She worked well enough that Fyre's father made her Edge. No one remembers her real name.
Wing, Thermal, Goggles (who wears glasses when not wearing his special goggles), Dancer, and Boing rounds out the wing. -
#38 Sample WingWardens, Scales, and DRs
#38WingWarden: Clay
Clay came to the ward as a crafter's child. She had the potential of being imprinted. Her parents gladly apprenticed her to the Wing Warden as a Scale, until such time she became a Ryder. That was 50 years ago and she has never bonded with a dragon. She has never regretted the decision of her parents, nor regretting not being choosen. She has a childless marriage to a wing leader. Once he died, she never remarried. (Rumor has it that she was once the prettiest girl in the Warren). Since then every Ryder and Scale became her child. She mothers them all, scolding them when they need it. (It is quite admusing to watch grown men turn into little boys when she wags her fingers at them.) She is constantly matchmaking her charges to make sure everyone is happy.
Scale: Joy
This southern beauty does not live up to her name. She has a haunted look that actually adds to her beauty. Joy is a highblood from a free cluster and was the child of the Prime. Hers was a happy and privliged childhood. Unfortunately one hot summer day changed that. One summer thunderstorm rained Zhan on the cluster and the area about it. The Ryders arrived, but a bit late and the number of Zhan was almost unheard of. As the Huge Zhani Saurian ripped through the cluster wall, human zhani began to take to the streets. Between the monsters and the Dragon flames there was no cluster and no cluster folk left... except for Joy. The Ryders took her to the Ward and she has stayed there ever since.
Scale: Shell
Shell is a warren born young woman. Her father was a Ryder, her mother the crafter he married. Both are still alive and active in warren. She is happy, helpful, and painfully cheerful. Not the most pretty scale, she is the nicest. When she was young, she wanted to be helpful, and after the doctor made it clear that she did not want her help, she began helping the scales and wing warden with their work. She has been a scale ever since. She is the next in line to be a wing warden.
Scale: "Wiggles"
Wiggles is a young warren born child, who is growing into an awkward teen. She has been a scale, like her mother before her, since she was old enough to carry a dragon feed bucket. Being so bouncy and happy, the dragons named her wiggles and it has stuck ever since. She may need to move to a new warren to escape her childhood nickname.
Wing Warden: Seattle
Seattle was a young warren girl who became a scale to get close to a Ryder. Quite unexpectedly, she found she had a talent for caring for Dragons. She did find her Ryder husband a few years later. He was skilled and quite dashing. While he never became wing leader, a few years later she became the wing's warden. That was twenty happy years ago. Still in love, the two of them look to being happily retired from active duty.
Scale: Zori
Zori is an outlander girl with a unique talent, the ability to "hear" dragons. With her three Chirper (mini-dragons) pets (imprinted not bonded), she was whisked to the Ward. While excellent at her job, she constantly struggles with insider and warren ways and the odd way people look at her.
Scale: Potter
Potter was a crafter teen with the strong potential of being imprinted upon a dragon when he first came to the Ward. Since there was a shortage of canidates that year, he was brought to the warren. When he did not bond, he had the choice to return home or stay and try again. He decided to be a scale and try again. That was five years ago. Potter is now a young man with serious problems. He has had no luck with the ladies, since he is a male scale. If he does not imprint soon, he will be asked to leave the warren. He is a crafter without a craft or an apprenticeship. He is almost too old to be apprenticed now. All of these issues have been building up inside of him. Eating away at him more accurately. He is currently curt, sullen, and occasionally rude.
Scale: Hawk (Her father wanted a boy)
Hawk is a firey and intelligent young woman who is ill suited to the calming demeanor of a scale. She is a warren born girl who, like many, is looking for a Ryder mate. However, she is more shrew than hawk.
Healer: Pierre
Pierre inherited his healer training from his mother. He had a great aptitude for healing both body and mind, so his mother encouraged him. (His father had died under a Zhan's fang years before.) When she died, he stepped into her place. Despite the occasional snide comments, he has been accepted as the Healer of the Ward and the Cluster below. Only recently he has begun a friendship with a younger lady. She is not only a Ryder, she has been promoted to Wing Leader. -
#39 Wards....
#39I am hoping to read any comments or suggestions about the characters listed above.
I am thinking about creating the world map (on one of the 20 sided/ hex paper maps). From there, I am planning on only marking two places...Prime Ward and FirstDown. From there, the GM makes their own map.
The reason for this is that I think each GM should create their own wards to fit their story. If I "fill up the world" with the boundries and people, where will the player's Ward be?
I think I will have a system to define Wards through. Wards will come in three levels related to their importance to the story: Extras, Minor, and Major. Each will also have a "size" rating from 1-5(possibly more). The size times the importance multiplier (x1, x3, x5) determines the number of features the ward will have.
Extras are just those that are mentioned that might be expanded. They have one feature per size and the GM can expand them as they are needed.
Minor wards, play a supporting part in the campaign saga. They can be neighbors, minor competitors, or places that the players will frequently visit.
Majors are important to the saga. They are The Places involved in the campaign.
Most features are positive, desribing something notable or important in the Ward. Others are negative. These generate extra features for the ward.
Dragon Wing Each wing is one trait.
A given dragon wing can have a reputation or history +/-
Cluster: Each walled city is one trait. There are possibly Wards and Warrens without a Cluster supporting them, but I would think that is rare.
Villages: A number of Outlander villages.
Farms: The ward has notable farms, productive beyond those normally found around a cluster or village.
Crafter Community: Each community specializes in one craft. So The Ward may be known for its Rice Wine or its Pottery or its Leather work. These communities are found in a given ward or village.
Large Warren: A larger Warren allows for more NPCs and Ward support staff than the listed levels
FreeCluster (+/-): There is a free cluster in the Ward. This can either be a source of extra goods and income (+) OR it can be an independent political pain in the butt who barter meager amounts for the protection of a wing (-)
Population (The ward has a large number of people)
Mine The ward has good metal resources
Territory: The ward has a great deal of land available to it. This requires more patrols, but is good for additional resources.
Forrest: Wood resources
Rich Lands
Craggy Lands: The lands in the Ward are less productive than normal lands.
Large Saurian Population (-1): Lots of Saurians frequent the Ward.
River: Increases level of food, plus transportation.
Ocean the same as river.
Swamp
'
Your average Minor Size 2 ward will have
Dragon Wing
Dragon Wing
Dragon Wing
Cluster
Villages
Crafter Community or Farms
Thoughts? -
#40 Plotlines....
#40I am creating a listing of adventure/ plot ideas for a Kerren campaign. With some creative application, it becomes a chart. The raw types of plot lines are....
Plot Inspiration Summary
patrolling for storms
Patrolling for Zhan
Call for Zhan Storm
Patrolling for Saurians
Helping another Ward
Hunting Zhan
Hunting Zhani
Hunting Saurian
Transporting people
Transporting goods
Messanger duty
Patrolling the Cluster/ Guards duty
Investigating a crime
Holding Low Justice
Collecting goods for central stores
Distrubing goods from central store
Watching Central Store
Escorting Trader
Tournament- Wing
Tournament- Ward
Tournament- Region
Practice for Tournament
Challenge-
Romantic Interest
Challenge Honor
Challenge- Bet
Gift: needing to get one/
Loss of Romantic
Gain a friend
Conflict between friends
Conflict between Allies
Conflict between opponenets
Conflict between two other groups
Personal, Economic, Political, Social.
Event: Celebration/ Party
Event: Festival
Event: Festival with tournament
Conflict with a Cluster
Conflict with a village
Conflict with a free Ward
Conflict with another Ward
Conflict types: Trade, Personal between leaders, Pride (because of crews), or other.
Defend a location from.. Zhani…
Defending a location from Saurians
Discovery of OldThing (tech or items from colonists)
Hunting for wild dragons
Warren Duty, Clean, Dig, etc
Revenge upon someone because of
Duel-honor
Duel-justice
Duel-romance
Birth in a Warren/ Cluster/ Village
Death in a Warren/ Cluster/ Village
Bonding season
Hatching of a dragon egg
I am creating the over categories now.. it should become a list in the next day or two...