Tales of Anneira

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A wiki for defining and chronicling the setting and events of the "Tales of Anneira", a collaborative campaign for use as a living game world for solo play.

Recruitment thread

IC thread

OOC thread

Guidelines[edit]

The format of this collaborative gaming project will take the form of individual solo posts, without GM or moderator, that help to build a shared gaming world, it's main protagonists working collectively toward a common goal. In this aim, proposed guidelines (subject to change) shall include that:

  • any system goes (use your favorite system to run your solo experience),
  • player "turns" are defined as scenes (or broken into smaller the case of longer scenes),
  • the setting is derived collaboratively from a few elements as discussed in this thread, and is
  • fantasy genre-based in the world of Anneira,
  • the characters are joined together by a common goal, order, or work for similar (or opposing) interests or factions,
  • posts are unified by common tones, reality levels, and any other criteria that we come up with in this thread,
  • players use some form of GM emulation that suits their own need, and,
  • each post is inspired by elements (perhaps minor) from other posts (whether location, NPC, item, or even a set of words).


As of November 11, 2012, contributors consist of:

Player Area[edit]

A place for individual players to track their individual chronicles.

Brother Viktor Moonskar of Montelphon[edit]

played by Roryb and using the Jaws of the Six Serpents (PDQ) RPG system by Silver Branch Games

  • GM Substitution: For my character, I'll be using my own system, the Oracle System, which is modified from a few sources (but can't seem to locate now), and inspired by the Mythic GM Emulator, but using only d6's.
  • Concept: The character I envision is a member of the Black Brothers, the Inquisitor office of the Imperial Faith. Although he carries the title of Brother, he is not an anointed priest of the Holy Faith.
  • Description: Tall and broad-shouldered, Viktor looks the part of a veteran knight. In fact, many years now lie between his current life at that of his younger years campaigning with the Order of the Sacred Flame. Lines of care now crease his wind worn face, and his short-cropped dark beard is shot through with gray. His jasper eyes sparkle somewhat less than they had, now that he has been disillusioned by the greed and corruption of the very men who rally the troops. He has replaced his mail and tabard with the white buttoned jet doublet of the Black Brothers.
  • Relationships: Some fifteen winters since he retired himself from crusading among the younger realms of the Empire have left him with numerous ties to his old order. A grievous leg wound halted him from riding and fighting with his younger peers, but he nonetheless keeps tabs on his old brothers in arms, and tries hard to direct his energies toward their behalf. Still able to ride (with complaint) and fight (not as athletically), his faith and past service earned him the attention of the Black Brothers, who have recruited him as an inquisitor. Here, Viktor saw the potential to make a difference and change some of the policies of the Imperial Faith, Izisius Lend Wisdom. However, it quickly led to great antagonism by members of his new order. The latitude granted to the members of the Black Cloth little help Viktor for find allies in his fight to unify the Empire.
  • Drive: Unify the Empire at all costs. To this end, Viktor sees to the ridding of corrupt aristocracy (something toward which his office allows him some power, but through inquisition by heresy only), seeks to change the policy of the church (in which he finds little power or influence), and seeking to keep the Order of the Holy Flame free of corruption.
  • Powers: As a brother of the Black Cloth, Viktor works largely alone as long as the Redcaps do not harass him. He can inquire of any citizen on matters of faith, he has the right to seek shelter, and may at times of extreme need commandeer the local militia within the influence of the Empire.

Stat Block[edit]

Strengths:

  • Good [+2] Faculty: Strong of Limb
  • Good [+2] Drive: Drive Out Corruption
  • Good [+2] Peoples: Unsettling Composure
  • Good [+2] An Eye for Reading the Heart
  • Expert [+4] Veteran Swordsman
  • Good [+2] Rider
  • Good [+2] Brother of the Black Cloth

Weaknesses:

  • Poor [-2] Brother of the Black Cloth
  • Poor [-2] Walks With a Limp (Scar)

Fortune Points: 2

Story Hooks: Drive Out Corruption

Learning Points: 1

Props: Average [0] Horse

Summary of Scenes[edit]

Scene One: Viktor faces a "Black Reckoning" before the Priory of the Rose for accusations that he wrongly targeted the barony of Callousey for heresy, as well as other abuses. Viktor was acquitted but learned of the baron's son' vehement hatred toward him.[1]

Scene Two: Viktor faces an attempt on his life while still in Marontaine, forcing him to suspect the young Caldon Callousey.[2]

Sorec Simel, Brother of the Order of the Crimson Falcons[edit]

Played by Tarren

Born in the metropolis of Sabrons and raised in a loose clan of Marked Sorec's talent for magic emerged fairly young. The Marked do not generally view magic positively as it is the source of the Mark and thus his family didn't encourage his interest. Even so, Sorec would hang out near the magic university and eventually gained the attention of some of the students and teachers, who would teach him minor tricks and spells. When he was old enough he attended the academy. Looked down upon by some because of being one of The Marked, Sorec always looked to prove himself and joined the Order of the Crimson Falcons just after graduating.

Setting Details[edit]

Races[edit]

The realms consist of human races, although many supernatural beings exist, including undead as well as descendants of failed sorcerous and alchemical experiments performed on humanity throughout the distant past.

The Marked- Descendants of those magically marked as punishment by the Malcenes long ago. At first the Mark was just a magical tattoo that couldn't be removed, but as a result of both the magical fallout from the fall of the Malcene Empire and the passage of time the tattoo became hereditary and acquired new strange qualities. The style of the tattoo varies from person to person, but tends to run in families. Now the tattoos of The Marked tend to move on their own, change color, and react in strange ways. Despite not being any more inclined to crime than any other segment of the population, others view the Marked with suspicion.

The Nations[edit]

Aventia: The original name of the nation before its politics and conquests swelled its borders to become the Aventine Empire.[3]

Aventine Empire: This is the massive and predominant civilization covering the continent of Anneira (now in decline), consisting of various petty kingdoms, states, and electorates. It's hereditary enemy is the Shadow Kingdoms.

Shadow Kingdoms, The: A vast, horror-filled waste north of the Cassard Mountains. For hundreds (?) of years, this nation of dark rulers has been the nemesis of the Empire, attacking overtly in terrifying numbers and subtly through machinations to destabilize from within.

Lands and Locales[edit]

Maritime Republics, The: Descendants of outlaws, the lands of Morien, Rennos, and Sanniel are named after the pirate lords who fathered its people. Traditionally, these island nations have been the most difficult to control for the Empire. The people of the Empire fear an incursion.[4]

Marontaine: The Holy Citadel is the center of the Magistratum, including the Holy Order of the Sacred Flame and the Inquisitors.[5][6] Outside the walled portions of the city is a massive quarter of poor from all parts of the realm, but kept out of the acropolis at night. [7]

Sabrons: Home of the oldest and greatest school of magi, and home of the Order of Crimson Falcons.[8]

Thecy: A barony and medium sized city east of Turiens and seat of Baron Callousey, a suspected traitor.[9]

Turiens: The seat of the Empire's power, and residence of the Emperor.[10]

Wilderlands/Malcene Empire: Once the center of great Malcene Empire and long since falling into decay, the influence of this dead nation is still felt upon the land they once controlled. Magic, terrible horrors, and other secrets still lurk among its numerous ruins, threatening travelers and would-be treasure hunters. The Malcene survivors live among the people's of the Aventine Empire, some with bizarre powers.[11]

Factions/Organizations[edit]

Anti-Imperialists: Citizens of Aventi states growing increasingly resistant to authority, even becoming violent. None know who is fueling this campaign to divide the Empire.

Black Brothers: The unpopular Inquisitors of the faith, the Brothers are lone agents of the Church of Solanthar, in the body of the Magistratum[12], many acting with complete impunity save the 'Priory of of the Rose' (see below) [13].

Holy Order of the Sacred Flame: Based in Marontaine (The Holy Citadel), this organization is the military arm of the faith. They serve as the Templars, an important resistance against the Shadow Kingdoms and its ploys.

Order of Crimson Falcons: A prestigious organization of mages sworn to the service of the Empire. The order is based in Sabrons.[14]

Priory of the Rose: The Priory, or "Redcaps", is a governing body of high-ranking clergymen, and currently at odds with the Inquisitors, creating a schism in the church, and thus limiting the Empire's power to react to the coming crises [15].

Religious Cults and Factions[edit]

Church of Izisius (Solantharism): Izisius is the formal Old Boruchian name for the Empire's solar deity. After Boruch was conquered in early history, the Aventines coopted their religion with Izisius repackaged as Solanthar, a sanitized and more politically palatable version of the original. Despite the translational corruption, Izisius as Solanthar retained his core portfolios of light, fire, strength, protection, and healing.

  • Main Bodies: The Orthodoxy of Solantharism is led by an appointed Pontifex who also inherits the position of Archbishop of Turiens. Three religious bodies directly serve the Pontifex: the Magistratum, the Pastorate, and the Curia. The Magistratum enforces dogma while the Pastorate dispenses spiritual guidance to the general populace. The Curia draws members from both the Magistratum and the Pastorate and serves as a council of advisors to the Pontifex. All of the Church's Templars and Inquisitors come from the Magistratum. The Templars, led by a Grand Master, form the backbone of the Church's military. The Inquisitors, led by an Inquisitor General, are a smaller specialist group dedicated to rooting out heretical influences within the Empire. The Holy Citadel of Marontaine is the main headquarters and base of operations for the Magistratum.[16]

The Holy Faith: The official monotheistic religion of the Aventine Empire, believing in Izisius the Golden [17], Lord of Light and the Holy Fire, and is symbolized by the sun, and also is the general term for religion (see 'Church of Izisius' for more detail). Originally, this was the god selected to be the predominant faith of the Empire when its expansionist policies took hold. Some of the old gods still venerated in other provinces of the realm took on the title of Saints and officially found their place within the official religion, while others were abolished altogether. The Empire tolerates a certain amount of diversity, while the Holy Faith itself does not, using extreme measures in some cases to battle the heresies.

NPCs/Personae[edit]

Avonstar, Count: The liege-lord of Baron Callousey. Brother Oldskall had warned Viktor to watch for Count Avonstar, and not meddle with the Callouseys.[18]

Callousey, Caldon: Young nobleman and heir to the barony in Thecy. The family is suspected by Black Brother, Viktor Moonskar to be treasonous to the throne.[19]

Oldskall, Brother Asun: A young and clever member of the Black Brothers with uncertain motives.[20]