Caldaern Rulebook

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Caldaern is a project that was born as a small forum card game, then it turned into a (somewhat) forum wargame, that grew into something gigantic and terrifying, but I kinda like it, so I continue to work on it till this very day.

The main rules of the game were at first just a copy of 8ed Warhammer Fantasy, but with time and new ideas they changed and grew until they became something different (or at least I hope them to be so). And if someone isn't into Warhammer, I also started to write small “fast” campaigns with different rules...maybe. Look, it's complicated. Currently, a vast part of the game is written in Russian only, with the exception of the main rulebook, but in future, I will translate and add English versions of the rest. If someone wishes to help me with the translation, rule or army book testing or just say something nice/mean in my address – be my guest.

Rules[edit | edit source]

Excluding the campaigns (i.e. “fast games”) and changes that I made because I thought they looked nice, an experienced Warhammer player should find no difficulties in the game, the only visible differences are that shooting is much more common and most of the units are heavily armored.

The fast rules are more of a Total War campaign or Risk with more complicated rules. Sometimes the game will have an add-on that will expand the game and make it more fun.

Setting[edit | edit source]

The world of Caldaern was made and then abandoned by the Creators – an enigmatic and benevolent race – for reasons unknown. It was a long time since, and now Caldaern (or “the old Continent” as the locals call it) is divided between various nations and races, that occasionally wage war with each other for territories, resources or just of sheer boredom. There is no specified genre the game set in, so I personally prefer to call it “Fantasy Fiction”. There are 15 (12, excluding the Unrecognized States) factions in the game

Khesoy[edit | edit source]

“The First Three” is a common term, that denotes the first races of Caldaern – races, made by Creators and had the honor to serve them (or pretend to do so). Khesoy were the Second Race and served as servants, builders and lovers to the Creators – a fact that they take pride in. They are a race of tall, slender puppets, that have a both smart and gifted in Color (local Magic).

Khesoyan Citadel[edit | edit source]

The most notable Khesoy faction in Caldaern, Khesoyan Citadel is the biggest member of the Supreme Counsel (essentially Caldaernian NATO) and one of the most secretive nations in the game. Once upon a time there were a whole network of Khesoyan Poleis, where they lived following their own ideals and occasionally bickered with each other. After the First Pact War, all poleis except one were annihilated by demons. The last city is now known as Khesoyan Citadel. Most of the nations accuse them of espionage and clandestine operations, but that's all lies (no really). Though they'll always be overwhelmed by the enemy, they compensate this by having the longest weapon range and literal magic bombardments every turn, as their core feature is to shoot spells like bullets. Never underestimate a Khesoy army, even if they have only 3-4 units on the field.

Daryi Alliance[edit | edit source]

The result of a miscalculation and a few capsules orbited into the bottom of the ocean, Dariy Alliance was created by Khesoy-librarians, that decided that sea piracy is a healthy and interesting way of living and some stranded cariy seamen who had no choice but become pirates or starve. The most isolated faction of the Caldaern, literally living on two (three if you count the Cariy island) islands far away from the continent and they love it that way. Sometimes, they have to fight with their neighbors due to old grudges or with their continental brethren, that consider all Khesoy to be a part of the Citadel, whether they like it or not. Though they may appear as weak, compared to their Citadel brethren, their strength lies in adaptability and weakening, either by magic or via special rules. A good Dariy Alliance player is a master of Hammer and Anvil strategy, though they can use brute force if needed.

Ahnd Technocracy[edit | edit source]

Ahnd (or Ands) are the Third and the last race created by a specific Creator known as the “Cold-blooded One” and were used as a labor force in various hazardous conditions. They look like children of age 8-10, that can live for a very long time and the only way to visually guess Ahnds age are gray hair and a soar voice of the elderly. Ahnd Technocracy is the only big Ahnd state, located on their own peninsula, that although a part of the Supreme Council, rarely even bother with them, preferring to solve problem via trading and diplomacy. They should not be underestimated however as a fighting force, for they have a retarded amount of vehicles and Creators Artifacts.

Legio Managements[edit | edit source]

A (largely) unrecognized autonomous Ahnd faction, living in the Technocracy. Essentially a bunch of Ahnd in Power Armor that live in their own baronies. They used to be an elite battalion in the Technocracy army, but due to reasons they split off and gained (sorta) independence as a result. Although they have almost zero influence over the Technocracy or Caldaern in general, they are recognized as a force to be reckoned with by all who deal with them.

Cariys[edit | edit source]

Cariy are an artificial race, created by Khesoy as an attempt to replace the Creators. The idea failed, yet they've spread over the continent and became the most numerous race. Most of the factions are Cariy one. Cariys are divided in two races: the Imperial and Donares Cariys (with three sub-races in Donares). Excluding the different cultures, Imperial Cariys differ from their Donares kin because of the Hearts – specialized organs, that allow them to siphon Color and use magic respectively.

The Holy Basileus Empire[edit | edit source]

Perhaps the only faction that may be considered as “the protagonists” of the game, Holy Basileus Empire is a country so powerful and influential, the whole race is named in their honor. The Holy Empire is a heavily industrialized magic nation that not only has an important position within the Supreme Council, but also actively using said position to influence both on other members and on the world in general. This position was given to them as a way of thanking them for whenever demons attack, they usually suffer the most casualties. The Empire had lived through insane rulers, a civil war, mercenary riots, hunger, winters, invasions of eldritch abominations, a zombie apocalypse and a whole lot of reforms that made it's people not only incredibly optimistic, but also mentally and morally flexible, asking little about it's governments actions.

Commonwealth of Mark[edit | edit source]

Separatist Cariys that seceded from the Holy Empire due to a number of reasons and hate them with a passion of a thousand suns (and for a good reason). After a great war with the Empire they made a heavily armed border with them and now live in a relative piece. Their main difference from their imperial neighbors (aside from looking like a medieval communist state) is that while they mostly use magic for everything, the Commonwealth of Mark prefers other sources of energy and due to that is now currently is in the age of Industrial Revolution. Like to use electricity and tons of living dead (literally).

Rose Aristocracy[edit | edit source]

The newbies on the political arena of Caldaern, Rose Aristocracy is a true paradise for a working man, where they can do whatever they desire, because here, children do all the heavy stuff like war and farming, using monsters of epic proportions. This country is ruled by an entity called A Wizard and a Princess and Prince of Roses with a court of little kids that are fond of viciously murdering everyone that questions their decisions. The Commonwealth tried to conquer them once and got their arses kicked.

Steppe Keiganate[edit | edit source]

(Kei-gay-nate) A common term for dozens of countries and tribes occupying the Donares Valley – a ginormous green “valley”, filled with all kinds of natural resources (baring metals) and almost tropical climate. They were once a powerful nation that could stand even against the Supreme Council, but as soon as their leader died, the warlords divided his country into parts and are at war with each other ever since. The most popular place to work for mercenary, hikers, philosophers and generally to everyone else. Only in Steppe Keiganate you can witness soldiers with the most modern weapons and armor marching along with chicken cavalry or geese the size of an elephant, under the command of vagabond kung-fu monk against a tribe of radical feminists... and it's considered to be a common ocurence.

Djotsjid Dynasty[edit | edit source]

Little known, but highly powerful country in the southeast of Caldaern, built on ruins of Creators ultrapolis known to the world as “The Wild Field”. Created after a decades long trek in these gods forsaken labyrinths, the Djotsjids are know for being highly racist towards everyone and everything foreign, their banks are the most secure in world and also that their kings are literally demigods.

Kremlin[edit | edit source]

A nation of Cariy, Bajuns (giant telepathic talking cats) – the First Race and other animals and creatures, living under the protection of a Sacred Forest – a huge hivemind-forest, that eats Cariys and uses their nervous system to create new trees. The faction themselves is fully insane, reclusive and has a nasty habit of sacrificing outsiders to the forest (although in their protection – the forest does it even without their help). Most of the neighboring nations are scared shitless of them and routinely organize mass wood choppings or forest fires, that look more like a full-on military campaign.

Soldiers of Fortune[edit | edit source]

A bunch of mercenaries of varied renown – from simple henchman to private armies and heroes.

Empire Kizetc[edit | edit source]

Though they look like Cariys, Kizets are of an entirely different race, the history of which is mostly unknown even to themselves. Ruling a vast slave empire in the Far East, they mostly do nothing, rarely venturing outside their borders to capture new slaves. However, their culture is pretty unique.

Graighules/Rétzvar[edit | edit source]

The only race that are truly native to Caldaern, Graighules willingly prefer to live in isolation from the rest of the world, caring only about their well being and beating the crap out of anyone stupid enough to attack them. Are known for their quite random personalities and a disturbing desire to murder each other for sport and food. Have the ability to assimilate the memories and appearance of people they've eaten. In theory, they are immortal, but the massive death rates and the specifics of their diet keeps their population in check.

The Black Blood[edit | edit source]

The closest thing Caldaern has to a truly Evil faction, The Black Blood are a bunch of a crusading demon worshipers that use forbidden magic and tech to spread the Truth about both Pact Demons and Creators. While this faction is considered to be a small one, they are big enough to pose a threat to the Supreme Council and anyone who dares to get in their way...or a faction of realists, fighting to liberate the world from the oppressive dictatorship of Creators and their loyal slaves, that uses the weapons and resources given to them by Pact Demons, who they consider to be true liberators of Caldaern. You decide which is true. Are currently preparing to launch a massive Pilgrimage to crush the opposition.

Links[edit | edit source]

The English link only has the most current rulebook and other stuff on

The Russian link is here both for those, who can actually understand it (shocking, I know) and as a proof that there's more content, just need to translate it all (and God help me with that).

Any criticism and/or advice is welcome.