Knights Over A Scarlet Sea: Difference between revisions
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===Laborer=== | ===Laborer=== |
Revision as of 05:21, 24 November 2019
A homebrew setting for a dieselpunk RPG, inspired by Porco Rosso, All Quiet on the Western Front, and Crimson Skies. The first release will be compatible with Genesys.
The Scarlet Sea
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History of the Scarlet Sea
Nations of the Scarlet Sea
The Fraternal Empire of Teutonic Princes: The dominant power of Eastern Europe, the Teutonic Empire is a doddering old empire on the brink of collapse. Riven with quarrels between its ruling princes and poisoned by nationalist rebellion, it seems certain to decay and fall. Already, opportunities for mercenaries, pirates, and demagogues sprout like mushrooms on a rotting log, waiting to be plucked by those with the courage and cunning to seek them.
Kingdom of Drusiana: A constituent kingdom of the Teutonic Empire, Drusiana is a young nation yearning to be free. Its ports are havens for pirates and spies alike, drawn by lax laws and ill-paid lawmen.
Principality of Parede: A breakaway province of Drusiana, Parede is ruled by a pretender to the Drusian throne.
Margravate of Garn: A powerful and wealthy princedom of the Teutonic Empire, the Margravate is undergoing a cultural renaissance.
Most Serene Republic of Nacria: One of the most powerful city-states on the Tyrnian Peninsula, Nacria exploited the Great War to become the dominant trade power of Southern Europe.
Principality of Melanza: A once-powerful city-state, and now client of the Republic of Nacria, Melanza is a land of fertile fields and sheer, hand-cut mountains.
Most Serene Republic of Luni: Threatened by its neighbors and divided in its leadership, Luni survives through the support of its once-rival, Nacria. Its agents seek for subtle and silver-tongued freelancers, the better to win the hearts and minds of their citizens away from the fervor of Tyrnian nationalism and submission to the western nation of Caltiberia.
Free City of Spina: Most minor of the municipal governments which dominate the Tyrnian Peninsula.
Grand Duchy of Tarchon: The last remnant of the Arslan Khaganate, the Grand Duchy was founded by Hunnic mercenaries and remains renowned as the Land of Mercenaries.
Republic of the Five Islands: Once a puppet of Nacria, the Pentinsular Republic now has powerful allies in Astoria and the United Kingdom willing to guarantee her independence.
Kingdom of Thetas: The powder-keg of Europe, which sparked The Great War. Having won independence from the Olm Empire, its cities are being torn apart by socialists, monarchists, anarchists, republicans, and militarists looking to seize the reins of the kingdom's future.
The Olm Empire: One of the Central Powers, the Olm Empire is also falling apart in the wake of The Great War. Ambitious ketzals and calpuehs deny the distant authority of the Jaguar Throne, and long-downtrodden slave races rise up and wage bloody wars. For those willing to brave the treacherous and decadent lands of the Olms, the treasures of Africa and the Orient are there for the taking.
Khiimori Khaganate: One of the Allied nations in The Great War, this distant power exists in name only, having long since fallen into bloody revolution. Rumors swirl of massacres in the steppes, and hordes of refugees pouring over the eastern borders of the Teutonic Empire, bringing chaos in their wake.
Other Factions
The Immortal Azure Khanate
The largest single faith in the Western world, unique in its monotheism. The followers of the Azure Khan can be found in the furthest islands of the west to the coldest steppes of the east, in towering forests of the New World and sweltering jungles of the Old.
The Bardic Colleges
Anarchists & Socialists
Nationalists & Reactionaries
Locations of Note
Meersgrünau:
People of the Scarlet Sea
Mercenary Companies
Sky Pirates
Character Archetypes
Veteran
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
---|---|---|---|---|---|
Starting Wound Threshold: 11+Brawn
Starting Strain Threshold: 11+Willpower
Starting Experience: 110
Starting Skill: Ranged, Light (1)
Laborer
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
---|---|---|---|---|---|
Starting Wound Threshold: 12+Brawn
Starting Strain Threshold: 10+Willpower
Starting Experience: 100
Starting Skill: Resilience (1)
Craftsman
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
---|---|---|---|---|---|
Starting Wound Threshold: 9+Brawn
Starting Strain Threshold: 10+Willpower
Starting Experience: 110
Starting Skill: Mechanics (1)
Profiteer
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
---|---|---|---|---|---|
Starting Wound Threshold: 9+Brawn
Starting Strain Threshold: 9+Willpower
Starting Experience: 110
Starting Skill: Negotiation (1)
Aristocrat
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
---|---|---|---|---|---|
Starting Wound Threshold: 10+Brawn
Starting Strain Threshold: 10+Willpower
Starting Experience: 120
Starting Skill: Leadership (1)
Intellectual
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
---|---|---|---|---|---|
Starting Wound Threshold: 8+Brawn
Starting Strain Threshold: 10+Willpower
Starting Experience: 110
Starting Skill: Knowledge (1)