Knights Over A Scarlet Sea: Difference between revisions

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Conversely, victory in the Great War has had the opposite effect on the Tyrnian Peninsula. This region, once the heartland of Europe's largest empire, has long been divided between rival republics, fiercely independent city-states that jealously guard their prerogatives. The defeat of the Imperial Powers and their allies in the region have emboldened the revolutionary nationalists of Tyrnia to agitate once more for their homeland's reunification, by referendum if possible and force of arms if necessary. Older, cooler heads argue for the preservation of historic distinctions and cultures, and are shouted down in the streets. For rising powers such as Nacria or Caltiberia, victory in the Great War seems to mean the dissolution of their state into a new Tyrnian whole.  
Conversely, victory in the Great War has had the opposite effect on the Tyrnian Peninsula. This region, once the heartland of Europe's largest empire, has long been divided between rival republics, fiercely independent city-states that jealously guard their prerogatives. The defeat of the Imperial Powers and their allies in the region have emboldened the revolutionary nationalists of Tyrnia to agitate once more for their homeland's reunification, by referendum if possible and force of arms if necessary. Older, cooler heads argue for the preservation of historic distinctions and cultures, and are shouted down in the streets. For rising powers such as Nacria or Caltiberia, victory in the Great War seems to mean the dissolution of their state into a new Tyrnian whole.  


As new states struggle to rise, opportunities abound for the ambitious and unscrupulous. Some fly the banner of racial revanchism, others the red flag of worker's rights. Others, mere adventurers, seek their fortune in aerial battles fought over stranded treasure ships, or whisper promises of unity and power in gilded halls. Amidst the upheaval, ordinary folk try to adapt their lives to the annihilation of space and time: the proliferation of diesel railway engines, the introduction of the cheap and affordable car, the mass-migration of radio sets from the battlefield to the home. It is a time of change, a time of opportunity, a time of brave deeds and wild gambles.
Other minor nations dot the borders of the Scarlet Sea, struggling for survival. The restored Kingdom of Thetas, having won independent from their Olmec masters in the Great War, intrigues and kills as it fights to integrate all its people, willingly or not. The Republic of the Five Isles likewise struggles to maintain its independence, safeguarding its faith and way of life from its expansionist sibling. The restless Venes, the long-subdued Etrurians, the Drusian separatists; minor peoples and races of the Teutonic Empire see a chance in the Empire's defeat slice off nations of their own from its carcass.


=People of the Scarlet Sea=
=People of the Scarlet Sea=

Revision as of 03:02, 1 February 2020

A homebrew setting for a dieselpunk RPG, inspired by Porco Rosso, All Quiet on the Western Front, and Crimson Skies.

The Scarlet Sea

The Scarlet Sea
A map of the Scarlet Sea

Overview

Mare Sanguinum, Aima Thalassa, Eztlihueatl; the Scarlet Sea has been associated with battle and death since time immemorial. The northernmost spur of the Colleterrean Sea, the Scarlet Sea was long considered the dividing line between western and eastern Europe, separating the Tyrnian Peninsula from the Plain of Ulm. In antiquity, it was a narrow expanse of water much fought over by Etruscans and Dorians for shipping routes to their coastal cities. Tyrnian tin and silver mines were emptied to conquer rich farmlands and endless pastures, and by 198 BF the sea was so critical to linking the territories of the Reman Empire that a permanent naval fleet, the only armed force permitted within the boundaries of Tyrnia, was established to control it.

In the modern era, much enlarged by the Great Flood, the Scarlet Sea remains important to global trade. The heartlands of the Teutonic Empire and the goods of central and eastern Europe pass through its waters, carried on hundreds of ships and headed for far-flung cities in Africa, Asia, and beyond. Countless smaller vessels ply the coastal trade, while the proven successes of the Great War have sparked a boom in aerial travel and shipping.

Nations

The principal nation of the Scarlet Sea is, or was, the Teutonic Empire. This land of proud, fractious princes has dominated eastern Europe for more than a thousand years. That history is coming to an end; the defeat of the Empire in the Great War has unleashed the long-suppressed forces of nationalism and republicanism. As the Teutonic princes squabble for an empty throne and radical reformers plot their overthrow, the delicate fabric holding it together is being ripped apart.

Conversely, victory in the Great War has had the opposite effect on the Tyrnian Peninsula. This region, once the heartland of Europe's largest empire, has long been divided between rival republics, fiercely independent city-states that jealously guard their prerogatives. The defeat of the Imperial Powers and their allies in the region have emboldened the revolutionary nationalists of Tyrnia to agitate once more for their homeland's reunification, by referendum if possible and force of arms if necessary. Older, cooler heads argue for the preservation of historic distinctions and cultures, and are shouted down in the streets. For rising powers such as Nacria or Caltiberia, victory in the Great War seems to mean the dissolution of their state into a new Tyrnian whole.

Other minor nations dot the borders of the Scarlet Sea, struggling for survival. The restored Kingdom of Thetas, having won independent from their Olmec masters in the Great War, intrigues and kills as it fights to integrate all its people, willingly or not. The Republic of the Five Isles likewise struggles to maintain its independence, safeguarding its faith and way of life from its expansionist sibling. The restless Venes, the long-subdued Etrurians, the Drusian separatists; minor peoples and races of the Teutonic Empire see a chance in the Empire's defeat slice off nations of their own from its carcass.

People of the Scarlet Sea

Veteran

Brawn Agility Intellect Cunning Willpower Presence
2
3
1
1
2
1

Starting Wound Threshold: 11+Brawn

Starting Strain Threshold: 11+Willpower

Starting Experience: 110

Starting Skill: Ranged, Light (1)

Three Rounds Rapid: Once per encounter, your character may spend a Story Point to re-roll up to 3 dice when making a ranged attack.

Laborer

Brawn Agility Intellect Cunning Willpower Presence
3
2
1
1
2
1

Starting Wound Threshold: 12+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 110

Starting Skill: Resilience (1)

Moment of Glory: Your character may add a total of 3 Boost (blue) dice to Brawn checks per session, gaining 1 Strain per dice added.

Craftsman

Brawn Agility Intellect Cunning Willpower Presence
1
2
3
2
1
1

Starting Wound Threshold: 9+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 110

Starting Skill: Mechanics (1)

Journeyman's Learning: Your character may add a total of 3 Boost (blue) dice to Intellect checks per session, gaining 1 Strain per dice added.

Profiteer

Brawn Agility Intellect Cunning Willpower Presence
1
1
2
3
1
2

Starting Wound Threshold: 9+Brawn

Starting Strain Threshold: 9+Willpower

Starting Experience: 110

Starting Skill: Negotiation (1)

Spread the Wealth: Your character may add an additional Advantage (green) dice up to 3 times per session to rarity/acquisition checks by any player.

Aristocrat

Brawn Agility Intellect Cunning Willpower Presence
1
1
2
1
2
3

Starting Wound Threshold: 10+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 120

Starting Skill: Leadership (1)

Blue Blood: Your character may add an additional Advantage (green) dice up to 3 times per session to Presence checks by any player.

Intellectual

Brawn Agility Intellect Cunning Willpower Presence
1
1
3
2
2
1

Starting Wound Threshold: 8+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 110

Starting Skill: Knowledge (1)

The Liberal Arts: Your character may, 3 times per session, re-roll 1 dice when rolling an Intellect check.

Careers

Soldier Mechanic Medic Captain Adventurer Rogue Socialite Astrologer Bard
Athletics
Athletics
Cool
Charm
Charm
Charm
Charm
Alchemy
Alchemy
Brawl
Discipline
'
Cool
Coercion
Coercion
Cool
Arcana
Charm
'
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'
'
'
Coordination
Deception
Cool
Divine
'
'
'
'
'
Deception
Knowledge
'
'
'
'
'
'
'
Ranged
Negotiation
'
'
'
'
'
'
'
'
'
'
'
'
'
'
'
'
'
'
'
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Plane Building Rules

Items & Equipment