Tuesday, 11 October 2022

Districts: Earth History?

Most of these newly created Districts have no contact with Earth. 

No one has had contact with Earth for several hundred years, well we say years but each colony ship was fitted to match the planetary body they landed on so time is very different from what it once was.
Most Colonies have created their own ways and customs, as the orbits have completed and ancient ways have been forgotten, to some generations the Earth was a fairytale, told to inspire and demonstrate what a world could be like if you put in the work. While other worlds used the Earth as a tale of woe, nightmare fuel of how a planet can turn on it’s inhabitants. There were others that just forgot.
If you can piece all the legends and myths together you may find the truth of what really happened and why the human race quickly escaped into the stars.
Here though we will share simply the story that is found in every terminal on every craft that ever left the home world.
As we stripped the planet of resources, Iron, Gold, Fossil Fuels, we looked to the stars to keep our planet spinning. Out was sent the Drone crafts, the scanners, the hunters. Signals returned showing where these needed resources were. Our ancestors sent out the colony ships and the work crews to bring back these precious materials for the world to survive. This of course took centuries and as such Earth was lost during the transition. We were not fast enough in the end to save the home wor....#f yo* b*l#v* th#s y£@’ll b*l#v* $nyth#ng. The tr@th #s f$r m£r* h£r#f#ng. # c$n’t t*ll y£@ h*r* b@t y£@ w#ll f#nd the #nf£rm$t#£n y£@ d*s#r* #n t#m*....ld. 

Every Colony was founded at different times.
The Early days the travel lasted years. Were not talking tens of years we are talking centuries.
The cryo systems for longevity of space faring crews and colonists had been perfected long ago. Back at the beginning when this all started faster than light travel was not available.
Quantum clocks were synced to the destination worlds orbits, Calendar though were attempted to hold with the Earth. Though this would never work as each planetary orbit around each of the varying stars within in the wider cosmos had different rates or motion, some span quickly and would complete cycles in less time than a normal Earth day while some would spin slower yet move rapidly around their star cutting down the seasons.
Every ship went into automation once it began its journey and the crew took to their quarters and pods.
Colonists were out before the craft even launched.
These ships being automated began to drop relay satellites as they travelled, in an attempt to increase the signal from the landing zone to Earth to relay information back and forth. . . The only problem was this didn’t work. When the ships arrived and began to populate the planets, there was no return signal from Earth. Though it helped to link all the new colonies not one ever managed to get a reply from the home world. An over the years that followed Earth became a distant memory...
With time and generations Earth was forgotten, the District was all that mattered and trading to survive, be it on world or off world. 

Wednesday, 28 September 2022

Mechanics, Game Mechanics.

I've spent what feels like forever writing several games.
I have pushed bits and pieces of them through blogs and so on in the past. 
At this moment, I am arguing with myself over the shooting mechanic for Districts.
So far we have had:
AIM. Roll over the AIM skill in order to hit when shooting. 
AIM. Roll X dice equal to the AIM skill and all scoring 8+ are hits.

So now I have kind of merged this all together in a weird and wondrous way.

AIM: Roll D12. Natural 1 always a miss. Natural 12 always a hit. In order to hit you must score 13+
AIM skill. + D12 result = 13+ is a hit. 
Handling of the weapon sets number of dice rolled. 
Shots on weapon sets maximum number of hits available. 

The natural rolls are in their to have an always miss and always hit situation. 
Some character will have a high AIM value and as is the rule of battle they have to be able to miss from time to time as these things happen, guns jam, bullets fail to reach targets all manner of things can happen so you need a natural fail, along with a natural hit as there will be a character that just can't shoot. So you have to give them that freak chance of just catching the target in-between the armour plates.

Most characters though will have a fairly average middle of the road stat line and this is where we get the game play from. Anything can be built on chance with dice rolls but we also do want to have a tactical game and you will get bonuses to hit from gear and skills, yet there always has to be a chance of getting it so right or a little wrong. 

We all know the real reason nothing ever appears. 
Day job gets in the way and just don't have the confidence to jack in and commit to doing this for myself.
Why? Well I don't want to live on kickstarters. I don't want to lose everything on a risk. I'm a one man crew.I wish I was more, but can't afford to pay people and I am a great believer in you should be paid for all the work you do. Also lack of people I know that live nearby who are actually gamers. 

So a big old never ending cycle of this seems to work bo don't like it lets try this and round we go again. My Scifi game has changed names several times, has had several model redesigns, several dice alterations.

Ah well at least this is here for me thoughts. 

Tuesday, 17 May 2022

Herenkoa : Zwerc : But you would probably call them Dwarves or Dwarfs. Also Gnomes.

I did this back in 2007. It is very rough, no it is very very rough. The whole idea from here has moved. But it is still something I did and so am going to post. 
I am starting to think that over the years I have worked on a lot of stuff and things always got in the way, so I am going to dump everything into a blog and then the world can decide if it was ever going to work.
(This has aged badly so many things I would do differently now) 
Sorry there is no art work. Would appear I have lost that. 

Enjoy the trip down memory lane. (My memory not yours)

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Scrall, the entity of jealousy, the deity of mistrust, the green eyed monster among monsters.
These are the thoughts of all the Guardians.

The race known as the Dwarven was a peaceful quiet tribe, settled upon the edge of the frozen wastes of the north. They thrived on there fishing and hunting. There mastery of metals and working of precious jewels and glass’s were unsurpassed.
Scrall watched this happy tribe and hatched her devious plans. She felt though she had been forsaken by the lord and as such wished to make amends for this, alone stranded and unloved she would find the gifts left to the races of the one God, and return them.
Though she knew she could do this, she also knew that she would need help in doing it, so the plan was hatched to convert this peaceful and untroubled race to her evil biter and twisted ways.
In the beginning most of this was done from a far, leaving suggestions, and performing miracles and answering prayers, whispering into ears of nobles, and leaving signs to show her divinity.

Scrall, the being of compassion, the divinity of forgiveness, the angelic of all above.
These are the thoughts of the Dwarven.

Before Scrall.

Before the time of finding a higher power the humans that would be transformed into these wretches were a peaceful people. Living in there small villages, trading between there close neighbours, and passing stories and skills. The largest of these cities was half on the land and half buried into the mountain face. With in the inner sanctum of the city out of the light and into the rock were hundreds of mines, each one producing many different substances, from flit and chalk to iron and gold. With in these regions that the city had grown up round were many different seems of materials. Very few trees grew in this region of the planet and so they learned to quarry stone to build structures to live in, mastered the art of devising systems to haul giant rocks from point A to point B, and also ways of holding upper floors steady via many different stone formations. Because of the way the race had formed over the years they had discovered many different methods of using these gains from the ground, though wood workers were a rare commodity, iron workers, masons and smelters were common skills with in the race. Though saying that wood was lacking would be apt, the reality was that at one of the outer lying villages did have a small forest and they managed it as well as they could, using selective tree harvests and replanting new ones where there was room in order to keep a supply of wood even though a limited one. Some farming had been introduced in order to supply fuel for the fires needed to smelt the ore’s and to produce the metals. Though this was mainly grain, the seed was thrashed and then what remained would be dried to give fuel. As more mines appeared and new underground areas arrived more and more of the population began moving into these newly built spaces. They were warmer and easier to maintain than above ground housing. So slowly all the cities, towns and villages began to vanish under the earth. Most now are only noticeable via the black clouds appearing from large chimneys that seem to sprout from the earth. One stormy night the sky was torn a sunder by an almighty crack, and hurtling towards what was left of the outside of the City was a giant glowing ball of fire, the few that lived outside of the mines began to scream and run for their lives towards the mines. The fire drew closer to the outer reaches of the town until finally it shattered into the ground causing horrendous damage to the tunnel network and destroying over half the city above ground. The fire ball, started to rise too its feet, towering over every one there.  Then slowly at first it raised its gigantic foot from the floor nudging a building which began to melt and deform under the intense heat. Rapidly from with in the mountain a force came rushing through carrying spears and axes, the spear throwers let go with a volley of shots, but as this creature was still super heated they melted once they got with in inches of its hide, the axe men ran forward wanting revenge for the destruction of there fellow dwellers homes. As these seekers of redemption got close enough to bring there axes to bear up on the giant, fires started to erupt amongst them as there clothing and armour began to ignite up on the unbearable heat of this creature. This being just continued to walk away from the city ignorant to the destruction it had caused. The remaining tribesmen looked to the skies and cried for vengeance, screaming with rage they delivered what Scrall had been waiting for, and this was RAGE and HATRED. For a time after the entity had passed through the survivors had been sent in to a twirl of disarray, though there heads were starting to clear and it was decided that to save this happening once more the whole race would move under ground, deeper than they had ever gone before. All surrounding villages were called and all came to the city to move under the mountains. The only village which did not come was the forest tribes, which all was agreed that wood would be needed and once a way was found under the earth to recreate this need, they would join. Hugh caverns were created with artificial light created to allow the crops to grow, which though never reaching the sustenance of the fields above ground still formed in a bitter way. Time progressed and small hardy plants were drilled in order to try and produce some form of wood for different tasks, though these plants also never got to the size they could have done above ground. Slowly though Scrall had been infiltrating the tunnels and ways of the tribes, and with small words and little miracles had begun sowing her own seeds. She showed herself to high ranking officials within the tribe, she made her present felt by the farmers and the miners, within the smiths’ workshops and the tanners’ dwellings. Slowly shrines were erected in her honour, she began to realise the time was coming for her to do that one big miracle that would bring the whole tribe under her foot. She set to work altering the lights with in the farm and forestry caverns, slowly turning this unnatural light that was used to give it the same properties of sunlight, and allowing the crops to grow. Word spread and with this the cult of Scrall began to form, and so did she. The Doors to the great hall flew open splintering across the floor. There standing in the doorway with an aura glow around her was Scrall, and every tribesman with in the area bowed, knowing that there divine had arrived. She looked at her proud followers who she had saved from the darkness and said my Children you are my Dwarves and from this day forward no one will ever destroy your craft again. The transformation had already begun. Before Scrall had made her presence known the Dwarfs had already started to become shorter, and more doubled. There skin had become grey and hair had failed to grow, madness had also set in with some of the older ones, as they had spent so long with in the realms of these heavy metals their minds had begun to rot. The lack of natural light had done a lot of the damage, and a poor diet didn’t help either. Each member had become hunched over and large of waist, there legs had began to bow from carrying the excess weight and in some of the seams they spent much time doubled over. This made there arms look so much longer and knuckles drag along the floor. The decision to wear cloth or leather around the face and head to try and stop the gas’s and the poisons entering them had been taken early on, but for some it was already too late, and the mad ones were cast out into a lower cavern to wait out there days. Though Scrall had decided to force these ones to stay alive as she knew they would come of use in her diabolic plan, once it unfolded. Many other things had also been discovered, creatures that had lived in caverns, which had never seen the light of day. Some things even the Entities hadn’t seen, but Scrall, now discovering these creatures had started hatching plans on how to use them. Knowing that with time Amaritt would find a tribe that would accept the giant as there guardian, it was decided that the fear and hatred of the living mountain must be cultured and grown so that they would be ready to destroy this interloper.

Hierarchy within the Dwarves Colonies

The way the chain of command works with in the Dwarf world under the rule of Scrall is more down to the strong survive and the weak disappear.
Information is everything with in this society, power is a plus but knowledge is the greatest power.
No one is more powerful than Scrall, and though she rarely appears from her chambers hidden deep within the rock, her present is always felt throughout the minions. There have been several attempts which are greatly documented via the sages about attempts to dethrone the majesty that is the mind and controlling force behind the empire of the dwarves, though the result have ended in the disappearance of the members who attempted the subterfuge and any one they had talked too regarding this act of treason.

Scrall is the top of the food chain.

Sages
Below this the Sage’s are the only members of the colonies that are able to enter the sacred chambers. These hi ranking individuals, pass the messages direct from there lords mouth, to the ears of the masses. They spin the propaganda, pass out false information, and inspire the troops to die for there cause.

Scribes
Scribes record everything, they also map, plan and store stories histories and information. Some segments of the scribes design new inventions, fill a social need and create art and a small few write and teach the ways to others.

Once you get out of the desk job dwarfs, you move into the actual force of the dwarf colonies. These are the battle ready fighters and mechanics that man the forces that will defend, destroy and inflict as much pain to the enemy as possible.

Excavation Initiator (Lord)
The Head Dwarf that rally’s the minions to battle, instructs the directions of the shafts, and generally boss’s everyone around with in the colony.

Chief Whip (2nd to the Lord)
The Chief Whip is the head of the inquisition, or torture master, depending on which race you belong. The job apart from being the 2nd in command is also the master of the dungeon and creator of unnatural ways. 

Master Smith (Hero)
The forges are run by all manner of the Dwarves race, though there is one that controls all with in the colony. The job of the Master Smith is to maintain production, control metal consistency and discover new uses for all rocks that appear.

Shift Runners (Hero)
The Shift runner controls his groups with an iron rod and a large chain whip. They command the Dwarves under with a grip of iron. Be it in the mines, the forges, or on the battlefield.

Dwarves (General Troops)
Coming from all over the colonies from under the mountains of the north, they make up the majority of all the units with in the army, though different rolls are given out with in the confines of the army of the Dwarves. 

Dwarf Troop Types

Gralled: (Hero)
At the highest level of the Troops there stand the Gralled, these are trained in different fighting styles and weapons; as such they are stationed around the colonies, They command small units of regular foot soldiers to defend the colonies, and to guard different areas within the network of tunnels and caverns.

Brallic:
The ranged minions who spend many hours training with weapons of distant death, they spend the days building and manufacturing there weapons forever looking for better ways to bring ranged fatality upon their foes. Many different materials are used then abused to produce the best weapons they can bring to bear upon the unknowing. 

Mallum:
The general foot soldiers or front lines of battle; these groups are designed to be the first wave in any attack. Trained with basic hand weapons and light armour they travel on foot and will march for days without wariness. As such they can travel for all the hours of daylight across grounds and once arrived erect with speed camps and defences, then once the sun rises once more they will dismantle and move on before resting again. This is all done via there hard relentless drilling of there commanders.

Whirick:
The slavers, these evil twisted minions of Scrall are the underlings directly under the Chief Whip,
There main objective on the battlefield is to control the slaves of the Dwarves and to gather more, via going through the dead and dying of the opposition grabbing them, healing them back to health then torturing them to with in an inch of the next life till they declare allegiance to Scrall.

SLAVES & SUBORDINATES

With in the Dwarves tunnels live several different species of creature that have been taken in by Scrall and placed under the control of the Dwarf people. Some of these beings are there through their own choice, others though weren’t so lucky.

Subordinates

Gnomes
Miniature versions of the Dwarf, though more evil and twisted. They hide deep under ground deeper than most dwarfs would travel. A collapsing tunnel beneath one of the first mountain lairs introduced the Dwarves to the Gnomes long ago, and Scrall never one to miss a trick took them under her arm and shaped them to the servants they are to day.

Grelkins
A lot like the dwarfs but animalistic, some scribes say these are Dwarfs that fled and were tainted through the influence of Bane.

Raksha
Large intelligent bear type thing that live in the snow caves among the mountain ranges of the northern wastes, incredibly evil but subdued by Scrall in order to be a powerful warrior in the Dwarves armies. Several different species exist and there shading and sizes vary.

Slaves

Humans
Humans get everywhere and are easy to control, once you have destroyed there free will.

Dwarves
Even though most tight nit group from time to time has a run away.


Excavation Inquisitor

The Great one, Master of the forces, Controller of the tunnels, Excavation Inquisitor, creator of the passages, which ever name is given to this figure the figure is the controlling force behind the armies of the Dwarfs. Though Scrall is there ruler and mistress, she has not been seen for centuries, her message comes from the myriad of sages and scribes which tightly guard and defend her exalted cavern. Each region or colony across the underground dwellings of the Dwarfs has there own Lord, each given there own name and rights, each with there orders coming directly from the top of the chain, the traditions have not changed in the years since Scrall locked herself away. Here should read, during times of peace these chief of construction plan and manoeuvre the tunnel networks for the most efficient results of gathering the precious metals buried with in the northern ranges of the rock. Unfortunately, though these miniature miners have no concept of peace, the slaves collected are forced to work the mines, and the dwarfs train for there next large fight. 

Master Smith

The controller of the forge, years of study enables Master Smiths to use every substance, mineral and resource with in the colonies to their full ability, nothing is wasted every thing is used. Designing new equipment to increase production, creating new methods to improve existing technologies, allowing for faster and higher production. The creation of weapons, tools and other implements are also in the control of the Master Smith. Designing and creating ways of improving things is not the only job, creation of a recoil bow from metal was the greatest work of one master smith the use of wood removed from the bowery process producing a harder wearing weapon with extended life and the same power and accuracy of its wooden counter part. Once more each region has its own master smith, so many cycles these master smiths come together in the great hall of designs to swap ideas techniques and possibilities.

Shift Runners

In control of every army there is a controlling force, the ones that pass on there orders from the top of the chain to the grunts in the line of fire. This is the job of the shift runner, passing information from the commanding officers down to the soldiers in the trenches. They are trained in tactics and weapons; this is so that if lines of communication are cut then the Shift Runners are able to take charge with out issue of them disobeying orders. The only downside of this though is if they get it wrong suddenly they would discover what is in the cave under the central city.

Troop Types

The Dwarven Armies are made up of 2 squad types, the Mallum which are the close combat fighters, or the Brallic who are the ranged combat units.

Mallum are all armed with the same close combat weapons, be it shield & spear, club and spear, or hammer.

Brallic are the ranged fighters and as such will normally be carrying a quill of arrows or bolts, a bow or crossbow and a short sword for id the enemy get too close.

The Gralled are armed according to their personality, just because they lead a certain group dose not always mean they bear the same arms. Though normally a Gralled will arm themselves with a similar weapon to the squad. 

The Retained

The retained are the assistance to people in power, they are all trained in one form or another and as such give bonus to the characters they are with. 

Healers allow healing to be performed.
Seers give tactical bonus.
Messengers run from commander to squads passing orders and keeping discipline.
Toolsman help with moving large weapons.
Whirick capture slaves and control troops.

Minions Other Than Dwarfs

Scralls influence goes a lot deeper than just the Dwarf population of the planet. Ranging from the highest mountains to the deepest caverns her mind wanders every where finding those most fitting to her needs. 

The Gnomes though being small in stature are vast in number which as such helps with the controlling of the larger creatures with in the power of the one in the dark. 

The Raksha though quiet intelligent and incredibly powerful need more guidance as they are still beasts, which the Gnomes have helped subdue and train with assistance from the malevolent ones abilities.

The Grelkins seem to come from the early forest days of the farming communities out side of the city, though as they underwent the same conditioning as the city dwelling tribe it is beloved they have been touched by not one guardian but two. Scrall keeps these hidden though deep within the caverns out of site. They are released in times of great need only.

The Drell are Dwarves sent insane by the toxins and poisons from the early days of mining. By all rights they should be dead, but Scrall had plans and as such sent them to the same place as the Grelkins. Very few Dwarfs go this far into the under city, and the ones that do have never returned.

The Lost cavern

Night fell across the encampment. Everything was at peace, the shipment of wood had left for the mines, the guards had finished their patrols of the perimeter covering the animal flocks, and the last of the hunter teams had returned carts fully loaded. The torches that lit the main pathways suddenly started to flicker and burn brightly before suddenly extinguishing, was it a bad omen of things to come?
With a mighty crash the village descended into the cavern. The idea hadn’t been Scralls the Drell thought it would be the fastest way to reclaim the ones that had wandered from the darkness. The whole village and every thing with in it fell smashing the homes to pieces. No atrocity of this nature had occurred since the time of the fall of Amarrit, in a moment of genius the Drell had worked out how to bring the Grelkins to them. Unfortunately as the sky fell around them they had once more changed the mind and become enraged. The two abominations of Dwarf lunged at each other. The fighting was brutal and bloody, limbs and fur splattered the floor of the cavern. Scrall sat watching from her chambers. Using her force of will she began to repair the damage to the roof of the cavern and adjusting the lay out back to the city, making the simple to follow tunnels into a never ending labyrinth. As each side became less and less, and weaker she noticed the Drell mind set once more start to change. She knew she could subdue the beast with in the Grelkins tribe, but the Drell were a different matter, poisoned by the mine work and gases trapped under the earth there was no way that even her powers could penetrate the rage. More time passed as the darkness engulfed the cave and each subspecies slowly slunk back to opposite sides. Determined not to let them destroy each other one last move was made to collapse sides of the expanse in order to keep the two factions apart. 
Only time would tell if these two groups would be able to partake in the war still to come. 


Design Notes.

Okay so that’s the Minions of Scrall finished for now, you may be notching a few things missing. It has been decided to let them lie for now. It is still early in the development of this race and as they are the first to get there own book you can be sure there will be another one following soon regarding the advancements they have made as they have faced the other evils on this rock.
I will leave you with this, to the North Amarrit moves, South Bane is already affecting the tribes.
What is Scrall to do……..

Thursday, 12 May 2022

Final Earth : An Old Design Brief : Just Copy and Pasted.

 

Final Earth.

A post human planet Earth controlled by tribes of evolved animals attempting to be the dominant pack upon it.

Outline Design:

“Designer Note”. These are facts about the game universe. They are to be hidden from the game player. They will gradually be unveiled over the course of the series. With each new region and age that comes and with each new tribe the story will show that the planet is earth and discover how it came to end will unfold.

“Public Note”. These are things the players will be told and shown through stories, art work and models.

(Designer note)Millenniums have passed since the human race was destroyed. Though this was not through a war, but through one individual getting the coding wrong for a virus. The result attached itself to a specific DNA strand with in all primates destroying them all, Human, Monkey and even Lemurs.

(Public Note) Welcome to KOA. Well that’s what the Spine’s (hedgehogs) call this rock they live on.
The southern regions are controlled by the Trikii (rats) and the northern region is held by the Scarc (wild cats). These three stone/bronze age tribes control sections of the island they dwell on. From the cold and mountainous north to the flat and arid south lands. The island runs around 900 miles from top to bottom, and at its widest point is around 600 miles while at its narrowest n the north the distance is around 300 miles.

(Designer note) The island is actually Great Britain, Scotland and Wales; certain area’s are removed or adjusted due to climate change, ice ages, and other natural occurring phenomena. There are segments of the country still recognisable through decade buildings, bunkers, and other manmade structures, but these are to be hidden within art work. The idea of allowing the player to realise that they are on the planet Earth is not to be discovered till a lot later in the cycle of the game system. As the game advances through the years clues will be dropped into story’s and work to allow the player to discover it is on Earth.

The game is starts around the equivalent time line for humans of the end of the Stone Age beginning of the Bronze Age. The tribes have reached the point where they must expand from their present dwellings and create new communities. This is the premise of the start of the battles that will follow as they discover each other’s tribes and how different they are from each other. They will also have different styles of warfare, weapons and armours. These battles will fuel the research of new and improved weapons and armours. Allowing expansions to be released. The plan is to run the game to the end of the Bronze Age then bring in another three tribes and new equipment as they go into their version of the Iron Age.

This will expand the map, which is Earth into Europe and Scandinavia using the same design principles as with Britain of alterations through erosion, ice ages and possible human war. As the ages move on the map and discovery of the rest of the planet will follow, normal expanding in 3 tribe groups, at different points of their own advancement. This will also expand the earlier tribes, bringing them new equipment, possible treaties and other advancements.

The game will reach out into the space once all the tribes appear, not all tribes will make it to the end of this cycle though. This final space age expansion will come later along than the last race. All races will be available by the “Industrial Age” and after this will come a modern and then a futuristic age.


Species Brief:

The initial Races for the game are:
Spines, evolved from Hedgehogs.
They stand roughly 5’ in height.
Hair turns into spikes, as they get older, covering heads and backs.
Some will even spike beards.
Round head with an extended nose, round eyes mounted in a predatory position, rounded ears protruding from the sides of the head, basic human proportions in scale and build, and no tail, this has evolved to make up the spine.

Trikii, evolved from Rats.
The average Trikii stands 4’ in height.
Usually bald, with long noses and rounded eyes mounted in a predatory position, ears if still attached are rounded, though due to the life style are normally damaged in some way through fighting with other members of their family group.
A basic human proportions in scale though usually very gaunt and thin, with a tail which can be used as a 3rd arm, and roughly ¾ the length of the total height of the individual.

Scarc, evolved from Wild Cats.
Standing roughly 6’ in height, though have been known to reach 8’.
Hairy in general to keep the cold northern climate out, flatter face and predatory position eyes, with large pointed ears position more towards the top of the head allowing to hear things from all angles.
A basic human proportions in scale but a larger muscle mass n the arms and legs, short tail used for balance no longer than half the height of the individual, with retractable claws mounted in their arms, only able to use if the hand is empty.


 

Tribe Brief:

Spine tribe:

Spine villages are laid out according to the High Council specifications.
Each tribe village is built in the same manner as the other so any Spine visiting or trading will know the way around no matter where they are.
Each Tribe has its own council, made up of:

Elder who is there to advise the leaders. (Spiri)
Leader who makes the decisions the council will vote on. (Spiri-aua)
Warrior who advises on the strategy and defence. (Spiri-tua)
Doctor / Scientist who assigns research and advancements. (Spiri-kar)
Smith assigns work routines to the foundries and production. (Spiri-Aru)
Forman who assigns building projects and plans the settlement advance. (Spiri-wan)

The village also has sub  individuals that manage tasks with in the village.
Smith for managing the working of Bronze and stone. (Aru)
Weapon Smith for building weapons. (Aru-tua)
Tool Smith for building tools for farming work. (Aru-hal)

Doctor for managing the health of the village (Kar)
Herbalists and assistants to the Doctor (Kar-shi)
Midwife to help in birthing and rising of cubs (Kar-cub)

Foreman manage farming and food production (Wan)
Farmer runner control individual farmsteads (Wan-shi)

General in charge of all military within the tribe (Tua)
Master of Swords in charge of the guards (Tua-gar)
Master of Flights in charge of archers (Tua-rar)

Each tribe starts with the Elder and his heads for the council, the other members are then trained from within the fifty strong pack that builds the village, they also act as guards, farmer hands, builders, and labourers until the village is constructed.

Spines mate for life, using ceremonies to show their commitment. They are a very family orientated species raising the young and training them in the ways they have learned.

Spines will change jobs and learn other skills in order to advance the village along.

All Spines will have some kind of military training to help defend the village from attack.

Spines use a mixture of materials to build equipment, though homes are built from wood (Brak), mud (Sloi) or clay (dra-sloi) and reeds, long grass, or straw (Rill).

Flint (Rark) is a staple used to make knives, axes and occasionally swords, but the smiths (Aru) are working with metals (Hrut) more and more slowly mastering these substances to produce better weapons for war.

Clothing and to some extent armour is made from animal hides (Mor) and furs (Mor-pra). Though some experiments have been made in producing sections from metals (Hrut), plus new skills are being developed in the production of hardening animal hide to form leather (Mor-cowl)

 

Spine Appendix of Language:

Spines language is groups of words, or sounds they are linked together to make other words or sounds.
Spiri means Elder or Wise One. Wan means manger or foreman, linking Spiri and Wan would give Spiri-Wan which would translate as Head Farmer, or Head Manager. These words link together in other ways to create production objects, for example, Mor is animal skin, but an animal fur is Mor-pra, but a tanned animal skin forming leather would be a Mor-cowl.

Spiri                  Elder, Wise One, Council Member.
Aru                   Smith, smelter, work of iron, worker of stone.
Aua                   Leader.
Tua                   Fighter.
Kar                    Doctor, medical.
Wan                 Farmer, food production.
Shi                    Assistant, apprentice.
Cub                   Carer, mother.

Hal                   tools, equipment.
Gar                   Blade.
Rar                   Point.
Brak                  Wood, tree.
Sloi                   Mud, wet clay.
Dra                   Dry, dehydrate, lacking water.
Rill                   Vegetation, grasses, reeds, foliage.
Rark                 Flint, stone.
Hrut                 Metals, melting stone.
Mor                  Animal Hide, animal skin.
Pra                    Fur.
Cowl                 Hardened, treated.

Scarc Tribe:

The ruling family of the Scarc tribe’s rule over the main city while their children run the villages surrounding their lands, the head family lay down the laws across the lands, though the children can choose which they wish to enforce within their villages and how the village works.

Depending on the situation of the village and which Ruler (Carc) is in command of the village greatly depends on the shape. Each of these family member who controls the village has their own view on how it should be set out.
Some of these are military minded, others are economic minds, some have a great love of architecture and design and others are just fortress’s designed to hold off those who surround them.

As long as each village pays its tribute to the city when asked they are left to do as they please by the High Ruler. (Domiarc)

Scarc are pack (Naroo) like, a Head Male (Arc) Head Female (Drc) and other family members under them. The Head Male controls the family’s direction, while the Head Female is in charge of the other females within the pack, raising the young and teaching them in the ways of the tribe.
Males once they reach a certain age will be put forwards for a profession.
Scarc will usually start with training as hunters (Kartoo), which they will have been doing from a young age, but from a certain point they will take on a different line.

As the Scarc take crafts very seriously they will be several architects, builders and masons. They pride there selves on advancement of structures and leaving their mark on the village.
Working with metal is still in its infancy within the world, the Scarc have not been slow to embrace this though, and they will produce blades and even jewellery out of different metals they have harvested or traded with different places.
Some will continue to be hunters and a few will advance to the level of herders who will keep live stock for food and leather production.

Scarc do not believe in farming, crop production is not the way of a Scarc, they will gather and collect plants needed from surrounding area’s or trade them with other tribes which are more advanced in the ways of farming.

Scarc will trade, and often do with some of the smaller villages that use skills they have no need for, though more often they will just take. Being such a large species they use intimidation over words to get what they desire. On occasion they have been known to destroy whole villages without provocation just because they were in the wrong place. They will even fight amongst themselves to get to resources they desire strongly enough.

Scarc Naroo will always follow the same profession.

Hunter (Kartoo):                       Scout the surrounding area, defend the outer borders of the village’s lands and discover new resources around the area, they will also trade with other tribes when need be and do diplomatic and covert missions.

Guard (Karhaa):                        Stand and defend the villages, also work like a police force for bringing halt to disputes within the village itself.

Mason (Rotal):                         The smiths, stone workers, wood workers, builders, and tanners for the tribe, no one family will cover all of these activities and occasionally they will fallout with each other.

Herders (Gratoo):                     Control the domesticated livestock, keeping a steady supply of food and hides for the rest of the village and in some case’s surrounding villages.

Mother (Drc):                           Head Female’s for each family will all come together and work as a team, to be teachers, doctors, and careers for the old, and the young. They also maintain homes, keep the village tidy, and will go and gather resources if they need to. They are capable of fighting as well, but the Scarc are a very male dominated species. The females are usually smaller and less muscular than the males.


Scarc Appendix of language:

The language pattern of the Scarc varies from village to village, they have a standard written language which is made up of shapes and symbols but pronunciation of these symbols varies from tribe to tribe. As with words for different items, a Cow, or Harroon, in the northern part of the Scarc territory is known as a Meroon in the lower regions. Though the symbol is the same in both regions.


Trikii Tribe:

These scavengers don’t really have a leader, just whoever is bossing around the weaker ones, they live in squalled conditions, moving on mass from place to place, they fight with each other, steal what’s not bolted down, and then from time to time they try to take that as well. They are a pestilence on the landscape, the smallest of the species running across the Island, they have no need for doctors or medical help, the needs of the many will always outweigh the needs of the few.

In hard times, and times when no food is available they will turn on each other and the strong will survive. They are plentiful they are many, and with many mouths to feed comes mass destructions.

They seem to originate from the south of the island, mass under grounds tunnels are their chosen place to dwell, with the other tribes starting to expand though they too are following this path and reaching out from their original home.

No hierarchy other than the weak follow the strong, no real ability yet to build or maintain no wish to learn or govern. A tribe of savage brutal creatures, over powering numbers and scavenging from fields of battle is the only way they know and how they survive.

Times are changing though for tribes of the Trikii and no one is sure what the future holds. Talk of the Great one spread across these wandering groups as time moves forward and with this maybe just maybe order can be brought to the chaos.

The events of which will split the tribes, half following the new ways and half staying as savages.
For game terms this will create two very different tribes within the Trikii groups.

Settled Trikii:
Though still far behind the other tribes these Trikii have started attempting to build homes and villages, though they lack the skill of the other two species on the island at this time.
Even with this new idea of fixed camp they savage within them is still hard to avoid, this leads to issues at this time with farming, and hunting, though the needs of the many still outweigh the needs of the few, as is shown when raids go wrong.

Settled Trikii raid and steal to survive, relying on their numbers to overpower farm camps, logging camps, mines and stores. These have to be done often to keep the village at strength; there are a lot of mouths to feed when it comes to the Trikii tribes.

Settled Trikii do have a leader or head, this will be the strongest of the tribe, ruling with an iron fist of fear and power. Occasionally other members of the tribe will step forward to try and take power; this is not a popularity contest, it is a fight and the one that survives will prove themselves strong enough to lead the tribe.

The Game:

A game for two or more players, each player will have created a village with a list of dwellers, these characters will make up forces for battles played out over a predetermined board or table top using models to represent the members of the team, and the dynamic of the battle field.

The game mechanic will use character stats which are determined from the species and back grounds, weapons and equipment will also have their own statistics, which can be used to show the chances of success or failure in battles.
With tables and ten sided dice these will adjust the chances of affecting the tide of battle.

Each battle will be played out through a scenario selection. Each scenario will give different allowances and ending results, these results will affect the village as a whole through a progression of campaign games. The idea of taking your individual village along through each game played against different opponents is the main objective of this game system, this will allow your village to grow and increase your equipment and availability of characters throughout the series of games.

This way all armies can be different even if the same species, as each tribe will have its own specialists, resources and agenda’s. These will all affect the dynamic of the games, depending on the scenario.

Models:

The models should be customizable, though bearing resemblance to the species and to a varying scale depending on the species. Each model should be to a scale showing off the difference in size between each of the races. As well as variations of weapons depending once more on the tribe.

A Trikii should be around 40mm from floor to eye, Spine around 50mm from floor to eye and the larger Scarc should be around 60mm from floor to eye.

Armour and weapons will also vary between species, Scarc and Spine having specialists in producing both should have more tailored and better constructed equipment, while the Trikii should have mangled and ill fitting designs as if they had been created by mashing Spine and Scarc equipment together.

Colour of weapons and armour should be the material they are made from, dye’s at this time with in the game system have not yet been discovered, though some colour can be used in war paints on skin, the colouring of metal and leathers has not yet been perfected, though with the plan of updates between games being released these may get put into one of the smaller updates along the line.

The main rule book will hold the basics of each tribe, how the villages work, and the game play mechanic, with minimal equipment and low grade weaponry, along with skills that can be gained at the start for each character based within the village and through game play.

A planned time line will appear advancing the game slowly as the main city for each tribe or in the case of the Trikii what they have stolen from the main city of another tribe has discovered or advanced. This will slowly funnel down into the other tribes through web site updates or monthly or quartile articles.

When the time line reaches a point the next rule set will appear, this will include the three new races and histories, where they are on the map in comparison to the present release, a larger scale war game plan with more models taking part in the battle and the smaller scale war options with time lines for the new races starting where the original tribes started and leading them up to date with the present tribes.


Outline Art Work:

Trikii

Spines

 

 

Prototype Models:

Scarc:


 

Spines


Trikii



Herenkoa: An old Design Brief: Just Copy & Pasted

Herenkoa

A world before time began.
Man, monsters, myths and legends had to start somewhere.

Outline Design:

“Designer Note”. These are facts about the game universe. They are to be hidden from the game player. They will gradually be unveiled over the course of the series. With each new region and age that comes and with each new tribe the story will show that the planet is earth and discover how it came to end will unfold.

“Public Note”. These are things the players will be told and shown through stories, art work and models.

(Designers Note) This is a cut down variation of the Final Earth game mechanic. Removing the Tribe control and bringing the game into a larger scale battlefield. Using squads and units, with hero’s leading the charge. Weaponry is still bronze/Iron age, though some of it will be out of time due to the “Guardians” controlling the tribes. All species are baseline humans, though they are altered through the “Guardians” influence and events that have happened on the planet till the start point of the game.
The game is somewhat tongue in cheek as it will be playing with deity ideas and varying degrees of rethinking the myths and monsters of the world by asking questions like did Zwercs have beards? Was there only Werewolves? And why do vampires combust in sunlight?
A heavy mix of science and messing around in the back ground and stories to create these ideas should be used.


(Public Note) Welcome to some point in the history of the world when things kind of began then ended. Only to start again, one of those experimental points in time where things didn’t always go as they should have done. The possible reason behind memories of creatures lost in the myths of time and why we think these beings might have existed. Somewhat of a Dark Age if you will, shortly after the Dinosaurs but before the Garden of Eden.

(Designers Note) I will be honest the idea for this game actually started as a design for the war in the heavens between good and evil, Angels Vs Demons, I just didn’t like the idea, and thought it might be a little bit too narrow a vision. So I decided to do it a little differently, a hand full of “Guardians” and a world as there playground.

The game starts during the first great defence of the humans against the surrounding hordes of monsters, and altered humans on the planet, fighting for survival on a war torn island of Pandora.
Each guided by a “Guardian” attempting to find the best way to keep their people alive.



While wandering the vast realms of space and time a young God came across a barren universe, unclaimed by another and left to spiral on the distant arm of an undiscovered galaxy.
As he journeyed further out towards the edge of this galaxy, the young God came across a line of nine planets orbiting around an unblinking yellow star.
The God decided that the planet closest to this gas giant was too volatile to sustain any form of life so he continued to move outwards away from the gravitational pull and fiery arms of this life giver.
The next planet along on this traveller's journey was far enough away for life, at this point, to be seeded.  Yet realising that the planet would be swathed by the expanding star in fire and flame within a few million years the God decided to pass onto the next barren rock.
On arrival at the 3rd mass, the God came to the conclusion this was not ready for life as it was still in its early creation phase and as such moved on once more to allow this place to settle itself down. Yet before leaving the young God left behind a single rock, to begin the process once it had reached its state of readiness.
At the 4th planet the God rested a while and took note of the vast oceans and well formed land masses, the ice at both poles and mild climates around the central regions that made this an ideal area for the creation of life, yet deciding to see what the 5th planet held once more this enthralled entity moved on.
The 5th planet was filled with rich ores, minerals and all manner of different superficial rock formations. It was also a cold and barren world. Deciding that life would never be able to establish this far from the warmth of the glowing star the god decided to shatter the planet spilling its content to the planets within the pull of the sun, and forming a protective shield to cloud the slowly forming life below from the view of other Gods.
Once this was done the God decided to return to the 4th planet and create a life force to guard the 3rd planet from invasion by other Gods and their minions while it had time to settle and create its own life cycles.
Millennium passed and the God grew older and decided that it was time to wander the galaxy once again looking for more regions to form life on. Before leaving the divine deity passed to the two most trusted generals a large proportion of power, and a request to guard this planet from all outside interference and to make sure that the new life forming in his image would be protected.
More centuries passed and the guardians became bored, nothing had happened for millennium, the two generals started to fall out over the way these Humans were acting, and as such started to manipulate them in different ways.
This slowly turned into a war between the two acting heads. As the bitter struggle got more and more fierce one of the generals decided to desert their home planet and move to the 2nd planet in the solar system. The war raged and though unable to grow old or in fact die of natural causes the planet ravaged its new inhabitant; the God had been right in the fact that as time passed this planet would become less and less inhabitable.
Meanwhile on the 3rd planet now called Earth by its inhabitants, the creatures had become folklore, some referred to them as Gods, others as Angels or Demons.
The war was becoming more and more intense, sometimes actually spilling over to the 3rd planet as they used the humans to try and manipulate each other and in a few cases attempts were made to turn them into what the guardians were.
As the two planets fought the middle planet slowly got sucked into the vacuum of this interstellar war.
The humans below turned their attention to the skies in order to try and better understand their reasons for being.
With this certain members of each faction took it upon themselves to visit this slightly backward world, in an attempt to try and coax this primitive species that they had neglected for so long into helping them in their quest for glory.
As empires on the surface of this planet were forged so were monuments, temples and shrines to different members of each faction. Whichever one had gotten there first and made his claim had in turn gained a following. Some had created whole new races to help them gain power and make these humans worship them through fear.
 

Amarrit had gifted his followers with skin like stone, great size and strength. Unfortunately this had also hampered their intelligence, but this was the birth of the Trolls.

Bane, seeing what Amarrit had done, passed on to followers the ability to be controlled by their inner beasts. So creating the Ware's, unfortunately though now gifted with the great powers of their inner beasts they were unable to return to human form and as such were always cursed to be bipedal animal human half breeds.

Norastu had noticed the majority of worshippers seemed to dwell in the dark, and so granted them improved senses, and altered the blood chemistry so they didn't need light to function like most mammals do. The unfortunate side effect of this was that the blood cells died faster than normally, and also if they got into bright light or to hot they would erupt in flames as their bodies could not cool them fast enough. So were created the first of the Vampires.

Tanararia did nothing with the people of the tribe, just offering to help and leaving them to get on with it on their own. Sometimes Tanararia would advise, other times help craft, But the main role played out was to make sure order was kept, and everyone was safe, happy and content.

Scrall on the other hand wanted the riches from the fifth planet and so forced the minions and slaves to go deep into the rock to dig, realising that the regions of these resources were so narrow she began playing with the original design of the species, and so created short muscular cruel twisted beings, known to this day as Zwerc.

Keldra wanted to keep nature and beauty and as such wished to portray this within the tribe; as such they became lean and strong, agile and graceful, with an understanding of nature and the ability to blend into the environment and to understand what each of the plants and animals could do. As such they became known as the Huldra.

We sat and watched the rock

“For millennium we sat and watched. There was nothing more to do, than sit, wait, and watch. Occasionally one of my fellow guardians would throw something at your little rock, causing a tidal wave, or flood and even in the most extreme of cases an earth quake.” Taken from Tanararias account of what happened before the humans appeared.
As the planet moved, the land mass shifted and broke, slipping apart to form large seas, different creatures began to evolve on the surface. Each of the guardians started to take more interest in these beings forming on the surface of the once barren rock.
With time they travelled to the surface to influence their own chosen tribes with ideas and gifts, in an attempt to bend their ways of thinking so that they would be more understanding to their own needs.
After millions of years of being alone and isolated on their own planet, just waiting for something to happen the guardians had slowly bore grudges towards each other, though some had become close and worked to improve different things.
Once they had their own little tribes to manipulate and fashion though, there started to be intense arguments among them, so much so that a few decided that for the benefits of their own self preservation and that of their newly formed minions they should leave the Red rock and try and set up a base of operations on the second planet.
Tanararia cloaked in robes, wandered out of the desert and into a small shanty town of animal skinned tents, standing nearly 8' in height the humans saw this apparition as a giant and cowered before it.
A sound softly but with authority came from within this mass of twirling leather with nothing but darkness underneath. Slowly the humans relaxed, and listened.
Norastu wandered along the mountain trail, the air was thin but fresh and clean. Screams could be heard from a nearby cave, these wailing cries cut deep to the nerve. Standing in the door way as only a giant could do, Norastu made his presence known. The humans hunched over in a circle turned to see this entity filling the entrance to their shelter.
Bane enjoyed the time on this earth as it had come to be known, revelling in the ability to take other forms, and be able to run as the wild through the lush forests and across the plains. Of all the guardians Bane would use her abilities for pleasure, some days running with the Deer as one, others hunting them like a Wolf. Though she enjoyed this something was missing, and that was companionship, none of the other guardians saw her activities as worthwhile and so did not partake. Yet Bane had just found huddled together starving a small group of humans.
Amarrit was the power house and defensive force of the guardians, when he had been created by the God it really had been for one reason and one reason only, to guard. Amarrit though over the millennium had learned and though not overly bright to begin with had taken time to work everything out, still a little slow in the thought process but always got there in the end had decided to leave for the 2nd planet, due to the harshness of the world, the fast winds and constant storms, his overly toughened hide had all manner of minerals deposited on it giving a texture of stone to the behemoths skin.
Scrall had become bitter and twisted over the centuries, she wasn't as tall as the other guardian, she wasn't as powerful, and jealousy and rage over took her. Believing that the God had forsaken her, she wanted to make amends and set about trying to reclaim all of the precious materials scattered in the beginning, yet to do this a work force would be needed, and so travelling to the Earth, she enslaved and manipulated a fairly large group of humans to mine for her.
Keldra was one of the first to leave the 4th planet, sickened by the fighting and the disarray of her fellow guardians she created a place for herself on the 2nd planet which she soon had to abandon as the harsh effects of the world ravaged and disfigured her. Settling on earth in her hideous form she found kindness in a band of beings they nurtured her back to health, though her form would never reside once more in its original beauty and figure.
Though all the guardians had found tribes they could teach, lead and help there were still a few groups upon this planet without a guardian, and their attentions had started to turn to the heavens in worship for something that was not there. As their energies grew and they cried out with their minds for a mighty power to lead them their tribes grew as did the powers of their minds and slowly this power took form, so the Witch guardian was fashioned, with no allegiances to guardian or God. Alas lacking the astral powers, but still a formidable foe, the tribe gave this entity of human creation a name and that was Degraa.
As each guardian helped shape and granted gifts to their followers their powers grew, each tribe was slowly shaped and warped away from their original human form, into that of their guardians.
Norastu realising that these cave dwellers could not function properly within the confines of their darkened sanctuaries began granting them the power of night vision, and altering their blood chemistry so that they would not need or gain any advances from the light of their sun. Unfortunately, the more time spent with the fledgling race, the more they became corrupted by the powers of there would be savoir, slowly their minds warped they started to urge living blood for sustenance, in this the first race of Vampires began to terrorize the world.

A cry came out from this sheltered tribe they were being massacred by the followers of Norastu. There small village nestled within the foot hills and forests below the mountains and caves which housed these newly created monsters. As they ran from their village, into the woods that surrounded the villagers attempting to get away from these abominations from the mountain they all slowly found themselves huddling into a clearing, one by one they arrived, shocked and scared, at the far end of the clearing stood a great Wolf, though this animal should have instilled fear into the hearts of these tribal people though it did not. The towering wolf moved forward, and no one ran, slowly it began to rise up on its hind legs, and the hair on its back matted round and formed that of a robe. A low, dullest voice rose out of this newly formed being “I shall protect you my children, behind me so that I might avenge the few that have fell.” The disciples of Norastu started to mass on the edge of the clearing, seeing that they numbered many and this giant numbered but one they charged. The giant that was Bane stood ground, and deflected each attack with mighty claw. Limbs and heads were rendered from the shoulders of the vampire's, the Norastu followers began to fall back they were no match for this being. Though there speed was great, strength was immeasurable, and senses heightened they could not bring Bane to the ground.
Bane spent many hours after that day with the tribe that worshipped this animalistic entity.
With time they began to alter, not through Banes doing but through spending time around one with such power. The energies that created Bane and held this God like creature in place slowly passed to the humans within the tribe, yet as they were not one with the powers, they could not control it and so became stuck halfway between beasts and half way between men.
This was bane's curse to the followers and as such they would become known as the Wares. 

Amarrit landed at the most northerly region of the planet, he had spent so long on the 2nd planet with its winds and the heat he needed to cool off and so headed into the frozen regions of Earth. Due to the layers of debris that had now coated his body he was glowing white hot and so the snow under foot and for several feet surrounding turned to water as he walked. Amarrit was a giant even by the standards of the guardians; Bane was the only one to come close to the height of Amarrit and then she was still dwarfed by the power house.
Amarrit had his first encounter with a human tribe, some way from where he had placed himself to cool off. His wandering had taken him across mountains and plains, the snow and ice that had melted behind the giant had started to refreeze now flowing as a glacier. The village he came upon within the plains of ice and snow had seen the giant coming, it wasn't hard their look outs had noticed this behemoth object moving across their flat lands. Originally they had believed it to be a mammoth and so the hunting party had formed up with weapons and ropes to capture it. Once it had come into combat range though they thought it to be a living mountain, the humans being as they are, did not understand this, and slowly fear set in, and as is known if you don't understand something you fear it, if you fear something you’re going to attempt to destroy it. So this is what the tribe attempted to do.
Amarrit stood arms folded across his gargantuan chest and waited. The humans threw everything they had at him, spears, rocks, arrows, but nothing would penetrate his thick stone hide. Eventually he bellowed “Are you quite done?” The humans closest to Amarrit were knocked backwards by the force of his voice. Slowly though the humans lowered their weapons and sat in front of this giant waiting to see what would be said next.
Days and nights passed and Amarrit stayed with this tribe, learning and teaching, explaining and helping. Slowly though the humans started to alter as once more the powers that tied the entity to the mortal plain passed into his followers, this in turn brought forth the birth of the trolls.
Scrall sat, she just had no idea what to do, she was the smallest of the guardians, she felt she was the last to be created and she was right she was. Her plan was to appease her lord and creator by collecting up all the precious materials scattered upon the Earth and to return them. This would not be easy, much of these materials had fallen into the frozen wastes of the north, and she know that Amarrit had this area fiercely guarded, yet there was a tribe just outside of their region and it was growing rapidly. This would be her force of war. The humans that would allow her to take the north and secure the riches that it held.
Yet how, she looked no more intimidating than a human, yet she had power and abilities far surpassing a mortal man. That was how she would do it, she would alter them, make them bitter twisted and greedy, but also small and plentiful. Sheer volume of numbers would be the way to defeat the defenders of the north. So her plan was set into motion, from the shadows of the tribe she would begin, playing with their minds and altering their bodies before, slowly adjusting they form and shape and size, the emotions and their brains. Then she would do what she must to take control of the tribe and take the fight to the trolls of Amarrit. She would have her armies, her slaves, and her wealth.

Tanararia only wished to watch, but with the other guardians slowly taking control of the tribes and passing gifts and curses of their form action had to be taken. So the decision came, that a tribe would need to be taught, helped and guided by the outcast angel. No cures or gifts would be passed to this race of man, purity would have to prevail. Only words of wisdom and help could be given to the humans that remained.
Out of the desert the entity stepped, towards the race of man not yet corrupted by the guardians.
Keldra had been taken in by the forest dwelling folk, they had nursed her to health, treated her wounds and asked for nothing. This in turn had led Keldra to greatly believe in protection of the planet, and its resources, its wild life and its nature, not just the race of man.
So as Tanararias tribes slowly encroached into the woodlands of the Huldra to gather wood and animal hides the two races fell upon each other, one side strongly wishing to hold harmony, the other after much needed supplies. The skirmishes were bloody and quick, each side raiding and ambushing the other, so many wounded, even more murdered and obliterated in the heat of battle.
As the Huldra are the closest species to Human and the Human tribes cover much of the lands and are so varied and different. The Tomb of the Chosen shall show the remains of the few.

 

Species Brief:

Humans:
Are human, average height of around 6’ scale 32mm from base to eye.
A cross between caveman and desert nomads would be the best description of the humans of the world, technology advanced through the help of the guardians, advancing historical timelines incredibly quickly for the tribes on the planet.
Humans are generally found in the arid region towards the centre of Pandora.

Zwerc:
Were human once, average height of around 4’ scale 21mm from base to eye.
Though slightly wider than an average human, increased size is due to the colder climate and keeping warm deep underground. Technology advances make them masters of metals, allowing them to create magnificent works tools, weapons, and armours out of metals of all descriptions. Their Guardian controls more than advise though within the Zwerc.
Zwerc are found in the mountain regions to the north of the human tribes.

Huldra:
Were human and could still be said to be, average height of around 6’ scale 32mm from base to eye.
Huldra are slightly more elegant than an average human, more delicate, the Guardian of this tribe cultivated art, and style, morality and conduct into them. From a distance you would think they were a pure human tribe, but as you come into close contact with them you notice tiny difference. Ear and eye variation, lighter skin tones. They have a great understanding of nature, how to cultivate and maintain the balance between animal and plant, using both to their advantage. Eye sight, hearing, and even touch all increased over normal human levels.
Huldra live within the forests to the west of the human tribes.

Vampires:
Were human but through a mixture of own Guardian and another’s destruction are warped far beyond recognisable human now. Vampires vary in size from 4’ to 7’ in height depending on how much they have been touched by the Guardians. Scale wise they vary from 21mm from base to eye to 37mm from base to eye.
The vary in levels of technology and advancement, being faster, stronger and more animalistic than humans they can use their abilities better than weapons and armour to survive in battle, though they do have some advancements and are trained in many different things with help from their Guardian.
Vampires unlike the other “Monsters” on the planet have agendas and plans, they are not beasts as such, and they learn and progress to advance in the possibility of being the ruling species.
Vampires live in the cave region in the south.

Trolls:
Were human once, average height of around 8’ scale 42mm from base to eye.
In comparison to their original human form Trolls are massive. As a protector for a fallen Guardian they have to be. The muscle mass is greatly increased and they have skin like stone, which ruptures and cracks as they move, technology wise they are not that advanced, but with great strength and incredible resilience they don’t need to be. Capable of ripping a tree from the ground and using it as a club is an easy fete for a troll to perform.
The Trolls are found north of the Zwerc hiding deep in the mountains attempting to protect their fallen Guardian as he heals.

Wares:
Altered beyond all recognition as ever being human Wares are three different races.

Kiriti tribe were turned into rodents as punishment. Average height 4’ scale 21mm to eye.
The rodent tribe heartless, merciless killers, using their small size and rapid speed to ravage the lands with no respect for anything or anyone, they roam the world trying to survive.

Raccs tribe were actually approached and the Guardian attempted to gain their loyalties and trust. Average height 6’ scale 32mm to eye.
 She granted them gifts of a feline nature; higher senses and better vision all manner of cat like properties. Though this seemed to enrage them and they turned on the Guardian.
Making them another roaming tribe.

Shovegs tribe was just in the wrong place at the wrong time. The guardian last ditch effort to survive created the Werewolves which stand at nearly 8’ tall scale 42mm from floor to eye.

Though the Wares are wandering tribes they will stay close to their original village regions, these are in the west, they don’t like to move to far from the food sources, and through they fight each other constantly, they fight the Hudra, humans and Vampires greatly too. As three tribes border the forests of the Wares.

  

Economy:

There is a world economy, is slightly slanted and for game play terms and army building it only really touches on what is available to different tribes and how expensive or what quality the equipment they use is.
Zwerc are miner and have vast resources of metals, while Hudra are forest dwelling and have vast access to wood and stone, while humans as a whole are quiet wide spread and may have to trade with each other to get the materials they need.
This means that while Zwerc may have cheaper metal weapons, if they have wooden components, they may be more expensive, and Hudra may not have any metal weapons at all.

This is how the cost of armies is controlled. With the expense of the equipment though the weapon is a better model.
It is possible for there to be different types of weapon, a spear could be wood, very simple to make but not as reliable or as deadly as an Iron spear. The extra cost of the weapon would be demonstrated by the improved stats for the weapon.

Different characters with in each group will also be able to increase weapons and armour both through the cost or reliability. Though the character will have an elevated cost to show this.

The Game:

The game will be for two or more players, each player will select the army of their choice using the models they have collected to represent each force on the table top.
The army’s will then play through a scenario or just play a straight up battle.
Scenarios in the book will lay out ideas for how the game area should look, along with special rules for the battle and the rules of combat. The game will be played over a number of turns and actions will be taken through each turn, the results of which will be determined by the use of dice and tables with in the rule book.

This is a medium sized war game, using units of troops. To show a part of a larger battle.
Though scenarios will be played it is also a thought to put in some “Historical” battles for gamers to be able to get their own teeth into and to allow expansion of the story lead narrative for the world to continue to expand.

This is a battle game heavily narrative lead with extensive backgrounds for each tribe and character driven game play. It has less of a role play feel than some of the games that are to be written, allowing for a faster set up and shorter debrief at the end.

The Models:
These should be customisable but as rank and file troops are the main choice of model then they should also have uniformity to them.
Weapons and armour should be clearly different depending on the material it is produced from and this should also be noticeable on the models.
The scales should as written in the species section should try to stand, a Werewolf should look intimidating to a human as should a troll, and to a Zwerc they should clearly be massive in size.
Monsters though more powerful than humans will also be more expensive in points terms, meaning less monsters on the table than the smaller Zwercs, Hudra or Humans. Vampires on the other hand vary greatly and there statistics and models should show this.

The Rule book should hold all the information for the Game and the basics of each tribe. Each tribe though will also have an expanded “tribe” book, advancing them in the terms of troop choice armour, weapons and background history and some advanced history from the game starting. Though the rules they gain or abilities they are allowed should never alter from the original rule book.

This game has a start and an end. As such it is fairly stagnant and will never evolve past a certain point. Though models will improve and story and history will expand.

(Designers Note) The End: The Deity returned to see what his experiment had lead to; he was horrified to discover what had happened to his world. Broken Guardians, Twisted Humans, Abominations running free, in a fit of rage he withdrew all the guardians and shattered the Island, sat and began to fix the mess that had been created. Maybe a Garden would be nice?