Friday, November 10, 2017

Developer Diary: Highlanders and Teghirs

The presence of avarai people in the Northlands was established very early in my design of the world. Inspired by the european struggles against eastern horse peoples gave birth to the idea of the teghirs, which fitted the terrain with open steppes. The highlanders (also called the asiatsu clans) were inspired by, well, highlanders but also strongly by japanese culture - also two iconic historical conflicts. 

The idea for a background was that during its height the Zhengdi empire had started to colonize the southern reaches of the Northlands. The taming of native horses allowed them to drive away the orcs from most of the area. But as the empire collapsed the colonies were left on their own and had to fend for themselves. This created a good story for the teghirs, but not for the highlanders.

As the main difference between the two was the use of the horse the most simple solution seemed to be that the highlanders had simply been driven from the steppes and adapted to a life in the forests of Gothia. Given the orc presence there this would have been dangerous so a strong incentive was needed. A civil war seemed plausible enough; as the central government of the colonies collapsed war tore the land apart and those who didn't want to bow to the warlords (who, naturally, favored the horseback) were forced to seek refuge elsewhere. The dense forests of Gothia prevented the teghirs from pursuing while it was also free from gothic settlers, who preferred the more fertile lands to the south.

From this point, everything about the highlanders and the teghirs is really trying in as many cultural references as possible. Both to create a depth for these peoples but also to spark imagination and help game masters bring them alive.

Tuesday, October 24, 2017

Developer Diary: Arbea and Tala

Getting back to writing about Age of Steel nations I realize giving each of them a whole post wouldn't be quite fair. As has already been revealed in previous developer posts, many nations have come along just to fit with the stories of the major countries.

The nations known as Arbea and Tala was invented for the same purpose: as ways to create a power balance between Menlor and Damasa. As part of the original lands conquered and settled by the Empire in the Northlands, both Menlor and Damasa have claims on these nations. Both are, however, strong enough to defend themselves in the short term and would quickly ally with the opposing power in the case of an invasion.



Culturally I modeled them on the idea that Menlor can be compared to historical France. Arbea would then be more like Germany and Tala would resemble Italy. Similar to their sources of inspiration both nations are very decentralized with no single faction able to dictate politics. What I wanted was for both these nations to be intertwined in the Menlor-Damasa hostilities in such a way that it would create opportunities for political/espionage campaigns and also prove an opportunity for minor conflicts where the major powers are involved but not directly deploying troops.

As for explaining their existence, both Arbea and Tala are breakaway nations - areas too far away for the queen of Menlor or the emperor of Damasa to retain control over them during the worst years of the civil war.

Getting thus far in the story what is wanted for both these nations is to make them interesting; they should add something to the world in terms of experience and depth - not just fulfill their intended roles.

Arbea I figure would make a good battleground - tugged in between the major powers to the east and south and mountains and orcs to the north and west. A place for both skirmishes and raids to full scale battles. At this point I wanted a reason for how the country was kept together to begin with as this would provide information as to were the cracks where. I decided another imperial order was a suitable explanation, and thus was invented the Order of the Wolves. While the name had been on my mind for some time I quickly realized it didn't really fit in with a Southland empire. Griffons, lions and falcons could be connected to such an environment, but wolves are more of a northern thing. The idea was then that the order had been created in the Northlands - presumably then for battling the orcs. Again the idea of manpower comes to mind - a shortage of soldiers from the warrior caste prevented further expansion, so the Order of the Wolf was formed, which accepted commoners into their ranks. Thus was the land wrestled from the orcs.

So the order is influential in the country, but it doesn't control it - the land is still a feudal one like Menlor, but without a king or queen. A council of nobles, many also members of the order, collaborates to a certain degree to keep Damasa and Menlor from absorbing them. However, they only stand united against exterior threats so fighting between the noble houses and indeed different factions within the order is quite common.

Tala then seems a good place for political intrigues and trade. Like its inspiration medieval Italy I imagine small city states joined together in a union. Some are ruled by nobles, others by merchants. Since money has more influence than blood both Damasa and Menlor have agents who works from within the country. Then there's also the steppes to the east - an opportunity for civilization versus nomads that can be about both trade and warfare.

All in all Arbea and Tala both end up as rather boring nations in the sense that they don't contribute much to the grand scheme of things - but they are very interesting places for players to explore. The fact that any conflict threatens to draw the attention of both Damasa and Menlor makes sure that there's always something at stake and the decentralization provides a plethora of possibilities for conflicts and intrigues.

Wednesday, October 11, 2017

LinCon 2018: Cyberwolf

The last few months have been a bit busy on this side of the screen. Thus frequent posting here just haven't manifested as intended - but there is still hope for the future.

What has been happening with Centuria is some preparations for LinCon 2018. The idea for next year is to host one adventure for each age. Standard roleplaying but each adventure introducing a campaign which will be available for download after the event. That said the intention is of course that it can be enjoyed as a stand-alone experience.

First out is the adventure for the Age of Information (a bit backwards, yes), called Cyberwolf:

The first feeling was cold, then wet. You were naked, lying in cold, flowing water. A sharp light suddenly blinded your eyes.
"This one is alive. Hello! Can you hear us?" In the darkness beyond the light shapes became people...
They were scavengers of the undercity. They introduced themselves as Aiko, Mithradates, Kazane, Bacara and Alexander. They managed to find you some ragged clothes and promised to bring you somewhere warm. But you could only listen half-heartedly, because other things were requesting your attention. Memories of pain resurfaced, but you couldn't tell how long since. And you had cybertech of which you had no memory... What had happened?
There were others too; unfamiliar faces who seemed as puzzled as you were. But all your thoughts were interrupted by a change of scenery.
"Behold! The Hideout!" said Alexander with a dramatic voice.
And the narrow pathway you had been following widened, revealing a huge space only dimly lit by a few electric lights. High above a walkway was barely visible. There were people here you could tell immediately from the noise. Colored lights and makeshift tables created a small marketplace, running along a vast indoor basin. The inhabitants eyed you suspiciously, or at least with interest. You took it in slowly and as your mind began to settle you realized this would be your home for a while. For the first time you turned around and faced the gazes of your companions. Had they been through the same thing? What did they know and who were they?
Interested? Keep tuned!

Tuesday, August 22, 2017

Developer Diary: Calendars



Since I'm done with writing the rulebooks I got the time (heh) to work on a little side project: an explanation of the calendars and timekeeping systems in use throughout Umarald.

The reason this stuff isn't included in the rulebooks is that I find aspects such as currency and calendars interesting, but downright dangerous when you're starting a new campaign with players new to the system. Its just too much. So I figure, let's put that aside and present it in a nice little separate package free for anyone to download. So there it is!

Friday, August 4, 2017

Update for the Age of Knowledge


It's been quiet here for some time and that is due to work being put into proof reading the Age of Knowledge rulebook. It has been dreadfully dull and boring so I am glad to announce that I'm finally done with that. Sure, there are bound to be some errors still but at least they had to fight for survival...

The updated version can be found at the downloads page!

Wednesday, June 28, 2017

Developer Diary: The Mortal Races

Making a short sidetrack from our odyssey over Age of Steel countries I thought it fitting to delve into the mortal races before we continue any further. After all they are the very basis for how many countries and conflicts have developed.

Now, I intend to go into each race in detail so let's just start with a little discussion over why there are different races in Centuria to begin with. I want to explore different social settings in this world - including racism but also society without racism. Having different races allows me to do this, while at the same time highlighting both the hypocrisy and the necessity in deciding boundaries. We can have a society in which skin color doesn't affect your social status while still picturing social conflicts between different races.


Claiming this image off the internet to represent the "classical" fantasy races, my idea for Centuria was to create a world "easy to jump into" yet still with a few twists to make it unique. Also, I wanted a plausible idea for how the different races had gotten there to begin with. 

Elves, dwarves and orcs thus get included pretty much by default. Now, the idea goes something like this: human evolution can pretty much be based on what happened on Earth. Dwarves I decided to portray as a different hominid and since the classical image that dwarves live in the mountains makes it unlikely they moved in overnight I decided to make Umarald their ancestral homeland. To have the humans migrate into the area is a quite plausible idea. Orcs then would also be immigrants - from the south, as many of their characteristics (dark skin, night active) fit better with a tropical environment than coming from the north. Now the elves; they are a rather advantaged race (being almost immortal and stuff) so there must be some explanation as to why the elves are not controlling the land. And, looking ahead, there's also a need for a good explanation as to how all these rather unique races appear in Umarald for some reason. My idea then is that the elves were created - from humans - using some sort of magic. Maybe demons were involved, maybe not. Regardless, this would provide a good reason for their abilities. 

Now, then, the very idea that magic could have created a race can be used to explain a whole lot of weird creatures in the world. I build on the idea that the elves, having discovered this could be done, transformed into all sorts of creatures: centaurs, minotaurs, worgs. And to create that little twist, why not introduce some friendly dwarf-elf relations? The gnomes, as usually described, form a rather perfect combination between the two? So we'll have some gnomes too based on this.

Great - we have most of the classical races and some explanation as how they came to be. Hobbits/halflings? I don't really see them adding much to the setting at this point and getting one more race to explain just seems a bit unrealistic. So, to still give the term some meaning I reinvent the "hobbits" as surface-living dwarves with a different social structure. Perhaps we'll see halflings in some future expansion (the world of Aladron is large, after all) but for now this gives us something to work with.

Tuesday, June 27, 2017

Summer heralds the Age of Knowledge


The feeling hasn't quite set in yet; but today the trilogy of rule books was completed. Still there's some way to go before there are any prints ready (proof reading for one thing) but just to have the content ready is a true milestone. 

The Age of Knowledge book weights in at 335 pages (slightly shorter than the 351 pages Age of Information book) and covers such things as seafaring, gunpowder weapons and of course a new political setting. As with the other books it is freely available at the downloads page. 

Now, just because all the books are nearing completion it doesn't mean that there's no more work to do. There's still a few continents to pull off (http://www.centuria.se/2015/12/creating-world.html) and new adventures and settings to be described in detail - not to mention a lot of plot exposure of the machinations of this world. 

So don't fret - there'll be more. But for now here's the first chance to enjoy the full set of Centuria rule books!