New world (v2)

By: Alex Litvinov

 

All the given stats are for my modified version of AD&D, but can rather easilly be adapted to most other systems.

 

Races (intelligent and semi-intelligent) :

 

There are 5 major and 2 minor intelligent races on New World. Their origins are ancient history, but none seems to be older than any other. Balance of power among them is, as well, equal, as each race has it's own strenghs and weaknesses.

Humans are the most common of all the 7 races, and not any different from the humans of Earth. They generally do not trust any of the other races, but the Dwarves seem to be their closest, race-wise.

 

Dwarves are a race of short (average height 120sm) but stocky (average weight 70 kg) humanoids. Their proportions are close to those of the humans, but they are much wider and have relatively large heads. Also, both males and females have dense facial hair and body hair. Physically, the dwarves are very strong and have great endurance. Another difference from humans is the totally black skin and usually large noses. The dwarves have infravision and their eyes are usually red or dark brown.

Mentally,the dwarves are rather close to humans. However, there are a few major differences. The dwarves prefer darkness and underground to light and open spaces. Their social organization is by clans, united under a single king. However, the clans are rather loose and the kings usually rule by strengh of arm.

The dwarves are very stubborn, and usually rather closed to new ideas. However, if an idea manages to root itself in a dwarf's mind, it will be improved to the possible maximum. Another aspect of their personality is their time frame. The dwarves live for 500 years in average, and thus time has less importance to them. They are slow to feel emotions, and exremely seldom they rush to do anything. Including answering questions or telling anything, which might be annoying for humans. A dwarf might be asked what time it is, and answer only two days later. Other than that, they are pretty much like the classical image of dwarves.

The dwarves can breed with humans but the offsprings are infertile. The Dwarf females can have children once every 5 years, with pregnancy lasting for 4 years.

 

Ogres (lesser race) are a race of gigantic humanoids, close to the Kheikeh genetically and mentally. Most Ogres stand up to three meters tall (2.7 meters average), and are incredibly strong physically. Like the Kheikeh, they can last for days without food and drink while running due to great stamina. Their bone and muscle structure are different from humans by a great deal. They have two hearts, and very large lungs. In appearence, the Ogres are monstrous to humans. Their skin is rough and is of gray color (from near-black to very light). Their proportions are strange to humans as well - the head is a little too small, the arms too long, the chest is very large in proportion. The neck is extremely short and muscular. Their faces are not human as well - the noses are small and flattened, with nostrils like those of a rabbit. The jaws are thrusted forth, like a snout of a dog (but not quite that long), and they have two large fangs that rise well above their upper lip. They have no hair nowhere on their bodies save for the top of the head. Their eyes are yellow, brown and sometimes dark green or blue, like those of the Kheikeh. The hair is usually black, but can be also blond or red.

Mentally, the distance from humans is a very long one. The Ogres are very creative, and have especial affinity to music and architecture. Their creations are always grand, their structures airy and comfortable. Usually the Ogres prefer not to use violence - they concider it a dishonoring thing. They have very strange defenitions of honor, which are very close to those of the Kheikeh. If an Ogre is dishonored, he must regain his honor by life of servitude or his spirit will be a servant in the afterlife (or so they believe). Ogres are always settled, and those of them who'r not architectors or artists make their living by farming or rising cattle.

However, there is a sub-race of Ogres called Trolls. The Trolls are the warriors class of the Ogre race, and are born with incredible regenration. Practically any wound heals in a matter of minutes, which makes them incredible fighters. For the Trolls violence is honorable, and they serve as the Imperial Guard. Trolls are born to normal Ogres (approximately 1% of newborns are Trolls), and are revered as holy protectors of the land.

Most Ogres also live by a slower scale of time than humans (having a life spawn of 400 years in average), but are not as slow as the dwarves. They are quick learners, but never see the point in haste in anything. Most Ogres are very through with anything they do, and always take their time to think. Not to take their time to think is dishonoring.

The Ogres can cross-breed with Kheikeh, but their offsprings are infertile. An Ogre female is in heat once every 17 years, with pregnancy lasting for 15 years. Because of that, there are relatively little Ogres in the New World.

 

S'srith are a strange race of bipedal, intelligent dinosaurs. They stand about 1.9 meters tall in average, and have a tail half that long. They are cold-blooded reptilians, basically predatory, and much like crocodiles prefer warm swamps as their living envoriment.

The S'srith psyche is little understood by anyone who's not S'srith. They live in large communities, usually 1000-4000 population. Each community has it's own area of a swamp, through which houses are scattered. Most of their time the S'srith spend underwater, and thus communication between S'srith and other intelligent races is rare on the physical level. However, the S'srith are great healers, and often communicate with others in the Soul Of the World. S'srith actions are concidered unpredictable, although usually they are benevolent (although it's known that once the S'srith weged war upon humans who intruded into their swamps). They concider themselves the physical aspect of the God of Healing.

S'srith females lay 3-10 eggs once every 10 years which hatch after a year or so. Most of the newborns do not survive as the S'srith almost never protect them. Most S'srith who survive into adulthood live for 400 years in average.

 

Kheikeh are a varied race of humanoids. There are 3 sub-races, the Orcs, the Goblins, and the Kobolds.

Most Kheikeh stand 1.8 meters tall, physically very close to the Ogres. Their faces are closer to human though, with their jaws not thrusted as much forward as those of the Ogres. The Kobolds are the exception, with almost dog-like faces and very large heads (relatively).

The Orcs are a warlike subrace of the Kheikeh. Much like wolves, they live in packs, and usually are nomadic hunters. It's not uncommon for the Orcs to follow large herds of buffalos that roam the Shogar, Liagar, and Lot'r'Dagh plains.

The Goblins are usually settled, and are excellent builders. Most often they live in wide-spread villages of 200-800 population. Often they rise cattle or crops.

The Kobolds are excellent magicians, and often prefer the darkness of caverns or forests to live in. Often they are solitary, but occasionally gather in settlements of 100-300 population.

All Kheikeh have good nightvision, and are generally nocturnal.

Kheikeh have strange (by human measures) sense of honor. They simply concider anything which they do and is not commanded by their instincts dishonorable. Because of that, an Orc will seldom slay a rival in duel for leadership, but will seldom leave foes alive in a battle. The leaders are not as much chosen as annointed by the earth - the ones who understand the earth best become the clan leaders, those who understand war the best become warlords, and the one who is in the closest connection with the earth will become the Emperor. Because of that, a lord of an Orc clan leaves his personal name and is called only by the name of the clan - he IS the clan. The Emperor is called simply that, because he IS the Empire. Their predatory instincts seem very bizzare to humans, and they concider the Kheikeh terrible barbarians and blood-thirsty savages.

Kheikeh females are in heat once every 5 years, with pregancy lasting for 2 years. Average lifespawn is 400 years.

Cross-breeding is possible with humans (infertile) and Ogres (infertile).

 

 

Elves are a race of tall, thin humanoids. Physically, the Elves are of 1.9 meters tall in average, weighting about 60 KG in average. They have very pale skin, usually snow-white or pale yellow. Their faces are strange to humans - huge eyes, small mouth and nose, long pointy ears. Mostly they have violet or green eyes and bright hair (blue, green, yellow, white, silver, orange). They have long, elegant fingers and lack body and facial hair. Elves eat very little, and do not sleep. They have excellent hearing and infravision.

Mentally, Elves are almost as strange as the S'srith. They never talk (because of which the Kheikeh call them the Silent ones and Humans call them Fish), but rather communicate via an abstract version of telepathy. They are vegeterians, preferring to live in the forests. Most Elves live in small clans (30-100 pop.), but have rather loose relationships with other Elves.

Elves are always aloof, and very difficult to communicate with (since they have telepathy). Most races find Elves snobbish and unpleasant.

Elves are usually egoistic, and very intelligent. They like living nature but not civilization.

Elves can cross-breed with humans (theoretically, and the offsprings are infertile). Most elves live for 1000 years, in average, and very seldom have children (Elves have no concept of sexuality as humans know it). Most Elf females give birth to 1-2 chidlren in their lives.

 

Dragons are the strangest race. There are only a dosen or so known Dragons, and most other scentients who encounter them do not live to tell the tale. However, the Dragons are the guardians of the Soul Of the World, and are always in the Soul.

They are extremely wize and intelligent, and live infinately (in theory) only growing larger as time passes.

Dragons' only fault is greed - they like things which other races consider valuable, for some reason. Once every few thousand of years a dragon lays an egg.

 

Politics of the New World

 

The political map of the New World is complicated, and very delicately balanced. Wars are common, and plots are constant.

 

The Great Empire is a huge, united empire of the Kheikeh (90% of pop. are Kheikeh and Ogres). Internal affairs are all smoothly managed (because of the Kheikeh honor). There are often minor skirmishes with the Shogod-Badur Kingdom, and very seldom the Turgabah Clan is attempting to sieze the rich lands of the Shogar plains. The Elven border is always quiet.

Military units - the main force is Kheikeh Yari (50% Orcs, 40% Goblins, 10% Kobolds). They are extremely good fighters, with good armor and usually wielding spears and large shields, mounted on good horses.

The Imperial Guard is the supreme elite unit. It's only fighters are Trolls, wielding hand-cannons (bought from the RFTR) and huge hammers.

The Sleeping Warriors are the magicians (mostly Kobolds) who are trained in a special university. They are highly regarded, and are essential for communication.

The Blizzard is an elite unit of Orcish troops. With excellent armor, wielding 2 swords, they serve as commandos and are usually used as assasins.

The Swords Wall is an infantry unit. Almost as large as the Kheikeh Yari, they wield huge shields and 2-feet-long swords. Their tactics are much like those of the Romans.

 

The Empire's relationship with the Shogod-Badur are rather tence, since the dwarves think that the Kheikeh are blood-thirsty monsters and often attack them just because of sheer dwarven stubbornes. Trade is practically non-existant, and conflicts are common and bloody.

 

The Turgabah Clan bear no particular malice towards the Empire. Occasionally large numbers of Turgabah nomads gather together and cross on ships to conquer the Shogar plains. So far they have not succeeded. Trade with the Turgabah is well-established, but mostly the Turgabah are coming to the Empire to trade gold and spices for fine Kheikeh metalcraft.

 

The relationship with the Elves is rather cold. The Elves seldom initiate any contact with the Kheikeh, or even exit their forests. However there are a few Elves that come to learn magic in the High University. Trade is existant but not too livid.

 

The RFTR have excellent trading relationships with the Empire, and no problems there.

 

 

The Elven Clans have little political relationship with any other country. Occasionally the Dwarves or the Shugaba humans initiate a war against the Elves, but always retreat. Passage in the forests is practically impossible for an army, and the Elves are masters of guerilla warfare.

They have good trading relations with RFTR though.

Internal conflicts are common, but never on a large scale. The Clans have no central authority on them, and are basically almost anarchistic. However, the Elves have a common army which is assembled in case of an emergency. Also, the Elven Ninja are world-famous.

 

 

Shogod-Badur Kingdom is warring with all of it's neighbours occasionally. There is always a minor war with one of the nearby countries. The Nomads are often trying to reach the gold mines in the mountains (but inevitably give up after major losses), and some Dwarven clans sometimes decide to fight some of the other countries for plunder or because of dislike. Internal conflict is constant, as the clans war with each other. But inter-clan wars are usually small and dwarves do not like killing each other. The King has little control over his subjects, and every clan squabbles for more power.

However, they also have good trading relationships with RFTR.

Every clan has it's own army and it's own units, but there is a King's Army, which is also squabbling for power.

The main Dwarven force is infantry with axes or short swords and shields. There is no official elite and no cavalry.

 

 

Turgabah Clan is a country mostly populated by human nomads. They are warlike, and constantly war each other , the Dwarves and the Kheikeh. Their only organized war is againsts the Shugaba Clan, over the Safe Lake area. They have a Shekh which is ruling from Nomad's Plains with brutal force. Most of the land is desert (sand and rock) where water is uncommon, and most of the population is nomadic. The Shugaba Shekh is gathering taxes from them and maintaining an army though. Riots and internal wars are common, and most of the people hate the Shekh's rule.

Army - the main force is horsemen and footmen with spears.

They have loose trading relationship with RFTR.

 

Shugaba Clan is much like the Turgaba Clan. The only difference is that they raid not the Empire but the Elven Clans.

They also constantly fight with the Sato Kingdom over the fertile lands on the East.

The Turgaba Shekh is ruling from a palace near the Dwarven border.

 

Sato is a large feudal kingdom. It's lands is mostly plains and scaresly forested hills, save for the very fertile Koch plains (most of them covered with rice fields, watered by many rivers coming from the S'srith Marshes). It's populated by humans and small clans of Kheikeh (who hide in the hills). The vassals fight among themselves alot, but never on a large scale. Sato has good connections with Argo, since the king of Argo is a nephew of the king of Sato. Dosh and Sato often battle, though, since the Murky River running from the S'srith Marshes has large deposits of golden sand in it (and thus is the point of conflict). With S'srith they have little contact, save for trading agreements (but not too many and they'r rather loose).

Military units - the main force is peasants, armed with whatever they can find. There's a rather strong heavy cavalry unit, and a secret order of magicians who'r funded by the King and are used as secret force in battles.

There'r quite a few trading agreements with RFTR, but most of them are with private traders and not the king.

 

Dosh is a monarchy, and a very strong one. The laws are inforced ruthlessly by Dosh's powerful and well-trained infantry. Secret police is active all over the kingdom, all of it's members being trained in psi powers.

The population is mostly human, but there'r quite a few Kheikeh, living in reservations close to the Argo border, and a few Elven clans (who'r allowed to live as long as they train the secret police). Most of the kingdom is forested hills,save for the

The population is practically enslaved, and there were a few attempts for rebellion. Those were brutally supressed (the rebels were crussified along the roads).

There is not much trade going on with other countries, although Argo is paying yearly tribute not to be conquered. There are a few trading agreements with RFTR, but the Republicans don't like Dosh much.

 

Argo is a feudal kingdom as well, ruled by a very smart monarch named The Fox by his people. He managed to gather the crumbling kingdom by a web of alliances, to pacify the Doshan border, and to establish excellent trade with the S'srith and RFTR, becoming the "middle man" between the two. Those manipulations made the kingdom rich, and united the unruly vassals. Argo's populated by mostly Humans, but all races are welcome into Argo. There'r quite a few Kheikeh and Elves, a relatively large Dwarven community (in the main city of Argo), and even a few Ogre architectors. S'srith come to Argo to trade often enough, but never remain there for long.

The terrain is mostly hills, with large patches of forests and fields. Peasants are mostly pleased, as Argo is concidered a land of relative freedom and opportunity.

Argo has a small standing army, but each vassal has a private army as well. There's also a fanatical order of knights known as the Lancehood, which hate undead with great passion and are used as elite cavalry in armed combat. The Kheikeh also sometimes serve as mercenaries.

Argo has excellent trading agreements with RFTR, S'srith, Dosh, Sato, and lots of private trade agreements with Shugaba Clan traders.

 

S'srith is generaly related to as teocracy, but S'srith politics are little understood. S'srith do not have a standing army, and there are never any internal battles. No enemy can survive in the swamps anyway.

The S'srith live in the moist forests and the great marshes of their land, seldom leaving it and appearently never wanting anything else. They rise huge warm-blooded lizard-like creatures which they trade for Goradium.

They have good trading relations with Argo and through Argo with RFTR, and occasionally trade with other countries as well. They'r the only people who make the Life Water potions.

 

The Republic of Free Trading Races is a seperate, huge island. The RFTR is ruled by a council of the Great Traders, who are all the heads of corporations. Races are very mixed in RFTR, although ofcourse the humans are the main race. RFTR is internally divided into large corporations (which are made possible to exist over great distance by communication in the Soul). The RFTR have practically no enemies, because all the other countries are depended on RFTR goods and trade agreements. The head of the Council Of Great Traders is Gozar The Digger, head of the Barug Miners Community.

Barug Miners Community is the only supplier of Goradium in the known world, and are thus the wealthiest corporation of all. Rumors say that Gozar The Digger is a morphed dragon, but this has never been proved.

However, there are many inter-corporate struggles in RFTR. They never become open armed struggle, but there's alot of subterfuge and assasinations. Each corporation and fraction in RFTR has it's own private standing army, all of them excellently armed and trained.

Most of RFTR territory is hills covered with rich soil. The huge Jocani woods are scarsely populated by Elves and Goblins, although it's western end is being constantly cut down for building wood.

RFRT is concidered the ultimate land of freedom and opportunity (although this is not so, Council regulations are being enforced with great efficency), and most of the population is working for small corporations (which are parts of the huge corporations in fact). FRTR is also the home of University Of The Soul, where mages are taught communication and travel via the Soul.

 

 

Magic in the New World

 

The Magi of the New World found a way to enter the Soul Of The World. There'r also Battle School, and magical metals and critters.

 

Soul Of The World is a "place", the twisted reflection of which the New World is. It looks exactly like the New World, but all scentients (save for Dragons) look like shining stars about the size of a human head. The theory says that all the people live in the Soul, but they are aware of it only in their sleep.

The Soul is responcive to thought. Because of that, you can take any shape you wish in it. Anything is theoretically possible. All people know instinctly how to move effortlessly through the Soul - speed and location mean little in it. That is how the Magi are able to meet and talk no matter where they are physically. On this fact the New World's communication system is based - most traders learn in the University Of The Soul in RFTR, and thus can do business with partners all over the world without even leaving their strongholds.

Interaction with someone who's not aware of his presence in the Soul (the ones that look like stars) is difficult. The "stars" are possible to enter(but if the host is unwilling, the mage must find a way inside, either by force or by subterfuge). The inside is a world of it's own, much like the Soul Of The World, but the terrain is the inside of the person's mind.

If the person is awake, entrance is much harder. Mental shields are active, and must be bypassed, again, by force or subterfuge.

 

Once inside, the mage can change the person. Entering new ideas, changing the world perception, changing the psyche, even killing the person or driving him insane is possible. But the greater the change the more will the host resist it.

If the host is a mage, he'll know he's being "touched" when someone attempts to enter him, and can then go into the Soul (and then the star becomes the image of the person) and communicate with the other person. Entrance into a person who's fully in the Soul is almost impossible unless allowed by the person. Such action is called SoulWalking.

 

Some stats :

To enter someone one calculates one's average between int/wiz and adds mana and current experience level {([Int+Wiz]/2)+mana points allocated by will+level}. The opponent does the same.

Then both throw d20, and calculate the difference. Which means - if ([Int+Wiz]/2)+MP+lvl is 17, and the roll is 7, the difference is 10.

To do any action in another sentient (or not-sentient) being the differences are compared. The one with the greater difference succeeds.

The more involving the action attempted, the greater bonus the defender recieves for the difference.

There's a price in MP for actions.

Examples -

 

Entrance +5 bonus, 1 MP

 

Posession (re-roll every turn) +10 bonus, 2 MP

 

Action using the posessed body +10 bonus, 0 MP

 

Killing the person (by stopping the heart, etc) +20 bonus, 10 MP

 

Making permanent changes in the personality (Like making the person paranoid, obidient, installing a persistent idea or obsession, etc) +20 up, 10 MP up, the greater the change the harder it is and the greater the MP price

 

Changing the mood/mental state of the person (from calm to raging, from lusty to indifferent, from determined to fearful, etc) +10, 1 MP

 

If the target is asleep -5 minus

 

Even if the target is willing, the rolls are still made, but the bonuses for the target's difference are halved.

And there'r the drawbacks. If the assailant fails in an action, he's dumped out of the person and sometimes from the Soul Of The World. This is very shocking and stressing. Some of the possible examples (DP - dumped from person, DSW - dumped from the Soul Of The World) -

 

Difference of 5 against assailant - DSW, 1/2 MPs lost, -2 to all actions for 24 hours, 5 minutes inactive (shock)

 

Difference of 10 against assailant - DSW, all MP lost, -4 to all actions for 3 days, 15 minutes inactive (shock)

 

Difference of 15 against assailant - DSW, all MP lost, coma for 5 days, -2 to all action for 2 weeks after that (shock)

 

Difference of 20 against assailant - DSW, 1 point of WIZ/INT/MGC lost permanently(magical burnout), coma for 20 days, system shock roll, for a 2 months after coma -3 to all actions and WIZ/INT/MGC (shock)

 

Difference of more than 20 against assailant - permanent coma, total magical burnout, INT/WIZ/MGC -10 permanently (usually turns the person into a drooling idiot), system shock roll with -20 (shock, brain and soul damage)

 

Difference of less than 5 when trying to do action inside someone - DP, -2 MP, -1 to all actions for an hour (shock)

 

Difference of less than 5 when trying to do action as a posessed person - dumped into the person (posession lost), -1 MP (will of the posessed being took control over body, no shock)

 

Many other such occurances are possible.

 

An altogether different thing happens if one meets someone who's aware inside the Soul Of The World.

 

First of all, while in the Soul, the mage looks like his own image. However, this is changable by will, since form is merely an illusion in the Soul. Thus, the mage can look like a huge dragon, or maybe a small firefly. This doesn't matter much, and anyone who comes "close" to the mage (which means, concentrates on his presence) will immidiately be aware of him.

Communcation is possible as in normal world - verbal and visual. This is the way magi provide communication, and on this simple fact most of the world's organizations are based.

However, entrance into someone who's aware is practically impossible - the difference is doubled (and thus most attempts to enter, unless the assailant is incredibly strong, will result in shock or coma), unless ofcourse the host is willing and then the difference is as usual -level of host (since mental shields are still active).

However, there are other ways of affecting an aware person. Such interaction is called Battle Of Souls, and is often the way most magi resolve differences.

To do this one mage attempts to interact with both the soul and ego of the other mage, since both are together in "one place". Such interaction is usually limited to harm.

Differences are rolled an in attempt to enter the soul. However, the way that the mage disguises his attack results in bonuses or minuses, since the shape affects the psyche of both the magi.

For example, if one mage chose the form of a wave of water, and the attacking mage choses the form of a pillar of flame, he will get a small bonus. However, the attacked mage can change his shape in defence if he's fast enough, and also assign MP to his defencive difference roll (also if he's fast enough). The "speed" is determined by d10+lvl roll.

And so, the course of Battle Of Souls goes like this :

 

Initiatiave roll

 

Both magi decide upon their shape and way of attack and defence, and roll their differences (mana points, ofcourse, can be assaigned to the difference). The outcome is determined according to the differences :

 

Less than 5 - the loser suffers from mild shock (-1 to the next 3 actions) and loses 1 MP

 

More than 5 - the loser suffers from a medium shock (-2 for the hour) and loses 3 MP

 

More than 10 - the loser suffers from a major shock (-3 to all actions for a day) and loses all the MP but 1

 

More than 15 - the loser suffers from a major shock and is being dominated partially by the assailant mage (-4 to all actions for 3 days, all MP lost, system shock roll, the assailant mage has limited control over the loser and thus can change things in him - burst blood vessels (d4 damage to random two organs), put him into coma for 2d4 days, make ego changes for 3d6 days, etc)

 

More than 20 - the loser suffers from a major shock, brain damage, loss of personality, and is being completely dominated by the assailant (-5 to all actions for a week, coma for d6 days, all MP lost, 1 WIZ/INT/MGC lost, loss of all memory for a week after the coma, system shock roll with -10. The dominating mage can kill the loser, brust blood vessels in particular places (rendering limbs useless, for example), change the personality for 2d6 months (with residual remaining for d10 years), put him in coma for 2d6 months, erase all memory for 2d6 months, etc)

 

More than 25 - totall shock, irreperable brain damage. Instant death, or if the loser manages a system shock roll with -40, permanent coma and loss of 10 WIZ/INT/MGC + total magical burnout.

 

 

Another round, with the appropriate changes.