diff --git a/_sidebar.md b/_sidebar.md index 4c67533..a509f00 100644 --- a/_sidebar.md +++ b/_sidebar.md @@ -11,7 +11,7 @@ - [Content Generators](content-generators.md) - [Transport in Vaarn](vehicles.md) - [Regions of Vaarn]() - - [Gnomon](regions/the-badlands/gnomon.md) + - [Gnomon](regions/gnomon.md) - [The Interior](regions/the-interior.md) - [Bestiary](bestiary.md) - [Tongues of Vaarn](tongues-of-vaarn.md) diff --git a/ancestries.md b/ancestries.md index 54ddd8d..1188889 100644 --- a/ancestries.md +++ b/ancestries.md @@ -382,27 +382,51 @@ _Believed by some to be the children of Vaa, the Blue Goddess of Empty Spaces. T _The Faa usually travel in family groups or larger clans, but others are solitary, seeking danger or enlightenment in the furthest corners of the desert._ - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + +
d20Your BlueFaceBodyHairNameDemeanourWhy did you leave your clan?quirk
1AzureLivelyTallNoneKoteshAbrasivePsychedelic VisionParasitic Twin In Chest
2CeruleanCruelShortCroppedLakshiArrogantGambling Obsessive
3NavyWrinkledFrailSpikyAtricAssertiveStolen by Slavers as a ChildInsomniac
4CobaltRitual ScarsMuscularCoarseCaroumCharismaticWooden Teeth
5IndigoBattle ScarsFatThickYanneDaringRite of Passage;
Must Return with Wisdom
Devoutly Religious
6SapphireFrowningThinBaldingUviDecadentRitual Scarring
7TealTattooedSkeletalSilkyPidashEloquentUnhappy Love AffairHeavily Tattooed
8UltramarineWideHunchedTopknotRavatExtravagantUnlucky In Love
9TurquoiseNarrowLopsidedNearly BlackAyukiHedonisticConflict With LeadersAwful Cook
10CyanSharpLitheStark WhiteKurasoImpulsiveOne Eye
11BruiseHungryGnarledCloud-likeEsukIrritableBelieved Cursed;
Ostracised
Glass Teeth
12PetrolHauntedSquatTonsuredZenjiMelancholyHeavy Drinker
13MidnightJollyBloatedFading to PurpleCalbanParanoidLost Them In SandstormInfamous Seducer
14CornflowerRoundGanglyHeavily OiledPaquielQuietScorpion Expert
15Lapis LazuliMournfulToweringWispySerratReligiousEstranged From FamilyThird Eye (Tattoo)
16PeriwinkleChild-likeChild-likeBurntEmilaRomanticThird Eye (Real)
17ElectricPeacefulGiganticBraidedDolfScholarlySeeking VengeanceCybernetic Limb
18AquamarineSleepyWiryGreasyCeiloSternPlagued by Nightmares
19RoyalBrandedStoutMattedImmaculaVainShamed Clan;
Must Make Amends
Lovely Singing Voice
20GlaucousPox-markedInjuredOutrageousYudhiVolatileNotorious Amongst Faa
d20Your BlueFaceBodyHair
1AzureLivelyTallNone
2CeruleanCruelShortCropped
3NavyWrinkledFrailSpiky
4CobaltRitual ScarsMuscularCoarse
5IndigoBattle ScarsFatThick
6SapphireFrowningThinBalding
7TealTattooedSkeletalSilky
8UltramarineWideHunchedTopknot
9TurquoiseNarrowLopsidedNearly Black
10CyanSharpLitheStark White
11BruiseHungryGnarledCloud-like
12PetrolHauntedSquatTonsured
13MidnightJollyBloatedFading to Purple
14CornflowerRoundGanglyHeavily Oiled
15Lapis LazuliMournfulToweringWispy
16PeriwinkleChild-likeChild-likeBurnt
17ElectricPeacefulGiganticBraided
18AquamarineSleepyWiryGreasy
19RoyalBrandedStoutMatted
20GlaucousPox-markedInjuredOutrageous
+ + + + + + + + + + + + + + + + + + + + + + +
d20NameDemeanourWhy did you leave your clan?quirk
1KoteshAbrasivePsychedelic VisionParasitic Twin In Chest
2LakshiArrogantGambling Obsessive
3AtricAssertiveStolen by Slavers as a ChildInsomniac
4CaroumCharismaticWooden Teeth
5YanneDaringRite of Passage;
Must Return with Wisdom
Devoutly Religious
6UviDecadentRitual Scarring
7PidashEloquentUnhappy Love AffairHeavily Tattooed
8RavatExtravagantUnlucky In Love
9AyukiHedonisticConflict With LeadersAwful Cook
10KurasoImpulsiveOne Eye
11EsukIrritableBelieved Cursed;
Ostracised
Glass Teeth
12ZenjiMelancholyHeavy Drinker
13CalbanParanoidLost Them In SandstormInfamous Seducer
14PaquielQuietScorpion Expert
15SerratReligiousEstranged From FamilyThird Eye (Tattoo)
16EmilaRomanticThird Eye (Real)
17DolfScholarlySeeking VengeanceCybernetic Limb
18CeiloSternPlagued by Nightmares
19ImmaculaVainShamed Clan;
Must Make Amends
Lovely Singing Voice
20YudhiVolatileNotorious Amongst Faa
### Special Rules @@ -415,27 +439,51 @@ _The Cacklemaw are known throughout Vaarn as the most irritating, destructive, a _Try to imagine, then, how badly behaved a Cacklemaw must be before the other Cacklemaw decide they no longer wish to associate with her._ - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + +
d20PeltTeethLaughAttireNameDemeanourWhy Were You Exiled?What Makes You Laugh The Most?
1Dark and CoarseYellow DaggersRaucousHuman-Leather JacketBawlbrayCringingBorn a RuntBlood
2Pale and DownyLittle Brown NubsWhisperyTranslucent PlasticBunnyJitteryGuts
3Riven with ScarsWhite and GleamingMachine-gun BarksGreasy RagsDarlingSlyShowed MercyPain
4Greasy SpikesMostly Rotted OutRusty HingeMock Wedding ClothesDominoResentfulBeheadings
5BrindledOne Gold ToothWhoopingGaudy ShawlFangJudgementalLaugh Too AnnoyingHangings
6Mostly Burnt OffHooked and GrimyCoughingMock Religious AttireGidgePiousDrownings
7Long and SilkyChrome ImplantsHissing SnickerUnsettling MaskGrotGreedyCowardiceBegging
8Short and ScratchyNeedle ThinBreathlessHarlequin's MotleyJigsoreBelligerentPleading
9Purest WhiteTriple Row, Like a SharkBoomingBloodstained BandagesKatanarySinisterAsked QuestionsWeeping
10Mottled BrownDiamond Hard GnashersHoarse and StrangledSun-faded ScrapsLongsnoutRepellentArson
11Regal SilverBlunt and BlackMaddening GaspsPlastic BagsNadirJovialInsubordinationLarceny
12Concrete GreyJust One LeftWet ChucklesIridescent ChainsNatcherBoldVandalism
13Curly and RancidCrooked Orange SpikesTurns into HiccupsPurple SilksPalecrowGrouchyFought Alongside HumansScreams
14Dyed Blood RedEngraved with PicturesStarts Quiet and RisesMock Hegemony UniformPinkeyeTreacherousGunfights
15Shaved into StripesFull of HolesJoyless GigglingA Rival's SkinSabbatChildishDesecrated Ritual PuppetSpeeding
16Midnight BlackHuge, Tusk-likePainedSpiked Shoulder-padsSnoutroutExtravagantExplosions
17Muddy BrownGiant UnderbiteCold and MalevolentSoiled Hazmat GearSweetmeatVolatileShared Clan SecretThrottling
18Crawling with ParasitesRediculous OverbiteChildish and CruelPeacock-Feather CapeVilegloryGullibleBiting People
19Thundercloud BlueCanted and GreyingCould Wake the DeadLizard-Skin SuitWetshriekFickleRediculous Petty ReasonChemical Warfare
20Tigerish StripesWeirdly HumanSoundless but HorridNothing but KnivesZefCalculatingPuns
d20PeltTeethLaughAttire
1Dark and CoarseYellow DaggersRaucousHuman-Leather Jacket
2Pale and DownyLittle Brown NubsWhisperyTranslucent Plastic
3Riven with ScarsWhite and GleamingMachine-gun BarksGreasy Rags
4Greasy SpikesMostly Rotted OutRusty HingeMock Wedding Clothes
5BrindledOne Gold ToothWhoopingGaudy Shawl
6Mostly Burnt OffHooked and GrimyCoughingMock Religious Attire
7Long and SilkyChrome ImplantsHissing SnickerUnsettling Mask
8Short and ScratchyNeedle ThinBreathlessHarlequin's Motley
9Purest WhiteTriple Row, Like a SharkBoomingBloodstained Bandages
10Mottled BrownDiamond Hard GnashersHoarse and StrangledSun-faded Scraps
11Regal SilverBlunt and BlackMaddening GaspsPlastic Bags
12Concrete GreyJust One LeftWet ChucklesIridescent Chains
13Curly and RancidCrooked Orange SpikesTurns into HiccupsPurple Silks
14Dyed Blood RedEngraved with PicturesStarts Quiet and RisesMock Hegemony Uniform
15Shaved into StripesFull of HolesJoyless GigglingA Rival's Skin
16Midnight BlackHuge, Tusk-likePainedSpiked Shoulder-pads
17Muddy BrownGiant UnderbiteCold and MalevolentSoiled Hazmat Gear
18Crawling with ParasitesRediculous OverbiteChildish and CruelPeacock-Feather Cape
19Thundercloud BlueCanted and GreyingCould Wake the DeadLizard-Skin Suit
20Tigerish StripesWeirdly HumanSoundless but HorridNothing but Knives
+ + + + + + + + + + + + + + + + + + + + + + +
d20NameDemeanourWhy Were You Exiled?What Makes You Laugh The Most?
1BawlbrayCringingBorn a RuntBlood
2BunnyJitteryGuts
3DarlingSlyShowed MercyPain
4DominoResentfulBeheadings
5FangJudgementalLaugh Too AnnoyingHangings
6GidgePiousDrownings
7GrotGreedyCowardiceBegging
8JigsoreBelligerentPleading
9KatanarySinisterAsked QuestionsWeeping
10LongsnoutRepellentArson
11NadirJovialInsubordinationLarceny
12NatcherBoldVandalism
13PalecrowGrouchyFought Alongside HumansScreams
14PinkeyeTreacherousGunfights
15SabbatChildishDesecrated Ritual PuppetSpeeding
16SnoutroutExtravagantExplosions
17SweetmeatVolatileShared Clan SecretThrottling
18VilegloryGullibleBiting People
19WetshriekFickleRediculous Petty ReasonChemical Warfare
20ZefCalculatingPuns
### Special Rules @@ -448,27 +496,51 @@ _Strange beings even by the standards of Vaarn, the Lithling are a slow, solemn _Adult lithling cannot repair their bodies when they have been injured, and so, although immortal by human standards, the creatures must treat every wound suffered with utmost severity._ - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + +
d20SizeBodyHead CarvingHueNameMannerField of StudyQuirk
1Child-likeDaintySphereRoseAikinLogicalShellfishEngraved with Poem
2TinyOwlOnyxAntimonyObsessiveAntsEngraved with Curse
3BoxySerpentAzureBentorNaiveSpiralsEngraved with Map
4VoluptuousOxenSilverBrokenhillAbrasiveCactiEngraved with Equation
5SquatHorseIndigoCabalzarForgetfulBirdsongPlants Grow From Head
6SmallLitheWarriorGoldCairngormAloofLizard EggsDeep Crack in Face
7AngularMaidenVioletChalcedonyMellowFingernailsCovered in Moss
8CraggyLocustRubyDiasporSentimentalShoesCovered in Dead Vines
9ElegantJackalOrangeEphesiAmoralWaspsHollow Chest
10BulbousMoonTopazHeliotropeImpulsiveLand SnailsHollow Head
11ModerateSharpSunJadeIdrialNegativeTarantulasEyes Glow in Dark
12RotundPyramidBrassIndiumRigidJackalsHand Missing
13WeatheredCatCopperJarosPatientPotteryFace Eroded Away
14MonumentalTroutRustKhatyrDecisiveDanceLeaking Dust
15LargeDerelictScholarMossMeerschaumGraciousLunar CyclesYou Are Translucent
16BlockyFoolOchreOkenitAssertiveThe SunChest Filled With Fluid
17FlakingCroneSteelQusongUnhurriedTidesHoles Blasted in Flesh
18ImposingSmoothMantisSandSchoriVengefulWindSecond Face on Torso
19PittedApeCitrineUlrichGracelessRainMirrored Flesh
20FragmentedGoatEmeraldZiestSternSilenceFace Rotates
d20SizeBodyHead CarvingHue
1Child-likeDaintySphereRose
2TinyOwlOnyx
3BoxySerpentAzure
4VoluptuousOxenSilver
5SquatHorseIndigo
6SmallLitheWarriorGold
7AngularMaidenViolet
8CraggyLocustRuby
9ElegantJackalOrange
10BulbousMoonTopaz
11ModerateSharpSunJade
12RotundPyramidBrass
13WeatheredCatCopper
14MonumentalTroutRust
15LargeDerelictScholarMoss
16BlockyFoolOchre
17FlakingCroneSteel
18ImposingSmoothMantisSand
19PittedApeCitrine
20FragmentedGoatEmerald
+ + + + + + + + + + + + + + + + + + + + + + +
d20NameMannerField of StudyQuirk
1AikinLogicalShellfishEngraved with Poem
2AntimonyObsessiveAntsEngraved with Curse
3BentorNaiveSpiralsEngraved with Map
4BrokenhillAbrasiveCactiEngraved with Equation
5CabalzarForgetfulBirdsongPlants Grow From Head
6CairngormAloofLizard EggsDeep Crack in Face
7ChalcedonyMellowFingernailsCovered in Moss
8DiasporSentimentalShoesCovered in Dead Vines
9EphesiAmoralWaspsHollow Chest
10HeliotropeImpulsiveLand SnailsHollow Head
11IdrialNegativeTarantulasEyes Glow in Dark
12IndiumRigidJackalsHand Missing
13JarosPatientPotteryFace Eroded Away
14KhatyrDecisiveDanceLeaking Dust
15MeerschaumGraciousLunar CyclesYou Are Translucent
16OkenitAssertiveThe SunChest Filled With Fluid
17QusongUnhurriedTidesHoles Blasted in Flesh
18SchoriVengefulWindSecond Face on Torso
19UlrichGracelessRainMirrored Flesh
20ZiestSternSilenceFace Rotates
### Special Rules @@ -481,27 +553,51 @@ _The study of hypergeometry claimed many casualties, for those who seek to unpic _Planeyfolk are the descendants of such unfortunates, a race fathered by men who slipped through the cracks of Euclidean space into something new and strange. Some have normal proportions, and can be mistaken for a true person when viewed head-on. Others are possessed of more exotic geometry, their forms warped by impossible vanishing points and blasphemous angles._ - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + +
d20BodyHeadHairAttireNameDemeanourYour Strange GeometryHow You Became Flat
1FracturedImpressionisticFlickeringDarkClothoAnxiousCast Two ShadowsParents were Planeyfolk
2ClovenBrokenInsubstantialUnrulyAtroposArrogantNever Cast Shadows
3FlimsyLantern-likeCurvedScholarlyOsteriaAssertiveMove Like Stop-Motion Animation
4Crescent MoonVoluminousMaskedVaniseCharismaticYour Face Appears Concave
5CurvedFull MoonOpalescentWildWhervilConceitedYour Face Appears Convex
6ElongatedLuminousShavenPolychromicLaomerDecadentYou Always Appear in ProfileExposed to hypergeometry in utero
7StaccatoAngularIridescentFractalFoxgloryEloquentYou Always Face Away From Observers
8BlurredFractalLuridGlitchingThelikExtravagantOne Limb is Enormously LongCursed by Quantum Daemon
9GhostlikeHollowFractalGauzyUmbrieHedonisticViewed From Behind You Have No Skin
10DrapingShimmeringPolygonalFragmentedSalterImpulsiveInteriors Are Visible, But Cannot be TouchedMalfunctioning longjaunt portal
11CompressedLuridShard-likeMosaic-likeAtlassiaIrritableHands Fractal; Tiny Hands on Ends of Fingers
12CubicLustrousTriangularBoxyEukelarisMeticulousYou Bleed Gory CubesAccidentally ate hypergeometric food
13SmearedRhomboidSplinteringFlamboyantGalasPersistentYour Body is Clearly Hollow
14SharpFigmentDarkDourTarviQuietEyes Are Holes of Infinite DepthPlaneyperson inducted you into their dimension
15AngularWideImposingStripedUntermanceReligiousVoice Sounds As If You Are Far Away
16PrismaticElongatedPaleSpottedRassiasPugnaciousYou Have No Back, Just Two Identical FrontsMeditated before a 4D tesseract
17HollowHelixCubicGlass-likeMenomeoScholarlyHead Looks Ten Times Larger Than Body
18DelicateTriangularPolychromicConcealingIthariSternNever Seem To Touch AnythingYou were a hypergeometrician, there was an accident
19IsometricQuadrilateralDriftingBarbaricCanetonusUnrulyMultiple Identical Faces
20ImposingFragmentaryFragmentaryOutrageousTroutVolatileYou Never Match the Ambient Light
d20BodyHeadHairAttire
1FracturedImpressionisticFlickeringDark
2ClovenBrokenInsubstantialUnruly
3FlimsyLantern-likeCurvedScholarly
4Crescent MoonVoluminousMasked
5CurvedFull MoonOpalescentWild
6ElongatedLuminousShavenPolychromic
7StaccatoAngularIridescentFractal
8BlurredFractalLuridGlitching
9GhostlikeHollowFractalGauzy
10DrapingShimmeringPolygonalFragmented
11CompressedLuridShard-likeMosaic-like
12CubicLustrousTriangularBoxy
13SmearedRhomboidSplinteringFlamboyant
14SharpFigmentDarkDour
15AngularWideImposingStriped
16PrismaticElongatedPaleSpotted
17HollowHelixCubicGlass-like
18DelicateTriangularPolychromicConcealing
19IsometricQuadrilateralDriftingBarbaric
20ImposingFragmentaryFragmentaryOutrageous
+ + + + + + + + + + + + + + + + + + + + + + +
d20NameDemeanourYour Strange GeometryHow You Became Flat
1ClothoAnxiousCast Two ShadowsParents were Planeyfolk
2AtroposArrogantNever Cast Shadows
3OsteriaAssertiveMove Like Stop-Motion Animation
4VaniseCharismaticYour Face Appears Concave
5WhervilConceitedYour Face Appears Convex
6LaomerDecadentYou Always Appear in ProfileExposed to hypergeometry in utero
7FoxgloryEloquentYou Always Face Away From Observers
8ThelikExtravagantOne Limb is Enormously LongCursed by Quantum Daemon
9UmbrieHedonisticViewed From Behind You Have No Skin
10SalterImpulsiveInteriors Are Visible, But Cannot be TouchedMalfunctioning longjaunt portal
11AtlassiaIrritableHands Fractal; Tiny Hands on Ends of Fingers
12EukelarisMeticulousYou Bleed Gory CubesAccidentally ate hypergeometric food
13GalasPersistentYour Body is Clearly Hollow
14TarviQuietEyes Are Holes of Infinite DepthPlaneyperson inducted you into their dimension
15UntermanceReligiousVoice Sounds As If You Are Far Away
16RassiasPugnaciousYou Have No Back, Just Two Identical FrontsMeditated before a 4D tesseract
17MenomeoScholarlyHead Looks Ten Times Larger Than Body
18IthariSternNever Seem To Touch AnythingYou were a hypergeometrician, there was an accident
19CanetonusUnrulyMultiple Identical Faces
20TroutVolatileYou Never Match the Ambient Light
### Special Rules diff --git a/changelog.md b/changelog.md index 7570c38..5a690c0 100644 --- a/changelog.md +++ b/changelog.md @@ -62,5 +62,8 @@ v0.9 - Content Generators/Arcology Dome; Flavor text moved to Creating Regions - Content Generators/Oases in the Wastes - Update header indentation level for all of The Interior -- Update font color used in links to the background color of VoV #1. -- Update anchor links on The Interior tables. \ No newline at end of file +- Update anchor links on The Interior tables. +- CSS Updates + - Update font color used in links to the background color of VoV #1. + - H1 has a 50px top margin + - Tables are now the full width of the page \ No newline at end of file diff --git a/css/vov.css b/css/vov.css index 27aadd6..992d866 100644 --- a/css/vov.css +++ b/css/vov.css @@ -4,17 +4,15 @@ body { font-family: "Anonymous Pro"; font-style: normal; font-variant: normal; } -blockquote { font-size: 21px; font-weight: 400; line-height: 30px; } -h1 { font-size: 24px;font-weight: 700; line-height: 26.4px; } -h2 { font-size: 20px;font-weight: 700; line-height: 20.4px; } -h3 { font-size: 14px;font-weight: 700; line-height: 15.4px; } li { font-size: 14px; font-weight: 400; line-height: 20px; } -p { font-size: 14px; font-weight: 400; line-height: 20px; } pre { font-size: 13px; font-weight: 400; line-height: 18.5714px; } -table { display: table; width: 100%; margin-bottom: 2rem} -th { text-transform: uppercase; } -td, th { padding: 0.25rem; text-align: left; border: 1px solid #999 } +.markdown-section blockquote { border-left: 4px solid #92BEC7; } +.markdown-section h1 {margin-top: 50px; } +.markdown-section p.warn {background: #F8F8F8;} +.markdown-section table { display: table; width: 100% } +.markdown-section th { text-transform: uppercase; } +.markdown-section td, .markdown-section th { text-align: left; } .progress, .sidebar-toggle span, @@ -36,8 +34,7 @@ section.cover .cover-main > p:last-child a, section.cover blockquote > p > a:hover { color: #92BEC7; } -.app-nav a:active { border-bottom: 2px solid #92bec7 } -.markdown-section blockquote { border-left: 4px solid #92BEC7; } -.markdown-section p.warn {background: #F8F8F8;} -section.cover .cover-main > p:last-child a { border-color:#92BEC7 } -section.cover blockquote > p > a { border-bottom: 2px solid #92BEC7; } \ No newline at end of file +.app-nav a:active, +section.cover blockquote > p > a { border-bottom: 2px solid #92BEC7; } + +section.cover .cover-main > p:last-child a { border-color:#92BEC7 } \ No newline at end of file diff --git a/regions/the-badlands/gnomon.md b/regions/gnomon.md similarity index 100% rename from regions/the-badlands/gnomon.md rename to regions/gnomon.md diff --git a/regions/the-interior.md b/regions/the-interior.md index 606322a..c5c5126 100644 --- a/regions/the-interior.md +++ b/regions/the-interior.md @@ -1,4 +1,5 @@ # The Interior +--- The Interior is the name outsiders give to the trackless blue desert that forms Vaarn's heart. It is a harsh and inhospitable landscape, and has claimed the lives of many travellers over the millennia, but there are peoples and monsters and marvels to be discovered in the vastness. The Interior is traversed by wary trade caravans, terrorised by laughing Cacklemaw warbands, and inhabited by the Faa nomads, to whom this desert is not the Vaarnish Interior but rather the world entire. The deepest deserts also play host to Vaarn’s most spectacular and regal inhabitants: the gigantic sandworms, which strike awe into the hearts of all who are lucky enough to witness them. @@ -12,9 +13,10 @@ Simply put, the Interior connects all regions of Vaarn to one another; the quick There are also reasons to make the Interior a destination in its own right. Most of Vaarn’s noteworthy ruins and vaults are located in the desert - the vastness and shifting nature of the place allows creative referees to place whatever kind of structure they can imagine in the Interior, without having to further justify its obscurity and isolation. There are also unique cultures that exist predominantly in the desert. Players who wish to locate a certain Faa nomad clan or Lithling scholar will find that they must brave the sandstorms and heatwaves in order to speak with them. -Campaigns that focus on the Interior should revolve around movement, exploration, and discovery. If your players find the trading city [Gnomon](regions/the-badlands.md?id=gnomon) too claustrophobic, then give them an opportunity to enlist as guards for a merchant’s caravan, or let them come into possession of a small wind-barge and enjoy sailing wherever fate takes them. Other adventure starters in the Interior could include rescuing an important prisoner from a Cacklemaw warband, hunting down a notorious caravan robber in order to collect a bounty, or searching for the ruins of a biotech laboratory in order to discover the cure for a virulent disease. +Campaigns that focus on the Interior should revolve around movement, exploration, and discovery. If your players find the trading city [Gnomon](regions/gnomon.md) too claustrophobic, then give them an opportunity to enlist as guards for a merchant’s caravan, or let them come into possession of a small wind-barge and enjoy sailing wherever fate takes them. Other adventure starters in the Interior could include rescuing an important prisoner from a Cacklemaw warband, hunting down a notorious caravan robber in order to collect a bounty, or searching for the ruins of a biotech laboratory in order to discover the cure for a virulent disease. # Desert Cultures +--- ## Faa Nomads The travelling people of the great blue desolation. The Faa have roamed the desert since the Titans were young (or so their songs say). Generations ago, the ancestors of the Faa bestowed upon their children genetic adaptations to the harsh conditions of the Interior. The most obvious of these changes is their flesh and hair, which have taken on a blue hue that matches the sands of Vaarn. Combined with the blue robes the nomads wear, they can swiftly become almost invisible amongst the azure dunes and rocks. The Faa also boast an impressive modified metabolism that allows them to survive for weeks without taking in fresh water, as their sweat and urine are collected and purified by sub-dermal biomechanisms and recycled into their bodies. Even the eyes of the Faa have been sculpted to survive in the desert: they possess a second set of translucent eyelids, which protect their vision during sandstorms. The nomads are also famously unable to produce tears, another modification that privileges water retention above all. @@ -42,6 +44,8 @@ The lithling life-cycle is as alien to humanity as their bloodless bodies. Lithl Lithling have a scholarly, enquiring cast of mind, and are endlessly fascinated by the alien world of biological organisms they find themselves marooned on. The Lyceum is devoted to cataloging the minutiae of the natural world, and contains the life’s work of millions of long-dead lithling in its underground archives. Unfortunately, the records of the lithling are often of dubious usefulness to outsiders – their dissertations and essays tend to focus on the minutiae of data and experience while lacking the wider context that a human mind might find meaningful. One celebrated lithling study describes the movements made by generations of land-snails over a hundred year period, with the relative positions of each snail recorded by the second. # Travel Rules +--- + Travel is an integral element of running game sessions in Vaarn’s Interior. Although many readers will have travel procedures that they are accustomed to using, I felt it might benefit those who feel less confident about running overland travel to learn how I do it in my own Vaarn games. I don’t make use of detailed breakdowns of every six-mile hex between one destination or another. I use an abstracted system which boils down travel into two resources: **travel days** and **rations**. Characters need to spend both in order to make progress. @@ -113,6 +117,8 @@ When camping in the desert, the PCs may elect a party member to take watch. Whoe # Weather +--- + The climate of Vaarn’s Interior may be simulated using the following method: first, place a marker in the centre of the hex-chart on the opposite page. Then roll a d6 once at the start of each day the party spends in the desert, moving the marker across the hexes in the direction shown and recording the weather indicated by each. If the marker moves off the edge of the chart, it should wrap around onto the opposite side. The exception to this rule is the edges marked with an X; the marker cannot cross these edges and instead it should stay put for that day. ## Weather Effects @@ -243,6 +249,7 @@ __The Book of Sand__ Hypergeometric book with an infinite number of pages, each filled with dense paragraphs of minuscule, utterly illegible text. All efforts to decode the book will fail, although it could provide the fuel for an eternally burning fire. # Creating Regions +--- The Referee can generate regions of Vaarn using the following method. This technique will not create detailed maps encompassing every feature of the terrain, but rather a simulacra of a landscape that will fuel a few sessions of gaming. diff --git a/vehicles.md b/vehicles.md index f2822ff..b6a1728 100644 --- a/vehicles.md +++ b/vehicles.md @@ -7,8 +7,8 @@ _Synthetic_ Hull Points: 8Armour: 18 Speed: MediumValue: High Armaments: Laser-targeted gauss cannon (d12) +Notes: Rugged wheeled conveyance with a synthetic mind. Auto-chariots are treasured possessions, as they are able to drive themselves without the intervention of the passengers, and will obey a set of simple instructions. Due to their sapience they are very difficult to steal, as they usually will not accept a new master until the old has died. -Notes: Rugged wheeled conveyance with a synthetic mind. Auto-chariots are treasured possessions, as they are able to drive themselves without the intervention of the passengers, and will obey a set of simple instructions. Due to their sapience they are very difficult to steal, as they usually will not accept a new master until the old has died. ## Dune Skuggy _Mechanical_ @@ -16,8 +16,8 @@ _Mechanical_ Hull Points: 5Armour: 13 Speed: FastValue: Low Armaments: Flak-blaster turret (d10) +Notes: Simple, crude desert vehicles that run on guzzline. Dune-Skuggies are hacked together from whatever metal their maker could steal or scavenge, usually nothing but a seat protected by a roll-cage, bolted to a roaring smoky engine that drives for ravenous wheels. Skuggies are fast, rough, and loud, and their owners are usually the same. -Notes: Simple, crude desert vehicles that run on guzzline. Dune-Skuggies are hacked together from whatever metal their maker could steal or scavenge, usually nothing but a seat protected by a roll-cage, bolted to a roaring smoky engine that drives for ravenous wheels. Skuggies are fast, rough, and loud, and their owners are usually the same. ## Iron Mule _Synthetic_ @@ -25,8 +25,8 @@ _Synthetic_ Hull Points: 1Armour: 18 Speed: PloddingValue: Low Armaments: None +Notes: A breed of synth that must once have been in mass production, for they are commonly found across Vaarn. Iron Mules are boxy, crude automata with four powerful, restless legs. They are known for their extreme endurance and hardiness, and also for their clumsiness, stupidity, and the nauseating rocking motion of their gait. Normally used as pack animals, but can be ridden in extremis. -Notes: A breed of synth that must once have been in mass production, for they are commonly found across Vaarn. Iron Mules are boxy, crude automata with four powerful, restless legs. They are known for their extreme endurance and hardiness, and also for their clumsiness, stupidity, and the nauseating rocking motion of their gait. Normally used as pack animals, but can be ridden in extremis. ## Motile Home _Biological_ / _Synthetic_ @@ -34,8 +34,8 @@ _Biological_ / _Synthetic_ Hull Points: 15Armour: 22 Speed: SlowValue: Armaments: Huge Claw (2d10) +Notes: The fad for living architecture peaked several millennia ago, but there are still some examples of self-aware, motile dwellings to be found in the hinterlands of Vaarn. These rare constructions are half crab, half house, and fully sentient. They are not known for spacious interiors or fast movement, but make up for this with their extreme durability. -Notes: The fad for living architecture peaked several millennia ago, but there are still some examples of self-aware, motile dwellings to be found in the hinterlands of Vaarn. These rare constructions are half crab, half house, and fully sentient. They are not known for spacious interiors or fast movement, but make up for this with their extreme durability. ## Ornithopter _Mechanical_ @@ -43,8 +43,8 @@ _Mechanical_ Hull Points: 7Armour: 18 Speed: RapidValue: Armaments: Laser Lance (3d6) +Notes: Pre-Collapse flying machines that beat artificial wings to stay aloft. Smaller ornithopters are humming-bird like, and seat two passengers, while larger combat ornithopters resemble dragonflies, and carry Hegemony soldiers wherever they are required. -Notes: Pre-Collapse flying machines that beat artificial wings to stay aloft. Smaller ornithopters are humming-bird like, and seat two passengers, while larger combat ornithopters resemble dragonflies, and carry Hegemony soldiers wherever they are required. ## Skiff _Mechanical_ @@ -52,8 +52,8 @@ _Mechanical_ Hull Points: 2Armour: 16 Speed: HighValue: Moderate Armaments: Light pulse-rifle (d8) +Notes: A Lightweight hover-bike build around a small sky-seeking stone. Skiffs are powered by a fan at the back of the craft. They are fast and nimble, but unstable and frequently lethal when they malfunction. Used by outlaws, Hegemony rangers, bounty hunters, and anyone else who needs to make a quick getaway. -Notes: A Lightweight hover-bike build around a small sky-seeking stone. Skiffs are powered by a fan at the back of the craft. They are fast and nimble, but unstable and frequently lethal when they malfunction. Used by outlaws, Hegemony rangers, bounty hunters, and anyone else who needs to make a quick getaway. ## Stilt Strutter _Mechanical_ @@ -61,8 +61,8 @@ _Mechanical_ Hull Points: 4Armour: 18 Speed: SlowValue: Armaments: Mounted Cannon (d12) +Notes: Ponderous towering mechanised walker. Prized for their hardy construction and ability to navigate treacherous ground. Utilised by Hegemony troops for assaults on fortified positions. -Notes: Ponderous towering mechanised walker. Prized for their hardy construction and ability to navigate treacherous ground. Utilised by Hegemony troops for assaults on fortified positions. ## War Camel _Biological_ @@ -70,8 +70,8 @@ _Biological_ HD: 4Armour: 15 Speed: ModerateValue: Moderate Armaments: Hump-mounted flechette cannon (d10) + Kick (d6) +Notes: Camels are still considered an excellent choice of desert mount, even in this late red era of Urth. War camels, fitted with mirror-armor and implanted flechette cannons, are used by Faa nomad raiders and Hegemony troops alike, and camel trains are one of the cheapest venture of Vaarnish merchant can finance. -Notes: Camels are still considered an excellent choice of desert mount, even in this late red era of Urth. War camels, fitted with mirror-armor and implanted flechette cannons, are used by Faa nomad raiders and Hegemony troops alike, and camel trains are one of the cheapest venture of Vaarnish merchant can finance. ## Weeping Lizard _Biological_ @@ -79,8 +79,8 @@ _Biological_ HD: 3Armour: 16 Speed: Fast once blood is warmValue: Low Armaments: Bite (d8) + Toxic tears (CON save vs temporary blindness) +Notes: For journeys in the northern mountains of Vaarn, where flickering lattices of hard light make flight untenable, and frequent earthquakes demolish roads and bridges, the Weeping Lizard is favoured as a steed. Named for the toxin it extrudes from its tear ducts when enraged, these truculent black pseudo-geckos can carry their passengers up surfaces as sheer as glass, and can leap across nauseating gaps with their powerful back legs. -Notes: For journeys in the northern mountains of Vaarn, where flickering lattices of hard light make flight untenable, and frequent earthquakes demolish roads and bridges, the Weeping Lizard is favoured as a steed. Named for the toxin it extrudes from its tear ducts when enraged, these truculent black pseudo-geckos can carry their passengers up surfaces as sheer as glass, and can leap across nauseating gaps with their powerful back legs. ## Wind-Barge _Mechanical_ @@ -88,8 +88,8 @@ _Mechanical_ Hull Points: 20Armour: 22 Speed: Dependant on windsValue: Very High Armaments: Traditionally unarmed, but crew will include d2 2HD guards. +Notes: A wooden cargo ship, built around a large sky-seeking stone. These barges are used by the merchant guilds of Vaarn to transport goods across the blue sands. Some are elegant and ornate vessels, while others are heavy and utilitarian. They are usually unarmed by ancient custom, although it would be a foolish merchant who ventured into the wastelands without guards onboard. -Notes: A wooden cargo ship, built around a large sky-seeking stone. These barges are used by the merchant guilds of Vaarn to transport goods across the blue sands. Some are elegant and ornate vessels, while others are heavy and utilitarian. They are usually unarmed by ancient custom, although it would be a foolish merchant who ventured into the wastelands without guards onboard. ## Zeppelin _Mechanical_ @@ -97,5 +97,5 @@ _Mechanical_ Hull Points: 10Armour: 14 Speed: RelaxedValue: Armaments: Bombs (d10 blast). +Notes: Elegant, refined flying machines. Relics of a more genteel age. Most Vaarnish zeppelins hail from the Great Wall, dispatched on trading sojourns or diplomatic missions by one of the Queens. -Notes: Elegant, refined flying machines. Relics of a more genteel age. Most Vaarnish zeppelins hail from the Great Wall, dispatched on trading sojourns or diplomatic missions by one of the Queens.