! WARNING !
This is VERY incomplete... it does not meet my standards for either
content or appearance. It's here because some folks might like to see
it.
Introduction
Verdas is a fantasy world, and as such should feel comfortable to
anybody familiar with the genre. I took pains to avoid arcane terminology
simply to seem different, so everything should be in plain English.
Overview
Design Goals & Notes
The world of Verdas has undergone several mutations… starting as a
rough cosmology and a couple of false starts, I think I’ve boiled the
best ideas into this.
I chose the FUDGE rules because they were flexible enough to do what
I wanted instead of deciding how the world worked beforehand. I hope
it will also serve as a good framework for guiding re-implementation of
the game on other engines.
There were two sets of goals for this world, one for the world design
itself, and another for the rules that are it’s foundation.
For the world, I wanted a world which incorporated magic into all parts
of it… where the application of magic was integral to the technologies
of everyday life. I also wanted to retain the spectacular magical
effects that are a staple of fantasy, to make the study of magic more
than an end in itself. I decided that there would be a difference in
‘technical’ magic (that which is used like a skill) and ‘sorcery’ which
is flashier and broader in scope.
I decided to borrow some ideas from Raymond Feist’s Riftwar
books, making Humans the most populous race on a planet that was not
the one of their birth. To provide the impetus for these migrations I
utilized the ‘stick’ approach, having them pursued by malefic forces.
I decided that there was a different kind of magic for each race
Cosmology
Concept
It basically goes like this:
- High magic world.
- Standard races, each with their own unique magical skills.
- Manifest and personal deities.
- Malefic extra-universal enemies.
- Reason that all this works.
The last one is the clincher.
Cosmogony
Metaphysics
Theology
Geography
[by continent]
Ethnology
Human
Tallspire Culture
The Empire
Dwarf
Elf
Orakh
History
The Tyranny of Surung
The Surung were the first people to occupy Verdas. They were mighty
wizards, great warriors, and even the gods feared them. They shaped
the races of Elf and Orc to be their slaves, and thus they ruled for
millennia.
With such power, came pride, and they sought to harness powers
beyond their realm… they drew the nightmare down upon themselves.
Their greatest wizards went mad, razing cities and laying waste to
entire regions, eventually to turn upon themselves when no more lay
within their sight.
Those that could retreated into the labyrinths deep within the planet.
But they too were doomed, for the nightmare had gained an ally in the
twisted orcs, who slew their former masters though they died by the
thousand.
With the fall of the Surung, the force of the Nightmare began to
ebb, evetually dwelling only in the wastelands and the deepest holes of
the labyrinth.
The Skyfall Wars
Elsewhere, another race of wizards arose, they built strange and
wondrous things from metal and stone… they rode the sky like birds,
flying so fast they outstripped the sun. The nightmare took their
world too.
They escaped, thousands of them making the jump through the Dark to
another world. Their magic failed them there and they learned again to
use the arts, and they befriended another race… folk not unlike themselves
who lived and worked beneath the hills and mountains.
When again their world was threatened, some remembered how their
ancestors had crossed the dark, and again they escaped, bringing their
friends along with them.
Thus Men and Dwarves came to Verdas.
The Immigrations
Taming the Frontiers
Politics
Biology
Human
Dwarf
Elf
Zoology
Botany
Nightmare
Technology
Metallurgy
Sorcery
Agronomy
Masonry/Carpentry
Siege Engineering
Rules
Character Generation
Attributes
There are nine attributes used. They are grouped according to the
classic Mind/Body/Spirit division and also into groups called ‘Active’,
‘Passive’ and ‘Controlled’.
| Active | Passive | Controlled |
Body | Strength | Constitution | Dexterity |
Mind | Perception | Memory | Intelligence |
Spirit | Will | Piety | Wisdom |
Build your character according to section 1.61 of the FUDGE rules.
You have 5 free stat levels.
Skills
I prefer broad skill groups. Here is a partial list so you get an idea.
- Melee Weapons
- Ranged weapons
- Unarmed combat
- Magic Theory
- Survival (includes tracking etc.)
- History
- Horemanship
You get the idea I'm sure.
Use the rules in section 1.62 of the FUDGE rules. You have
30 free levels. Skill difficulty is as follows:
- Skills directly pertaining to your character's
profession are "Easy"
- Skills not even loosly pertaining to your character's
background (magic theory for a warrior etc.) are 'hard'.
- Unless otherwise denoted, the rest are 'most'.
Gifts/Flaws
You get one free gift
Supernatural Powers
You get one free power.
Partial List of powers:
- Sorcery
- This power can be used to do anything that can't be done
with a skill
- Avatar
- Allows caracter to call upon the power of their diety with
some degree of reliablility.
Putting them together
Race Packages
These packages have a cost in terms of stats/gifts/powers/flaws.
They do not necesarily balance to 0 net cost.
Human
No mods.
Elf
Stats: -1 STR, +1 DEX, -1 Piety, +1 Will.
Gift: Native.
Flaw: Cannot learn additional magical forms.
Powers: Innate Elfin Magic.
Net cost: 1 power.
Dwarf
Stats: +1 STR, +1 CON, -1 Perception
Gift: Shaping.
Flaw: None.
Powers: None.
Net Cost: 1 stat, 1 gift
Orc
Class Templates
Sample Characters
Character Sheets
Advancement
Magic
Sorcery
Shaping
Elfin magic
Blending
Kinetics
Resistance
Sensing
Orakh magic
Exert
Endure
Intimidate
Nightmare magic
Miracles
Psi
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