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Lemuria - &Sword one sheet

Started by Jeffrey Straszheim, September 05, 2003, 10:55:20 PM

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Jeffrey Straszheim

I've got a few friends who want to try out Sorcerer & Sword with me.  I've put together a basic setting.  It's very generic S&S, which is what I wanted.  Anyhow, I'd love any comments you might have.

(P.S. I should give some credit to Paka and is Marr'd/Mu's Bed setting, from which I took some ideas.)

Here goes.
Jeffrey Straszheim

Jeffrey Straszheim

Oh!  Give me the Blood Sorcerers of Thuul, who gaze with lidless eyes on the dreaded Crimson Orb, seeking lore as elusive as it is horrible. Give me the dusky eyed harlots of Zenobia, who sell love and death with equal pleasure, all in service to their mindless, crucified god. Give me the blind eunuchs of Stygia, who kill and feed in secret, hungering for that hidden gland found in each human brain.  And give me your hero, with no apologies, swaggering through all of them, ankle deep in gore.  RAH!


SETTING

The game will take place on the shattered continent of Lemuria, once home to a proud empire, now to its degenerate remnants.  Monstrous spirits haunt its forests; hellish wind-beasts scour its western deserts; and its mountains to the north abound with giants and trolls. But it is Mankind that is most dreadful.  Life is cheap in Lemuria. Avarice, lust, and cruelty rule the hearts of its kings and queens.  A helping hand is answered with a knife, or worse enslavement.  A small peasant village, an isolated woods-man's homestead, the apartment of a laborer and his family, in these places you may still find simple human pleasures, but each facing constant threat from the strong, the wicked, the cruel.


HUMANITY

Humanity is Heroism.  It is taking the difficult path, confronting danger, seizing life.  Humanity is also basic human decency, choosing not to be cruel when one might be cruel, even performing a basic act of kindness, if it is authentic.

Humanity checks come from the expected sources: killing the innocent, stealing from the poor, torturing the undeserving, and so on. Humanity checks also arise from: shameful sex, cowardice, and (most of all) accepting the dreadful state of Lemuria.

Humanity gain comes from: courage in confronting evil; simple but authentic acts of kindness; and (most of all) seizing for one's self a life of decent pleasure, with family, friends, and food, even if one has to kill wicked men to get it.


LORE

Lore comes from many sources.  It can be learned, by reading ancient texts and calling on the names of forbidden gods.  Lore may come from one's tainted blood.  Lore can be thrust upon a person, by being the victim of violence or despair.


DEMONS

Demons come from the outer darkness.  They don't hate humanity.  They love us.  They hate themselves.  They loath their own pleasure and joy.  They love their own pain and madness.  Above all, they desire to be summoned to the world of mankind and to play their horrid games.

Monsters are the descendents of long extinct races, who were once men. The current humans of Lemuria will some day be like this.  Monsters will neither bind nor pact.

Spirits are the souls of dead things trapped in Lemuria.  They are jealous of life, and seek to corrupt it in all ways.  They can bind or pact, but usually don't.

Infernal Machines are the horrid inventions of Atlantean science-mages.  Treat them as demons, with desires reflecting their creator's wishes.  They will bind and pact, usually requiring a Lore or Past roll.


DESCRIPTORS

For Stamina and Will use those in Sorcerer & Sword.  For Lore, use these.

Naive (1 or 2) - You haven't sought Lore, but have gained it through    your exposure to horror.  You may start without a demon, if you    wish.

Atlantean (4+) - You have the blood of this dying, magic race.  See    rules on bying down Humanity.

Half-breed (2+) - There is monster blood in your lineage.  You may    buy down Humanity.

Adept (5+) - A powerful, lone sorcerer.

Apprentice (2+) - Working for an adept.

Acolyte (1 or 2) - A servant of a demonic cult.

Cultist (3+) - A participant in a demonic cult.


PLACES

Atlantis - The men of Atlantis, far to the east, rule the seas.  Along the eastern shores of Lemuria are dozens of citadels, the colonial outposts of this ancient race.  They despise the Lemurians, seeing them as objects of trade and, at worst, slaves.  Atlanteans are decadent, obscure, and masters of a fearful science-sorcery.

Gondowa - A land of dense jungle.  The obsidian citadels of a lost civilization are hidden in its depths.  Beast-men still dwell there, unaware of the treasure and artifacts hidden among them.

Lemuria - A twisted, corrupt continent.  Lemuria has four major regions: Thuul to the north, Stygia to the west, Zenobia to the east, and Gondowa to the south.

Mu - A continent to the west of Lemuria.

Stygia - A parched desert land.  The river valleys are populated, and ruled by the dread Pharoh, god emperor of the land.  Slaves toil to build pyramids to house the demonic servants of this lord.

Thuul - A land of frozen mists and mountains, home to giants and trolls, and pockets of grim humanity.

Zenobia - On the rolling grasslands to the East.  Also the name of its chief city, ruled by the Witch Queen from her skull throne.  The most populous area of Lemuria, also wealthy from its access to the sea.
Jeffrey Straszheim

Ben Morgan

Damn that's cool. Already I have half a dozen ideas.

-- Ben
-----[Ben Morgan]-----[ad1066@gmail.com]-----
"I cast a spell! I wanna cast... Magic... Missile!"  -- Galstaff, Sorcerer of Light

Ron Edwards

Sign me up too, Jeffrey. How's play prep coming?

Best,
Ron