Wol Sung World Tour
Wol Sung World Tour
Wol Sung World Tour
olsung presents an alternative version of our world at the end of the 19th century, a version strongly influenced by adventure novels, penny dreadfuls, action movies, video games and comic books. The world is familiar enough, so you will not feel out of place, and at the same time it has the freshness, dash and magic that will compel you to explore it during your game sessions. This free World Tour presents the setting of the game: its history, geography, technology, as well as details on everyday life in the daring times of Magical-Industrial Revolution.
hospital before the first convulsions start. There was a moment of silence and then frantic sounds of someone trying to run through thick bushes. Miss Shackleton smiled. A black figure slipped through the window and silently stepped into the study. A man sitting silently in an armchair looked up from the paper he was reading, a mild curiosity in his eyes, and cleared his throat. The burglar jumped and quickly reached for a gun. Open the safe! I want jewelry and all your securities! he snapped. The host folded up the paper and slowly lit up his pipe. Please, take a look around. he let out a cloud of smoke. There were hundreds of trophies hanging on the walls of the library. Bare-toothed muzzles of manticores, razor-sharp beaks of griffons, hydras thirteen heads, stuffed crocodiles, leviathans whalebones, masks, shields and spears of the savage. Do you think that any of these monsters constituted a smaller challenge than you? the man grinned, flashing his very white teeth. In this moment, even in his silk housecoat, he did not look like a gentleman at all. The burglar shivered. Only when the freezers door slammed, did Heinrich Stein realize that this was a trap. They tricked me. Darned halflings. Frost started to cover his mustache. The dwarf rubbed his hands, looked at the rows of hanging beef sides, and started searching his pockets What the butchers found in the freezer the following morning, was one happy engineer, one improvised mana heater and twelve tons of defrosted meat. Petunia, my dear Fili Vollenwander looked through the window and stirred his coffee, a bit distressed. This masked gentleman ran on our roof again! He broke off the drainpipe and slid down on it, straight onto the roof of a passing omnibus. That is the third time this week! Tell Bob to call the police. Probably there are several thugs up there, on the roof, trying to find some way down. The tattooed ork attacked with a furious roar. The first hit of the club broke Miss Amalia Twists rapier in two. Not waiting for the second blow to come, she hid behind a tree, grabbed the first thing that came to her hand
VICTORIAN FANTASY
The world of Wolsung is a magical version of our 19th century in which Victorian ladies and gentlemen come from fantasy races, and mysterious magic interweaves with amazing steam technology. Under the sky crowded with airships, steam-powered automobiles race the streets and luxurious steamers cruise to overseas colonies. The marriage of magic and science gave birth to mechanical golems, cabalistic thinking machines and fearsome iron dragons. Yet most of the world is still unexplored who knows what treasures and mysteries await deep in the jungles and high on the mountain tops. In the dark corners of the earth the undead lurk (a terrifying relic of the Great War) while villains and evil masterminds plot their deranged plans. In Wolsung you will find lots of familiar elements, that will remind you of your favorite action movies, the classics of fantasy, video games, graphic novels and the adventure books from your childhood. This is a world meant for playing, and the number of sources of inspiration you may use is practically infinite.
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and threw it straight into the savages face. This thing turned out to be a poisonous cobra. Miss Twist was really impressed by the effect. Do not despair, Mr Livingstone, the jungle is not as big as it may seem the ogre could not stop talking for three days now. My cousin Winston often hunts griffons in this area and, if Im not wrong, we are right in the middle of the hunting season! Lets sit down on this rock and just wait, surely someone will find us soon. He sat his tired friend down. Oh, look! There are even some griffons here. The monsters were just about to attack them, when cousin Winston really appeared. Hes going to... escape us gasped Dr Watts, leaning against a street lamp. His companion, a dignified elf in a checkered coat, looked calmly at the figure disappearing in the crowd. Quite the opposite. Did you notice the red clay on his shoes? One can find it only in the Bridgebank district. Our friend is an ork, so he wont venture beyond Lumney Street. This is enough to deduce exactly where hes heading to. The elf called a cab with a lordly gesture. Come on, doctor. Im a detective, not a sportsman. We will wait for him there. The troll in a black uniform looked at the gnome with scorn. There are situations in life when your famous deduction is not enough. he pushed the barrel against the journalists forehead. Goodbye, Mr Wittman. The gnome smiled. There are situations when simple arithmetic is perfectly enough. I counted your shots. The magazine is empty.
ogres: a cursed race of apelike giants, only male ogres exist; orks: strangers from distant lands communicating with spirits; trolls: a furious race of doomed heroes.
elVeS
Tall and slim beings with slightly pointed ears, big almond eyes, narrow noses and small white teeth. Elven women usually have a petite figure, and ampler shapes are considered plebeian. Elven gentlemen usually have no facial hair. All this makes men and women of this race not so different in terms of appearance. They have fair hair: from white, trough light blue, golden, to light brown or even green. Ginger or black hair, or a beard are an oddity and constitute a strong sign of mixed blood humans or trolls among ancestors. Elderly elves get more and more detached from the physical world and drift into their memories and constant daydreaming. Finally, every old elf loses the way back, the mind floats to uncharted lands of dreams, while the body lapses into lethargy and usually does not wake up again. It is said that some elves just slip the other side, literally disappearing from the material world. Rumors about the oldest elven families from Alfheim say that under many elven estates there are crypts where ancient ancestors rest dreaming. For centuries, most of the gentry in Vanadia were
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There are eight playable races in the world of Wolsung: elves: aristocrats and artists with an allergy to iron; gnomes: a mysterious and clandestine race of golem-builders; dwarves: a subterranean race of engineers and bankers; humans: a race of travelers and vagabonds; halflings: once peaceful farmers, now confused factory workers;
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Gnomes are secretive and mysterious folk. For centuries they have been living door to door with the rest of the society, but they stayed isolated in their own world of clandestine customs and rigid tradition. They stick together much more than other races, constituting a separate nation within a nation. You do not hear much about gnomish generals or politicians, but every educated person should be able to enumerate at least a few mages, scientists or inventors coming from this race. Despite their staying on the sidelines (or maybe just because of this), gnomes sometimes evoke aversion or even open hatred in other citizens. And nobody can be really sure how much truth there is in the rumors about their dark rituals. Most gnomes belong to the middle or lower class of the society, but all of them are thoroughly educated. According to their belief, it was gnomes who invented writing. The most honorable members of their walled-in community are the wise men called godi. They study old legends and guard the memories of the races past. The majority is skilled at writing runes and using the magic hidden in them. Gnomes come from Thule, an island on the Sea of Ice. The turbulent history has scattered them all over Vanadia, from the icy Hrimthorst, through the sunny Coriole and the mist of the Kingdom of Alfheim, to the vast tundras of Morgovia. Gnomes inhabit also every major colony, from Vinland to the farthest islands of Shan-Dekan.
GNOmeS
Gnomes are small and energetic, of the height similar to halflings, but slimmer, with a more dwarf-like appearance. A traditional picture of a gnome is a little man with a long beard and characteristic black and red clothes. Recently more and more gnomes dress according to the common fashion, but only few decide to shave off their mustache.
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dwARVeS
Although dwarves are rarely taller, than a meter and a half tall, they are usually stronger and tougher than average men. They have dark or black hair, males sporting bushy beards, which strongly contrasts with their characteristic pale complexion. Used to underground darkness, they rather try to avoid sun to which their skin is very sensitive. Dwarves are famous for their self-control and somberness. For a dwarf, the world is just a complicated mechanism which can be measured, analyzed part after part and logically interpreted. They trust the mind, not emotions. Maybe thats why they are naturally skilled at working with machinery and they show unusual tolerance for mechanical or golemic implants. They have always been related to mining, metal processing and trade. Dwarves usually work as technicians, miners or engineers. Many famous inventors, factory-owners or bankers are also members of this race. In some countries, dwarven clans constitute the very core of aristocracy. Those who have chosen military career serve in heavy infantry, armored divisions, or as sappers. Dwarves often hold high positions as officers too.
humANS
Humanity is a very diversified race. Depending on from which part of the world a man comes, the color of their skin may vary from white to dark brown. Their eyes are usually green, celadon or dark blue. However, even dark brown eyes have a slight undertone of green like water in a muddy river. And indeed, humans are like water they get into every crack, fit every free space, collecting all the dirt and scum in the process. They do not fit any stereotype (or you can say, that there is at least one man for every stereotype). They are the essence of the middle class in Vanadia: freelancers, the first ones to follow new fashions or bring curiosities from abroad. Many humans are sailors, travelers or explorers. Human tribes can be also found in the deserts of Lemuria and Sunnir, the jungles of Atlantis or the prairies in Vinland. However, they are not the majority on any continent.
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hAlFlINGS
Halflings are usually over a meter tall, with human body proportions and thick curly hair. Gentlemen usually sport impressive sideburns and promote this fashion in every country they live in. The color of hair and eyes varies, it is equally easy to spot a swarthy black-haired halfling as a pale ginger with a freckled face. For ages halflings lived off the land, their huge families constituting to the idealized image a quiet and peaceful countryside. Nothing lasts forever and with the dawn of the Magical-Industrial Revolution, this picture changed as well and has now been replaced by the a new cliche: a lower-class con man with itchy fingers. The average life span is almost half longer than humans, but it also depends on the conditions of living. Factory workers working 14 hours a day can expect not much more than an average of 30 years. The countryside changed after the War. Farming was no longer profitable and multigenerational halfling families had to move to the cities and work for a living. Away from their old community, deprived of tradition and their friends support, they soon blended in an anonymous crowd of workers, craftsmen and thugs. The traditional hierarchy of values could not survive in dirty, cramped tenement houses. Devoid of their tradition, halflings slowly fall underclass or seek shelter in the organized crime structures.
OGReS
Ogres are really huge taller and stronger than adult trolls. Some say that they are half animal and half human. Hairy, with disproportionately long arms, prominent fangs and grim faces they are more similar to giant apes than to any rational being. There are no ogre women, every member of this race is male. Legends attribute this phenomenon a curse cast by angry ancient gods. Despite their bestial demeanor ogres have this spark that fascinates and attracts women from other races. If a son is born from such a relationship, he is always an ogre, while the few girls are always the same race as the mother. The civilized world thinks of ogres as beings with a childs mind and a bears strength. They are usually employed for hard and dangerous jobs. After the
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War governments made efforts to bring ogres into the society. Their young are brought up in special childcare centers, where, thanks to modern educational methods, they can grow up to be decent citizens. Outside the civilized world, in the northern plains, one can stumble upon savage hunting tribes where the majority of men are ogres.
The majority lives outside Vanadia in Sunnir, Atman, Vinland and Lemuria, in their own strange societies. Their position changed with the beginning of the colonial era: nowadays more and more young orks study at Vanadian universities and move to the Old Continent to live there.
TROllS
Young trolls, with their characteristic pointed ears and sharp teeth look like little wild animals and behave like them as well. Adult ones are very tall and well-built. Despite sharp-featured faces and magnetic fiery eyes many consider them rather handsome. Wild-red-colored hair is very common. Old trolls slowly become monsters with steel-strong muscles, thick skin, sharp claws and slobbering bare-toothed mouths. Trolls do not stop growing and with age they can achieve a size inaccessible for any other races. The changes in both the physical and the mental side of a troll are gigantic. Young, adult and old trolls are almost three separate species. Self-reliant from early stages of development, adolescent trolls grow rapidly, only in order to degenerate in the old age. When in their seventies, trolls are nothing more than bloodthirsty mindless beasts. Nobody knows how long a troll can live, most of them com7
ORkS
Orks have a slightly animal, predatory look: sharp teeth, protruding cheekbones, pointed ears, flat noses. Full of exotic charm and magnetism, they are easily distinguished from the Vanadians. This is an old race, that has given birth to both cannibal tribes of Lemuria and the sophisticated ancient civilization of Shang-In. What do they have in common? All orks are strongly connected to the world of spirits.
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mit suicide just before they lose control of themselves forever. Those who do not, end up killed by families, neighbors or the police.
Trolls are a race of honor and strong moral spine. Their main aim in life is to leave something behind earn immortality through their outstanding achievements. They are brave, even daring. Ambitious, even ruthless. Their careers are brilliant, but quick as a flare. Vanadian trolls come from Hrimthorst, but some wild tribes can also be found in the jungles of Lemuria, the steppes of Sunnir or the plateaus of Atlantis.
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QuOTeS
The world is changing rapidly. After the Great War a new kind of magic emerged the Magic of Steam. Recent developments in science and technology brought us the most amazing of all inventions, the steam engine. It is the proud symbol of our times. With the first giant factories the age of mass production began: nowadays cheap products of high quality are available for everyone, not only the rich, popularizing the recent achievements of science. Beautiful steamobiles zoom on the streets. The sky is filled with majestic airships. The Metropolitan Rail trolleys move constantly both in underground tunnels and on over-passes. The railway network entangles the whole globe, and luxurious streamers provide a comfortable way to reach the overseas colonies. The infrastructure of great cities provides the standard of living unavailable for our ancestors. Gas lamps light up our houses, while the pneumatic mail enables quick communication between any addresses within the city. Metropolises use great networks of crystalographs instead. Magic has entered universities and schools, no more a plaything for the chosen, and became a working tool for every educated person. Thanks to the work of geomancers, buildings are constructed in such places and from such materials, that their natural energy flow promotes the buildings purpose the parks make you more relaxed, the ill recover faster in hospitals, and schools improve your learning capabilities. Alchemists have moved from their cramped faster than it used to between cities before the War. Gas lamps illuminate the streets and houses. The power of steam heats and fuels the everyday machinery in our houses. workshops to modern laboratories and factories and golems are utilised more and more extensively. Cabalists and numerologists created first mechanical calculating machines. These are the brave new times. Excerpt from Know your nation textbook for the first year of the common school. I believe that this omnipresent optimism is premature at least. The scars left behind by the Great War are much more serious and grim, than the authorities are willing to admit. They seem to underestimate the fact that an enormous stretch of land along the wotanian-aquitanean border, where the greatest battles of the conflict took place, is totally and irretrievably destroyed. During the final stage of the War, this area suffered radiation of intensity exceeding 700 thaums, and 20 tons of shells where dropped on each square meter! Taking into consideration the death of thousands of soldiers, one should not be surprised by disturbances in the structure of the Astral, that warped those places. Most of the lands in question does not, and probably never will, have any vegetation. Disruptions in the energy flow are so big, that even the regular airship lines wont fly over those lands, which lengthens the journey by more than 100 miles. () Excerpt from a controversial book The Lands of Havoc by sir Jonathan Glimpshire distance pneumatic lines are still uneconomical by now. The radio makes use of the specific qualities of crystals, which start pulsating under the influence of mana, spreading the vibrations through the Astral and evoking the same effect in other crystals nearby. This phenomenon, however, has a limited range of only several kilometers, which forces building a dense network of aerial transmission masts. Radio receivers are the size of a pretty large cupboard and need individual powering. The crystalograph is similar to the radio, but it is used for long-distance communication, not entertainment. It does not have the main transmitter, and transmission masts do not form a network, but
COmmuNICATION
The network of the pneumatic mail (popular pneuma) entangles all the major cities. How does it work? First, you put the capsule with the letter into the feeder. Then, compressed air pushes it into the labyrinth of pipes, where a system of switches interprets the arrangement of serrated rings on the capsule and directs it towards the selected number. In great cities, such as Lyonesse, letters are usually delivered in no more than two hours. Long-
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the boiler and fill it with water then you just have to control the pressure and feed the briquettes from time to time. A well-developed network of service stations helps refuel the vehicle quickly and clean its hearth. The major stations also provide all necessary repairs. Railway is irreplaceable for longer distances. Its lines connect all major cities and make the journey across Vanadia possible in less than two days, even including stops at the stations. The level of comfort varies much from wood seats in third-class suburban lines to crystals and velvet in the salooncarriages of long-distance expresses. Metropolitan Rail due to the elves sensitivity to iron, the first railway lines connecting Lyonesse and nearby towns were built underground. This was the beginning of the famous Metropolitan Rail which has inspired similar enterprises in other capital cities. Even now railway lines in Alfheim tend to go through rather unoccupied areas, and stations are built mostly on the outskirts of the cities. Mechanical animals are a very peculiar type of golems. They are faster and stronger than their living counterparts and have a certain level of intelligence and consciousness. They can understand even relatively complicated commands and cope with the
TRANSpORTATION
Steamobiles are probably the most popular means of transport nowadays steam-powered cars have conquered the roads of the whole Vanadia. They are no more the awkward pre-War horseless carriages, but modern and really stylish vehicles. Alchemically enhanced coal briquettes are their fuel. Before the ride, remember to take some time to heat up
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terrain a steamobile would not. The most popular mechanical animals are horses and oxen. The former are used by elite police units in most countries, while the latter work mainly in agriculture. Behemoths are huge multi-legged combat golems, invented during the Great War. They have the best cannons, heavy armor, are more than 5 meters tall and need a crew of six to ten people. Nowadays these golems are the core of the armor divisions in almost every army in the world. Wyverns are flying machines based on their living counterparts. Just as all the other mechanical animals, they have residual consciousness. They are fast and maneuverable, but capricious. Wyverns are mostly used for delivering mail, and the biggest can take up to six passengers. However, when an experienced pilot takes the yoke, they can turn into a deadly weapon. Airships, thanks to the air elementals closed in the balloons, are better at load capacity, reach and the height achieved than wyverns. They provide a comfortably transport for hundreds of passengers, linking capital cities and overseas colonies.
LYONeSSe
Lyonesse had a rich history, and now, after over two millennia, its the greatest metropolis of the world. Just look at the glorious palace of Queen Titania, or at the Tall Tom near the Houses of Parliament, or at the skyscrapers in Tintagel District, but please, avert your eyes from the other side of the river. Theres nothing to look at in Bridgebank, just decay, poverty and fog. The capitol of Alfheim is a city of universities, museums, art galleries, textile workshops, docks, forges and factories; its a centre of cinematographic industry and the last harbor and new home for thousands of immigrants from all corners of the earth. A melting pot of religions, cultures and cuisines. It is a city of commerce, art and crime, ostentatious luxury and extreme poverty. The city of contrasts. The city of wonders. The city of the cities. The City in the Fog.
ChARACTeRS
The keywords for characters coming from Lyonesse are: progress and the empire. Lyonesse is the most progressive of cities and the heart of vast colonial empire. You can travel half the world and see less, than what you will see in a year living here. Growing up in Lyonesse is an experience like no other. In this city mere street
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An elven artist born in the royal family, with an extraordinary talent, and a knack for scandals. A retired air ace and a war hero, honorary member of the Ash and Oak Club. An orkish martial artist, adopted daughter and heiress of an influential Lord.
STORY SeedS
Daring fierce competition between river-cabs corporations. Halflings form scylla fighting against orkish triads. Aerial duels above the Tall Tom clock tower. Evil mastermind constructing giant steam golems in the forges of Stableton. A giant ape escaping from the Zoological Garden. Breaking and entering a manor inhabited only by an old troll. Saving the Queen. Bank robbery in Tintagel District. Rush-hour omnibus chases. Exploration - Lost in the Fog. Mapping the Tubes tunnels. Nocturnal escapades to the pubs in Uldnesse, culinary journeys through ethnic restaurants. Experiments and inventions at the University. Looking for lost artifacts in the Archaeological Societys storerooms. Hunting ghouls at the communal cemetery in Bridgebank. Investigation mutilated bodies of the Butchers victims. Luddites conspiring against the industrial-
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ists and the gentry. Crimes of passion on a Belville movie set. Clandestine cults in Old Ipswitch, kidnappers and pickpockets in Bridgebank. Gnomish mysteries in Svart Thule, stranglers in Yakshatown. Society the Buckinghind Palace and intrigues on Her Majestys secret service. Clubs for Ladies and Gentlemen: Griffon Club, Ash and Oak. Charity balls organized by Duchess Nimblewist, romancing on the ice rink in Abbots Gardens, betting on Winledon tennis courts, gossiping on the Fairy Pond golf fields, dueling in Ferret Forrest.
docklands or the juvenile crime, drunkenness and prostitution. Nobody frets that after all those years the Alven Yard still havent stop the Butcher. Nobody questions the idea, that absinth, black lotus and laudanum are really such wonderful cures for the big-city melancholia.
INTeReSTING plACeS
Treecoven the Royal Astrological Observatory is located near the dockland area, exactly on the Prime Meridian which makes it a perfect place for performing magic rituals. Comedians End part of Uldnesse (the old town), known for its cabarets, theaters and pubs. You must visit the New Theatre, the Moon Theatre and the worlds famous Hand and Mask Pub situated right between them. Ethnic districts in Lyonesse the strangers stick together. Everyone knows that Svart Thule is a gnomish ghetto, immigrants from Dekan live in Yakshatown and dwarves from the continent never leave Stableton. Quirinale, famous for its halfling restaurants, is openly called Little Scylla just as Pothill is the oriental Shang Town. Clairvale the posh district of the aristocracy. This part of the city is full of manors, lavish gardens, hidden affairs, hushed scandals, dangerous habits, all kinds of eccentricity and elves. So, it shouldnt be a surprise that the iron is banned in all Clairvale.
SOCIeTY
In Lyonesse people talk all day long in every language possible. They whisper in the docks at night, declaim in university classrooms, sing over glasses of ale and stout, gossip over gin and pickled eggs, testify in courtrooms, chat in clubs over brandy and cigars, flirt in theaters and ballrooms. What do they talk about? They say that eleven bridges over the Tether is not enough anymore, comment upon the last delivery of colonial goods at the dArrots, and this new Golemic Museum that is soon to be opened, complain about the influx of immigrants, laugh at the caricatures in the press and drink to the Queen. Nobody mentions the hundreds of thousands of homeless, the poor housing conditions in the industrial districts, strange disappearances in the
WOTANY
The love for the fatherland, the cult of technology and ubiquitous order in this country these things are visible everywhere as far as the eye can see. Wotany is the fastest developing economy in Vanadia, but tradition and history are also very important for its citizens. The society of Wotany is like a giant mechanism, where every gear has its place. However, order is not forced, quite the contrary the people here are born with it. It starts with the family: no matter how much your relatives may irritate you, you can always count on them. The family, just like dwarven clans in the past, stick together and meet in crowds during holi13
Wotanian Empire
Capital city: Heimburg Political system: Federal monarchy Ruler: Emperor Frederick-Willem II (dwarf ) Religions: Reformatism (state religion), in the south also Pontificalism Language: Wotanian Currency: 1 mark = 100 pfennigs Area: 759 000 square kilometers Population: 61 million: 21% dwarves, 16% humans, 15% elves, 14% halflings, 14% trolls, 12% gnomes, 6% ogres, 2% orcs
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days and celebrations. You do not exactly know what is the level of blood relationship between you and your cousin or how his grand-grandmother was related to your brother-in-law? No problem. You are both parts of one family and in time of need you are always there for each other. This is how it works in Wotany.
The principles that rule the family life are valid also for every other level of the society. Just as in town it is important, what family you come from, that on the level of a district people pay attention to the town you were born in. In the province people from the same district are considered almost relatives. Provinces matter on the level of a land, and lands on the level of the empire. The worldfamous Wotanian love of their fatherland is constructed of tens of small local patriotisms.
ChARACTeRS
The keywords for the characters coming from Wotany are: technology and order. Wotanians are stiff, boorish and extremely pedantic or just well-behaved, decent and respecting tradition. And most characters coming from this country will be like that. However, there are black sheep in every herd. This group contains, among others: idyllists who postulate getting rid of privileges for the aristocracy, and nihilists terrorists regarding any social order as pure filth. There is also a whole group of rebel artists, philosophers, spiritists and other activists. What is more, everyone here remembers the times of chancellor ven
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the Chancellor, at least in public. And remember: putting words Wotany and necromancy in one sentence practically means social death.
STORY SeedS
Daring great business and even greater politics. Zombies in the sewers, hungry gargoyles on the roofs. Stealing patents and plans, kidnapping scientists and engineers. Dangerous maneuvers in the newest prototypes of steamobiles, airships and wyverns. Betraying tradition and social order. Exploration the Fields of Death and the abandoned (at least officially) strongholds of ven Riers army constitute the greatest challenge on the Old Continent. A labyrinth of towers, chimneys, extensions and attics in Grommingen, where a killer gargoyle hides. The Silent Forest. Abandoned factories; museums; laboratories where extraordinary gadgets are developed. Old town backstreets. The hangars of the ven Keisel concern the biggest producer of airships. Investigation stolen True Names, plots of secret lodges and cabals, wars of intelligences and political powers. Underground organizations of ven Riers followers plotting against the Empire. Illegal trade in astral beings. Mysterious people in black uniforms with a symbol of a dragons eye. Corpses awfully mutilated with a razor victims of the infamous Barber from Heimburg. Society the Emperors court and the DukesElectors. Eight lands, countless duchies, provinces, free cities and autonomous regions. Parties at the aristocracys palaces, industrialists balls, first presentations of new inventions. The war of ideas between the puritan townsmen, nihilists and young artists. Cafes, cabarets, illegal meetings of the Children of the Undead Reich and the clandestine Ancient Lodge of the Enlightened Mysteries.
SOCIeTY
People in Wotany meet and talk in restaurants and beer cellars, on bicycle trips, visiting their friends, during spiritualistic sances and at marksmens fraternities. They talk about new railways, amazing inventions, discuss the news from the press and family events. Comments are made upon the colonial politics of Aquitaine and Alfheim, the domestic issues of Morgovia, or the theories concerning other countries dragons. Scandals are mentioned occasionally in a patronizing tone. Never try to talk about death or serious illnesses. Do not refer to the War in other words than the seventies. Do not mention Wormund. Bear in mind that no supporter of the unification will openly criticize the Dukes-Electors and no autonomy enthusiast will dare to say a bad word about
INTeReSTING plACeS
The Free City of Heimburg the smallest, but the most important of all the Lands in Wotany covers the area of the capital city of Heimburg. It is one of the biggest ports in Vanadia. Its duty-free zone constitutes the biggest store of exotic goods on the whole continent. The city grows rapidly thanks to the income from trade and has recently exceeded the number of three million inhabitants.
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Quellen a fashionable health-resort visited annually by the Emperor himself. The town lives off the patients and tourists boarding houses, hotels and posh restaurants burst at the seams, hosting the people from all levels of the society. Wolfenburg the ruins of the Undead Chancellors wartime residence. Lost in the forests in the south-east of the country, Wolfenburg attracts only the most determined tourists. The evil fame of this
place effectively discourages most adventurers and mystery-hunters. Grommingen the oldest city in Wotany, founded in the ancient times of the Resian Empire. It is a true pearl of the gothic architecture, with its famous Cathedral, the heart of Reformatism. It has the biggest population of city gargoyles in the world: more than two hundred active specimens.
LemuRIA (CONTINeNT)
For thousands of years the hot and unexplored continent of Lemuria has been the embodiment of the mystery. It was a cradle of ancient cultures, the strangest creatures and a source of innumerable riches. Lemuria provides leviathan ivory, ebony, diamonds, gold and thousands of other colonial goods. As well as slaves. The heart of the continent is still uncharted terra incognita starts several dozen miles away from the coast. Wild orkish tribes perform their pagan rituals there, griffons and manticores attack careless travelers, while winged monkeys build their nests in the ruins of ancient cities. To be honest, nobody really knows what to expect in this place.
Lemuria
Kingdoms and colonies: Khemre, Aksum, Coriolean Lemuria, Aquitean Lemuria, Punt, Tera, Prester Johns Kingdom Major cities: Khemre, Presteria Religions: Alfism, Pontificalism, Reformatism, Ormism, Polytheism, minor cults Languages: Alfish, Coriolean, Aquitean, Khemrian Surface area: 17,5 million square kilometers Highest peak: Kibuhura (5859 meters above sea level) Lowest point: Lac Assail (107 meters below sea level) Longest river: Taygete (at least 6 thousand kilometers) Outermost points: Cape Black (north), Cape of Lost Hope (south), Ponte de Maladie (west), The Eye of a Needle (east) Biggest desert: Hamra (4,5 million square kilometers) Temperatures: min. -23C, max. 58C Society sheiks palaces, fertile oases, monasteries in the middle of a desert, bawdy houses, dives smelling of date moonshine, a ball in the embassy, a meeting in a consulate, negotiations on a hanging bridge, slave market haggling.
STORY SeedS
Daring sandstorms, venomous animals, nomads, blasphemous rituals, khanjar-fights in the backstreets, playing cards at a crowded bazaar, a crazy chase in the crowns of the rainforest trees, thieving winged monkeys. Exploration the pyramids and their treasures, excavations, looking for temples lost beneath desert sands, tropical jungles, ancient ruins, mythical creatures carved in stone, abandoned mines, labyrinths beneath ancient cities, uncharted tunnels under the city of Khemre. Investigation bootlegging, rebellious warlords, audacious artifact-theft, unknown narcotics, mysterious disappearances of the consulates officers, missing supplies of the Colonial Legion, a hippopotamus footprint in the garden of a small country residence near Lyonesse.
SOCIeTY
Even if we do not take into consideration various colonial invaders, Lemuria is a melting pot of nationalities, nations and tribes multiculturalism is an inexhaustible source to draw from.
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lemuRIA
INTeReSTING plACeS
Aksum millennia ago Aksum was a powerful kingdom. At its heyday, it ruled mercilessly almost the whole continent. Nowadays, Aksum is only a murky legend about an ancient city in the heart of the Black Jungle, a gossip about the revolting cults of some alien gods and about merciless slave hunters.
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Transalanea usually referred to as Prester Johns Kingdom, it is a young, teocratic country which gained independence during the Great War. The descendants of the settlers from Ys, Alfheim and Wotany made great use of diamonds and gold deposits. Although the country still has not been officially recognized by Queen Titania, its independence is not in danger. Port Beauregard a fortress on the coast, the capital of Aquitean Lemuria. The headquarters of the Colonial Legion: the most elite unit in the Aquitean army. Tera a rocky island on the Inner Sea, the residence of the Order of the Burning Sword and the place where the infamous Aquitean emperor Rovannon Villanteau died.
HISTORY
The history of the world is important during the game only when it may influence the characters adventures. There is no room for dates and boring enumerations we want a flourish and interesting stories, as if taken from adventure movies and fiction.
QuOTeS
First came the rotten wind, bringing fever and death from the illness. When enough men died, the procession of the undead came. At the sound of their bells and rattles, the dead were rising from their graves. The living were caught and slain before the Mourning King. When the procession moved on, there was nobody and nothing alive left behind. An excerpt from The history of medieval Vanadia by Jurgen ven Stelltanke The Chancellor arranged the meeting with the king of Nordia in his study. They started the discussion from important issues of political and military character. The Chancellor insisted on accepting his demands, but the king was strongly against. Then ven Rier began to talk about things trivial, such as fashion, sport and dog breeding. In his presence, the king weakened more and more with every second, but did not dare to turn the guest out, due to the delicate situation he was in. Finally, out of his own will, the king returned to the military topics and accepted each and every Wotanian proposal. Only then the Chancellor left. An excerpt from The true history of the Undead Reich by Alexei Samsonowich Henrikov
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stop, the flesh gets cold, but decay does not begin and the sorcerers spirit remains perched on the border between existence and non-existence. The reward is eternal un-death, the control over the undead and the power growing with every life taken away. What are the consequences of a failure? Final and permanent annihilation. Delaying the moment of death, a lich creates an astral wound through which energy leaks out of the material world. The very presence of such a creature is deadly grass withers immediately, animals die after a few hours, people after days.
the ancient manuscripts and, getting his strength from the ill and dying, became a lich. Soon after this Tanaric, preceded by the Black Death, led an army of the undead to conquer the world. He was finally defeated after a century of wars, and all authorities, both religious and secular, did their best to make sure that every copy of his treatises was destroyed. Parts of the text survived, but they were fragmented and completely useless.
Zahared
Legends say that the first lich was an orkish priestking called Saher-Addini, also known as Zahared. The story happened over four thousand years ago. Zahared reigned mercilessly for four centuries and the end of his domination was brought by the fiery rain sent by the angry god Orm. The description of the transformation ritual survived in several copies until the ancient times, but fortunately, none of them was complete.
hISTORY
lich-general and his undead soldiers were hailed as heroes. Soon after this, the emperor nominated ven Rier chancellor and handed over the power to him. The war continued and nothing could stop the advance of ven Riers troops. The world was helpless in the face of the Undead Reichs atrocities. Only when it turned out that three most trusted confidants of the chancellor: Otto von Roher, Johann Tepitz and professor Frederick Leich, also underwent the lich transformation, did a coalition form, so strong that it could win the Great War. Tepitz was captured and sentenced to destruction by the Furienfels tribunal, but two other chancellors advisers managed to escape. Ven Rier himself perished under the rubble of his destroyed office. However, the body has never been found. After these events, necromancy was forbidden in most civilized countries. All the copies and descriptions of the ritual that could be found were destroyed, and nowadays even possessing such materials is severely punished by the law as the most serious crime.
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lian hero named Lycaster, for the first time in history, defeated one of the beasts. He did not kill it, but trapped and wounded. Swearing by the most terrific spells, the dragon promised to fulfill Lycasters one wish in return for sparing its life. It kept the promise, but the wish brought only death and doom. The hero died, but the dragons knew, they had to face a serious challenge. A challenge. At last. From this moment on, destruction was no longer the aim in itself for the dragons, it began to be a tool. They would not stop until somebody challenged and defeated them. Always before the final hit they promised fulfilling the winners wish. And the wish always brought only suffering and death. Heroes invariably hoped to outsmart the dragon and invariably failed. But what motivated the beasts to act this way is not known.
QuOTeS
A new, sensational exhibition is opening this evening in the Museum of Natural History. The exhibits, brought by a world-famous archeologist, professor Funelli, from his last expedition to the deserts of Sunnir remember the time when dragons ruled our world with absolute power. Visitors with weak nerves should be warned the main attraction of the exhibition is a reconstructed skeleton of a Sunnirian dragon, more than ninety feet long! Lyonesse Crystalograph, special edition - You defeated me the dragon said. Now I am at your mercy. Spare my life and I will fulfill your one wish. There is nothing I could not do. - I am tired of constant fighting Lycaster replied. I just want to live out my days in happiness. Can you give me this, dragon? - I can. Are you not happy now, knowing that you defeated the greatest of all monsters and your reward will be eternal splendor, power over this land and a beautiful woman to warm your bed? - Indeed said Lycaster I am happy now. Then the dragon killed him. An excerpt from the Legend of Lycaster and the Dragon emies fear. When the khan died, Asuen realized that Gizmir was the one who protected it from the overwhelming boredom of a thousands-years existence and decided to lapse into lethargy.
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hISTORY
When he died, his sons started struggling for domination. The right to call the dragon was in the blood of each of them and finally one decided to summon Wormund to ensure the kingdoms throne. The dragon came, killed all the rivals and later, no longer bound by the deal, took also the life of the dwarf who called it. Guntrics bloodline existed no more, but his legacy lived on.
against Aquitaine, nobody wanted to act. When the situation finally changed, it was too late. A young and ambitious officer, Rovannon Villianteau, drew the dragon into a trap. Threatened by artillery fire, Graudel offered him a wish.
The Revolution
The status quo was disturbed by an act of regicide. The inept reign of Philip XVI led to a revolution breaking out in Aquitaine. When the mob entered his palace, the desperate monarch turned to his last resort and summoned the dragon Graudel. Led to the scaffold, Philip shouted Avenge me! But he could not save his life. Just after the guillotine blade fell, the dragon appeared in the sky. Woken up from a thousand-years sleep, free and bound only by Philips last wish, Graudel ruled Aquitaine for seven years. This dark period in the history of the country is known as the Great Terror. The whole Vanadia looked at what was happening, but as long as the dragons anger was turned only
hISTORY
either. Malvador was melted in the vat which contained the metal Garwitnirs new body was made of and a new spell was cast to renew the Deal. The dragon itself was chosen as the weapon symbolizing the agreement. The specific construction of the golem guaranteed that the creature could not even move a leg of its own will and regained partial freedom only with a pilot behind the rudder. So, both sides tried to cheat and both were cheated. The dragon wanted to escape death and be free again, while the mages wanted total control over the dragon. In the end, nobody succeeded. When Garwitnir woke up, it realized that without a pilot it would be only a motionless statue. It looked as if Waylents plan had worked, so the pilot took a seat in the cockpit. Just a moment later he was struck by all the anger, hate and malice of the dragon. All the power and passion of the ancient reptiles mind stormed to destroy everything in its wake. The hands that held the rudder belonged to a man, but were driven by Garwitnirs will. The mages finally managed to immobilize the monster, but the casualties were heavy. The sides agreed to make a deal the pilots role was only to supervise
the dragons actions and stop it if it turned against Alfheim. In return Garwitnir regained the freedom of movement. The dragon came back to the battlefield and contributed greatly to the victory of the Alliance.
Steel dragons
The secret of the Named Golems could not be kept for long. In the same year, the intelligences of Aquitaine and Wotany had the spells needed for the creation of the Named and within the next two years almost all the royal dragons died in the battle only to be reborn in steel bodies. Nowadays, after the Great War, steel beasts still serve the monarchs of Vanadia. The Dragon Riders are carefully chosen pilots, brave and strong-minded, making sure that their charges were never left without supervision. The dragons patrol the seas surrounding Purgatory, guard the colonies and also for the first time in history guard peace.
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hISTORY
the world that is now can be described in many different ways. We give you the events, the facts and present the mechanisms any moral judgments are up to you. We are going to begin the story of the Great War much earlier than usually, just to present the chain of events that finally led to a terrible tragedy.
dragons back to the continent. At that time, Vanadia resembled a barrel full of gunpowder, ready to explode. The spark was provided by the infamous Ostrian incident. Even today it is not really known which vampire inveigled prince Radolf and turned him into one of his own kind, but only weak circumstantial evidence leading to Drahan Zmeysky, the duke of Silvanegro, was enough for Ostria to attack the neighbor. Soon the other countries of the Trimonarchy joined the conflict. Within several weeks, the majority of the Vanadian countries declared war on one another. The attack of the Wotanian fleet on the Lemurian colonies of Alfheim made this conflict a true world war.
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armored rail, which connected the most important industrial centers and big cities to the front line. The Trimonarchy, seemingly withdrawn from the war, turned out to be the winner of this behind-the-scenes struggle. Ostrians cooperated with Serenissima, famous for its excellent intelligence, but very weak militarily. In return for protection, the Merchant Republic was stealing the secret plans of the Trimonatchys enemies. All projects were handed over to one person. The person who was destined to change the course of the war an engineer called Gutric Gemeine. This brilliant gnomish inventor used to serve on the front line during the early stage of the war. His talent was quickly noticed and appreciated by the magical intelligence. When the Trimonarchy started the cooperation with Serenissima, Gemeine was ordered to gather a group of scientists and create a department dedicated to the implementation of new inventions. This is how the legendary group known as the Forge came into being. Its secret factories produced golems, behemoths and wyverns, developed more and more efficient steam engines, better cannons, more effective machine guns and deadlier spells. Gemeine and his seven partners made use of the best ideas by Wotanian and Aquitean engineers and improved them. In the final stage of the war the Alliance was formed a coalition of Aquitaine, Alfheim and the Trimonarchy against Wotany.
for all, from the orgy of death and destruction ven Rier emerged. The Wotanian general cheated death, becoming the first lich for centuries. The dead rose up and followed their new master. The battle turned into mindless bloodshed.
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Finally the emperor of Ostria decided to share the inventions of the Forge with his allies. Groundbreaking technology based on the New Magic provided a ray of hope that the power of the Reich could be stopped. Soon the dragon of Alfheim, born again in a steel body, returned to the battlefield stronger than before. Other countries, terrified by the vision of the Undead Reich dominating Vanadia, joined the Alliance: Baventia, Slavia, Scylla and Charibdis The last years of the Great War were a period of a constant struggle between the Alliance and the Reich. The situation teetered on the edge of disaster several times, but the vision of the end of the world as they knew it made the allies fight till the last drop of blood. They eventually managed to destroy ven Rier and defeat the Undead Reich.
now for the Wolsung concern. It is said that this can be the cause of the surprisingly fast development of the post-war Wotany. The war irreversibly changed the world of politics and the mentality of people, but it also left its mark on nature. Once fertile plains of Nordaly are now a wasteland where the spells cast during the war are still present. The place which saw ven Riers lich transformation is now called the Fields of Death and is still uninhabited. Bloodshed and magic warped the woods on the south of Wotany. The Silent Forest seems to be a conscious organism, intolerant of civilization and any signs of animal or rational life. However, the most spectacular effect of the War is the Paroxysm. When the major peace treaties were finally signed, it turned out that secret laboratories are filled with magic numerous powerful battle spells ready to be cast. Many of them had been being developed for so long and had gathered so much energy that they could not be stopped. A decision was made to turn the biggest island on the Southern Ocean into a penal colony for the most dangerous criminals from the whole Vanadia. To make escape impossible, the authorities decided to rise up new islands, sink some old ones and change the direction of currents, creating an impassable barrier and cutting Purgatory off from the rest of the world. All the post-war spells were used to do the deed. The magical Paroxysm which created the Barrier, at the same time partly sinking the eastern coasts of Lemuria, is commonly considered the ultimate end of the Great War.
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