Sample Fiefs Thread?

Discussion on playing Fading Suns. Experiences, stories, and questions related to being a player.
Leviathan of Maddoc
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Re: Sample Fiefs Thread?

Postby Leviathan of Maddoc » Tue Dec 22, 2015 3:07 pm

I'd love to take credit but it's actually largely just the setting my friend Alex built for our Skraver clown hooker game.

Bogie
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Re: Sample Fiefs Thread?

Postby Bogie » Thu Jan 14, 2016 11:22 am

Leviathan of Maddoc wrote:I'd love to take credit but it's actually largely just the setting my friend Alex built for our Skraver clown hooker game.


This is one of those sentences that when taken out of context makes you do a double-take. Actually, I am still trying to figure out what went on in that game. :)
Colonel Bogie
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Grummore
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Re: Sample Fiefs Thread?

Postby Grummore » Thu Jan 14, 2016 12:25 pm

Do you have any PDFs or the like done already?

Leviathan of Maddoc
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Re: Sample Fiefs Thread?

Postby Leviathan of Maddoc » Thu Jan 14, 2016 3:01 pm

Bogie wrote:This is one of those sentences that when taken out of context makes you do a double-take. Actually, I am still trying to figure out what went on in that game. :)


It was not radically different than what you probably imagine. We started the game as Skraver Nobodies we started with 15 FB worth of equipment and what was described as "Circus Hooker Uniform". I played a drug addict with multiple personality disorder, the other player was unearthly beautiful but suffered from Night Terrors and had extreme abandonment issues. We bought our way into associate rank, freelanced as cute girls with shivs, and took work with an insane engineer who was looting a 2nd republic medical plant and we ended up with a syrum that halts aging. We got tangled up with a Decados Knight and pissed off the Li-Halan Gentry which suddenly made us go-betweens with Changed literal guerrilla fighters. Predictably that situation went sideways very quickly and we had to skip planet to Apshai with a bunch of neo-republicans. We opened a hair salon on Apshai and this resulted in us having to murder a whole bunch of Hescient fanatics. Because things in the city were not good we took a contract out of town wiping out a nest of feral changed for an amalthean harboring a community of aliens and changed in the wilderness. We were supposed to find a couple of shuttles in an underground landing bay but we found a 2nd republic ship bay with freighters and a really nice yacht in salvageable condition. Soon we're going to start the third book of the story where my compatriot has been getting weird signs that someone has left a trail for us to follow to Nowhere and it looks like they might be time travelers.

The game is extremely dirty and even as we climb in rank and acquire illegal tech we continue to be kiniving little tarts with sharp knives.

Amlost
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Re: Sample Fiefs Thread?

Postby Amlost » Thu Mar 24, 2016 11:12 pm

Been far to long since a post. Bannockburn Fief based off of the Map from the Emperor of the Fading Suns game. That food rich desert was to good to pass up. Enjoy, comment, have fun.....

The Kingdom of Thweng – Bar-Nakil Desert

Overview: The inhabitants of the Kingdom of Thweng (Technically a Barony) have walked the fine line between Orthodoxy and worship of their Thana masters for the last millennia. Agricultural wealth is extracted from the middle of the Bar-Nakil desert on rich river banks of the Kinde Forth. This bounty and remoteness has assisted the Thana in creating a home relatively safe from outside persecution.

Relations: Thana nobles here could be classified as paranoid of outsiders, if they were not always desperate for information. Go into any conversation with them believing minor nobles have never left the borders of the fief. Most are trying to get the best deal for themselves adding everything they legally can to with any deal.

Remember this when negotiating with bureaucrats and lesser nobles of the area; the Thana believes that most intruders are after their titles or wealth. You need to convince them that you expect to return to do more business; proper respect that they are officials of the Raj-Ha is required.

Other Bannockburn nobles, even fellow Thana, rarely visit. Locals view them as estranged inbred cousins at best. Those few outsider Thana who do visit are usually inundated with lavish care and numerous marriage proposals. Other nobles will see the same lavish care but fewer proposals.

The Universal Church has only minor representation within the fief. The local church is theoretically Orthodox in belief. Between the technology levels they maintain and the similarities between the local customs/folktales and the Little Catechism of Constantius & Constultius they could probably pass with any Avestite who come to visit. That is until the visitors see the adoration of the Thana nobility and the Bar-Nakil particularly. Other local mortuary customs and ancestor worship will give major cause for concern. The remoteness of the fief again plays to the Thana’s advantage, they are seldom investigated and usually ignored as backwater marginal adherents to the faith.

Relations with the guilds are mostly related to the Muster. Other guilds intervention is rare. Scavers have often tried to search the region looking for Ur sights but are violently driven off. The last Charioteer who was audacious enough to land on the Exodus Dry Lake Bed without noble introduction was executed for inciting riots.

Strange enough to outsiders the Thana have established their most consistent relations with the Gannock Family’s that live to the north and south along the Kinde Forth. Trade with them in information and goods is common and endorsed by the nobility.

Description:
The Bar-Nakil is a great desert located in the southern hemisphere of Bannockburn. The Ralkliene Cliffs create a natural barrier between the Southern Great Cylde Sea and the sands of the Bar-Nakil Desert. The rain shadow created by the Ralkliene Cliffs results in the dry desert lands that runs nearly 1200 km to the east. The Ralkiene Cliffs to the western Kinde Forth are rocky arid uplands. They have never had an extensive survey for mineral resources due to the late discovery of Bannockburn by the Second Republic. The eastern Bar-Nakil have the remnants of rocky outcroppings, however great sand dunes and dry lakes predominate.

Astola is the capital city of the fief. The Palaces of Astola span the river at this point on the northern half of the city. The Cathedrals of Avram (St. Mantius) and St. Maya adorn the east and west bank accessed by two large pedestrian bridges. Astola’s Docks and markets lie to the southern edges of the river. Most goods are packaged and shipped to other lands from this point.

Mirani is the largest town on the northern Kinde Forth. Built on the horn on the northeastern shore, they maintain a large battery of rifled artillery that threaten hostile traffic north or south. The town is the realm of the Mirani Awek’s. It is known locally for millet and poultry. Local nobles are merchant based, while they maintain a sizable military force they rely more on trade relations and good will with their neighbors to the north.

Sinbei is largest town on the southern Kinde Forth, home of the Sinbei Awek’s; the town spawls across 20 square kilometers. Merchants are known for selling cotton bales by the hundreds and large quantities of rice vinegar. Local nobles are known as some of the most militant and detached from the known worlds. Engagements with local Muster training missions from the south are not unheard of.

The Tanta Royal Canyon is located in the Ralkliene Cliffs, in the northeast, accessed by a dedicated platform on the Kinde Forth midway between Astola and Miriani. This is the burial place for the nobles of all the local family’s. Cut in the stone of the canyon walls family lines dating back to the founding of the settlement can be found. The royal monuments are located high in the formations of the central Canyon.
Exodus Dry Lake Bed is the original landing place of the original Thana refugees. It is located to the east of Astola accessed by a long canyon pass that is home of numerous quarries and mines.

History: The Thana came to Thweng as refugees after their departure from Eridol, guests originally of a 2nd Republic resettlement agency. The Agency had set up the refugee center twenty years earlier to take advantage of the rich soil and river water. Both of which provided an excellent foundation for the refugee settlement. The Thana refugee’s arrived in 4994 to find a quickly growing community. They quickly usurped control of camp hierarchy; Thana placed themselves in the local security council, civic agencies, and even the Republican Advisory Committee.

What they initially did to provide themselves comfort and security ideally placed them to usurp the settlement when the Republic fell apart around them. At the time of The Fall Bannockburn was still sparsely populated. Forestry concerns were the dominant industry; with a number of remote research outposts and government sanctioned settlements. It was widely known to the general populace, due to the Gannock craze, as a naturally habitable world with few natural dangers. It was subsequently a natural destination for refugees of other worlds facing famine willing to resettle.

During the Fall ships continued to arrive to drop off refugees; propping up the population of serfs who saw the Thana as saviors. The Thana of the Bar-Nakil utilized the remaining technology to build a series of monolithic cities up and down the river Kinde Forth. Most of this technology however wore out, was discarded, and replaced with simpler tools by the 42nd century.

[Side Note: Many of the ships that arrived in the late days of the fall were appropriated by the Thana. The high speed transports, medical ships, and military support vessels were taken and hidden by the Thana. These ships were later given/sold to other Thana family’s during the 42nd century. They later formed a large part of the Thana forces that served with Hawkwood and Alecto forces near Hargard during The Battle over Hatan.]

The Kingdom of Thweng was pronounced in 4233, appointing the Raj-Ha Heraclius I of House Thana ruler. The Elders of the Thana (from outside the settlement) were slow to take notice of the development, representatives of the council did not arrive until 4235. In the meantime ambassadors from House Windsor, who controlled the capital of Falkirk. In concert with church representative they established the borders of the Kingdom (only to be called such within it’s borders), ensured certain church restrictions (technological restrictions and doctorine for the masses), and exchanges of tribute.
Heralius I was firmly in place when the Thana council’s ambassadors arrived with their demands. The Councils Ambassadors were greeted warmly but their demands swiftly rejected. As one time tribute, Heralius I sent the ambassadors back with a number of starships and other technology forbidden his Kingdom by the Church. This began the schism between the house and the Thweng branch.
The years that followed involved very little contact with off-worlders until the time of Vladamir’s Wars. This time saw numerous incursions, raids, and battles. The most famous being the raid on the Zuranist encampments of the “Severed Wolf Tribe” that took over lands to the South during the War. Raj-Ha Nouri II encircled the encampments and demanded the removal of the refugees from his borders. The Tweng assault that followed was a bloody affair that ended in a pyrrhic draw. The Zuranists retreated with heavy casualty’s.

After Vladamirs Fall the war on Bannockburn truly began. The Windsors were besieged by their enemies, being snatched up for marriage by their allies, and pressing their neighbors for assistance. Raj-Ha Nouri II supplied the Windsors troops and took in some refugees from that family into the protection of his lands. (All such refugees have long since married into the local nobility or departed).

A sudden coup by unpaid Muster Troops seized the capital from Windsor control in 4592 and led to a stand-off with the Thana troops at the Drayst Barracks outside of Falkirk. K’eba Lex, son of Nouri II and commander of these forces, held his position for thirty days. He and his troops emerged on the Eve of Lux Splendor coming to a settlement with the Muster commander to be allowed retreat to their homelands.
Subsequent treaties with the Muster and Church have promoted independence of the kingdom in exchange for a quite, agricultural existence outside and apart from the rest of the galaxy. They were little affected by the Second Emperor Wars, retreating further inward, becoming a hermit kingdom even amongst the scattered Thana domains.

Assets: The Thana ship large quantities of rice, wheat, cotton, and sorghum to Muster controlled cities to the north and south. Combined with the export of Citris Wine’s to the markets of Falkirk the Thana generate a moderate income of 4000 – 2800 fb annually from these agricultural exports. The greatest wealth is generated locally in the form of handcrafted goods and services. Large palaces, rich linens, jewelry, and a diet of the finest food & beverages are the rights of every Thana.

The “Thana” nobility of the barony number nearly one hundred persons. The income from external sales is spread thinly amongst the lower nobility draining 50-75 % of the income annually before reaching the Raj-Ha’s treasury.

Hidden in caverns near the dry lake bed the Raj-Ha keeps a sleeping treasure. Vaults of discarded, broken technology left over from the days of the 2nd Republic has been hoarded away for centuries.

Men-at-Arms:
The Silas maintain a force of 12,000 men-at-arms about 1% are part of his elite personal guard. Most soldiers are armed primitively with scimitars, shields, and compound bows. Raj-Ha’s guard are better armed with composite armor, superbly crafted swords, and access to 2,000 well maintained rifles. The soldiers of the personal guard are loyal to Silas to a fault. They are however ill-equipped to halt any invasion by a superiorly armed force of equivalent size.

Silas’s Governors maintain forces of 100-200 soldiers each. They are no better armed than the Raj’s guard. They are however loyal to their own lords before the Raj.

Personas:

Raj-Ha (Viscount) Silas Crucibe Lex of the Thana (b. 4912): The venerable, especially surprising to say for someone only coming to his throne eight years ago, Viscount Silas is a wise ruler who has proven particularly adept at dealing with his feuding underlings. He has very little experience dealing with the outside world however, leaving the Barony only on trade missions and to make annual diplomatic overtures to local Muster Mayors.

Iset Xuciek Thana: (b. 4967): Iset wandered into the Thweng Barony from the south accompanied by an old monk and the remnants of a lost convoy in 4997. Before that time her background is little known. She has worked her way into Thweng noble society gaining the role of 2nd Envoy to the outside world.

Adventure Idea’s:

The Man who would be King: An NPC is given a book on family lineage from an elderly relative. He/She discovers a relative native to the Thweng, royalty, nobility, what is her birthright? Modern weapons in hand (s)he decides to visit his(er) long lost brethren. PC’s are hired to join them

“Nowhere to run to….”: A The PC’s are forced to crashland in rural Bannockburn. After days of travel, near death, they reach settled lands of Thweng. Bliss or horror?

Grummore
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Re: Sample Fiefs Thread?

Postby Grummore » Mon Mar 28, 2016 4:46 pm

Wow, excellent! Bravo! I like that.

Bogie
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Re: Sample Fiefs Thread?

Postby Bogie » Wed Apr 06, 2016 6:50 pm

Leviathan of Maddoc wrote:
Bogie wrote:
The game is extremely dirty and even as we climb in rank and acquire illegal tech we continue to be kiniving little tarts with sharp knives.


The bar has been set high. :)
Colonel Bogie
Director - FASA Games
Line Developer - Fading Suns / Noble Armada
Hail Freedonia!

Grummore
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Re: Sample Fiefs Thread?

Postby Grummore » Mon May 02, 2016 11:28 am

Anybody have anything written about the Ghast continent of BSII ?

Could come in handy as my players are there actually. I like to improvise, but not always and when I get someone like you're all writing here, it's more consistent and less vague for the players when there are many connections within the story.

Grummore
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Re: Sample Fiefs Thread?

Postby Grummore » Tue Jun 07, 2016 9:54 am

So... I suppose no PDF done yet about these wonderful world entries?

Anybody up for this?

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Bertjammin
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Re: Sample Fiefs Thread?

Postby Bertjammin » Tue Jun 07, 2016 11:38 am

I put together, edited and sourced the art for the drama seed pdf (with great aid and support from Holz and Angelman...but I'm afraid that due to real life pressures at the moment (and for the foreseeable future) I can't commit to doing it again for the fiefs at present - apologies all.
"The crazy ol' Vorox"

Something witty, pithy and observant ought to go here.

Oh well.

Follow my current campaign and my general musings about GMing Fading Suns at: http://trialsofarcadia.blogspot.co.uk/


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