************************** * TYRANNY - ASTRAL LIGHT * ************************** Created by Jake Alley, January 2002. This product is shareware. It may be reprinted and distributed freely in whole or in part so long as this page is always included. If you enjoy this product, please donate $5 to the creator either in person, or via the official page for this product, http://www.kekkai.org/google/tyranny/astrallight/ The most current version of this product should always be available at http://www.kekkai.org/google/tyranny/astrallight/ ************ * CONTENTS * ************ 1. Forward 1. Another Quick Word to Religious Groups 2. About This Sourcebook 3. A Few More Thanks 2. New Demons 1. The Righteous - Velkana and Children 2. The Outsiders - Sluganoth and Children 3. New Powers & Weaknesses 1. Powers 2. Weaknesses 4. New Artifacts 5. The Three Planes 1. The Mortal Plane 2. The Astral Plane 3. The Land of the Dead 6. A Sample World 1. The Four Lands 2. The World Circa 200 - Reign of the Demons 3. The World Circa 800 - Reign of Humanity 4. The World Circa 1000 - Reign of Technology 5. A Sample Calendar 7. Ideas to Ponder 1. A Healthy Mix 2. Savagery 3. Strong Language 4. Corruption 5. Death *********************** * SECTION 1 - FORWARD * *********************** ********************************************** * 1.1 ANOTHER QUICK WORD TO RELIGIOUS GROUPS * ********************************************** When Tyranny was first released, I took a little time out at the beginning to address the possible concerns of the very religious in a decidedly light-hearted fashion. Now, thanks to the contents of this new sourcebook, I get to do it again. I mentioned last time out that all the contents of Tyranny are entirely the product of my own warped little mind, and have absolutely nothing to do with your religious beliefs, my religious believes, or anyone else's. That's still true. However, it's also true that if you didn't believe me then, you're really going to be upset now. This book here features such wonderful things as the implication that any good supernatural beings are in fact just demons in denial, that morality is a weakness, and that monstrous little girls can have the power to bring back the dead. Those would all be pretty sick things to say if all of this weren't just good clean completely fictitious fun, which, I again remind you, it is. ***************************** * 1.2 ABOUT THIS SOURCEBOOK * ***************************** Towards the end of that fast and furious period in which I first created Tyranny, the seeds of Astral Light sprang into my head. I was tempted then and there to add the two demonic families which are new to this book then and there. I was tempted to add a section describing the nature of the astral plane and land of the dead. I was even tempted to go to the library, find a complete listing of every species of animal on earth, and make a child of Anshala for each one. I realized however that if I did all these things, I would be spending enormous amounts of time and energy designing a game which, for all I knew, might have absolutely no appeal to anyone but myself. Therefore, I decided to these ideas for future sourcebooks. In retrospect, this was one of the best decisions I have ever made. Not only did it allow Tyranny to be brought into the world in a timely manner, it caused a very beneficial change in my way of thinking. If all of my original ideas made it into the original book, I would never have the urge to add to them, while now I may end up producing new material for years to come. More importantly however, I am now forced to run with a theme and fill an entire book. Had I planted the seeds for Astral Light into the pages I was working on when they first came to be, they would have amounted to perhaps a page of text. 3 or 4 new demons, a power or two, and that's all. However, as these seeds were forced to fill an entire book all on their own, they have grown to be a good deal more. On a less poetic note, I must note here that this is not a very heavy book at all. A few more demons, a few more powers and weaknesses, and a few details about the world. As brief as it is however, this book was also written in only a month. The next two sourcebooks I plan to write will be far far thicker, but they will also take far far far longer to write. Thus, if you find this work to be too small, I suggest you ponder the virtues of brevity, and I hope that the quality of the contents will outweigh the quantity. ************************* * 1.3 A FEW MORE THANKS * ************************* Again I must give thanks to those who gave Tyranny the praise and financial support needed to justify the creation of this sourcebook. I must also sincerely thank the late H. P. Lovecraft, because while at the time I thought I was working along completely original lines, by the light of day it appears that a few elements of this book were subconsciously inspired by the hideous creatures which poured forth from his mind. ************************** * SECTION 2 - NEW DEMONS * ************************** It can generally be assumed that all demons have more children than are listed here. ******************************************** * 2.1 THE RIGHTEOUS - VELKANA AND CHILDREN * ******************************************** Name: Velkana the Goddess Father: Clthothan the Prime Evil(?) Mother: Human (Corrupted) Powers: Answer Summons (Full) Artifice (Full) Assess Power (Full) Astral Projection (Full) Calm (Full) Claws (Full) Clear Mind (Full) Corruption (Minor) Electrification (Full) Flying (Full) Freezing (Full) Holy Aura (Full) Horns (Full) Illusion (Full) Imprison (Full) Indestructibility (Minor) Lend Powers (Full) Mind Control (Full) Mist Form (Full) Rage (Full) Read Soul (Minor) Regeneration (Full) Repulsion (Full) Restore (Full) Revive (Minor) Seal Power (Major) Strength (Full) Teleportation (Full) Toughness (Full) Wisdom (Full) Weaknesses: Virtuous (Dormant) Generation: 1 Makeup: Archdemon, 100% Human Appearance: A dark haired human female with a serene face wearing flowing white robes. Personality: Hates to see humans suffer at the hands of demons and strives to defend them. Artifacts: None known Children: Lexum the Crusader Anna the Healer Usali the Chosen Misae the Sage Marjalt the Hammer Giboro the Giant Name: Lexum the Crusader Father: Human Mother: Velkana the Goddess Powers: Assess Power (Full) Astral Projection (Major) Claws (Major) Flying (Full) Imprison (Full) Rage (Full) Regeneration (Full) Seal Power (Major) Strength (Full) Toughness (Full) Weaknesses: Virtuous (Minor) Masculine (Dormant) Generation: 2 Makeup: Demon, 100% Human Appearance: A muscular human male with unnaturally sharp fingernails usually clad in full plate mail made from pure silver. Personality: Travels the world defending the weak from the strong. Artifacts: Lexum's Zeal Children: Lexum's Zeal Name: Anna the Healer Father: Velkana the Goddess Mother: Human (Corrupted) Powers: Answer Summons (Full) Calm (Full) Clear Mind (Full) Holy Aura (Full) Lend Powers (Full) Rage (Full) Regeneration (Major) Restore (Full) Revive (Minor) Toughness (Full) Weaknesses: Virtuous (Minor) Martyr (Dormant) Generation: 2 Makeup: Demon, 100% Human Appearance: A calm young red haired human female. Personality: As a human, was saved from the verge of death by Velkana. Now travels the world returning the favor to others, as long as they appear to be kindhearted. Artifacts: Anna's Aid Children: Anna's Aid Name: Usali the Chosen Father: Human Mother: Velkana the Goddess Powers: Answer Summons (Major) Assess Power (Full) Electrification (Full) Freezing (Full) Illusion (Minor) Imprison (Major) Lend Powers (Full) Rage (Full) Regeneration (Major) Restore (Full) Toughness (Major) Weaknesses: Virtuous (Minor) Feminine (Dormant) Generation: 2 Makeup: Demon, 100% Human Appearance: A calm young blond human female wearing a short skirt. Personality: Travels the world protecting cities from demons. Artifacts: Usali's Heart Children: Usali's Heart Name: Misae the Sage Father: Human Mother: Velkana the Goddess Powers: Assess Power (Full) Astral Projection (Minor) Clear Mind (Full) Illusion (Full) Imprison (Full) Mist Form (Minor) Rage (Full) Read Soul (Minor) Regeneration (Minor) Repulsion (Minor) Seal Power (Major) Teleportation (Major) Wisdom (Full) Weaknesses: Virtuous (Minor) Aged (Dormant) Generation: 2 Makeup: Demon, 100% Human Appearance: A kindly old human monk. Personality: Travels the world giving advice to those about to undertake dangerous tasks. Artifacts: Misae's Wisdom Children: Misae's Wisdom Name: Marjalt the Hammer Father: Velkana the Goddess Mother: Several kg of iron ore Powers: Answer Summons (Full) Artifice (Full) Claws (Full) Horns (Full) Indestructibility (Minor) Lend Powers (Full) Mind Control (Major) Rage (Major) Regeneration (Full) Strength (Full) Toughness (Minor) Weaknesses: Virtuous (Minor) Inanimate (Dormant) Generation: 2 Makeup: Demon, 100% Human Appearance: A large iron smithing hammer with a short blade on top. Personality: Hates to see humans suffer at the hands of demons and strives to defend them. Artifacts: None Children: Lexum's Zeal Anna's Aid Usali's Heart Misae's Wisdom Giboro's Strength Name: Giboro the Giant Father: Velkana the Goddess Mother: Several tons of silver ore Powers: Astral Projection (Major) Claws (Full) Clear Mind (Full) Horns (Full) Indestructibility (Minor) Rage (Full) Regeneration (Full) Repulsion (Full) Strength (Full) Toughness (Full) Weaknesses: Virtuous (Minor) Inanimate (Dormant) Generation: 2 Makeup: Demon, 100% Silver Appearance: A 10 meter tall androgynous humanoid statue of solid silver. Personality: Befriends and protects innocent children. Artifacts: Giboro's Strength Children: Giboro's Strength ********************************************** * 2.2 THE OUTSIDERS - SLUGANOTH AND CHILDREN * ********************************************** Name: Sluganoth the Scavenger Father: Clthothan the Prime Evil Mother: The Astral Plane Powers: Astral Projection (Full) Binding (Full) Blood Drinking (Full) Claws (Full) Clear Mind (Full) Electrification (Full) Fire Breath (Full) Flying (Full) Growth (Full) Life Draining (Full) Merge (Full) Mist Form (Full) Overcome Flaws (Full) Paralyzing Sting (Full) Poison Breath (Full) Pocket Realm (Full) Possession (Full) Regeneration (Full) Repulsion (Full) Shrinking (Full) Sole Weakness (Full) Can only be killed by being pierced through each of its five hearts with cherrywood. Splitting (Full) Strengthen Flaws (Full) Teeth (Full) Teleportation (Full) Toughness (Full) Vacuum (Full) Weaknesses: Astralbound (Dormant) Generation: 1 Makeup: Archdemon, 100% Spirit Appearance: A giant grotesque worm-like creature with a phosphorescent glow. Personality: Roams the astral plane ridding it of any who aren't its children. Artifacts: None Children: Gelimba the Explorer Gavisar the Invader Greater Astral Worms Name: Gelimba the Explorer Father: Sluganoth the Scavenger Mother: The Astral Plane Powers: Astral Projection (Full) Flying (Major) Merge (Full) Mist Form (Full) Overcome Flaws (Full) Pocket Realm (Major) Possession (Major) Regeneration (Full) Repulsion (Major) Teleportation (Major) Toughness (Major) Weaknesses: Astralbound (Minor) Hands On (Dormant) Generation: 2 Makeup: Demon, 100% Spirit Appearance: A tall thin humanoid totally covered by a smooth, rainbow colored exoskeleton. Personality: Fascinated with all aspects of the mortal plane and its denizens. Constantly searching for new sights and experiences. Artifacts: Gelimba's Stride Children: Gelimba's Stride Name: Gavisar the Invader Father: Sluganoth the Scavenger Mother: The Astral Plane Powers: Astral Projection (Full) Clear Mind (Full) Fire Breath (Full) Flying (Full) Growth (Full) Possession (Full) Regeneration (Major) Strengthen Flaws (Major) Toughness (Major) Vacuum (Full) Weaknesses: Astralbound (Minor) Bloodlust (Dormant) Generation: 2 Makeup: Demon, 100% Spirit Appearance: A large humanoid totally covered by a spiky red exoskeleton. Personality: Ventures to the mortal plane once a year to burn a city to the ground. Artifacts: Gavisar's Rage Children: Gavisar's Rage Name: A Greater Astral Worm Father: Sluganoth the Scavenger Mother: The Astral Plane Powers: Clear Mind (Full) Growth (Full) Merge (Full) Regeneration (Full) Shrinking (Full) Splitting (Full) Teeth (Full) Toughness (Full) Vacuum (Full) Weaknesses: Astralbound (Minor) Feral (Dormant) Generation: 2 Makeup: Demon, 100% Spirit Appearance: A huge grotesque worm-like creature with a phosphorescent glow. Personality: While for most demons, each child is unique, Sluganoth will often spawn these identical lesser versions of itself to help sweep for intruders in its realm. Artifacts: None Children: Lesser Astral Worms Name: A Lesser Astral Worm Father: A Greater Astral Worm Mother: The Astral Plane Powers: Growth (Minor) Merge (Major) Shrinking (Major) Teeth (Major) Vacuum (Major) Weaknesses: Astralbound (Major) Feral (Minor) Bloodthirst (Dormant) Generation: 3 Makeup: Half-Demon, 100% Spirit Appearance: A large grotesque worm-like creature with a phosphorescent glow. Personality: Prone to have children, merge, and devour each other as is necessary to deal with a situation. Artifacts: None Children: None known *************************************** * SECTION 3 - NEW POWERS & WEAKNESSES * *************************************** Higher levels of powers and weaknesses generally include all features of lower levels. ************** * 3.1 POWERS * ************** Power: Calm Minor: Can instill a profound calmness in any creature or artifact touched. Major: Can instill a profound calmness in all creatures and artifacts within a 30 meter radius. Full: Can instill a profound calmness in all creatures and artifacts within a 5 km radius. Power: Holy Aura Minor: A radius of 10 meters is considered a holy place. Major: A radius of 50 meters is considered a holy place. Touch weakens demons with the Fiendish weakness. Full: A radius of 5 km is considered a holy place. Touch greatly weakens demons with the Fiendish weakness. Notes: These weakenings by touch are in addition to the normal weakening caused by being in a holy place. Power: Imprison Minor: Can pin a less powerful demon to any surface with a specially charged item. The pinned demon cannot use any powers, remove this item, or move from its location until this item is removed or 5 hours pass. Major: Can pin a less powerful demon to any surface with a specially charged item. The pinned demon cannot use any powers, remove this item, or move from its location until this item is removed or a day passes. Equally powerful demons may be pinned for 5 hours in this manner. Full: Can pin a less powerful demon to any surface with a specially charged item. The pinned demon cannot use any powers, remove this item, or move from its location until this item is removed. Equally powerful demons may be pinned for one day in this manner. More powerful demons may be pinned in this manner for 5 hours, however their powers are usable, albeit supernaturally weakened. Power: Lend Powers Minor: May lend up to one third of all powers to any being touched for exactly one hour. Major: May lend up to one third of all powers, or all powers, to any being touched for up to one day. Full: May lend any amount of powers to any being within one meter for any amount of time. Notes: Any powers lent in this manner may not be used by the demon lending them until they are returned. These powers are returned when the lending time has elapsed, or five minutes after either party is killed. The Major and Full versions of this power also allow lenders to end this lending time whenever they choose. Power: Merge Minor: Able to combine with another willing demon with Merge to create a larger demon that has every power either has until an hour elapses, or the composing demons disagree on a course of action. The larger demon suffers from the combined weaknesses of the composing demons. Major: Able to combine with another willing demon with Merge to create a larger demon that has the combined powers and weaknesses of the composing demons until an day passes, or the composing demons disagree on a course of action. Full: Able to combine with another willing being to create a larger demon that has the combined powers of the composing demons until an hour elapses, or the composing demons disagree on a course of action. The larger demon suffers from every weakness either has. Power: Overcome Flaws Minor: All weaknesses are somewhat diluted much like weakened powers. Major: All weaknesses function as if they were one level lower than they actually are. For example, a major weakness will function as a minor weakness, and a minor weakness will have no effect. Full: All weaknesses function as if they were two levels lower than they actually are. For example, a full weakness will function as a minor weakness, and a major weakness will have no effect. Power: Pocket Realm Minor: Can to transfer any non-living item held into a personal plane capable of containing a cubic meter of material. These items may be instantaneously retrieved at any time. Major: Can to move oneself and one's non-living possessions into a personal plane whose volume is 25 cubic meters. Any mundane objects and scenery can be created within this plane, but cannot be removed. This plane can be left at any time, restoring one to the location from which this plane was entered. Full: Can to move oneself and any being held into a personal plane whose volume is a cubic kilometer. Any mundane objects and scenery can be created within this plane by its owner, but cannot be removed. The owner of this plane can depart at any time, returning to the location from which this plane was entered. Power: Possession Minor: Can take control of any comatose body occupying the same space on the mortal plane as the possessor does on the astral until this body awakens. Major: Can take control of any unconscious body occupying the same space on the mortal plane as the possessor does on the astral until this body awakens. Full: Can take control of any unconscious or dead body occupying the same space on the mortal plane as the possessor does on the astral until this body awakens. Can take control of any mundane objects occupying the same space on the mortal plane as the possessor does on the astral. Power: Restore Minor: Can restore less or equally powerful demons created through corruption to their former selves if used within a month. Major: Can restore less or equally powerful demons created through corruption to their former selves if used within a year. Full: Can always restore less or equally powerful demons created through corruption to their former selves. Power: Strengthen Flaws Minor: Can touch a demon causing all weaknesses to function as if they were one level higher than they actually are for one day. For example, a minor weakness will function as a major weakness, and a dormant weakness will function as a major weakness. Major: Can touch a demon causing all weaknesses to function as if they were two levels higher than they actually are for one day.. For example, a minor weakness will function as a full weakness, and a dormant weakness will function as a major weakness. Full: The weaknesses of all other demons within 10 meters function as if they were one level higher than they actually are. For example, a minor weakness will function as a major weakness, and a dormant weakness will function as a major weakness. ****************** * 3.2 WEAKNESSES * ****************** Weakness: Aged Minor: Shows the effects of aging at 3 times the normal rate. Major: Shows the effects of aging at 3 times the normal rate and suffers any ill effects that accompany them. Full: Born with all ill effects than can result from aging. Weakness: Astralbound Minor: Lives in the astral plane rather than the mortal plane. Minor Astral Projection is useless. Major: Supernaturally weakened on the mortal plane. Full: May only venture into the mortal plane for an hour a day. Weakness: Bloodlust Minor: Will always participate if a fight begins. Major: Will always turn to violence in confrontational situations. Full: Will attack any living being that makes eye contact. Weakness: Feminine Minor: Will always be female, regardless of any shapeshifting abilities. Major: Will always act in a somewhat feminine manner. Full: Will always act in a very feminine manner. Weakness: Hands On Minor: Will never delegate tasks to others unless they are fairly dangerous. Major: Will never delegate tasks to others unless they are potentially deadly. Full: Will never delegate tasks to others for any reason. Weakness: Martyr Minor: Will always volunteer to do a dangerous task when a volunteer is needed. Major: Will always act to save an ally from danger. Full: Will always sacrifice one's own safety to save allies without hesitation. Weakness: Masculine Minor: Will always be male, regardless of any shapeshifting abilities. Major: Will always act in a somewhat masculine manner. Full: Will always act in a very masculine manner. Weakness: Virtuous Minor: May never lie or go back on a promise. Major: May not kill without good reason, may never kill mortals. Full: May not kill under any circumstances. May not harm mortals without good reason. ***************************** * SECTION 4 - NEW ARTIFACTS * ***************************** Name: Lexum's Zeal Father: Marjalt the Hammer Mother: Lexum the Crusader Powers: Answer Summons (Full) Assess Power (Full) Claws (Full) Imprison (Full) Indestructibility (Minor) Rage (Full) Regeneration (Minor) Seal Power (Minor) Weaknesses: Virtuous (Full) Inanimate (Minor) Masculine (Minor) Generation: 3 Makeup: Purebred Demon, 90% Steel, 10% Hair Appearance: A broadsword with a hair-bound hilt. Personality: Will only serve those facing stronger foes. Artifacts: None Children: None Name: Anna's Aid Father: Marjalt the Hammer Mother: Anna the Healer Powers: Answer Summons (Full) Clear Mind (Full) Indestructibility (Minor) Lend Powers (Full) Regeneration (Full) Restore (Major) Toughness (Full) Weaknesses: Virtuous (Full) Inanimate (Minor) Martyr (Minor) Generation: 3 Makeup: Purebred Demon, 80% Iron, 20% Hair Appearance: A hair bound iron cross. Personality: Will only use or lend powers to heal the sick and dying. Artifacts: None Children: None Name: Usali's Heart Father: Marjalt the Hammer Mother: Usali the Chosen Powers: Answer Summons (Full) Assess Power (Minor) Electrification (Full) Freezing (Full) Imprison (Major) Indestructibility (Minor) Rage (Full) Regeneration (Major) Weaknesses: Virtuous (Full) Inanimate (Minor) Feminine (Minor) Generation: 3 Makeup: Purebred Demon, 80% Gold, 20% Hair Appearance: A small hold scepter with a hairbound handle and a heart on top. Personality: Will only serve young girls. Artifacts: None Children: None Name: Misae's Wisdom Father: Marjalt the Hammer Mother: Misae the Sage Powers: Answer Summons (Full) Assess Power (Full) Astral Projection (Minor) Clear Mind (Full) Indestructibility (Minor) Lend Powers (Minor) Read Soul (Minor) Regeneration (Minor) Repulsion (Minor) Wisdom (Full) Weaknesses: Virtuous (Full) Inanimate (Minor) Aged (Minor) Generation: 3 Makeup: Purebred Demon, 100% Hair Appearance: A white braided headband. Personality: Will only grant knowledge and powers to those who truly need them. Artifacts: None Children: None Name: Giboro's Strength Father: Marjalt the Hammer Mother: Giboro the Giant Powers: Answer Summons (Full) Astral Projection (Major) Clear Mind (Major) Indestructibility (Major) Rage (Full) Regeneration (Full) Repulsion (Full) Weaknesses: Virtuous (Full) Inanimate (Major) Generation: 3 Makeup: Purebred Demon, 100% Silver Appearance: A 4 meter long silver mace. Personality: Will serve any who can lift it. Artifacts: None Children: None Name: Gelimba's Stride Father: Bahurn the Smith Mother: Gelimba the Explorer Powers: Answer Summons (Full) Astral Projection (Full) Flying (Major) Indestructibility (Major) Mist Form (Full) Regeneration (Minor) Repulsion (Major) Teleportation (Major) Weaknesses: Inanimate (Major) Astralbound (Major) Bloodthirst (Minor) Hands On (Minor) Generation: 3 Makeup: Purebred Demon, 100% Spirit Appearance: A rainbow colored belt evidently made from a shell. Personality: Will help anyone reach any location they have not visited. Artifacts: None Children: None Name: Gavisar's Rage Father: Bahurn the Smith Mother: Gavisar the Invader Powers: Answer Summons (Full) Astral Projection (Full) Claws (Full) Growth (Major) Horns (Minor) Mind Control (Full) Regeneration (Minor) Strengthen Flaws (Major) Weaknesses: Inanimate (Major) Astralbound (Major) Bloodthirst (Minor) Bloodlust (Minor) Generation: 3 Makeup: Purebred Demon, 100% Spirit Appearance: A solid red sword evidently made from a shell. Personality: Will possess the wielder and force them to kill everyone in the area, including, finally, themself. Artifacts: None Children: None ******************************** * SECTION 5 - THE THREE PLANES * ******************************** ************************ * 5.1 THE MORTAL PLANE * ************************ The mortal plane, also known as the physical realm among other names, is the normal world where most mortals and demons dwell. While the specifics of its geography are up to the GM to decide, a number of interesting locations reside within it. BARTRIS THE DEMON CITY: A large walled city inhabited entirely by demons. The ruling body enforce a strict law which prohibit the slaughtering of any being within its walls. Any who break this law will immediately be removed from the city and slain by a mob vast enough to accomplish the task safely. While the inhabitants enjoy their solitude, they may occasionally allow outsiders to enter who seek sanctuary, or a place to hold negotiations safely. THE SANCTUARY: A 5 km wide circular area which no demons may enter, and in which no demonic powers may be used. Far reaching powers such as Locate or phenomena created by powers such as Electrification will also fail upon hitting the borders of this area. THE LAKE OF THE DEAD: A large still lake. Those peering in will see any dead being who they are thinking of at the time and even be able to use the Revive power on them if they possess it. However, drinking the water of this lake is deadly to all beings, and any living matter which comes in contact with this water will be instantly deadened. Such deadening may not be regenerated. THE WELL OF SOULS: A pit connecting the mortal plane with the land of the dead. It resides in the center of a desolate plain roamed by the undead. At night on dark holidays, any who dive in will be transported to the land of the dead unharmed. At all other times, in functions only as an exit. Those who dive into its depths face only a ten meter drop into a pit full of bones. While this can send one to the land of the dead, the trip will naturally be one way. THE ASTRAL GATE: A swirling grey portal which appears in a random location for one hour at dusk every new moon. Any being or object which passes through this portal is transported bodily into or out of the astral plane. Those who pass through this portal from the mortal plane will effectively acquire the minor version of the Astralbound weakness until passing through again. Similarly, those born with this weakness will effectively have its treatment of the mortal and astral planes reversed, except for any weakening they may experience in the mortal plane. Finally, any being who passes through this portal while using the minor version of Astral Projection will manifest a new physical body, leaving their old body still comatose. Such beings may never again use the minor or major versions of Astral Projection unless they first return to their original body, which will most likely require them to first pass through the portal again. ************************ * 5.2 THE ASTRAL PLANE * ************************ The astral plane is a mirror of the mortal plane, rendered in a single shade of grey. However, all that exists on the astral plane is earth, stone, air, and water. All living matter or artificial constructs on the mortal plane appear on the astral as ethereal shadows. Those projecting into the astral plane can therefore move freely through wooden walls of the mortal plane, and spy unseen on those behind them. Sound however does not travel between the planes, and writing in the mortal plane cannot be read from the astral, as word and parchment cannot be distinguished. Those projecting into the astral plane do not suffer from the lack of color found in the shadows of the mortal plane, nor do those demons who call the astral plane their home. **************************** * 5.3 THE LAND OF THE DEAD * **************************** The land of the dead is a rapidly expanding disc. Always at the center is the Gateway. A gigantic gothic door through which all departed souls enter. Next to this stands Garzhuul the Gatekeeper. Across from this sits Arthan the Judge. As the dead enter, Arthan quickly decides their fate. After determining how long they should remain deceased, Vivindrel the Tormentor, standing to Arthan's right, creates whatever is needed to torture them. The dead are then sped outward by the expansion of the disc, to endure whatever torment has been chosen for them until their reincarnation. As these three demons sit in the center of the disc, all may freely teleport to any point in the land of the dead. Those who enter the land of the dead through other means, such as the Deathwalk power, appear off to the side of the Gateway, never anywhere in the infinite expanses. While any being entering the land of the dead enters at the same point, those leaving may appear in one of several places. Souls being revived as a newly conceived being naturally will appear in their new bodies. Those leaving through other means have a choice of returning to the point in the mortal plane they last inhabited, or coming out of The Well of Souls. Any being in the land of the dead with astral projection may enter the astral plane in the mirrors of these locations freely. Those with the Unliving weakness are at times restricted from manifesting on the mortal plane. When their stays are up, the bodies of such beings turn to dust, and they are returned to the land of the dead. All beings suffering from this weakness however are able to manifest on the mortal plane at will with no outside help when their weakness allows. ******************************* * SECTIOON 6 - A SAMPLE WORLD * ******************************* There is no one specific setting to Tyranny. A given GM may choose to run a game in an alternate version of the real world at any point in time, or a totally original setting. Some GMs however may want a little more to go on. With that in mind, here is a sample world, close enough to the real world not to be confusing, but vague enough to be adapted to any set of world events. ********************** * 6.1 THE FOUR LANDS * ********************** There are four land masses large enough to be classified as continents, all at least mostly above the equator, along with a number of islands of various sizes. In descending order of size, these continents are: THE WESTERN PLAINS - A vast expanse of wilderness consisting mostly of plains and forests. THE SOUTHERN JUNGLES - A hot and humid region of thick jungles and barren deserts. THE EASTERN MOUNTAINS - A highly mountainous piece of land with a good deal of trees. Bartris the Demon City and the Lake of the Dead are located here. THE NORTHERN HIGHLANDS - A land of rolling hills often shrouded in fog. The Well of Souls and the Sanctuary are located here. ************************************************* * 6.2 THE WORLD CIRCA 200 - REIGN OF THE DEMONS * ************************************************* THE WESTERN PLAINS - Primarily unpopulated by intelligent life, save for some nomadic humans who live in surprising harmony with the scattered demons. RESIDING DEMONS OF NOTE: Bjongir the Bear Posel the Raven POPULATION BREAKDOWN: 50% Human 15% Wolf (Duran's children) 15% Raven (Posel's children) 10% Bear (Bjongir's children) 10% Misc. Beasts (Half-Demon, Lesser Demon, and Monsters) THE SOUTHERN JUNGLES - Humans dwell only on the coastlines and outskirts of jungles in barely civilized villages. RESIDING DEMONS OF NOTE: Semlan the Lion Popri the Weasel Dmitrepes the Bat Munto the Mosquito Anshi the Spider Scortan the Scorpion Medna the Cobra Usaga the Boa POPULATION BREAKDOWN: 50% Spider (Anshi's children) 10% Human 5% Cobra (Medna's children) 5% Boa (Landrel's children) 10% Misc. Beasts (Half-Demon) 20% Other (Miscellaneous Half-Demons, Lesser Demons, and Monsters) THE EASTERN MOUNTAINS - Most of the terrain is still wilderness, with scattered small villages. RESIDING DEMONS OF NOTE: Jerok the Frog Kitsan the Fox Duran the Wolf Micat the Sculptor Lobikan the Tempter Usali the Chosen Giboro the Giant POPULATION BREAKDOWN: 35% Human 30% Misc. Beasts (Half-Demon) 10% Misc. Fiends (Half-Demon) 10% Misc. Righteous (Half-Demon) 5% Misc. Crafted (Half-Demon) 10% Other (Miscellaneous Undead, Lesser Demons, and Monsters) THE NORTHERN HIGHLANDS - Various large stone structures dot the countryside, and the humans live in a feudal manner, in fairly large militant communities. RESIDING DEMONS OF NOTE: Landrel the Oak Jaruut the Owl Torbald the Bull Lupus the Were Vlad the Lifedrainer Nezard the Lich Lexum the Crusader POPULATION BREAKDOWN: 50% Human 12% Werewolf (Lupus's children) 10% Vampire (Vlad's children) 10% Dryad (Landrel's children) 4% Misc. Righteous (Half-Demon) 3% Misc. Beasts (Half-Demon) 2% Misc. Crafted (Half-Demon) 1% Misc. Fiends (Half-Demon) 8% Other (Miscellaneous Undead, Lesser Demons, and Monsters) *********************************************** * 6.3 THE WORLD CIRCA 800 - REIGN OF HUMANITY * *********************************************** THE WESTERN PLAINS - Conquered by invaders from the Northern Highlands, and now in the process of being urbanized from coast to coast. RESIDING DEMONS OF NOTE: Bjongir the Bear Zandego the Scavenger POPULATION BREAKDOWN: 90% Human 5% Misc. Undead 5% Other (Miscellaneous Half-Demons, Lesser Demons, and Monsters) THE SOUTHERN JUNGLES - Still mostly untamed wilderness with humans attempting to explore. RESIDING DEMONS OF NOTE: Semlan the Lion Popri the Weasel Dmitrepes the Bat Munto the Mosquito Anshi the Spider Scortan the Scorpion Medna the Cobra Usaga the Boa POPULATION BREAKDOWN: 50% Spider (Anshi's children) 10% Human 5% Cobra (Medna's children) 5% Boa (Landrel's children) 10% Misc. Beasts (Half-Demon) 5% Misc. Undead (Half-Demon) 15% Other (Miscellaneous Half-Demons, Lesser Demons, and Monsters) THE EASTERN MOUNTAINS - Much of the terrain is still wilderness, with scattered villages of varying size. RESIDING DEMONS OF NOTE: Jerok the Frog Kitsan the Fox Duran the Wolf Micat the Sculptor Lobikan the Tempter Usali the Chosen Giboro the Giant POPULATION BREAKDOWN: 40% Human 30% Misc. Beasts (Half-Demon) 10% Misc. Fiends (Half-Demon) 10% Misc. Righteous (Half-Demon) 5% Misc. Crafted (Half-Demon) 5% Other (Miscellaneous Undead, Lesser Demons, and Monsters) THE NORTHERN HIGHLANDS - Various large stone structures still dot the countryside, but human cities are everywhere. RESIDING DEMONS OF NOTE: Lupus the Wolf Vlad the Lifedrainer Nezard the Lich POPULATION BREAKDOWN: 95% Human 5% Misc. Fiends (Half-Demon, Lesser Demon, and Monster) ************************************************** * 6.4 THE WORLD CIRCA 1000 - REIGN OF TECHNOLOGY * ************************************************** THE WESTERN PLAINS - Completely urbanized, with dwindling natural resources. RESIDING DEMONS OF NOTE: None POPULATION BREAKDOWN: 100% Human THE SOUTHERN JUNGLES - Large cities spread along the coastlines, but much wilderness still exists. RESIDING DEMONS OF NOTE: Semlan the Lion Popri the Weasel Dmitrepes the Bat Munto the Mosquito Anshi the Spider Scortan the Scorpion Medna the Cobra Usaga the Boa POPULATION BREAKDOWN: 70% Human 20% Spider (Anshi's children) 10% Other (Miscellaneous Half-Demons, Lesser Demons, and Monsters) THE EASTERN MOUNTAINS - A vast urban sprawl except for the most mountainous regions. RESIDING DEMONS OF NOTE: None POPULATION BREAKDOWN: 90% Human 10% Other (Miscellaneous Half-Demons, Lesser Demons, and Monsters) THE NORTHERN HIGHLANDS - Various large stone structures still dot the countryside, but human cities are everywhere. RESIDING DEMONS OF NOTE: Lupus the Were Vlad the Lifedrainer POPULATION BREAKDOWN: 99% Human 1% Other (Miscellaneous Half-Demons, Lesser Demons, and Monsters) ************************* * 6.5 A SAMPLE CALENDAR * ************************* Various powers and weaknesses are affected by holidays and dark holidays. While there are no real guidelines as to how many exist in a given year, here is a sampling for those who do not wish to make their own. HOLIDAYS 1/1 - New Year's Day 3/10 - First time a human killed a demon. 4/2 - A large city rid itself of all demons. 7/15 - A demon spared the lives of a human family after seeing their daughter. 9/20 - The Sanctuary was discovered. DARK HOLIDAYS 1/3 - Anshala the All Mother born. 5/7 - A well-liked human ruler died. 9/13 - Vornarbuli the Vile born. 10/2 - A large human city was destroyed by demons. 12/31 - End of the Year. ******************************* * SECTION 7 - IDEAS TO PONDER * ******************************* There are a number of concepts presented in Tyranny which require more discussion than is prudent in a list of powers or a personality description. Therefore both GMs and players are encouraged to think about the following concepts. ********************* * 7.1 A HEALTHY MIX * ********************* Most RPGs have very clean cut rules on what a player character can and cannot be. Tyranny does not. As a general rule, if it has no more than 9 points worth of powers, it's totally fine. Still, while everything is possible, not everything is encouraged, so the following guidelines may be helpful in choosing what your character should be. The Beasts are the unofficial primary PC family. They're mortal, making normal humans a real, although unintimidating threat. They don't have access to any powers that could give a GM a migraine trying to play around, and have no way of popping off to another plane when things get rough. The Crafted most likely don't cross one's mind when creating a character, but an artifact can make for a surprisingly interesting PC. Either as an item with Mind Control, or a normal human with a demonic sword are as useful as any other demon in most situations, and while having a character who effectively can't be killed can be a bit of a turn-off for GMs, it should be noted that an artifact generally needs someone to wield it if it wants to get anything accomplished, and such a host can be quite vulnerable. The Unliving are decidedly NOT intended as a PC family, for one very simple reason. They are not alive. The only Unliving demons with 9 powers or less are all forced by their father to stay in the land of the dead constantly torturing those who are imprisoned there. This does not make for particularly exciting adventures. The Evils can work as PCs, but GMs should be careful of what they allow. Apart from the headaches caused by Twisted Quality and Sole Weakness, Evils tend to have the power to go places others can't. A Beast in a party full of Evils will most likely get quite bored as everyone else jaunts off to the astral plane. However, throwing one or two Evils into a group of Beasts can really help liven things up. The Undead are not particularly suited for adventuring, as they are bound to the land of the dead 50% of the time. They are intended more as fairly powerful although seasonal foes. The Righteous are the unofficial secondary PC family. Their forced morals and the fact that many believe they are not actually demons make them appealing to those who wish to have more heroic characters. It should be noted however that demons of any family can have a set of good morals, and it is entirely possible for one of the Righteous to be a cruel sadist. What can always be said of the Righteous however is that there is an all-pervasive tension between them and the other families, particularly the Evils, making friendships a very rare occurrence. Finally, the Outsiders are very decidedly not intended for PC usage. They dwell in the astral plane, do not tend to have very interesting children, and for the most part are unthinking beasts that serve as more of an environmental hazard than characters. The one exception to this is Gelimba, who may at times merge with another being while on the mortal plane and have a child. **************** * 7.2 SAVAGERY * **************** Tyranny's world is a world full of demons. Demons which senselessly slaughter and maim each other and the other creatures around them on a regular basis. Therefore, combat should almost always be a very gruesome affair. The lion demon the PCs are doing battle with should not be scratching at their chests, it should be slashing their stomachs spilling their guts to the ground. The fierce shark demon should not be biting chunks out of their legs, it should be biting those legs off entirely. Even characters without toughness or regeneration should be made to suffer the occasional life-threatening injury just to make sure things stay interesting. *********************** * 7.3 STRONG LANGUAGE * *********************** It is not uncommon for people in Tyranny's world to name powerful demons when swearing. As many of these demons have the Answer Summons, the impact of such swearing is greatly increased, as there is a chance that should a character shout "If I lie, may Velkana strike me down!" there is a very slim chance that she will actually appear and do so. ****************** * 7.4 CORRUPTION * ****************** While the power of Corruption does change one's powers, weaknesses, and official parentage, it does not in fact change one's mind. Thus should a player's character be corrupted at any time, they should be allowed to continue playing the resulting demon. However, in such situations, the corrupter usually gives a large number of orders to the corruptee which often force several changes in allegiance. It should also be noted that if these changes prove to be too intolerable, by virtue of effectively becoming one's own mother, suicide is out of the question. ************* * 7.5 DEATH * ************* In most RPGs, death is the end of the road for a character. In Tyranny however, it amounts to little more than a long vacation. Therefore, while it shouldn't occur with too much frequency or out of the blue, GMs are, on occasion, encouraged to actually kill characters. Not only does this keep things exciting, it is the only way in which a character can actually gain new powers. While waiting around for a character to return from the dead, reach the age of twenty, and rejoin the rest of the group, the GM may wish to allow the other characters to pass the time terrorizing villages, raising new families, and pursuing other activities, using the same rules as determining a starting age. Regarding the returning character, there are a number of interesting concepts the GM may wish to consider. If another character decides to pass the time by having a child, the GM may opt to incarnate the deceased as that child, effectively forcing one character to be the slave of another. Incarnating characters as weak defenseless humans would appear to be the next most torturous option, but as the returning character will eventually regain all powers and no weaknesses, it can actually be beneficial in the long run. The most insidious joke a GM can play is usually to reincarnate a character as a being with fairly little demonic blood. While they will most likely acquire a new power in this manner, they will also be given an extensive new set of weaknesses. A little creativity can go a long way in this context. For example, t first glance, weaknesses such as Feminine or Manipulator aren't truly debilitating, as a player creating a character will often work them into the character's personality to begin with. Should they be forced upon a character through reincarnation however, much amusement can ensue.