Ea: A Time of Chaos.
Suggested suitable for ages 17+
NEW 9/11/99:
Enter the Ea Virtual World!.
2735 YE. Southern Ea is in chaos. Following the Bloodhammer Uprising in Imarr, the Albine Emperor has ordered a total withdrawal from the lands of the Old Empire. Some Albine commanders have disobeyed, becoming mercenaries or warlords. Countless regional rulers have declared their own independent states. The Albine administrative infrastructure has collapsed as city-state governments replace Imperial rule. New leaders have arisen, determined to carve out new Empires by the bloody hand of War�
Greatest of the City-States is Imarr: Imarr the Glorious, the Eternal City. Once Imarr was the heart of the Old Empire; now under Overking Tarkane the Usurper, is she destined to rule once more?
Ea: A Time of Chaos is a PBEM game set in a Sword & Sorcery world inspired by the works of Fritz Leiber, RE Howard and others. Player Characters begin as adventurers, leaders and others within the City of Imarr, greatest metropolis on the planet. Once Imarr ruled a vast Empire. For more than two thousand years she ruled the known world. For the past two centuries, Imarr has been a mere dominion of the Albine Empire. But now the Albines are overthrown: dead, enslaved, or fled back to their homelands across the Great Ocean. Is it time to raise the standard of battle and restore Imarr�s ancient glory once more?
The game is intended to emphasise good roleplaying and character-interaction, although there is plenty of action too! It is played via a mailing list, [email protected], so all turns are "public". If a player absolutely has to take a secret action, they can email the GM privately. The game is not GM-led, although there is plenty of GM input; the PCs are expected to carve out their own destiny in a world waiting to be conquered.
The Player Characters may be almost anyone to be found within a sword & sorcery world of high adventure, although humans are preferred. Requests to play non-human characters (or the Overking) will be considered on a case-by-case basis. PCs in a position to interact with other PCs are greatly encouraged.
Players in all EaToC settings should try to provide the following data on their PCs:
Character Name:
Rank/Position:
Sex:
Species: (normally human)
Homeland:
Age:
Height:
Weight:
Colour of - Hair: - Eyes: - Skin:
Appearance:
Typical clothing:
Demeanour:
Motivations:
Background:
Notable Skills:
If desired, players can also assign statistics to their characters under the following rules system, or this may be done by the GM. PCs begin with a total of 18 points to distribute amongst the 5 attributes Strength, Speed, Skill, Agility and Stamina (plus Magic, if the PC is a spellcaster). The �average� for a stat is 3, the minimum is 1.
Ea: A Time of Chaos Player Characters.
The game is intended to be played mostly freeform, without die-rolling references during play. However, players may choose to make their own dice rolls via the secure dice roller at irony.com/webdice.html. This is especially useful if PCs are in combat with each other and the GM is unavailable.
Ea: Twilight of the Empire website at twilight.html.
This is the page for the 2001 D&D 3e game set on Ea.
The Meat & Gristle Tavern, Imarr.
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SIMON'S PBEM RULES: SWORDS & SORCERY VERSION.
These rules are intended to enable a PBEM GamesMaster (GM) to simulate the world of swords & sorcery fiction. They are based on the throw of a single six-sided die (d6) combined with the GM's good judgement to resolve almost all actions.
Characters
Most Characters have the following five stats: Strength, Speed, Skill, Agility, and Stamina. The average stat, based on an 18-year-old human male, is 3. A character with Str 6 is twice as strong as a normal man. Attribute checks are made when a character attempts a task they might fail - roll a d6, if the number rolled is equal to or less than the stat, they have succeeded. The roll may be modified (eg +1 or -1) for particularly easy or hard tasks. Characters do not usually have Mental attributes (except possibly Magic, below) because the GM should adjudicate use of mental and other abilities depending on the character and the situation. (But if the GM prefers, characters may be assigned stats in Intelligence, Willpower, Knowledge & Charisma).
Character Stats
Typical Normal Human Stats.
Character (Strength Speed Skill Agility Stamina)
Male, 40-yr-old 4 2 3 2 3
Female, 40-yr-old 2 2 2 2 3
Male, 18-yr-old 3 3 3 3 3
Female, 18-yr-old 2 3 1 3 2
Male, 12-yr-old 1-2 3 2 4 2
Female, 12-yr-old 1-2 3 1 4 2
Magic-using characters have a sixth attribute, Magic.
Witches and Warlocks.
Rank Magic
Novice 1-3
Adept 4-6
Sorceror 7-9
Magus 10-12
Example: Munchausen is a powerful Warlock, his stats are Strength 4, Speed 4, Skill 4, Agility 4, Magic 8, Stamina 3.
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Fixed-Point Character Generation.
A starting Swords & Sorcery player character is given 18 Attribute Points to allocate to character stats, at least 1 point per stat. Magic-using characters (Witches, Warlocks, Priests) also get 18 points and must allocate at least 1 point to their Magic stat.
Typical Characters (18-pt).
Character (Strength Speed Skill Agility Stamina)
Warrior 4 3 4 3 4
Rogue 3 4 4 4 3
Sorceror 2 3 3 3 3 Magic: 4
Priest 3 3 3 3 4 Magic: 2
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COMBAT.
The combat round is about 6 seconds, in which time a character may attack, cast a spell, run away, etc.
In 1 round character may move 10' per point of Speed, double if running, treble if sprinting (but may not then attack).
The Combat Sequence:
Each character rolls the following
1. Initiative: d6+ Speed, highest rolling character goes first.
2. Attack: Need to roll (4 - Skill + target's Agility) or more to hit.
3. Damage: Strength + weapon damage.
4. Wounds are compared vs target's Stamina - see below.
Special Note: in melee a defending character can use his Skill as
the attribute the attacker has to beat, instead of Agility, to
reflect parrying ability. This applies to only 1 Attacker (unless
the defender splits their Skill amongst several attackers, trying to
parry 2 or more at once).
So, if B'Krath Skill 5 Agl 3 was in melee with an opponent who attacked at Skill 3, he could:
A. Dodge -Skill 3 vs Agl 3, attacker needs 4+ to hit, or
B. Parry - Skill 3 vs Skill 5, attacker needs 6+ to hit.
B'Krath can still attack normally while also using his Skill to parry.
Weapons.
Weapon Damage Notes
Fist STR 1 att, or 2 attacks at -1 & -2.
Kick STR+1 1 attack at -1 (unless trained in kick-fighting).
Club STR+1d6 or more. Improvised club att at -1.
Dagger STR+1d6 Lethal damage.
Sword STR+1d6+1 " "
Mace STR+1d6+1 " "
Greatsword 2xSTR+1d6+1 " " (2-handed)
Spear 2xSTR+1d6 " " "
Great Axe 2xSTR+1d6+2 " " (2-handed), -1 Agility
Arrow (shortbow) 2d6 Fire 1/round
Arrow (longbow) 2d6+STR Fire 1/round
Quarrel (crossbow) 3d6 Fire 1/2 rounds.
Quarrel (heavy crossbow) 5d6 Fire 1/4 rounds.
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Two-Weapon Combat.
Sword and dagger: Both attacks at -1 to hit.
Two Swords: 1 attack at -1 to hit, 1 attack at -2 to hit.
Armour.
Some characters may have armour. This reduces damage by 1 point per point of armour.
Armour. Armour Points Penalty
Leather 1 Nil (but see below)
Chainmail 2 -1 Agility
Platemail 3 -1 Agility
Full Plate Armour 4 -1 Agility
Helmets and/or Armour which covers the limbs impose an additional -1 Speed penalty.
Shields: An attacker is -1 to hit an opponent using a shield, or fencing one-handed.
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Stamina/Wounds System.
Average Stamina: 3.
NB: All effects are cumulative.
Damage Roll Result
Under Stamina. Scratch - character must make Stamina check or lose an action.
= St, Under 2 St. Minor Wound. 2 Minor wounds = 1 Major.
= 2 St, Under 3 St. Major Wound. All stats halved (round up). 2 Major = 1 Critical.
= 3 St, Under 4 St. Critical Wound. Unconscious*. 2 Crit. = Dead.
= 4 St + Dead.
*Without medical attention, character must pass 1d6 Stam check, or die in 0-9 hours + 1-60 minutes. If they pass they wake up at the end of this period.
Example: Blakus has Stamina 3.
He is punched by Jilla (Str 2), dam 2, less than his Stamina, so Scratch. Loses his action.
He is then punched by Jimec (Str 3), dam 3, = his Stam, so Minor Wound.
He is then shot by an arrow, dam 2d6. Roll 4, greater than his Stamina. Minor Wound. Has taken 2 minor wounds, so 1 Major Wound. All stats halved, Stamina reduced to 2.
He is then shot by a crossbow bolt, dam 3d6. Roll 8, = 4 x Stamina, so he is dead.
Damage Roll Result
Less than Stamina. Scratch*
Stamina Minor Wound.
2 x Stamina. Major Wound. Stats halved (round up).
3 x Stamina Critical Wound. Unconscious**.
4 x Stamina Dead.
2 Minor wounds = 1 Major, 2 Major = 1 Critical, 2 Critical = Dead.
*Scratch: Stamina check on 1d6 or lose actions for rest of round.
**Without medical attention, must pass 1d6 Stam check, or die in 0-9
hours + 1-60 minutes.
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Combat Example:
Round 1. Munchausen (Speed 4) faces Mike (Speed 3).
1. Munchausen gets 4 + d6 roll 4 = 8 for initiative, Mike gets 3+ d6 roll 1 = 4. Munchausen goes first.
2. Munchausen (Skill 4) needs 3 to hit Mike (Agility 3) with a magic knife. He gets 2 - misses.
3. Mike (Skill 3) shoots an arrow at Munchausen (Agility 4) He needs a "5". He gets "4" - miss.
Round 2.
Munchausen gets 4+4=8 for Initiative, Mike gets 3+4=7. Munchausen goes first. Needs "3", gets 4 and hits. Magical knife does 2d6 damage + his Strength of 4. Rolls 8+4=12 damage. This is 4 x Mike's Stamina of 3, so he is killed.
Hit Location
A hit may always be declared to be against the target's torso. Optionally roll d6 or d6+4 (for melee), or d10 (for missile), on hit-location table.
1: Head.
2: Right arm.
3: Left arm.
4-6: Torso.
7-8: Right leg.
9-10: Left leg.
Head hits do double damage (roll dammage, deduct armour points, then double the remaining damage). A major wound to a limb is reduced to a minor wound, but the limb is used at -1 on all operations. A critical wound to a limb is reduced to a major wound, but the limb is unusable until healed. A dead result to a limb is reduced to a critical wound, but the limb is destroyed/permanently disabled.
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HEALING OF WOUNDS.
Recovery Without medical attention With medical attention
Minor to none 2 days 1 day.
Major to Minor 4 days 2 days.
Critical to Major 8 days 4 days.
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Magic
Some characters may be Witches (female) or Warlocks (male), and have a 6th attribute: Magic Skill. The character's Magic Skill determines the number of spells they know, the power of those spells when cast, and the number of spells they can cast per day. Casting a spell temporarily reduces a character's Magic by 1 (or more) - when it reaches 0, the character is too tired to cast more spells. If it falls below 1 due to casting a powerful spell, the following effects apply:
Magic Effect
-1 Unconscious
-2 Unc & 1d6 damage.
-3 Unc & 2d6 damage.
-4 Unc & 3d6 damage
Etc.
Some spells require an attribute check against a character's current Magic to succeed. Temporarily lost magic points regenerate during sleep at a rate of 1/hour.
A typical starting Witch or Warlock will have a Magic rating of between 1 (poor) and 3 (talented).
Spells usually take 1 combat round to cast. Players are encouraged to create their own spells.
Examples of Spells:
1. Energy Blast. Cost: 1.
Effect: Causes a blast of magical energy from the caster's hands, doing 1 point Stamina damage to the target per point of caster's pre-casting Magic Skill. The caster must make a succesful Attack roll (get 4 or more on d6-Skill+Target's Agility) to hit. A more powerful blast costs 2 Magic points and does double damage, the most powerful blast costs 3 points and does treble damage. Range is 3m per point of pre-casting Magic.
Spellcasting Example: Munchausen the Warlock (Magic 8, Skill 4) knows 8 spells. He fires an energy blast at Kenko (Agility 3, Stamina 10). Munchausen spends 2 Magic pts for a double-power blast. He needs 4-4+3=3 or more on a d6 to hit - "4" - hits. Damage is 8x2=16. Kenko's Stamina is reduced to 10-16=-6, killing him. Munchausen's current Magic falls to 6.
2.Domination Cost: 1 +1/order.
This spell enable the caster to temporarily dominate the mind of another, who must be within sight and hearing distance, maximum range 3m per point of pre-casting Magic. After control is established, the target is frozen in place. The caster can then attempt to give the target telepathic orders, if successful the target must carry them out to the best of his or her ability. The caster must make a d6 attribute check vs current Magic to succeed. Caster gets a +1 bonus to his Magic rating if the target is of the opposite sex (and heterosexual). Particularly strong-willed targets, and orders strongly against the target's nature, will cause a penalty, usually -1 to -3. Initial control and each order given to the target requires a separate d6 check and costs 1 magic pt. Domination requires the caster's whole attention, if the caster is wounded or distracted, control is automatically broken.
Example: Munchausen (male, Magic 8) attempts to dominate Leda (female, average willpower). The initial attempt needs 8+1=9 or less on a d6, and automatically succeeds. Munchausen's Magic falls to 7.
He then orders Leda to kill herself, this is strongly against her nature, so there is a -3 penalty to the check. Munchausen needs 7+1-3=5 or less on a d6. He gets "5", and she walks off the rooftop. Munchausen's Magic falls to 6.
3. Levitation Cost: 1/minute.
This spell enables the caster to float in the air, he may raise or lower himself at a rate of 3m per round per current (post-casting) point of Magic, eg Munchausen, Magic 8-1=7, can float up or down at up to 3m/70' per round.
4. Invisibility. Cost: 1/minute.
This spell turns the caster invisible. Other spellcasters may be able to detect him if he is within sight, they must roll equal to or less than their Magic minus the caster's current Magic on 1d6 to do so.
5. Fly. Cost: 3/minute.
This spell enables the caster to fly at a rate of 9m (30')/round per remaining (post-casting) point of Magic.
6. Healing. Cost: Special.
This power requires the laying-on of hands, and is typically available only to goodly priests.
Healing minor wound: 1 MP.
Major to minor: 2 MP.
Critical to major: 4 MP.
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EXPERIENCE
Characters may gain Experience Points through actions, and improve their attributes. For every 100 xp earned, a character gets a +1 bonus to an attribute chosen by the GM, normally an attribute that has been extensively used, or rolled randomly.
Example: A beginning PC defeats a soldier in combat, and earns 15 xp. Six more such victories, and he will gain an attribute bonus.
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Ea: A Time of Chaos.
PART 2: FURTHER NOTES & QUERIES
Tim:
> What options are there to play? How could one fit strategic role-playing
> into this genre/world? Say, someone such as the General, or the colonel of
> the fort, or the Don (as examples). Do you have positions that are similar
> in scope and ability and how would you work the gathering of power?
Well, I have plenty of rules I can use for number-crunching: if
necessary, the D&D "War Machine" is good for vast battles, and I
have some D&D trading rules, but I would much rather concentrate on
role-playing than roll-playing. Machiavellian Intrigue good,
Accountancy bad.
The Don would be a rich merchant, trying to re-establish the old
trade routes in the face of growing anarchy, before civilisation
collapses. Leading his merchant caravan across battle-lines,
fighting off raiders, using diplomacy and bribery for survival.
The General would be an independent noble, probably with rural
estates to expand and defend, while frequently attending the Royal
Court to defend against the intrigues of his enemies, or enlisted by
his ruler to command an army in war against his ruler's rivals.
You're encouraged to create minor NPCs as part of your PC's
background - friends, family, minions or whatever.
The notes on Imarran gods and demons at
http://www.geocities.com/TimesSquare/Dungeon/5955/Ea-01.html
is worth checking out, although the formatting is terrible (sorry!).
Re size of armed forces - Imarr, with urban population of 1.2
million, at least another 1 million rural, might field 200,000 men
in war - but it's unlikely, for that population is mostly farmers and
soft city-dwellers. 50,000 is more likely, including numerous
mercnary bands paid for by Imarr's fabulous wealth. The Overking's
Imperial Guard, the Knights Bloodhammer, are an elite unit personally
loyal to him, they number about 1,200.
Renegade Albine mercenary units will typically be the remnants of
Legions, an Albine Legion numbers 5,000 at full strength. A typical
warband would only be 200-800 strong (think "Twilight: 2,000" if
you're familiar with that game...)
> What kind of man is the overking? Is he evil. Could I be the "Darth Vader"
> to the Evil Emperor?
He's not exactly a pantomime villain, no. Lord Tarkane was a minor
noble and mercenary commander, of mixed Imarran /Norse descent, who
believed passionately in restoring Imarr's ancient grandeur. The
cloesest parrallel would be Mussolini. He formed a secret society,
the Bloodhammerists (named after the weapon wielded by the ancient
Norse kings of Imarr) dedicated to overthrowing the Albine rule of
Imarr and restoring the Old Empire. His elite stormtroopers were
styled the Imperial Knights Bloodhammer. With growing Albine
weakness, and the punitive taxation needed to fund the vast
Brightstar Wall (a fortification against the marauding Mongali
horde), discontent was easy to foment. In 2729 YE Tarkane launched a
successful uprising, seizing control of the city. Hundreds of
Albines were killed, the Albine fleet in dry-dock was burned (Tarkane
having almost no sailors amongst his men). Albine response was
disorganised and fragmented. An attempt to retake the city failed.
In 2730 YE the Albine Emperor gave up on these ungrateful
provincials, who had received the Albine liberators so gratefully two
centuries before when they first landed on these shores to smash
the Dark Empire of Hel.
Albine forces were ordered to withdraw from the lands of the Old
Empire, beginning the Time of Chaos.
In the west, Savage Mongali raiders crossed the now-undefended
Brightstar Wall to raid into Do Chaka. The Makyan tribes, fleeing
from the Mongali, descended from secret passes across the Ankan
Mountains to fall upon the rich lands of Bretania.
In the south, the desert tribes of the Southland Province, the
savannah tribes of Van Karti's land beyond, and the rain-forest
tribes of the Mosquito River delta, exacted revenge for centuries of
oppression and genocide.
In the north and west, the hill tribes and the mountain orcs
descended from the mountains to raid and plunder, while the ships of
the Sea-Mongali raided the coasts of Trafalgis, Imgart and beyond.
And in the 'civilised' lands, warlords arose determined to build new
Empires upon the bones of the old...
> Could I lead the Knight's Bloodhammer?
Okay. Your PC write-up should include the history of how your PC
replaced Gorrin Marl, the former head of the Imperial Guard/IKB,
sometime between 2728 and 2735 YE. Gorrin Marl was Tarkane's
loyal deputy, a stocky warrior, a rabid hater of Albines and
sorcerors (Imarrans hate magic-users because of the Red Wizards, who
ruled the Dark Empire of Hel, whereas the Albines do not much fear
magic, and have some magic-users attached to their Legions).
> What kind of man is the overking? Good, evil, ruthless, beneficent, etc.
'Ruthless' would be accurate. Tarkane is ambitious, scheming, also a
brave and aggressive warrior and warlord. He's not mindlessly evil,
but doesn't much care about those who suffer on his path to glory.
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Rush:
> I'd really like to play an elf or something rare like that. I am a lot
> better aat playing unusuall characters than normal ones for some reason.
> As you can see from Tycho, John, and Mike from quickdraw. I guess it's
> just because I'm such a strange guy and can relate to em. So what races
> do we have? Anyways I usually play scout types or some such. Anyways let
> me know what ya think.
You might be better off playing an 'odd' human, like a barbarian,
say. There are Amerind, Mongol, and various other barbarian types.
Demi-humans on Ea.
Dwarves: Most dwarves perished when the Rain of Colourless Fire
ca 2556 YE destroyed their ancestral homeland in the Far Hills.
There are scattered dwarven populations across southern Ea, you can
play one if you like, but they're extremely rare, almost mythical.
Light Elves: In 2518 YE the Mongali (Mongol) Horde conquered their
homeland in the Great Forest of Angar, slaughtering all the male
elves, enslaving the females. Thus most elves on Ea are female and
over 200 years old. There are scattered 'primitive' elf settlements
across Ea, as for dwarves. They rarely approach human settlements.
Half-Elves: There are some 'normal' ones, but the great majority are
the result of the Mongali conquest of Angar, and divide into two
types.
1. Mongali half-elves: A Mongali barbarian father, elf slave mother.
Males accepted as sons by their fathers are free, others are slaves
unless they ran away. There are a fair number of such around.
2. Sidhe Half-elves: Some (mostly female) elves fled the Mongali into
the Ankan mountains, joining with the mountain tribes. Too scattered
to create their own communities, they intermarried. Their children,
the Sidhe, are barbarian half-elves who typically have a consuming
hatred of the Mongali.
Dark Elves: These have black skin, live underground and worship
demons. Most people would kill one on sight.
If you want to play a demi-human, I recommend either a Sidhe or
Mongali half-elf. Note that this is a 'human world', and
all non-humans are commonly hated and feared, but half-elves can
usually hide their partly non-human ancestry.
Orcs: These live in the mountains and raid human settlements. People
kill them on sight.