| Game Notes Continued pg. 2 - Guardians of the Dead Caste Speaker for the Dead: mages with powerful magic Ear of the Dead: overseers, logistics Hand of the Dead: accountants, storehouse managers Foot of the Dead: transport, guards These caste markings are turquoise dots - Warrior Caste Arrows: support for swords & shields, also hinterland patrols Swords: foot soldiers, increasingly being called to crush riots Shield: town guards, hired guards Cavalry: horse and camel, rotten to the core, King's guard Military undead: cannon fodder, various types These caste marking are gold bars, the undead of this caste have gold dots - Stone Caste Stone Shapers: in ranks from simple craft to architecture Stone Throwers: heavy troops Stone Builders: mystic order that relays out town after floods These caste markings appear to be embedded gemstones - Metal Caste Sword Smiths: all things swords Black Smith: all other weapons Tin Smith: "common items" Anvils: grunt labor These caste markings are facial piercings - Fire Caste Fire Bringers: fire code inspections, first fire after bad floods Fire Watchers: wilderness patrols Fire Hands: powerful mages, corrupt and wealthy These caste markings are scarification patterns - Water Caste King Sasobek of All of Talis(among other titles): much myth about him, does not live in Hopeless King's Chosen: court administrators, flunkies, and the extremely powerful King's Hands: leadership and staff Water Carriers: officials that oversee water canals, cisterns, water rations Water Protectors: elite guards who protect all the water systems and distribution Water Blessed: the officials who administer regional water Takers (aka the price): elite, powerful and much feared units who cull the population These caste markings are: patterns of violet dots and tattos near or total body violet color for high ranks the King is said to be a glorious purple color with hieroglypic marks Combat Rounds: 20 seconds long with initiative taken in order of dexterity. Second attacks are taken at half of dexterity or at the end of round. Cantrips go at 2 per rounds, or 1 cast and half move or attack. Please note that I run very little combat. Dead Gods: Solstistalis has no gods of any sort. They died long ago and are truly gone. The closest to a religion are certain ranks within the Water Caste and the Water Caste city itself. Dice Results: Sucess and failure depends on the difficulty of the attempt action. These are usually stat based rolls which may be a simple 3d6 under the stat, or as complex as an open-ended progressive d6 series with the goal of staying under the stat as long as possible. This progressive method allow heros without a skill or with a low stat to have at least some chance to suceeding. Economy: Water is the most vital expression of wealth and power. A water debt is taken far more seriously then a monetary or barter debt---and is legally taken as such. Water is literally life in this culture, trading your current or future water ration must be considered very seriously. Someone who holds your water debt, holds your life. Otherwise this is a mixed barter and coin economy. Honor generally dictates that a business agreement is carried out. But among the upper castes corruption is rampant. Military: Various castes have guardunits or related functionaries. These are beholden to their caste but they are functionally at the command of the Water Caste. In this time of war a great draft was called and caste officials were forced to designate who was called into service. The Resistance refers to this as just another form of being Taken. Somehow your heroes were spared. Previous Home Next |
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