Map of the Adelian World

The expanded hex map of the World of Adel is complete. Read on for some idle talk and explanations about it.

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Dungeons of Adel: The Hellmouth

One of the Arch-Dungeons of Adel, the Hellmouth is a member of a family of massive, seemingly living spaces that exist beneath each Nation of Adel (and the Abyss Isle and Noshiki), their exact positions shifting, shrinking and growing as they are sealed or “destroyed” and thereby forced dormant, until such a time as their evil can resurface months or (if lucky) years away. Each Archdungeon is a piece of the Lost World so foul that it continues like a cancer within the land, spawning corrupted presences, and endangering the population as its tendrils rise to the surface, opening new entrances.  Their size, shape and what a brave and foolish soul may discover within will vary greatly each time the dungeon resurfaces.

The Hellmouth is the “iconic” dungeon of the Republic of Andaliel, dubious as that honor is. The Andalians believe themselves masters of their land, building their vast and great capital of Oomash within a vast hollowed-out circle in the cold Hetuku Mountain, and taming the lush Southland that is the fertile and beautiful breadbasket of their nation. This is not mere hubris – they understand their relationship with the land, and they care for it. But the Hellmouth still seeks to punish them for their accomplishments. Heralded by the rising of entrances that seem like toothed maws, the Hellmouth is a living corruption of the element of Earth, one of the cardinal elements in the Adelian Wheel of Life. Read on for more details of this cursed place.

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Fantastic Locations: The Voyaging Liberator

Though the aerial forces of the Adelian nations are still burgeoning, with perhaps a two or three new ships accepted and incorporated every few years, Airships are still an important part of the military force, if not yet civilian life. For most folk, a ride in an airship is a novelty of a few hour’s time – the thought of being trapped in one for days as it flies across a nation is too strange and unproven. While some airships serve niche mercantile interest, such as delivering perishable goods faster than through land, to places where they will sell optimally, civilian and mercantile life is largerly earth or seabound.

But ever looking toward new frontiers, Vedaria commissioned the Guardian class P.A.S (The People’s Airship) ‘Liberator’ destroyer in P.C. 2002, and ten years later it is as advanced as it has always been (largely because technology in Adel advances at a snail’s pace). Its crew of airborne infantry and specialists grow accustomed to life in the air, and hope to help all sorts of new recruits, as well as civilian passengers during their yearly exhibition flights, to shed their fear of the air.

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Factions In Adel III: The Humanist Societies

While it is difficult to say that there are many groups in Adel outright dedicated to evil, there are quite a few who run counter to the best interests of those around them, or who engage in dangerous activities with only their own position in mind. These groups are often a source of conflict or at least a source of tension, as their aid may sometimes be needed, but it is quite often stressful to procure. They can just as easily be the enemies who must be stopped and defeated to insure safety, or the begrudging allies whose aid is needed for the greater good of a community, a nation or even the world at large. Their contact with the Lost World, and the fragments they’ve gleaned of the dead culture of Humans, have warped their outlook.

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The Way of Worth: Adelian Ethics

No doubt most universes have some or several codes of ethics that are followed by different organizations and peoples. While there are many such in Adel, there is one overarching ethical code which is taught even to children and is pervasive in the culture and its stories. Depictions of heroes and of people that should be admired always make reference to the three principles Adelians hold make for an admirable person – Honor, Empathy and Intellect. This system of ethics is called “The Way of Worth,” sometimes “The Way of Legends” or “The Way of Spirits.” This is an idealistic view of the qualities that make for an ideal person in society, and what every person should strive to be like. Of course, few can achieve such lofty heights, but characters in the World of Adel are likely to have heard of the way, and would do well to consider its teachings.

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Expedition: A Few New Paradigms

I think for a long time, the project of Expedition has been sort of “hijacked” by the idea of a universal appeal – an idea which is sort of impossible. I found myself more and more trying to think with other people’s brains rather than my own when it comes to game mechanics. I stepped back from Expedition for a long time recently. I read a bunch of Dark Heresy and Deathwatch books I hadn’t caught up on yet – I really love FFG’s stuff, they’re seriously awesome. When I returned to Expedition, I returned with more focus. I wanted this game to function for the worlds I want to play and the ways I want to play. I want it to do things I like – even if they would face criticism, particularly in the current boom on minimalist RPGs. But Expedition will never sell copies or anything. The project really needs to be enjoyable to me, so I want to bring a few ideas back from Copper Coins.

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