The state of humanity in the Shallow Sea
The Shallow Sea is in the age of men. The largest civilization is the Kingdom of Salmeaus, whose imperial reach once stretched across the entire region. While that is no longer the case, it still commands respect on the high seas. While Salmeaus has largely collapsed in on itself, many of its former colonies remain, form small powers in their own right. Chief among these is the Musgrovian Confederacy, a lose alliance of several former colonies headed up by Musgrove. The collapse of the empire to its current state is due to a large number of factors. The biggest of these being the end of the Trifold Compact 130 years before, a treaty of mutual aid between the Humans, Dwarves and Elves. The end of the compact came as tensions about the humans constant expansion lead to several attacks on Salmean trade fleets, which were blamed on the elves. This lead to the Northsea War, and eventually the theft (or liberation) of Musgrove from Salmean control. However, this was merely the first in a series of loses, the Empire had flinched and everyone saw. Musgrove's newfound independence inspired rebellions, formerly independent human islands leapt at the chance to join up against the empire. The Dwarves renegotiated several long standing mineral trade deals. All this to say, the empire is a shell of its former self, with barely the resources to stop piracy and control its few remaining colonies.
Independents
Humanity in the Shallow Sea falls into two groups: Those who are citizens of the Kingdom of Salmaeus (and its colonial holdings) and those who are not. The second group is often referred to as the Independent Isles; however they are not affiliated with each other except possibly through occasional trade. The most notorious of the Independents is Farpointe, home of Bloodwater Bay, however there are others. Some of the Independents began life as a Salmean colony and became independent through rebellion, politics, even simple economics. The chief example being Musgrove, an outgrowth of the massive Mangroves islands of the elves was founded during the time of the Trifold Compact, and once the Compact collapsed, its independence was a requirement for the elves to allow the humans living there to continue doing so. Others existed long before the Salmeans came to power. The Temple of the Black Egg is such a one. The Temple is a massive artificial structure, built around a central black dome. The people living there are open worshipers of Sulfuras, the rebellious overseer spirit of the Sphere. It is believed they have some sort of access to lands outside of the Shallow Sea, as no natural resources exist on the temple itself. Many independent islands are to small to chart, and home to small communities and towns, no larger than an average barony. People from these islands often mix with the larger kingdom of Salmeaus, however they are not considered citizens of the kingdom. Freebooters like this are often found as menial workers on ships, or working the most dangerous jobs offered by the Grande Company.
Salmeaus - Mainland
With the Independent Isles out of the way, we can talk more broadly about Salmeaus. Salmeaus is a collapsed colonial Empire, and is split into the mainland kingdom on the island of Salmeaus itself, and its remaining colonial holdings. Salmeaus is the largest natural island in the Shallow Sea, being roughly the size of Spain. The Island of Salmaeus is largely settled, with the kingdom being ruled from its capital city Argos. Argos is the greatest of the Seven Great Cities of Man, those being Highgarde, Idletwine, Falsmouth, Dawnsport, Bastion and Kingsbelt. Each of the great cities is ruled over by a noble known as a Dock Duke (the king is the Dock Duke of Argos)1. The term originated early in Salmaeus's history, when most cities were on the coast, however it is applied to both Kingsbelt and Bastion, who have no ports and therefore no docks. Each city has it's own subordinate cities, and so on down to the lowliest hamlet in the mainland. Most of island is relatively safe, however monster populations do crop up from time to time. The most common are beastmen of varying types, but more exotic threats do come along rarely. However those seeking true adventure and to test their mettle are usually better served by venturing into the colonies (or former colonies).
Salmeaus - Colonies
Salmean colonial efforts are well known among the other races, and generally mocked or envied depending on the honesty of the individual speaking about them. However, colonization is actually in a massive period of decline for the kingdom. Musgrove was the first domino to fall, as the Trifold Compact was dissolved over a century ago. Musgrove still existing inspired other colonies to rethink their reliance on the royal navy and support for the mainland. However, there are still two major colony cities under direct Salmean control (by the intermediary of the Grande Company). Those are Gleamshottes Folly on Kingsgrasp Island and Anchorpoint Isle. Both of these are in somewhat unique situations. Anchorpoint is barely large enough to be considered an island, however it is located almost directly central to many of the most important shipping routes to dwarven outposts and colonies farther south in the Shallow Sea. It maintains a modest citrus farming economy and is a useful resupply point. It also happens to be very near to a large Dweller settlement, and therefore does a good trade in scrimshaw and coral goods. Gleamshottes Folly is more interested. Located in a archipelago known as the Unconquered Coasts on the western edge of the Shallow Sea, this settlement was the spearhead of attempt to settle the entire archipelago, however that effort has largely collapsed. Instead, Gleamshottes Folly persists as a colony whose main export is the form of rare alchemic reagents, especially monster parts. There is an entire extraction economy which flows through Gleamshottes Folly, and back to the mainland. This region attracts the most adventurers for obvious reasons.
Author's Note: Colonial Economies and ACKS
ACKS is well and rightly regarded for its rigorous economic simulation. One of the major benefits of that simulation is Campaign XP being possible. Naturally, as the Shallow Sea is largely a pastiche of the Age of Discovery, I would like for players to be able to receive campaign XP from founding or governing colonies. In the past, I have simply used the ACKs domain rules as written. Colonies are simply treated as being vassals of some mainland lord, or are settlements founded in the wilderness to expand the reach of an existing city. However, this runs into all of the problems pointed out by Arbrethil in this excellent article. The solutions presented there solve the founding a colony part. Players may be called upon to found a new setting on the frontier of an existing city, or even a new island. However, it doesn't really solve governorship in my view. The ACKS economic model is that of antiquity, in which when colonies were founded, there were largely politically independent of the empire and had their own circular economies. Meanwhile, early modern colonies, especially those of Trade-Post empires, did not have a circular economies and were instead linear (goods flowed out of the colony). Ideally I would like for players to be able to play as a viscous colonial overlord, mercilessly extracting goods to be sent home, if they so desire. The rules for this are still in the works, and will require a lot of play testing. However, it might be reasonable to use the current domain system, and instead of the players getting the excess domain income, most of it (probably around 90%) is simply "shipped out." This is obviously much harsher than normal vassal tribute, hence why it would need to happen after domain XP is determined. I have not tried this method myself and have no idea if it would produce the sort of game play I would desire from a colonial governor.
Playing as a human
So, with the lore dump out of the way, we can get on with some actual mechanics. What does playing a human look like in this setting? Well as stated above the Shallow Sea is currently in the age of men. This obviously fits well with the ACKS method of racial classes. All of the core classes of ACKS II are available for play in the Shallow Sea, however there are a few alterations. There is also a healthy mix of Campaign Classes which have been ported, and new campaign classes unique to the setting (created with the class building rules).
Core Classes
Core classes generally do not need much alteration, as they are designed to be generic and able to fit into a wide variety of games and settings. Most of the changes here will be fluff related, not mechanical. The largest mechanical change is likely to which classes now have access to firearms. This is simply any class which has a broad missile weapon proficiency. There may also be some template changes to better reflect the setting. For now, I will only be showing the Fighter templates, as these show the kinds of edits I am making.
Fighter
The noble fighter is mostly unchanged, save for gaining access to firearms and all related proficiencies. The new templates are mostly for fluff reasons, with the exception of a few bow replacements.
New Templates
Explorer
Explorer is completely unchanged, save gaining access to firearms and their proficiencies.
Thief
Thieves are mostly unchanged, save for gaining access to firearms and all instances of Crossbow and Bolts in their templates being replaced with a Pistol and 20 shots.
Mage
Mages are the first of the big fluff changes. In the Flooded Realms, magic is a tangible force. As such, almost all Mages have The Sight naturally2. The benefits of The Sight are: 1.) May assist in Navigation on Aetheric Lanes. This is any travel between regions of the Shallow Sea (and beyond). This will be covered more in a future article. 2.) May identify items as being obviously magical, however their affects must still be discovered by usage or traditional magical research. (It is worth noting that The Sight is not exclusive to Mages. Any class, or indeed a level 0 character may posses it. It is not a proficiency. During character creation, there is a 10% chance of the new character having it. There are also various ways to gain it, though many are hazardous).
Mages who are citizens of Salmaeus also have access to the Glass Order. The Glass Order functions similarly to the Tower of Knowledge in Aura, and allows for all the activities done through the Tower to be preformed (buying / selling magical items, spell casting services, etc). The main difference is that the amount of infighting in the Glass Order is much higher. Each of the seven sub orders view themselves as superior and function as their own college. As such, spell signatures are different between them. Their unifying trait is their disdain for hedge mages or anyone who casts without proper training. The most zealous of Order mages have been known to demand a spell signature test of a potential pupil before teaching them, or rendering services at all. A character who begins play with Collegiate Wizardry chooses one of the towers to be associated with.
Glass Order Towers
The Clear-Glass Tower
The Clear-Glass tower is located in the Salmean capital of Argos. Mages trained here have the most clinical of spell signatures. Lot's of blue like and "arcane bolts." The Clear-Glass tower itself reflects this, as it is almost entirely see-through. This tower provides magical advice to the royalty and will often see it's mages become retainer to nobles of various kinds.
The Steel-Glass Tower
The Steel-Glass Tower is located just east of Idletwine, and maintains a commanding view of the penal city. Mages here are often drawn from those exiled to Idletwine and their signature contains manacles, whips, and barbs. Power is often equated to a lessened sentence and so these mages are quite ruthless.
The Shatter-Glass Tower
This tower is only half constructed. Cracks run up and down its surface. Why construction was stopped and why the glass was shattered has to do with an ancient feud between the tower's original founders and the admiralty who call Dawnsport home. The spell signature of the Shatter-glass tower is similar to that of the Clear-Glass, only with jagged edges and half-formed energies.
The Smoke-Glass Tower
This tower is located in Bastion, a uniquely important one of the Seven Citizens, as it is the last remaining stronghold of the cult of Juag, an ancient neutral boar god whose followers possess immense control over nature. The smoke-glass tower is named such from the constant fires that burn around its base. These fires are used in many of the important rituals of Bastion and maintaining them is largely the Mages' job. Their signature is harsh, dark colors and the smell of a cook fire.
The Harvest-Glass Tower
This Tower is in Kingsbelt, the head of the breadbasket of Salmeaus. It's glasswork is a mosaic of pastoral scenes, mimicking the landscape and the kingdom's hopes. This tower is well known for being the most open to cooperation with other towers, and hedge mages, though that is a very low bar. Their signature is earthy and warm, more resembling that of shamans rather than mages. However a keen magical eye call tell the difference.
The Sea-Glass Tower
The second grandest tower in all but its member's eyes, the Sea-Glass tower is a monstrous behemoth of iridescent glass dredged from the sea as Falsmouth was constructed. Most non-mages who are born with or otherwise acquire the Sight are brought here. The signatures of this tower are as iridescent as its exterior (some would say flamboyant).
The Fireglass Tower
The first tower constructed located in the city of Highgarde, widely considered the capital of Arcane learning. This tower is entirely covered in obsidian, rumored to have been mined from the deepest parts of the Sharksjaw mountain range (but more likely imported from Firegrass Isle). The signature of mages here is purple bolts, green fire and red auras, almost formless otherwise. This is where the Grand Overseer of the Seven Towers generally makes his abode, though technically anyone appointed to the office could live at any of the towers.
Crusader
Crusaders also have a large change in fluff. Lawful Crusaders will all be from one Church sect or another, and all ultimately have their allegiance to the One. However, each lawful sect has a saint at its head. Lawful Crusaders may be assumed to be a member of the Percivites, the Order of Saint Percival. Percivites maintain the following code of behavior (largely the same as the stock crusader):
Code of Behavior (Lawful)
The crusader must display the symbol of the Percivites, an oyster with a lance atop it, at all times in public
The crusader must offer prayers to the One at least once per day. Requires one hour (6 turns).
The crusader must not use edged weapons or firearms
The crusader must obey church law, and the law of the land they inhabited, provided they do not conflict. In a conflict, church law takes precedence.
The crusader must not use his magic for Chaotic purposes
However, lawful crusaders are not the only option. Neutral crusaders may also be a member of the Percivites or similar order, or they may be a crusader of a petty god like Juag. Petty gods are house or clan religions of small populations that the church tolerates but doesn't condone. Juag is the most popular of these, a neutral boar god of fertility and nature. Juagian worship is tolerated primarily as a pragmatic matter. Juagian cults often produce immense amounts of food or lumber, and their tenets are not considered heretical.
Finally, there are Chaotic crusaders. These worship any number of corrupted lesser overseer spirits (called demons) or even Sulfuras himself. Discovery of being such in Church controlled lands incurs the death penalty for the crusader.
Venturer
Venturers are unchanged except for gaining access to firearms and replacing the crossbows and bolts with pistols and 20 shots.
Campaign Classes
Campaign classes are generally more specialized and designed to re-enforce the setting. As such a few of the classes simply do not exist in the Shallow Sea at all. Some of the campaign classes make sense if ported, and those have been ported, There is also additionally two custom classes (one of which I will show the full listing for here). Those being the Corsair and the Fusilier.
Assassin
Assassins are ported from ACKS II core largely unchanged, with the exception of having access to firearms. Arbalests are replaced with muskets and 20 shots, crossbows are replaced by pistols and 20 shots.
Corsair
Hit Dice: 1d4
Key Attribute: DEX
Corsairs are those men who feel the call of the sea most strongly. They usually have their sea-legs before they have reached shaving age, and often end up as pirates or privateers. Their reasons are many, from self-enrichment, a need for revenge or even the simple desire to adventure further afield than any of their peers. While they may start in the Royal Navy, they generally do not stay. They are more individualistic and the rigors of the admiralty serve mostly to stifle them. Corsairs are often marked by strange mutations and the ability to cast some spells. This comes from their far travels, and the fact that they are generally less careful of the dangers borne of traveling the Shallow Sea than others. Their spell casting abilities are never as good as trained mages, however.
Combat Characteristics:
Corsairs are tricky fighters, but not as skilled as their more martial counterparts. Combat Proficiencies: Corsairs may use all 1 handed melee weapons and all missile weapons (including firearms). They have the Dual Weapon optional fighting style.
Combat Progression: Corsairs advance in attack throws and saving throws by two points every four levels of experience. They do not gain any bonus to damage as they advance in level. They can cleave after killing a foe a maximum of once per round per every two class levels (rounded down)
Level Progression:
Starting Class Powers:
Class Powers 10 (Thievery 2 (8), Fighting Style reduced (1).)
Backstabbing: (2)
Climbing (1)
Hiding (1)
Lockpicking (1)
Seafaring (Free Proficiency)
Shadowy Senses (1)
Streetwise (1)
Additional Class Powers:
Level 2 (1 powers, additional powers at 12, 1 point)
Glamorous Aura A corsair has many stories to share, and are usually quite personable. They gain the Mystic Aura proficiency for free.
Level 6 (1 powers, additional powers at 8, 1 points)
Pistoleer: A corsair is skilled at using pistols in close combat. He may cleave any number of times with pistols, provided he has backup pistols in easy reach. This power is equivalent to the Pistoleer proficiency.
Level 8
Arcane Spellcasting (Arcane 1)
Adventurous Mutation (see Abominable Mutation)
Level 9
Minor Magical Research (Arcane 1)
Stronghold (Hideout, must be near a port)
Level 12
Magical Proficiency
level 13
Major Magical Research (Arcane 1)
Magical Ability:
Saving Throws:
Fusilier (Fighter 2, HD 2)
Fusiliers are men of the gun. They are members of the Brotherhood of the Gonne a mercenary group who focuses heavily on firearm usage. Members are often as gunnery sergeants in the royal navy, as protection for wilderness adventures.
Hit Dice: 1d6
Key Attribute: DEX
Combat Characteristics:
Fusiliers are great fighters, but their sect limits them to using firearms almost exclusively.
Combat Proficiencies: Fusiliers may use all firearms but are forbidden from using other missile weapons. They may use a one handed, medium melee weapon as a side arm. They have the Dual Weapon optional fighting style. They may only use medium and lighter armor.
Combat Progression: Corsairs advance in attack throws and saving throws by two points every three levels of experience. They gain bonus damage to missile attacks every three levels. They can cleave after killing a foe a maximum of once per round per every class level.
Level Progression: As Fighter
Starting Class Powers:
Class Powers 5 (Reduce armor from heavy to medium (1), reduce weapons from unrestricted to narrow (3), eliminate fighter damage bonus on melee (1))
Accuracy (1)
Drilling (1)
Bayonet Usage (1)
Knowledge of Firearms (1) (Proficiency Class power)
Additional Class Powers:
Level 2 (1 powers, additional powers at 12, 1 initial power)
Initiative: +1 to initiative.
Level 9
Minor Magical Research (Divine 1)
Stronghold A ca
Level 12
Firearm Expert When using firearms, this character ignores all cleave restrictions and may cleave up to two times his level.
level 13
Major Magical Research (Divine 1)
Saving Throws: As Fighter, Damage Bonus to Missile Weapons only
Rifle Clubs
Once a Fusilier has reached level nine, he may establish a Rifle Club. To do so, he must acquire a Magazine worth 15,000 GP. A Magazine is a specialized castle or fort designed for the storage of gunpowder, firearms and explosives at scale. The Fusilier can attract followers to his service. 5d6 × 10 0th level troops and 1d6 Fusiliers of 1st – 3rd level arrive to serve him within 1d3 months of him establishing the Rifle Club.
Sparkwright 3
Sparkwrights are those who mix gunpowder, alchemical agents and their own Arcane Energy to craft Alchemical Fireworks. These are no mere explosives and replicate many powerful Arcane spells. They are not liked by the proper mages of the Seven Towers, but the common folk love them. Sparkwrights are part of an elite guild, which produces both common and alchemic fireworks. They often sell the common ones off as entertainment or occasionally weapons, but retain the Alchemical Ones for themselves. Sparkwrights may for either a Chapter house of the guild or a tower.
Sparkwrights are statistically identical to Mages, however they utilize a limited form of Ceremonial Casting (Heroic Fantasy Handbook). Instead of performing standalone ceremonies, Sparkwrights may only create trinkets, called Alchemical Fireworks. However, they may substitute Gunpowder for some of the Special Component cost while creating trinkets without penalty, so long as the ratio of Gunpowder to Special Components is 1 in 5, I.E, a rechargeable level one trinket may use 10 GP worth of Gunpowder out of it's 50 GP cost. These special ceremonies are called Recipes and are jealously guarded between Chapter Houses. Recipes consist of both Ingredients and a Method this represents the known way to create this firework, and is similar to a formula used in Magic Item Creation. Each Recipe will come from a specific chapter house. The usual rules for Substituting Special Components apply (aside from the Gunpowder substitution). The Method listed is primarily for flavor and represents the Regular way the Firework is created. This is equivalent to conduction a Ceremony at the Regular speed. All Recipes create Disposable Trinkets unless otherwise specified.
Sparkwrights suffer Stigma, the same as normal ceremonial magic uses. However, it is called "Powderblock."
Sparkwrights are aware, to some extent, that their Alchemical Fireworks are actually magical ceremonies and not things that can function by natural law. With this, you might ask why they do not simply perform normal ceremonial magic. There are two reasons for this: 1.) Alchemical Fireworks work on Thaumaturgic rules. Part of why throwing some gunpowder on a stick and calling it a Sparkler works for them is because they believe in the underlying symbolism. It is not that a Sparkwright chooses not to do standalone rituals, it is that a Sparkwright cannot do this because he can not ever believe it would work. This is also why most of their recipes create disposable trinkets, as fireworks are supposed to be destroyed on use4. Only an extremely talented Sparkwright can create a rechargeable one, because they can make some sort of mystical link between the storage object and the spell being stored. 2.) Ceremonial casting is largely for evil sorts of magic, that of H.P. Lovercraft, Lin Carter, and Robert E. Howard (see the Heroic Fantasy Handbook for this exact quote). However, Sparkwrights are not inspired from these sources, they are inspired from sources such as the Illuminators in the Wheel of Time, various "Artificer = Gunslinger" stories, and the mystism around fireworks in early history. They are meant to be craftsmen, somewhat bumbling, who largely create objects of wonder through magical means, not hunched crones and disheveled occultists whispering dark pacts to ancient gods.
Example Recipes
Martel's Marvelous Light Stick
Martel was the founder of the Falsmouth Chapterhouse of the Sparkwrights guild. His luminous sparklers are a joy for children everywhere. Though the ones he sells seem to never shine as brightly or for as long as the ones he demonstrates. Level One Alchemical Firework Spell Imitated: Illumination Ingredients
1 oz Gunpowder
1 Tumescent Organ, Fresh
1 Wooden Rod (any species of wood will do, but Ash is preferred)
Method Grind the Organ into a pulpy mess, mix Gunpowder in. Spread the mix over three quarters of the rod. The natural Adhesion of the organ pulp will dry in about 10 minutes, and the Stick will be ready for the Spark.
Whizbang
The Whizbang is a standard test for any Sparkwright Apprentice looking to become a Journeymen. Creating one that doesn't destroy the creator's hand on use is a sign that one is ready to learn much more complicated Recipes. Level Three Alchemical Firework Spell Imitated: Lightning Strike Ingredients
4 Caesious Glands
Bronze Tube, closed at one end.
Rawhide skin
Leather Plug
Hempen Twine
Method Place the 4 Caesious Glands into the bronze tube, being careful to not damage them. Place the hempen twine such that it reaches the bottom of the tube, seal with leather plug. Bore a hole in the Rawhide skin, run the twine through and affix to the open end of the tube. Shake vigorously for no less then two minutes. The Whizbang may now be deployed by giving spark to the hempen twine and holding away from the user.
Tezri's Inferno
Tezri is a legendary figure in the Sparkwrights Guild. One of the few to truly grasp the underlying mysterious of the craft, she was known to have made several Alchemical Fireworks which were not consumed on use. However, the Fireglass tower eventually grew suspicious of her talents and apprehended her for questioning. It is unknown where she it being held. Level Six Alchemical Firework Spell Imitated: Conflagration Rechargable Trinket Ingredients
1 Focus 400 GP. (any valuable object will do, Tezri herself used a platinum necklace set with a starburst cut ruby.)
1 ST Gunpowder
1 Pyrhous Gland from an Adult Red Dragon
Method Burn the Pyhrous gland the in Gunpowder, let the flame consume it all. Then, harvest the Essence of the Conflagration and direct it into the focus. The Flame is now bound to your will and may be called upon at a later date.
Paladin
As opposed to being forces of the church, Paladins are elite troops in service of the king of Salmeaus who have been blessed by the church. Paladins are unwavering in their duties and form the militant part of the two swords of church and state. They may use any weapon they see fit to. However, failing to uphold their duty to Law will see them reviled by the church. While the investiture of power that raised one from zealous fighter to Paladin cannot be undone, other paladins will hunt down the offender until the stain on the order's honor is wiped away. Should their be no other active paladins, the church will either raise a new one under the title of Blood Avenger or if there is no suitable candidate, the church may call upon a ritual with summons and Avenging Angel. In the history of the Shallow Sea, only a single Paladin has ever turn his back on the order. His body was left unburied at the bottom of a disused mineshaft in the northern Sea Mines.
Conclusion
Well, this post has been a bit of a mouthful! When I first wrote this, there were 17 tables. Way way too many, so I cut that done for now. There are still some Campaign classes from ACKS II Core that might make the cut, Warlock and Witch chiefly among them. But, this is a solid starting point for my next cycle of play testing, which will look like campaign (because it is). If you would like to show your support monetarily, consider buying me a coffee.
So for now,
Sail On
-ShockTohp
Footnotes:
1 In the mechanics of ACKs, Dock Dukes are actually princes, ruling over principalities on the island of Salmaeus.
2 Mages without The Sight are called Halfblinds and are very rare. If a player wishes to play as a Halfblind, they may. Halfblinds may not assist in Navigating when crossing an Aetheric Lane, and may not gain The Sight through other means. Otherwise, they are mechanically identical to regular Mages, but might receive role-play based bullying.
3 Sparkwrights are still in testing and subject to change. Ceremonial Casting has a tendency to unbalance campaigns
4 I am considering allowing Sparkwrights to conduct Hasty standalone rituals only. This would represent a desperate gamble to produce a spell effect with ingredients on hand. Since it would consume the ingredients immediately, it fits the theme.