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Tag: Tiezerakan (Page 3 of 4)

Navigation in Tiezerakan

It's no secret that I love Spelljammer specifically and the idea of space fantasy in general. Having said that, I was always bothered by the helm concept. It didn't make sense to me that the pilot of a spacefaring ship had to be a Priest, Psionic or Wizard character. Sure there were the life-draining helm, but that is also problematic.

The main issue was that swashbuckling action and pirates evokes images of Anne Bonny, Mary Read, Gentleman Pirate Stede Bonnet and Blackbeard. The closest thing to a spellcaster was Blackbeard, but that is a bit of a stretch to even call him an illusionist. The captain of the ship is more like a Rogue character than a spell-caster. Although it is true that a spell-caster can work for a pirate, there just aren't enough higher level spell casters for all the ships in space.

In 2e, everything else on a ship was a non-weapon proficiency, so why wouldn't piloting a spaceship be one as well? To solve that issue, I imagine a magical device that can be operated by anyone with sufficient skill is used to pilot the ship. I have spent the last two weeks attempting to draw this device in vain, so I have to describe it, instead of providing a picture. Sorry.

This device is an orb with three triangular shaped handles on it. Each of the handles are perpendicular to each other. In other words, one is the x-axis, another on the y-axis and the third lies along the z-axis. Each handle controls a gear that can spin a full 360 degrees. It is made to easily rotate to a specific setting and stay locked at the setting.

One handle controls the pitch of the craft, the other two control the yaw and roll respectively. The pilot rotates one or two of the handles to direct the craft in three-dimensional space. Being able to only control two of the three at any given moment is normally not an issue. The only time it may be an issue is when a craft is attempting evasive maneuvers. An observant attacker can sometimes anticipate evasive maneuvers because the ship can only move in two dimensions simultaneously.

Assigning a piloting skill based on DEX allows any rogue to pilot a spacecraft. Broadening it out to all classes, anyone can pilot a ship with the right training. I also imagine a unique spell/magic item that allows a pilot to use a third arm for maneuvering in tight spots and/or attempting evasive manuevers.

However, I would still set an 8 hour limit for how long a creature can act as pilot without losing concentration. Anyone piloting after 8 hours of piloting would suffer penalties to rolls and increased chance of being surprised.

One other thing that the use of this device allows is mutiny. No longer is it necessary to get the spell-casting pilot to join your cause - just eliminate the captain and bridge crew and get the best remaining man to pilot.

More coming about possible quests and adventures in Tiezerakan in future posts. Let me know what you think of the Pilot's Orb (working title only).

Central Fire

Part of what makes Tiezerakan different is the cosmology. It is somewhat based on the ideas of Philolaus and Pythagoras rather than the Ptolemaic universe seen in D&D over the years. The differences take a bit of getting used to and at this stage, I may not have all the details figured out yet. Having said that, take what you like and adapt the rest.

For many years, it was believed that Tol, the home planet, was the center of the universe. Once humans built ships to explore the skies, it soon became very evident that this was not the case. The center of the universe is called the Central Fire or the Hearth depending upon whom you ask. Many clerics and church officials focus more on the Hearth as the lands of the Gods. Other, less religiously inclined folk, focus more on the Central Fire as a gateway to the Elemental Plane of Fire. Travel to the Central Fire has been limited as will be detailed later.

Beyond the stars is a sphere of fire called the Outer Fire. The Outer Fire is fed from the Central Fire, those the mechanism for this is not clear. Beyond the Outer Fire, it is believed that there are other spheres with planets, stars, and other central fires.

Between the Outer Fire and the Central Fire, exists the planets, the moon and the stars of the night sky. Except the sun and stars, the planets and the moon have a twin that revolves around the Central Fire exactly half a revolution away. Tol, the home planet is closest to the Central Fire. Unlike other planets, the underside of Tol has a long narrow passageway that connects to its twin planet, presumably going through the Central Fire, itself. The passageway has been called The Needle. It serves as the most reliable trade route to Tol's twin planet. Travel through the Needle requires no special protections from fire or need for extra air.

The twin planet, Lot has been explored extensively. In many ways, Lot is almost identical to Tol except that the denizens of Lot never considered extraplanetary travel.

Outside Tol, the home planet, Bulan the Moon orbits around the central fire. The moon is inhabited by a race of intelligent giants. The twin of the Moon, Ay is similar to Bulan in every way. The giants that inhabit Bulan and Ay believe that they are descendant from the Titans.

Outside Bulan/Ay lies the Sun named Caiya. Caiya is about 20 times larger than Tol and is entirely composed of a glass/quartz material. It reflects the light and heat of the Central Fire. Nothing lives on the surface of Caiya, though some believe that the interior may be inhabited.

Outside Caiya, the Sun, lies Raksa/Civah. Raksa is a tropical planet full of dense jungles. It is primarily the home to elves. Civah, it's twin, is a colder planet marked by snow for almost half the year followed by very warm summers. Mostly dwarves, gnomes and halflings make residence there. Both planets are very rich in resources and are frequent destinations for traders.

The other planets that make up the system are:

Saokin/Zohr - Zohr is an arid planet known for its magic. Saokin is considered a resort planet. It also houses the main financial center of the sphere with several trading companies headquartered here.

Peran/Muhari - Muhari is a vast swamp. Peran is the name given to a cluster of asteroids. Both planets are pirate strongholds.

Besa/Boyuk - Little is known about these planets now. Besa serves as the battleground for wars of all kinds. Boyuk is uninhabitable.

Sinsin/Uzu - Icy planet twins believed to have access to the elemental plane of water.

That's just the barest thumbnail sketch of the sphere. As always more later.

Tiezerakan Details

In the spirit of Erin's post about just getting to the point, here are some options with Tiezerakan.

Weapon Proficiencies:

All weapons cost one slot to purchase. Warriors can take a specialty in any weapon listed.

Ship Weapons

Cannon (12 pounders to Cannonades)
Grapeshot (4 pounders to 8 pounders)
Ballista/Onager

Personal Weapons

Wheellock Pistol
Wheellock Rifle
Repeating Crossbow

Non-Weapon Proficiencies:

All new non-weapon proficiencies below cost one point each.

Alien Cultures: INT - 1
Cartography: INT - 2
Gambling: WIS - 1
Interplanetary Navigation: INT - 2
Planetology: INT - 1
Shipbuilding: DEX
Ship-to-Ship Communication: INT + 1
Spacefaring Crewman: DEX + 2
Survival (Space): WIS - 1
Pilot: WIS - 2
Weightless Combat: DEX/INT - 1 (Whichever is higher)

As you can see with the new proficiencies, rogues can do very well. Many crewman are rogues. STR is not the base ability for any of the new proficiencies, however all classes can, in theory, pilot a ship, navigate the stars, etc. However, piloting, mapping and navigation usually favor Wizards.

In Tiezerakan, brute strength has no advantage over those who have great control of their body or the cunning to be in the right place at the right time. Adventures on spacefaring ships are two parts ingenuity, one part knowledge, one part good sense and a whole lot of luck.

Example Kits

Rouge Kit - Pirate

Weapon Proficiency - Any, but either Cannon and Grapeshot or Ballista and Crossbow recommended.
Non-Weapon Proficiency - Crewman required. Survival (space) recommended. Navigation or Piloting required to become a Captain.

Pirates are common in Tiezerakan. Many adventure seekers either begin as pirates or end up as pirates at some point in life.

Priest Kit - Emissary

Sent out by the gods to gain converts in the places between planets, an Emissary travels in search of converts and the destroy the enemies of his/her deity. They are prepared to do battle first and preach later.

Weapon Proficiency - Any available to the priest. They can choose firearms.
Non-Weapon Proficiency - Piloting required. Navigation and Planetology required.

Domains: An emissary does not have the spells available to clerics. They have access to spell levels 1 to 7 in two domains, and spell levels 1 to 3 in two others.

A new domain is available that helps crewman survive long trips, find a direct path, even cause a ship to "jump ahead" arriving much earlier than possible by convention means.

Later, there will be a psionicist kit and a wizard kit.

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