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(TFT) Dragonodon Universe
Very rough, truncated draft of something I've been working on for awhile
(and will probably putter with for quite some time more). Wouldn't have
posted it but since the topic is being discussed thought it might be of some
use, even if it is dreadfully incomplete:
Dragonodon Universe
Preface.
This work is an attempt to expand upon the unique world briefly sketched out
in the Microquests "Treasure of the Silver Dragon" and "Treasure of the
Unicorn Gold." While Howard Thompson had a stroke of genius in inventing
this world idea, it was never developed in any significant way, nor was any
serious effort made in researching actual Mesoamerican cultures to give this
world any significant depth or life.
I always found it a bit strange to see the unique world of Ancient America
treated as just another Melee scenario, even being able to go to a weapon
shop and buy broadswords and crossbows as though one were in Renaissance
Italyb& this detracted a lot from the atmosphere. I wanted to add in details,
such as Mesoamerican languages, writings, religion, architecture, attire,
technology, etc., to bring the whole world to life.
Further, I wanted to allow Old World adventurers a chance to wander this
strange and exotic place, which would also allow for an interesting blend of
technologies and cultures.
It must be stated upfront that, while I have an interest in Mesoamerican
archaeology, I am no expert in the subject. The books and articles I have
consulted are haphazard in their subject matter, and present a fragmented
picture of this world. Thus, none of this should be taken as truly
historically accurate by any stretch. Furthermore, the Toltec empire
mentioned here is really more Aztec than anything else, but since we have
little reliable information on the Toltecs, much Aztec material has been
used to flesh them out. Nevertheless, this booklet does give considerable
detail that may be used to bring to life the Dragonodon Universe, and
expands upon the cultural and technological/magical differences between the
Old and New Worlds in this alternate reality.
Introduction.
This synopsis is based upon the Microquests "Treasure of the Silver Dragon"
and "Treasure of the Unicorn Gold"
This universe is very similar to our Earth, but has "Psi Energy" which is
the source for all magic. In addition, this parallel Earth has just come out
of an ice age, which has altered the climate patterns, making for colder
weather, lower seas, and changes in the plant ranges we are familiar with.
Certain Pleistocene C&ra creatures can be found b and even certain dinosaurs
exist. However, the gross land forms are mostly unchanged and the
continental and island plates are the same with most mountain ranges nearly
identical.
The two Microquests take place on what is the North and Central portions of
the Americas of this parallel Earth. The cultures mentioned are all
Pre-Columbian. Curiously, all of the standard Melee weapons are available,
unlike what would have been the case historically (where most weapons were
Stone Age - crossbows, steel swords, etc. should not exist here). While
there has not been no major colonization of the New World by Europeans (or,
indeed, by any other peoples) there has been some contact across the
Atlantic. Note that the biggest reason for this lack of colonization is due
to the inability of smallpox or any other plague to bring wholesale
slaughter to the natives, as in our Earth. This is largely due to magic, of
course. Thus, Europeans and Asians have only small toeholds on the East and
West coasts of the continent, though bands of adventurers often penetrate
further inland to explore this strange New World.
Using these adventures as part of a detailed campaign takes a bit of extra
thought, to explain some of the contradictions noted above. This is my
approach:
I have gone ahead and surmised a quasi-Dark Age/Middle Age sort of world,
with the Old World being ahead in technology (possessing all pre-gunpowder
weapons) while the New World is stronger in certain types of ceremonial
magic. Historically, I assumed that empires such as Rome were not quite as
successful as was originally the case on our Earth; thus, Celtic enclaves
survive on the Atlantic seaboard, including all of what we would call
England (which was still attached to the mainland at the end of the last Ice
Age) and many parts of the Near East are independent of any single ruler.
Cgypt is still ruled by independent Pharaohs, which covers much of a fertile
North Africa. The Sumerians still hold sway in Mesopotamia, though they have
to deal with the petty kingdoms of Babylon and Assyria.
The map is based on geologistsb guesses as to how the landmasses looked
after the last ice age here on Earth, along with the Silver Dragon/Unicorn
Gold maps, as appropriate. As previously noted, Europe is in the Iron
Age/early MediC&val period but has developed much differently, since magic
and non-human races exist.
Europe has the following cultures/empires: a Celtic theocracy dominated by
Druids located, as noted previous, along the Atlantic seaboard; a truncated
Roman/Byzantine empire that dominates Italy, much of Spain, Greece, some of
what is now Turkey, and a large chunk of Cisalpine Gaul. Germany is
dominated by the Germans/Teutons, and to the north Denmark and the
inhabitable parts of Norway/Sweden/Finland are under the rule of several
petty kings/dynasties. The Scythians dominate the Eurasian steppes, though
they are now pressed by various Hunnish tribes coming in from the East.
North America is postulated as having a mixture of cultures, mostly
Ameri-Indian but some Europeans and Asians (as noted previously they are
confined in tiny enclaves on the east and west coasts, respectively). The
natives are able to hold their own though bands of adventurers have
penetrated inland in search of wealth and glory.
The dominant civilizations of North America are the Toltec Empire, Iroquois
Peace Lodges, and the Mound Builders. The Toltecs have the greatest numbers,
power, and cultural influence, and dominate the widest area. The other
cultures dominate in their regions but have not influenced the development
of the continent to the degree the Toltecs have.
The Toltec Empire is based on a ruling class of Sorcerer-Priests called
Brujos. They provide the cement that binds this society together. Slavery is
an important economic fact with Neanderthals and folk captured from other
tribes providing the bulk of the slave stock. The government is based on
bureaucratic principles designed to crush any individuality. Taxes are high,
laws numerous, and the value of citizenship worthless. Nahuatl is the lingua
francC& of regions under Toltec control.
Note that the word "empire" connotes something to us that is not true of the
Toltecs. Where we would look for rigid boundaries, efficient armies, strong
political leaders, and an integrated economy here there are only shadowy
analogues. Populations are not huge. Indeed, the empire is more of a
cultural entity held together by the Brujos, appearing as a collection of
city-states with similar governance - which is what an empire becomes in a
land of magic.
The Iroquois Peace Lodges are the dominant civilization of the Great Lakes
area and to the east. They are not a warlike or aggressive society as a
group but individually they are courageous. Their medicine men and shamans
don't practice social control like their Toltec counterparts. They delve
into magic and the study of psi-energy for knowledge and understanding
rather than for control of society.
The Mound People occupy an area roughly in the mid-west running to the
southeast. Their use of magic and psi-energy has developed along the lines
of geometric and structural influences. They are in advance of others in
making use of a building as a receptor and shaper of psi-energy.
The Mayans and Anasasi are submerged under the Toltecs, though maintain many
elements of their unique cultures. The inhabitants of the Pacific Northwest,
and, in South America, the Inkas, are independent cultures that occasionally
come into conflict with the Toltecs.
Many adventurers from the Old World and Asia come to seek their fortune in
the strange realms of the New. Many are prospectors or trappers, while
others seek rumoured hoards of gold jealously guarded by the natives.
Non-Human Cultures.
Many of the other intelligent species listed in ITL can be found in the
Dragonodon universe. However, only elves and dwarves have any distinct,
organised cultures. Both of these peoples are generally only found in the
Old World, but some have migrated to the New World. The dwarves have
established some colonies in the Rocky Mountains as far south as what we
would know as Mexico. Most settlements are much further north, though. The
Native Americans tend to be frightened of the dwarves, and often shun them.
The elves are rather different, having no permanent home but simply wander
the primC&val woodlands of the continent. They do have certain areas that
they have claimed as their own for purposes of a "home base", but do not
reside there permanently.
The situation is different in the Old World, with dwarven communities in a
number of mountain ranges, especially the Alps and Scandinavia, along with
the Caucasus mountains. Some dwarves are in Africa, mining for gems and
other mineral wealth. The elves have permanent realms in certain deep
woodlands, and the "ErlkC6nig" has his throne in a palace in the Swiss Alps.
A few elven companies have taken to wandering the jungles of Africa and
South America, delighting in the flora and fauna that abound in these
places.
Centaurs are found in the steppes; some few have been found in Greece.
Goblins and hobgoblins are found in very isolated areas, and are quite
inimical. Orcs, gargoyles, and reptile men are not native to the Dragonodon
universe, and are only found as isolated strays in this world, though
occasional reptile man bands have been spotted roaming some desert regions.
New World Weapons/Armour.
In general, the armament technology is no higher than Bronze Age, and Stone
Age is prevalent. Ironworking is unknown, though the iron and steel weapons
that have come from Europe, Asia, and the dwarves (especially the latter)
are highly sought after and prized. Generally, only the Toltecs and Inkas
produce copper or bronze implements, and even then stone is used often.
Indeed, the Toltecs have almost an "obsidian" technology. Note that a number
of native tribes are quite capable of some degree of metalwork, though do
not necessarily apply this knowledge as fully to weapons production. Native
weapons and armour are as follows:
Sling (as TFT)
Short self bow (as TFT, except arrows use stone, bone, or copper heads)
Club (as TFT)
Mace (as TFT, except made of stone, copper, or bronze)
Atlatl (as TFT, but see javelins, below)
Javelin (as TFT, but with stone/bone head)
Blowgun (as TFT)
Bola (as TFT)
Dagger (as TFT, but made of stone)
Spear (at TFT, but with a stone head)
Hatchet (as TFT, but with stone, copper, or bronze head)
Maquahuilt b This is an unusual Aztec sword club. It consists of a flat
hardwood club with obsidian shards affixed to provide a cutting edge.
Spanish Conquistador eyewitnesses reported that it was capable of
decapitating a horse. Because of the ultra sharp obsidian edge, it is very
effective against unarmoured foes. However, such a weapon is fragile and not
as effective against armour. To reflect this odd weaponbs capabilities, each
hit requires two damage rolls with any armour or protection applied to BOTH
rolls, with the exception of Stone Flesh/Iron Flesh spells wherein the
damage is totaled and then applied to the magical protection. In the complex
case of armour combined with a Stone/Iron Flesh spell, roll as directed for
the armour, then total the damage that gets through and apply that vs. the
Flesh spells. For example, a warrior wielding a Maquahuilt strikes a foe
wearing cloth armour and protected by Stone Flesh. The first 1d+1 comes to 5
damage, while the second roll is a 3. Applying each roll separately vs. the
cloth armor yields 4 + 2 = 6 damage. This is then applied to Stone Flesh,
which stops 3 hits/attack, yielding a final damage total of 3. Note that
historically the Toltecs were not known to have used this weapon, but since
this is a fantasy gameb&
Large Maquahuilt - Identical to the standard Maquahuilt except this is a
larger, two handed weapon.
Tepoztopilli - Similar in concept to a maquahuilt, except it is a sort of
halberd.
Armour
Cloth
Wood
Special Weapons
Type Damage ST Wt (kg) Cost
Maquahuilt 1d+1/1d 12 1.5 ?
Large Maquahuilt b 1d+2/1d+1 14 3 ?
Tepoztopilli b 1d+2/1d 13 2.5 ?
Here are a list of historically attested Aztec and Toltec names to lend a
bit of authenticity to the campaign. Following the list is a table of
Nahuatl words for use in making up other names, as well. Note that these
were compiled from two different main sources, so there are occasional
disconnects.
Names (Male):
Acamapichtli ("Handful of Arrows")
AhuC-tzotl ("Otter")
AxayC!catl ("Water Face")
Cacama ("2nd Ear of Maize")
Cacamatzin ("")
Ce Acatl Topiltzin ("One Reed Our Prince")
Chimalpopoca ("Smoking Shield")
Coanacoch ("Serpent Ear-Pendent")
Cocoza ("Necklaces")
Copil
Coxcoxtli
Cuacuapitzhuac
Cuauhtli
Cuauhtemoc ("Descends like an Eagle")
Huitzilihuitl ("Hummingbird Feather")
Huitzilopochtli
Ilhuicamina ("Archer in the Sky")
Itzcoatl ("Obsidian Serpent")
Ixtlilxochitl ("Black Eyed Flower")
Maxtla ("Breech Cloth")
Mayahua ("Gloves")
Mixcoatl ("Cloud Serpent")
Motecuhzoma ("Angry Lord")
Nezahualcoyotl ("Hungry Coyote")
Nezahualpilli ("Hungry Prince")
Tecocol ("Someone's Anger")
Tetzozomoc ("Fractured stone")
Tizoc ("He Has Bled People")
Tlacateotl
Tlacaelel
Totoquihua
Xocoyotl ("The Younger")
Pronunciation.
In Nahuatl words, the penultimate syllable is always stressed.
c + a/o c as in can
c + i/e as in
cease
ch as in
church
chu like ckw in
backward
cu before vowels like qu in quick
hu like w in
walk
tl like tl
in settler
tz like ts
in cats
u + a,e,i,o, like w
uh like wh in
wheel
x sh as in
sheep
z + a/o like s in
sock
Money.
Most trade is by barter. However, cocoa beans were sometimes used as
currency for small items, while more expensive goods were valued in terms of
mantles, copper axe blades, or quills full of gold dust.
Sources:
Anawalt, Patricia. Traders of the Ecuadorian Littoral. Archaeology.
November/December 1997.
Bray, Warwick. Everyday Life of the Aztecs. Dorset. 1987.
Brown, Dale, Ed. Aztecs: Reign of Blood and Splendor. Time Life Books. 1992.
DC-az, Bernal. The Conquest of New Spain. Penguin. 1963.
Grouchy, David Michael II. (TFT) Indian. TFT Mailing List. September 2001.
Grube, Nikolai & Martin, Simon. Maya Superstates. Archaeology.
November/December 1995.
Hassig, Ross. Aztec Warfare b Imperial Expansion and Political Control.
Univ. of Oklahoma Press. 1988.
Innes, Hammond. The Conquistadors. Knopf. 1969.
Larousse. World Mythology. Gallery Books. 19xx.
LeBlanc, Steven A. Violence in the Prehistoric Southwest b A New Look at the
Abandonment of Mesa Verde. Archaeology. May/June 1999.
Lekson, Stephen H. The Center of the Universe b Did Chaco Canyon Launch a
Dynasty that Ruled the Southwest for Centuries? Archaeology. May/June 1999.
Lepper, Bradley T. Tracking Ohiobs Great Hopewell Road. Archaeology.
November/ December 1995.
Marshack, Alexander. Images of the Ice Age. Archaeology. July/August 1995.
Miller, Mary. Imaging Maya Art. Archaeology. May/June 1997.
Monk, Kate. Kate Monkbs Onomastikon b Aztec (Mexica). Internet. 1997.
Pickering, Robert B. Discovering the Occidente. Archaeology.
November/December 1997.
Pohl, John. Aztec, Mixtec, and Zapotec Armies. Osprey. 1991.
Pohl, John. Aztec Warrior 1325-1521. Osprey. 2001.
Pohl, John. The Conquistador: 1492-1550. Osprey. 2001.
Powell, Eric A. The Turquoise Trail. Archaeology. January/February 2005.
Robinson, Charles M. III. The Spanish Invasion of Mexico 1519-1521. Osprey.
2004.
Romey, Kristin M. Diving the Maya Underworld. Archaeology. May/June 2004.
Schuster, Angela. XXXXXXXXXX. Archaeology. September/October 1997.
Schuster, Angela. Colorful Cotton! Archaeology. July/August 1995.
Thompson, Howard. Treasure of the Silver Dragon. Metagaming. 1980.
Thompson, Howard. Treasure of Unicorn Gold. Metagaming. 1981.
Turner, Christy G. A Reign of Terror b Butchered Human Bones Point to
Cannibals in Chaco Canyon. Archaeology. May/June 1999.
Walker, William H. Witchcraft b Bloody Purges of Black Magic May Explain
Evidence of Southwestern Violence. Archaeology. May/June 1999.
White, Jon Manchip. Everyday Life of the North American Indians. Dorset.
1988.
Whitlock, Ralph. Everyday Life of the Mayas. Dorset. 1987.
Wise, Terrance. The Conquistadores.
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