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Aether Sea • A World of Adventure for Fate Core PDF

48 Pages·2014·29.49 MB·English
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the Aether Sea A WORLD OF ADVENTURE FOR Edward Turner This adventure was made awesome thanks to our Patreon patrons at patreon.com/evilhat—thanks guys! INSIDERS Alan Bartholet Charlton Wilbur Elsidar James F Thunberg Jordan Dennis Matthew Dickson Paul Shawley Sanchit Alan-Michael Chris Caporaso Amhransidhe Jason Jose Luis Porfirio Matthew Paulo Rafael Sarah Vakos Havens Christian Emmanuel Jason Cotton Joshua Reubens Whiteacre Guariglia Scott Hamilton Alexander Grafe Christian Svalander eneko zarauz Jason F Broadley Juanma Micah Davis Escanhoela Sean O’Dell Alexander R. Christopher Eric Bontz Jason Tocci Barranquero Michael Bowman Pavel Zhukov Sean Smith Corbett Gunning Ezekiel Norton Jean-Christophe Katie Ramsey Michael Cambata peter burczyk Selene O’Rourke Amethyst Lynx Dan Moody Frederi POCHARD Cubertafon Keith Stanley Michael Green Peter Gates Shane Russom Andrew Sier Daniel Frank Jeff Craig Ken Michael Shea Peter Hatch Sharif Abed Anne-Sylvie Daniel Gallant Gavran Jeff Xilon Ken Ditto Michael Shumate Philip Nicholls Shervyn von Hoerl Betsch Daniel Linder Giuseppe Jere Krischel Kenji Ikiryo Morgan Ellis PK Stephen Rider Antero Garcia Krauklis D’Aristotile Jeremiah McCoy Kevin Jiyang Li Nick Randy Oest Timothy Carroll Arlo B Evans David Glenn Mochon Jeremy DeVore Larry Hollis Nick Bate Richard Troy Ray ArthurDent David Dorward Graham Jim Nicholson Leif Erik Furmyr Nick Reale Bellingham Ulf Bengtsson Ben McKenzie David Ellis Graham Wills Jin Shei Marc Mundet Nicola Urbinati Rick Will Goring Benjamin Wandio David L Kinney Gregory Hirsch Johannes K. Mark Miller Nicolas Marjanovic Rick Jakins William J. White Brandon Burger David Reed Griffin Mitchell Rasmussen Marshall Smith Noel Warford Riggah William Lee Brett Abbott Donald Wheeler Haakon John Beattie Marty Chodorek Osye Pritchett Robert Hanz William McDuff brian allred Dustin Evermore Thunestvedt John Rogers Matt and Nykki Pablo Martinez Robert Kemp Woodrow Jarvis Brian Chase Eden Brandeis Harry Lewis John Rudd Boersma Merino Rod Meek Hill C. J. Hunter Edgardo A Montes Jack Stephenson- John Wyatt Matt Anderson Patrick Ewing Roger Edge Zach C.K. Lee Rosa Carr Jon Matthew Patrick Ryan Cerity Edward MacGregor Jacob Moffitt Jon-Pierre Gentil Matthew Broome Mueller-Best Ryan Singer ADVENTURERS Aaron Ross Powell Chris Kurts Earl Butler Jamie Wheeler JP Maurice Strubel Ricardo Gesuatto Steve Ela Adam Gutschenritter Chris Lock Ebenezer Arvigenius Jan Stals Juan Francisco Max Richard Lock Steve Gilman Aidan Grey Chris Mitchell Eirch Mascariatu Janet Gutierrez Max Kaehn Richard Warren Steve Kunec Alan Phillips Chris Nolen Elsa S. Henry Jared Hunt Julianna Backer Mel White Rishi Agrawal Steve Radabaugh Alejandro Chris Turner Eric I Jason Julien Delabre Michael Rob Voss Steven Code Alejandro Angel Christian Lajoie Eric Poulton Jason Bean Jurgen Rudolph Michael Barrett Robert Biskin Steven D Warble Alex Norris Christoph Thill Eric Steen Jason Best Justin Michael D. Blanchard Robert Daines Steven desJardins Alexander Christopher Allen Erik Ottosen Jason Lee Waltman Justin Beeh Michael D. Ranalli Jr. Robert Huss Steven K. Watkins Alexander Permann Christopher Avery Ernie Sawyer Jason Lund Justin Thomason Michael Hill Robert Rees Steven Markley Alexis Lee Christopher Sigmund Etienne Olieu Jason Mill Kaarchin Michael Hopcroft Robert Rydlo Steven sims Allan Bray Christopher Smith Evan Jorgenson Jason Pasch Kalle Saarela Michael McCully Robert Zasso Steven Whitelock Andrew Betts Adair Florent Poulpy Cadio Javier Gaspoz Karl Naylor Michael Thompson Rodrigo Svend Andersen Andrew Dacey Christopher W. Dolunt Florian Greß Jayna Pavlin Keith Byrd Mighty Meep Roger Carbol Tabletop Audio Andrew Grant Chuck Francisco Jean-Francois Kenny Norris Mike de Jong Roland Teresa Oswald Andrew Lloyd Cody Marbach Frank Beaver Robillard Kenny Snow Mike Vermont Ron Müller Tevel Drinkwater Andrew Loch Cole Busse Frank G. Pitt Jeffrey Boman Kevin Flynn Misdirected Mark RoninKelt The Roach Andrew Turbott Colin Frank Jarome Jeffrey Collyer Kevin Lindgren Productions Ross Hellwig Thom Terrific Andy Arminio Colin Matter Frederick Perigord Jens Kevin McDermott Mitchell Smallman Roy Thomas Angus MacDonald Craig Andera Gabriel Whitehead Jens Alfke Kevin Payne Naomi McArthur Roy LaValley Thomas Balls-Thies Anthony Popowski Craig Mason Galen Pejeau Jeremy German Kevin Veale Nathan Barnes Ryan Burpee Thomas Maund Antoine Pempie Craig Wright Garrett Jeremy Glick Krista Nathan Reed Ryan D. Kruse Tim Arlene Medder Curt Meyer Garrett Jones Jeremy Hamaker Kurt Zdanio Neal Dalton Ryan Lee Tim Popelier Arne Cyrano Jones Gary Anastasio Jeremy Kear Kyle Nessalantha Ryan Macklin Timo Baben hauser heide Dain Gavin Jeremy Wong LarrxX N’Gham Nicholas Pilon Ryan Olson Timothy Seiger Asier Serras Dan Behlings Genevieve jerry anning Les Simpson Nicholas Sokeland Samuel Todd Estabrook athalbert Dan Hall Geoff Jesse Lester Ward Nick Townsend Steinbock-Pratt Todd Grotenhuis Augustas Vaitkevicius Daniel Chapman Geoffrey JF Paradis Link Hughes Olav Müller Samwise Crider Torolf de Merriba Austin Stanley daniel hagglund Gian Domenico Joanna Lisa Hartjes Oliver Scholes Sarah Williams Trevor Crosse Aviv Daniel Hernandez Facchini Joe Lisa M Olivier Nisole Schubacca Trevor/Mishy Stellar B. Bredthauer Daniel Kraemer Glynn Stewart Joe Patterson Lobo Owen Duffy Scot Ryder Tyler Hunt Barac Wiley Daniel Ley Gonzalo Dafonte Joe.D Loren Norman Owen Thompson Scott Acker Tyson Monagle beket Daniel Markwig Garcia Joel Beebe Louie Perez Pablo Palacios Scott Dexter Udo Femi Ben Howard Daniel P. Espinosa Graham Meinert John Lowell Francis paolo castelli Scott Greenleaf Urs Blumentritt Benjamin Welke Daniel Roe Greg Park John Bogart Luca Agosto Paolo Cecchetto Scott Krok Victor Allen Bill Daniel Taylor Gregg Workman John Buczek Lucas Bell Patrice Hede Scott Martin Vincent Arebalo Bjorn Steffen Darren Lute Gregory Fisher John Clayton Lukar Patrice Mermoud Scott Puckett Vladimir Filipovic Blake Hutchins Dave Gustavo Campanelli John Fiala M Kenny Paul Arezina Scott Thede Wayne Peacock Brad Davies David Heather John Hawkins M. Alan Thomas II Paul Baldowski Scott Underwood Wes Fournier Brandon Metcalf David Bellinger Herman Duyker John Hildebrand m.h. Paul Olson Scott Wachter Whitt Brandon Wiley David Bowers HFB John Lambert Manfred Paul Stefko Sean Harnett William Carroll Brandt David Buswell-Wible Hillary Brannon John Petritis Marc Paul Tayloe Sean M. Dunstan William Chambers Brendan Conway David Goodwin Howard M Thompson John Portley Marc Kevin Hall Paul Yurgin Sean Smith William Johnson Brent Ritch David Maple Huston Todd John Taber Marcel Lotz Pavel Panchekha Sergio Le Roux William Keller Brett Ritter David Millians Ian Charlton John Tobin Marcel Wittram Pete Seth Clayton Winston Crutchfield Brian Bentley David Morrison Ian Noble John William Marcus Pete Figtree Seth Hartley WinterKnight Brian Creswick David Olson Ian Stanley McDonald Mario Dongu Peter Griffith Shai Laric Xavier Aubuchon- Brian Koehler David Rezak Ibon Presno Gonzalez Johnathan Wright Mark Peter Kahle Simon Browne Mendoza Brian Kurtz David Stern Indi Latrani Jon Rosebaugh Mark A. Schmidt Peter Woodworth Simon Brunning Yong Brian S. Holt Davide Orlandi Irene Strauss Jon Smejkal Mark Diaz Truman Phil Groff Simon White Z Esgate Bruno Pereira Declan Feeney Ismael Jonas Matser Mark Gedak Philip Harboe Larsen Simon Withers Zeb Walker Bryan Denis Ryan J. Brandon Massengill Jonas Richter Mark Harris Philipp Pötz Sion Rodriguez y Zed Lopez Bryan Hilburn Derek Mayne Jack Gulick Jonathan Mark Widner Philippe Marichal Gibson Zolnir Bryce Dianne Jackson Hsieh Jonathan Dietrich Markus Haberstock Philippe Saner Slawomir Wrzesien Zonk PJ Demonio Bryce Perry Didier Bretin Jaime Robertson Jonathan Finke Markus Schoenlau Phillip Webb Sophie Lagace Sonriente Caleb Figgers Dillard Jake Linford Jonathan Hobbs Marley Griffin Piers Beckley Stefan Feltmann Carl McLaughlin Don Arnold James Boldock Jonathan Rose Martin Deppe Porter Williams Stefan Livingstone Carlos Flores Doug Blakeslee James Crowell Joonas Iivonen Mason R R Clark Shirley Carlos Martin Douglas James Heide Jordan Deal Mathias Exner R. Brian Scott Stephan A. Terre Charles Chapman Doyce Testerman James Husum Jose A. Matt Clay Rachael Hixon Stephanie Bryant Charles Kirk Drew Shiel James Rouse Joseph Formoso Matthew Gushta Ralf Wagner Stephen Caffrey Chip Dunning Duncan James Schultz Josh Rensch Matthew Miller Randall Orndorff Stephen Holder Chris Edwards Dylan Green James Stuart Joshua Matthew Whalley Raun Sedlock Stephen Hood Chris Heilman Dylan Sinnott James Winfield Joshua Ramsey Matti Rintala Raymond Toghill Stephen Waugh THE AETHER SEA A WORLD OF ADVENTURE FOR WRITING & ADVENTURE DESIGN EDWARD TURNER DEVELOPMENT ROB DONOGHUE EDITING JOSHUA YEARSLEY ART DIRECTION MARISSA KELLY LAYOUT FRED HICKS INTERIOR & COVER ARTWORK JOHN ALVAREZ VITA PROJECT MANAGEMENT SEAN NITTNER MARKETING CARRIE HARRIS BUSINESS DEVELOPMENT CHRIS HANRAHAN An Evil Hat Productions Publication www.evilhat.com • [email protected] @EvilHatOfficial on Twitter facebook.com/EvilHatProductions The Aether Sea Copyright © 2014 Evil Hat Productions, LLC and Edward Turner. All rights reserved. First published in 2014 by Evil Hat Productions, LLC. 10125 Colesville Rd #318, Silver Spring, MD 20901. Evil Hat Productions and the Evil Hat and Fate logos are trademarks owned by Evil Hat Productions, LLC. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior express permission of the publisher. That said, if you’re doing it for personal use, knock yourself out. That’s not only allowed, we encourage you to do it. For those working at a copy shop and not at all sure if this means the person standing at your counter can make copies of this thing, they can. This is “express permission.” Carry on. This is a game where people make up stories about wonderful, terrible, impossible, glorious things. All the characters and events portrayed in this work are fictional. Any resemblance to real people, spacefaring goblins, hegemonic human empires, spaceships made of wood and magic, dashing young asteroid farmers, or scruffy nerfherders, is purely coincidental, but kinda hilarious. CONTENTS Wading into a Great Big Sea ..........................................................2 What is the Aether Sea? ............................................................................3 Mapping the Aether ...................................................................................4 The Royal Hegemony .................................................................................5 The Folks Who Trawl the Sea .........................................................7 Creating a Character ..................................................................................7 The Folk of the Aether Sea ......................................................................9 Magic .................................................................................................16 Dabbling in Raw Magic ............................................................................16 Focusing on Raw Magic ..........................................................................17 Using Raw Magic ........................................................................................17 Preparing and Performing Spells .........................................................18 Schools of Magic .......................................................................................20 The Ships .........................................................................................23 Building an Aethercraft ..........................................................................23 Operating Your Ship ................................................................................27 Surviving in the Sea .................................................................................30 It’s Only an Elven Moon .................................................................32 Getting Trapped in the Red Corridor ................................................33 On the Trail ..................................................................................................35 Other Troubles in the Red Corridor ...................................................43 Where to Next? ..........................................................................................44 WADING INTO A GREAT BIG SEA Used to be, there was a planet that went by a half-dozen names. Nobody who lived there called it Homeworld, so that’s what we call it now. It seems fair. The different kinds of folks who lived on Homeworld didn’t much care for one another, and they all scrabbled for elbow room; elves, dwarves, goblins, trolls, humans, and orcs, all crammed together, most of ’em convinced they deserved to be the rulers of this little rock. So they fought, in piecemeal skirmishes and all-out wars. But there were so many sides that nobody could ever win, not really; there was some comfort in knowing that, though a tribe of orcs might sack your city, they’d be driven out by an elven strike force in a decade or so. It was magic that caused the trouble. The better we got at it, the longer and darker those skirmishes became, and the longer the damage lasted. Five hundred years ago, Homeworld ended up a scorched wasteland, half of it so thick with magical fallout that you could flip a coin and have a fifty-fifty chance of surviv- ing long enough to see it land. That’s when folks started fighting over little things like food and drinkable water. But one day, a human by the name of Albus Fletcher did the thing that humans are good at: he talked to people. He met with a couple of clever elves who’d become hotshots in academia and pulled a dwarven artisan out of one of their slums to do a little assembly. Heck, he even purchased the service of some trolls and goblins to do the heavy lifting and calculations. Together, the group made an aethership. It was the first of its kind, a ship that could drag itself off the planet and into the sky without being torn apart by the aether. And because Albus Fletcher was very, very good at talking to people, he man- aged to get all the patents in his name. It wasn’t long before every seaworthy vessel on the planet was fitted with a couple very expensive enchantments, and everyone who could buy, beg, or steal a ticket joined the great exodus. Folks took off into the unknown, putting down roots on new planets—after centuries of killing each other, they finally got their wish: ruling their own little rock. …o’course, now they’re elbow to elbow in a great big sea, fighting over whole planets instead of little tracts of land. 2 FATE: WORLDS OF ADVENTURE What is the Aether Sea? We call it a sea, but that ain’t exactly right. Aether’s not well understood, and what we know about it’s not too useful: it’s invisible, it’s intangible, it tears leaky ships apart, and if you walk into the aether without protection, you’ll explode. That’s what the universe seems to be made of. As far as we can tell, the aether goes on forever; we know there’s at least mil- lions of stars and billions of worlds out there. When most folks talk about the aether sea, they mean the bit we’ve colonized so far, which is tiny compared to the whole deal. About a thousand worlds, we think. Not many records were kept in those first few years of the exodus from Homeworld, so the numbers aren’t as exact as we might like. One thing’s for sure, though: every planet that’s occupied is occupied by the descendants of Homeworld. There’s no life in the sea outside of us and what we put there—nothing that we’ve found in five hundred years of looking, at least. That’s one of the things that’s put a damper on exploration: no stores, no allies, and no planets you can live on without taking a year or more to make ’em habit- able. Don’t stop people from looking or rumors from forming, of course. The biggest chunk of the sea is Royal space, the territory claimed by the Royal Hegemony. It’s in the dead center of the known universe, and best guess is that it’s got two-thirds of the occupied worlds within its borders. Outside of Royal space is the deep sea: dozens of little territories claimed by nascent emperors and warlords, and a hundred more worlds chugging along, trying not to be affiliated with anyone except themselves. THE AETHER SEA 3 Mapping the Aether The aether sea is broken into quadrants, sectors, and planets. Quadrants are large chunks of space, more useful for navigation than anything else: crossing a quadrant is, roughly, a week’s travel time. Ages ago, Royal terri- tory was exactly four quadrants—hence the name—but these days it’s a bit less exact. Quadrants only really matter when it comes to getting from place to place; look at page 31 for more on that. Sectors are political divisions; planets within a sector are all part of the same government. Most of the time, people sayin’ sector or star system mean the same thing. Sometimes a sector will cover a few systems, but they’re never larger than a quadrant; it’s hard to keep a government together over such distances. The Royal Hegemony isn’t a sector itself, but a whole mess of sectors that happen to fly a Royal flag above their own. A planet is, of course, a planet, but things that aren’t exactly planets in the scientific sense get called planets too: moons, big old asteroids, even some arti- ficial stations. It’s just a term for a spot in the sea where folk can live that ain’t a ship. Even the largest and most colonized planets tend to be pretty homogenous, culturally speaking; we’ve only been colonizing for a couple centuries. There’s no colony planet that’s full to bursting, but there’s plenty whose only livable terrain is overpopulated—habiforming takes a while, you know. Sector and Planetary Aspects GMs, you’ll do right by the players by making sectors and planets interesting and dangerous. Part of that comes from their issues. These issues work much the same as the issues from page 22 in the Fate Core System: come up with a major problem for an area, and make it into an aspect ripe for compels and invokes. A sector issue is usually a political problem or something that affects a huge region of the sea, either a current issue—such as In the Midst of a Civil War or Under a Naval Blockade—or an impending issue, such as Pirates Gathering at Our Borders or Slowly Dying Star. A planetary issue is a problem just for one planet. It’s also either current— such as Constant Earthquakes or Powerful Crime Family—or impending, like Whisperings of a Revolution or Running Out of Clean Water. A planet’s issues are in play while the PCs are on a planet, and sector issues are in play while they’re within a sector, including planets in the sector. Once the PCs move on, they leave their issues behind. That’s the great thing about an aethercraft: there’s a lot of room behind it. 4 FATE: WORLDS OF ADVENTURE The Royal Hegemony It’s a big sea. Describing everyone who swims in it is an exercise in futility, not just because it’ll take forever, but because it’s impossible to collect it all. Paperwork is a nightmare within the Royal Hegemony, and usually ignored out- side of it. There’s self-sufficient planets out there that haven’t contacted the rest of the sea in centuries. But there are some big powers who almost everyone has heard of, and none more important than the Royal Hegemony. In the dying days of Homeworld, just before the first aethership was created, a whole mess of human kingdoms put themselves together in a sort of union. They figured that pooling their resources and information would work to every- one’s benefit. Nowadays, Royal space encompasses roughly two thirds of the sea. So it seems that worked out. Planets within the Hegemony are technically self-governing, and on paper the system seems strong: if you’re a part of the Hegemony, you pay some taxes and obey a few mandates from on high—usually well-meaning stuff like “no slaveholding”—and in return you get the support of the Royal Navy and a few other benefits, like emergency aid and a good working relationship with the Spellcasters’ Union. In practice, if it seems a little suspicious that a collection of starving monarchs went on to run the better part of the universe—well, yeah. It is. The Royals have been a relentless force of expansion for centuries, partly because they have the money and power to just demand that folks obey them—plus it doesn’t hurt to have the Royal Navy, who are more than willing to explain to an errant planet just how dangerous life is without their protection—but mostly the Hegemony’s power comes from their stranglehold on magic use in the sea. The Spellcasters’ Union In the center of every Spellcasters’ Union station you’ll find a statue—solid gold and twice life size—of Albus Fletcher. There’s a plaque that says something about how he founded the SCU, and how his pivotal role in the creation of aethercraft is an example to us all about how all people are stronger when they work together. But that’s not why he gets a statue. He gets a statue because, amidst all the chaos of inventing the aethercraft, he held on to the patents. History’s written by the victors, right? The SCU is an organization of magic users, and within Royal space they are the one way to legally practice any form of magic or spellcraft. Technically they’re independent from any government, but they are Hegemony-subsidized and have a very close relationship with the Royals. Fact is, ever since Fletcher was crowned into the Hegemony, the head of the SCU has always been a member of a Royal family. The SCU openly claims it’s a strict meritocracy. Make of that what you will. THE AETHER SEA 5 On paper the SCU has no power outside of Royal space, but they still have outposts where they provide magical services at heavy markups, outposts that let them keep a close eye on the largest powers operating out in the deep sea. Within the Hegemony, the SCU is the only legal source of magical educa- tion, and all professional magic-users must be SCU-licensed, with the fees and oversight that implies. But that’s just a portion of their influence: the Spellcasters’ Union owns the spells that make aether travel possible, and anyone discovered attempting to re-create those spells is tried for “actions with the potential to destabilize the economy of the region.” Outside of Royal space, such folks gener- ally just disappear. That’s what keeps the SCU in power. The Great Bureaucratic Integration The Spellcasters’ Union is in bed with the Royal Hegemony, the Hegemony con- trols the planets in Royal space, and the planets mostly govern themselves, but everybody lives in the shadow of bureaucracy. If you want to deal with the SCU, your ship must be registered and licensed with the Royal Shipping Registry. You’ve got a name on top of your forms that complies with the Royal Naming Statute—that is to say, a human-styled first name and family name, regardless of how your folks like to name themselves. Cargo gets tagged and registered with the Royal Trade Commission, and your route is covered by the Board of Aether Travel—and that’s just on the govern- ment side; the SCU has its own internal divisions to track its customers and what they move. A dozen different acronyms poke their noses in every aspect of life in the Hegemony, and that’s just if you’re traveling through. Planetside, those technically self-governing sectors in Royal space tend to have governments made of 50% Royal red tape by volume. Near enough everything a person does is recorded, and filed away, somewhere. A lot of money is spent on that. And a lot of money is spent keeping things from being filed away so neatly. Now, part of that is because folks need illegal things moved from planet to planet: drugs, people, unapproved spells, and such. More than that, some things need to move quickly and efficiently, things not condu- cive to scrutiny by a dozen low-level employees. Royal warehouses, after all, are full of rotting food and medicine addressed to dead people. The closer you get to the edge, the slower the wheels of bureaucracy turn: the home office for all those departments is in the Homeworld system, and they don’t trust employees on the outskirts to think for themselves. The benefit, such as it is, is that this runs as true for the SCU itself as for the planets and ships in the area: they’re a little slow to act and a little blinder to the black markets and illegal shipping in their midst. 6 FATE: WORLDS OF ADVENTURE

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.