Cards

Based on this post over at Campaign Mastery, I’ve suddenly started thinking about a card game in game. Plenty of other stuff to think on, but I’m an odd duck like that.

So there’s four houses, made of nine cards each, for a total of thirty-six cards.
The four houses are swords, shields, coins and cups, with cards numbers 1 through 7, and a Lord and Lady. There may yet be a thirty-seventh card called the Fool, but I’m still thinking on that.

The aim of the game is to control a hand of one house, with the Lord and Lady presiding, along with three ‘retainers’ (other cards of the same house). Higher retainers equal a better overall hand, though the players can call the rounds to an end and judge the best hand earlier. Players are free to judge they have the best hand and ‘present their house’ at any time – having the 5, 6 and 7 is the ideal hand – however they must replace at least one card per round if they do not present.

I had an idea for a Mage version of the game that involves the elements as houses, but only uses one Magister as the Lord of each house. There would only be thirty-two cards in a Mage’s deck (thirty-three if the Fool is invoked).

What exactly the fool would do I don’t know. Perhaps he mimics other cards, allowing you to fill the Lord space if you haven’t been dealt the card, or he might bump a hand – the equivalent of two 7 card retainers.

Thoughts?

A History Lesson

What I have written so far for the general overview of my setting history. Most of this is beyond player knowledge, but the very highly educated will know snippets certainly. Characters would need to quest to find out anything about ‘Origins’ or the creation of the Wode and Menfolk.

The true history of the world is vast, but a short version is presented below.

In millenia past, there dwelt a race known as the Oon. Born with an innate magical ability, they were able to travel to other ‘Origins’  and meet the people who lived in these parallel planes. At some point, the Oon decided that their abilities made them superior to the other races they met, and they began to enslave many of them. Further magical experimentation further turned the races they found into shadows of their former selves.
The Draken and Wyvings were their footsoldiers in their wars of enslavement, or during the petty squabbles between the Oon themselves. The Wildfolk were a servant class, filled with butlers, court messengers and handmaidens. The Stonekin were manufacturers of those tools and insturments which the Oon deemed themselves too superior to create. The Giantkin were their outdoors labourers, tasked with farming and construction.
At some point, they used their magical abilities to create an amalgamated slave race, mixing the blood of various races with that of beasts. What they created were the rebellious Wode, able to follow simple orders but incapable of complex tasks. Their next creations were Menfolk, pulling together the most useful traits that they could, but this time instilling a small amount of themselves into their creations. Whilst Menfolk were able to complete complex tasks, they were resentful of their enslavement, and surreptitiously began a movement to overthrow their powerful masters.
Of the other races, various theories are put forth as to their nature as slaves of the Oon, though none can be said to be truly accurate. The Golem may be an earlier creation, or may be an alternate project. The Darklings exhibit traits similar to the Wildlings, but also wildly different. It is clear that the Oon were able to shape the various races with their magics, but how many are shaped and to what degree will forever remain a mystery.

The Oon ultimately fled following the slave revolt, though it is not known to where. All that was recorded was that some could not be accounted for.
The Draken and Wyvings established an empire some centuries later, still thousands of years in the past. They formed a series of vassal states about them, though in time this empire also fell. It is widely believed that the Draken and Wyvings fell apart due to their command by two opposing forces, led by the newly Ascended Dragon King and Usurper respectively. This is however untrue, and there are still cadres of Wyvings living in isolation who are loyal to the God of Justice (and coincidentally, many of the Usurper’s followers are Draken…)
Around the time of the Draken Empire’s fall, and for centuries after, the area of the Old Crown was dominated by the Moorish, the name given to the tribes of Wildfolk in the area. They were driven out and north by Menfolk invaders from across the sea, eventually forming the Northern Imperial Republic amidst the steppes and tundra. The Old Crown then enjoyed several centuries of prosperity, centred upon the capital of Queenstown, before the disappearance of the Queen. In her stead, the Margrave took over general ruling, whilst a search was made for the Queen, and later any royal line of succession. Despite many noble houses professing possible heirs, this search was ultimately fruitless. The Margrave title has been passed down the generations since, effectively ruling the region.

The Old Crown itself has begun to fall in upon itself, first falling back from its holdings in the Southern Swampland, and later losing its place as the largest trading port in the known world to the City of Festivals, east across the sea. Some say it only continues to function due to patronage by various of the Stonekin noble families, nearby trade links with the Northern Imperial Republic, and the decent relationship with the (effectively independent) Raethmoore Mage Academy situated at its northern border.