Wolsung Slavia Free RPG Day 2012 (eng).pdf

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A g a m e o f
c i n e m a t i c a c t i o n
E x c l u s i v e p r e v i e w f o r
p o l i s h F r e e RPG D a y
2012
www.kuzniagier.pl
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slavia
s l a v i a
he Slavian Commonwealth
Capital: Gniazdo
Political system : elective monarchy
Ruler : King John VII Piastun (human)
Religion : Pontiicalism, Solarism,
Eddism, Reformatism
Languages : Slavian
Currency : 1 orzel = 100 groszes
Area : 218,727 mi 2
Population : 22 million: 21% humans, 17%
gnomes, 16% dwarves, 14% hallings, 12%
orcs, 8% trolls, 6% ogres, 6% elves.
b
la
heroes from Slavia there are no impossible mat-
ters, especially when honor or motherland are
involved. Slavians seldom change their minds,
treat their world views (especially politics) very
seriously, and ight at drop of the hat.
Character concepts typical for Slavia:
a poet and bard sympathizing with anar-
Slavia is placed between its ancient enemies:
Morgovia, Wotany, the Trimonarchy, and the
Monastic State, but it’s not the constant wars
with aggressive neighbors that inluenced this
ancient land the most.
Piastun, the irst ruler of Slavia, was the only
legendary hero who did not strike a pact with
a dragon he defeated, but literally slew the
beast. he Curse of the dying dragon is still
looming over the kingdom. All ambitious plans
are doomed to fail, victories bring no beneit,
and any territorial gains are quickly lost.
Slavia of the Piastun dynasty is a backwards
country of ancient woods among which you can
ind mansions and castles of powerful nobles,
battleields of ancient wars, and holy places of
old pagan cults. he irst signs of industrializa-
tion are visible only in a few developed regions.
However, despite all adversities, the Slavians
are proud and they never surrender, as beits
the heirs of a true dragonslayer.
chists, currently an expatriate.
a hunter and traveler, trying to hunt a le-
shy, the spirit of the forest.
a beautiful maiden, who’s sworn to mar-
ry only a man who’ll defeat her in a sword
duel.
B e h i n d t h e s c e n e s
Slavia is Poland, which, despite a terrible Draconic
Curse, has managed to ight of many invasions
that often erased historical Poland from the map.
Hardened by the Curse it proved to be too hard to
swallow. Gniazdo, the capital city, is a combination
of Gniezno, Cracow, and Warsaw. he Mermaid
Fortress is a reference to the greatest fortiications
in Europe – Warsaw Fortress and Festung Boyen,
and also the spirit of Wizna and Westerplatte.
Essentially, Slavia is equal parts Poland between
the World Wars and the Commonwealth of Both
Nations from the times of Golden Liberty. Pia-
stun is a weak election monarch during the times
of peace and invincible Sobieski during war, and
every Slavian is ready to charge at dragons armed
with only a lance–if he’s sure he’ll win, and that’s
at least half the time.
c h a r a c t e r s
Key ideas for heroes from Slavia are curse and
stubbornness.
Slavians balance on a thin line between fatalism
and bravery. When you know that Fate itself
is working against you and all your plans are
doomed to fail, you can either break down…
or realize that you have nothing to lose. For
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slavia
for the good of the Commonwealth.
an ambitious industrialist trying to civilize
a spiritualist ready to sell his soul to demons
Slavian Hero
in a Nutshell
Speak loudly, drink a lot, and consider eve-
ryone who is not a crowned monarch at least
your equal. Don’t allow others to ofend your
honor, be the irst to ight and to defend your
motherland. Never refuse a plea for help and
be charming to the opposite sex.
Male names : Apolinary, Bazyli, Bogumil, Czci-
bor, Dobrogost, Gaweł, Gniewomir, Iwo, Jan,
Jarogniew, Leszek, Lubomir, Nikodem, Roch,
Sulislaw, Tymon, Wilkun, Ziemowit.
Female names : Alina, Aniela, Balladyna,
Bogna, Celina, Donata, Elegia, Grazyna,
Halina, Jadwiga, Jagoda, Kinga, Lila, Malwina,
Otylia, Roza, Wanda, Wija, Zoja.
the country despite all adversities.
a d v e n t u r e s
Daring – armed parties attacking neighbors.
Border skirmishes. A war of intelligences between
Wotany and Morgovia. Sailing the Wija. Trying to
rescue a kidnapped iancée. Stopping a half-golem
assassin from the Order of the Iron Maiden.
Exploration – hunting bears in the Great
Oak Forest. Excavations in pagan cemeteries
and stone circles. Exploring the dungeons in
the uninished forts of the Mermaid Fortress.
Hunting for sunken wrecks near Ujscie.
Investigation – noblemen who sold their souls
to devils. Wotanian separatists in Dymnik.
Ways of breaking the Dragon’s Curse. Myste-
ries of haunted courts. Groups of highlander
robbers on the borders with Nordia.
Society – local parliament sessions. Ignoramu-
ses and overambitious glory hounds nominated
as ministers. Negotiating with rebelling confe-
derates. Bringing peace to conlicted families.
Rebel against the power of the king. Lobbying
and corruption among industrialists. Intrigues
of the Monastic State going to break fealty.
s o c i e t y
In Slavia guests are welcomed cheerfully, and
the local saying goes “a visitor is a blessing to
the house.” People are honest and often drink
during conversations, regardless whether they
take part in homes, local councils, inns, or at
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slavia
bisons (zubr) and the dwelling of a legendary
leshy. It’s far too easy to cross the border here,
and meet unhelpful Morgovian border guards.
Mermaid Fortress – his fort is placed near
Gniazdo, near the part of river Via controlled
by the river mermaids. Originally it was sup-
posed to be the largest fortiication in Vanadia,
but it was never inished or fully manned. Even
so the forts take up the area of a small town
and no aggressor has ever managed to conquer
the fortiications.
Miedzianka – “Copperhead” – the tal-
lest mountain of the Old Mountains on the
southeast border of the country. hanks to
massive deposits of iron and copper the moun-
tains were already exploited in the prehistoric
times. hanks to Prime Minister Buczyna the
corridors of such old mines are now being ada-
pted to the needs of secret magical laboratories.
According to Gniazdo University, a suiciently
thick protective cover of magically active ores
could protect from the Dragon Curse.
Slavia in a Nutshell
Opponents : mad nobles, devils.
Monsters : leshy, river mermaids.
Headline : “When the Archduke Berthold
Nimbelung decided to spend a few days hun-
ting in the Great Oak Forest in Slavia, he did
not expect that his stay will have such a dra-
matic inale. he hunters have met a leshy in
the woods, and the spirit summoned a herd of
bisons, sending it after the Duke. he being
also summoned a powerful storm and heavy
rains, and so the hunt had to be stopped.”
the royal court. When it’s necessary people
defend their honor with a sword or pistol.
People complain about the pointless projects of
Minister Buczyna, about the weakness of the
king, the power of the voyevods, and about
their evil neighbors, both personal and rivaling
nations. hey tell tall tales about heroic ance-
stors, relatives that had to emigrate, great vic-
tories of the past, and glorious defeats.
No one talks about the enemies of the king
in the family, pacts with devils, rebellious
relatives, wars between aristocrats and the
servitude of peasants. No one admits that the
Curse might be the only thing that’s saved the
land from being partitioned. And no one bad-
mouths religion, the army, or the land.
p l a c e s o f i n t e r e s t
Gniazdo – the capital city built around a hill,
in which caves Piastun killed the dragon. he
administrative center of the country, one of the
few thoroughly modern cities in Slavia. Under
the castle called Piasta there lies one of the
most powerful nexuses in the world.
Dymnik – the industrial and technological
motherlode of Slavia, won from Wotany (and
the Trimonarchy) during the Great War. hese
areas have long been the bone of discontent
among these nations, and it’s not certain whe-
ther they’ll stay Slavian for long.
Great Oak Forest – the largest forest in Vana-
dia, a popular place of hunting for Vanadian
Scenery: Ancient Forest
Special : to enter the true heart of the forest
you must make a survival test TN 15. Failure
means a day of wandering through the forest.
Elements : thousand-year-old oaks. Ancient burial
mounds. Ruins of forgotten castles, mansions and
settlements. Places never seen by an intelligent
creature. Holy places of pagan cults. Mysterious
paths leading nowhere. Mushroom circles. Moss
growing on trees. Dense undergrowth.
Antagonists : a sounder of wild boars. Giant
royal bison. Wolves. Bandits. Morgovian
marauders. A band of smugglers. A leshy.
Demons. Pagan priests.
Hazards : getting lost in the forest, poisonous
mushrooms, sudden storm, falling branches,
thorns and nettles.
Scandals : picnic on an anthill. Not knowing
the local history. Confusing a deer and a fallow.
Goals : hunt for wild animals. Trying to sneak
over the border. Camping. Archeological trip.
Finding lost friends.
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