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© 1998, 2000 by Jefferson A. Wilson | Return to Jeff's RPG page.
See Also: Table of Contents | Introduction | Campaign | Characters | Development Ratings | Worlds | Glossary
Arrival Greetings. My name is Darrelle Adara. Welcome to Gateway.
This terminal can be used to access information, news, and message services, and to contact anyone who may be on world at this time. I suggest you take at look at available information and see what interests you. Any information at the base can be accessed at any terminal in the Gateway complex. Additionally, you may request a portable ComLink from supply.
The medical staff (healers, leeches, herbalists, shamans) request that all new personnel receive a physical (a checkup to make sure one is healthy) within 48 hours of arrival. This will be a thorough examination of your physical, emotional, mental, and spiritual health using magical, spiritual, and technological techniques. Any non-genetic physical problems you may currently have will be corrected, and you will be given a chance to receive several symbionts to maintain and enhance your health. Any undesired curses or enchantments will also be removed. For emotional and spiritual problems, you will get advice on the best place to seek assistance.
Hopefully you did not have any language problems when you arrived. The language most in use at the base is a pidgin which is primarily Vaash, but which contains elements of Elvish, English, and New Republic Pidgin. Gateway Personnel most commonly speak variations of Elvish, English, New Republic Pidgin, Vaash and Wookie. Approximately 300 more languages are known by various base personnel, and 23,345 more are known by the base computers. For people who arrive not knowing any languages known to us, there is a linguistics program available to enable the base computers to quickly learn most languages.
Current long term projects include locating former Vaash bases, expanding our knowledge of Vaash technology and culture, the exploration of new dimensions and planets, and interdimensional trade.
BasesGateway Complex consists of six domes surrounding a larger central dome with their outlying grounds. The domes are made of a living bioplastic which is only a little less strong than monocrystal fiber. The central dome houses general services such as Administration, Personal Services, Recreation, and the Cafeteria - Meeting Hall. The surrounding domes are specialized facilities for Psionic, Magical, Spiritual, Technological, Biological (including Medical), and Mixed activities. The surrounding grounds include two loading platforms, several weapon bunkers, and a living barrier surrounding everything. The barrier is formed of quick-regenerating acid vines which are magically resistant and capable of psionic reflection.
Each dome has its own library of physical text. All physical texts, and a lot of additional information is also contained on the base computers. These libraries can be accessed through the terminals, comm-links, or personally. All terminals and comm-links can translate all languages in the libraries.
Current Gateway personnel number about 1120 sentient organic beings from a variety of races and cultures. The most prevalent are variations of human stock, but Gateway also has elves, daemonites, and wookies. All Vaash are encouraged to recruit personnel from their homes.
Return to Beginning of PageCharacters -- NPC's -- Sesh
(Characters marked with a * may be used by new players.)
| Title | Archtype | Goal | The Archmage | Sorcerer | service, solitude |
|---|---|---|
| Blood Lord | Diabolist | magical understanding |
| Dark Angel | Prophet | religious conversion |
| The Empress | Hedonist | personal satisfaction |
| The Gaunt Man | Horror Lord | to understand human nature |
| Dr. Green | Bio-Medic | prevent ill-health |
| The Grey Admiral | Dark Protector | protection of beauty |
| Jackdaw | Thief | remove dimensional travel |
| The Shaman | spirit controller | personal protection |
| Student | skill-monger | learn everything |
| Tai-Lin | Super Werewolf | protection of primitives |
| Trapper | Explorer | seek out new worlds |
| Vendor | Techno-mage | material acquisitions |
| Warrener | Cyber-Fixer | social control |
| Welcomer | Opener of Gates | excitement |
Greetings, I am Sir Martin called Half-Elven. I have been selected to inform you about the history of the Vaash.
There have been world-jumpers in the continuum from time immemorable. About 1 in ten million sentient beings have some world-jumping ability. Very few of these individuals make use of the ability, and fewer still gain enough experience to control their talent. The history of the Vaash, as a race, begins about 5,000 CBP (circa before present) when two human world-jumpers met and married. As their children were conceived, born, and raised, they sought out every advantage they could, from any number of worlds. Those children, in turn, sought out others with gifts and abilities similar to their own. As more world-jumpers became related, a society began to form. This society was linked by common experience, ability, and blood. This family was of hundreds of cultures and beliefs, but had a great deal of shared loyalty. Though individually independent, they enjoyed meeting socially with other members of their family. That family extending across the continuum, and mastered every art: magic, technology, biology, psionics, social systems, and their combined arts.
As time went on they shared the knowledge and gifts they received, and became more and more powerful. They became acquainted with other major plane- traveling cultures including the Amberites, Atlanteans, Chaosites, Fey, Serioli, and Splugorth. It was about 350 CBP that a section of the family allied against the Splugorth. They took the name Sey, which means "Cure" in the family tongue. Made up mainly of fanatics and military men they tried to get more help from the family, but most of the family was uninterested, and the rest could not see how they could be effective. Naturally, they ended up losing their little war, and the rest of the family thought the matter would end there. As the years went on, a number of the family noticed that the Sey'Ahsha (roughly, "Failed Cure") or Sesh had become very withdrawn. Visiting the worlds these Sesh had claimed, they were horrified to discover that the Sesh were engaged in experiments that most considered immoral and vile. When the matter was brought up at the next family gathering, the Sesh justified their actions by pointing to the dangers that awaited the family in the continuum, and the continuing presence of the Serioli and Splugorth. Over a very few years a new group formed in the family, dedicated to holding the family responsible for their actions in the continuum. This faction took the name Va'Ahsha (Vaash), meaning approximately, "Do no harm."
It took many years for the split between the Vaash and Sesh to completely polarize the family, but in the end, in spite of near endless attempts to patch things up, most members of the family claimed to be either Vaash or Sesh. If you wish, ?? can introduce you to the differences in the philosophy of the two factions, but the end result of the difference of opinion was war. You undoubtedly learned when growing up, that the Sesh caused the war by inspiring several world-traveling cultures, and sending them against the Vaash. The war could have just as easily been caused by the Vaash's attempted sabotage of Sesh projects.
Once the war began the remaining members of the family were quickly forced to choose sides, although a few washed their hands of the matter and retired to out of the way realities. At first, the war went well for the Vaash. They cooperated with each other much better than the Sesh, and their respect for the reality-bound earned them many allies. What changed the course of the war we still do not know, but we do know that, eventually, the war went poorly for the Vaash. When they saw that the end was inevitable, they set aside refuges for their youngest children. The parents of each child selected worlds where their child could grow up protected. Each child was given a guardian to teach him about his heritage and give him the guidance necessary to become a Vaash. Each child was also left with an heirloom which, when combined with the heirlooms of the other children, would produce a device of great power. In establishing their children, the Vaash set up "paths" for them to follow. These paths were intended to both test and train the children who followed them, so that those who reached the end would be worthy of the heritage they would receive.
Unfortunately, as you have realized by now, the war ended in a Sesh victory far greater than expected by our parents. The cache which was intended to preserve our heritage was destroyed, and we have yet to discover any Vaash of our parent's generation. Twenty Vaash, and one unallied child of the family have made their way to the Gateway base. We are beginning to recover, but must tread cautiously, for we do not know how powerful the Sesh are, or what dangers may await us in the far stretches of Reality.
Return to Beginning of PageHi. I'm Britney. Jaye asked me to say a few words about animals.
Whenever you're dealing with an animal, the first thing you need to know is how it will relate to you. How an animal will related to you depends on whether it is domesticated, tamed, or wild. Animal Handling skill is useful for each type of animal, but most useful for those that are domesticated.
Domesticated animals are the only kind that are used as riding animals and beasts of burden. I would recommend that you learn to ride a horse if you don't already know how. If you already have reliable transportation, the packing skill may serve you better. If you wish to learn a flying animal, the two types of skills which will serve you best are pegasus or flutrell. The pegasus looks like a horse with wings, while the flutrell is a large bird. They represent the two basic styles of aerial cavalry. If anyone has any information about swimming animals used as mounts I would like to hear it.
Return to Beginning of PageNo one has entered information into the system for this option.
Bio-Tech is the art of using biological techniques to create living tools. These tools come in a variety of forms and types.
Return to Beginning of PageGreetings. I am Sharila. As a mage, it is my duty to inform you about the various workings of magic, as well as what magic truly is.
Quite simply, magic is the art of making your environment conform to your desires. Every time you write something down, or kick a stone out of your way, you are working magic. I expect that a number of you are looking shocked. You think that "magic" means hand-waving, strange words, and odd rituals. While I will discuss such things later, the essence of magic lies in the simple things I have described.
Mana
Is is common for those from technological worlds to discuss mana is terms similar to those used to discuss electricity. However, and I cannot emphasize this enough, Mana is not a form of power. The greater the mana in an area, the less resistance there is to magic.
Spell-Casting
Research vs. Improvisation
Alchemy
Biomancy
Enchantment
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Return to Beginning of PageReligious powers would be both very difficult and very interesting to play.
You should discuss with the GM before attempting such a character.
Return to Beginning of PageSalaam. This unworthy one is Hajji Maneira Al-Sihr, a Sha-ir of the land of Al-Qadim, of the house of the Vaash. 'Tis my duty to inform you of the nature of the spiritual realms that you may come in contact with, and correct some misunderstandings that you may have. Many Vaash come from realities where spirits are weak or nonexistent, and make the mistake of assuming that those rules are multiversal. Nothing could be farther from the truth. The spiritual realms are deep and broad, and you should take care when ignoring even the most "primitive" shaman, for he may know spirits of unsurpassed might.
"Shaman" is the general term for those with the ability to communicate with spirits. Some shamans make friends with spirits, others enslave them, still other simply use them as tools.
Spiritual Realms.
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Hello, I am Luna, and I am a Gypsy. I have come
to this place to give everyone something to smile about. So, if you need a
fortune told, a hex, or someone to party with, come by and see me. I am also
available to entertain at parties, for dancing.
Also, I am available for any mission. "They really would be lost without me." I have found that most places are quite a lot of fun, so, if you need a guide, I can show you to many places. And Remember: You will meet those who do not do things the way that you do, respect that. If you find that there is conflict, there is always a way to have revenge while playing their own game. Also remember to treat entities very nicely, but not the way that you that you would wish to be treated; that is assuming too much. As soon as you are not having fun, it is time to leave. That is all.
Look forward to loving you.
It is important that you learn a variety of languages. Languages give clues to the cultures that people live in. It is impossible to learn all the languages of all the worlds. Nevertheless, there are some languages that you might find particularly useful.
Vaash (or Daemonite) is spoken by most of the Vaash. It is is complicated language, replete with overtones (M/VH), but is the only way for Vaash to communicate certain things and make any sense. There are indications it was created as a synthetic language about 750 years ago. Since then, however, it has grown organically.
Thari (or Fwist) is the language spoken in Amber and the Courts of Chaos. If you wish to do any dealings with those areas or with demons, it would be a good idea to learn this language.
Sindar (Common, Elven, High Elven) is spoken by a number of elven cultures on many worlds. It is particularly useful since it usually influences the other languages of the worlds where it is used.
English (Anglic, Mehricuhn) is neither particularly common or widespread, but is notable because it is spoken by so many of the Vaash.
Swahili (Zulu, Dromo, Slave-Speak) is particularly common and widespread, but is currently spoken by very few of the Vaash.
In summary, if you do not know Vaash, learn it. Once you know Vaash, learn Sindar. Learn other languages as is necessary for the worlds where you arrive.
Return to Beginning of PageSuper Powers are those abilities which break the standard rules. Worlds where super powers exist are few and far between, and super powers do not usually operate on new worlds.
Return to Beginning of PageHowdy! I'm Bob. You all probably think you know a lot about tech at this point, unless you're one of them unlucky folks who grew up in a real primitive world. Most Vaash grew up with tech. around them what I would call early 21st century, but what some call tech. 8. You probably also had some gadgets to learn on that were real advanced. Call that stuff tech. 12.
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No one has entered information into the system for this option.
No one has entered information into the system for this option.
The Vaash do not currently have access to Time Travel. Information we've recovered from our ancestors suggests that Time Travel is possible on very few alternate worlds. On those worlds where it is possible, a world-jumper who tries to leave the world after he has time traveled will be usually snapped back to his base time with various ill effects. There may be ways around this, but currently no one understands the physics involved.