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From: Matt Hoffman <manta928@?????.com> Date: Sun, 5 Aug 2007 07:25:31 -0700 Subject: Re: Behind the Dark Fist - Vergons
I really, really like the Vergons. Warrior cultures are always a lot of fun -- though, if done wrong, they can end up being just collection of bad recycled Klingon aphorisms. Like World of Warcraft's orcs. Since very little information is given about the Vergon and why, exactly, their six worlds are constantly fighting each other, I once again made stuff up to explain it. My vision of Vergonspace was a sphere where six different war gods held sway, and each had a very different philosophy of how to conduct warfare. The six war gods couldn't persuade each other by debate, not even after millennia of trying, so they agreed instead to settle their argument by setting up an elaborate test. That test, according to Vergon philosophy, is life itself, and each Vergon believes that his role in life is to help his deity prove to the other deities that his way is best. The Vergon does this by defeating enemies in battle using his god's philosophy of war. Rather than make up my own six war gods, I wanted to use some of the already established Earth gods from sources like Legends and Lore. This was done (partially) in the Astromundi cluster, as well, so I followed Astromundi's example (only, unlike Astromundi, I chose not to give the deities Vergon-specific names). Choosing vastly different war gods like Huitzilpochtli, Kuan-Ti and Indra gave me the opportunity to incorporate obscure non-standard classes as well, like the Samurai, the Kshatriya and the Maztican Eagle and Jaguar Knights. With the elite unit classes, I also live up to my contention that pre-d20 editions of the game are all at least 90% compatible with each other: Samurai, Kensai and Sohei I import regularly from 1st edition to do my bidding, and the Hollow World conversion of a Nithian warrior specialty is no trouble at all. (a more detailed writeup of Vergons would display this in clearer terms) I was especially jazzed to include Kuan-Ti into the mix -- being that he is the deified Guan-Yu from Romance of the Three Kingdoms and Dynasty Warriors fame. The six war gods of Vergon also represent a fairly good mixture of alignments. Three are evil (Huitzilpochtli, Indra and Ares), three are good (Kuan-Ti, Hachiman and Anhur), and in addition to the cultural differences that each god represents (being that each god is from a different real Earth culture), this helps to underscore the main idea that the Vergons are fighting over the nature and conduct of war. While that does make for nice context (if I do say so myself), this does sort of hit the wall when set against the UTDF reasoning that Vulkaran kept the Vergon fighting so that they wouldn't unite against him. Does that justification make any sense in the context of the religious culture of endless war I write about below? It seems like the Vergon might have been fighting anyway, whether Vulkaran was there or not. Maybe more work needs to be done here. Anyway, here are Vergons. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Vergons - Vergonspace is a sphere comprising six inhabited worlds, all equidistantly spaced along the same orbit, revolving around a pair of spinning binary suns. The Vergons worship six gods, one on each planet, and each god gives its name to the world he or she is worshipped on. The gods (and worlds) are: Huitzilpochtli, Ares, Kuan-Ti, Anhur, Indra and Hachiman. Anyone in the home audience paying attention to that list will note that all six gods are war gods. Knowing that should tell you all you need to know about Vergon culture. All of the Vergons -- all of them -- are either Fighters, specialized warrior classes (see below), Clerics or specialty priests. Vergon has been in a state of near constant war (over, oddly enough, which world's definition and practice of war was most correct) since the initial discovery of spelljamming. If the Vergons ever allied, they would have had the power (both in terms of warships and in terms of the numbers of hardened combat veterans among the regular forces of each of the six worlds) to win back their independence from the Vodoni, and then possibly go off on a spate of conquesting of their own. When he initially took control of Vergonspace, he believed that the Vergons would make an excellent soldier-stock for his Empire. Well, he was right on one count anyway: the Vergons do make excellent soldiers. The only trouble was, a Vergon's loyalty is hard-won, for as a race they respect only strength. And Vulkaran (who had strength oozing out of every single pore of his hairless body) failed to impress anybody in Vergonspace. So Vulkaran did something then that, for a change, the rest of the Known Spheres may one day live to thank him for: he kept the Vergons fighting with each other, selling all sides information and weapons to keep any one faction from gaining too much strength (and, certainly, keeping all sides from allying with each other). Of course now that Vulkaran is dead, there is nobody to fan the fires. The leaders of the six worlds are talking, with least boastful threats than usual. Nobody yet is aware of the potential danger that lies in store for all of creation among the six spinning worlds of Vergonspace... The Vergons are mostly the same as other humans, though their culture of endless war has shaped them into perfect warriors. Vergons may take a +1 bonus to any one physical attribute (Strength, Constitution or Dexterity) for a -1 penalty to any other attribute (Intelligence, Wisdom, Charisma). In addition to Fighters, Clerics and Specialty Priests, each of the six worlds has one or more specialty warrior classes available only to members of that world's elite fighting units. These elite warrior classes are listed below: •Huitzilpochtli: Eagle and Jaguar Knights (from the MAZTICA campaign setting) •Ares: Greek Hero (kit from THE AGE OF HEROES historical reference book) •Kuan-Ti: Kensai (from 1st edition Oriental Adventures); additionally, Fighters are replaced by Bushi on this world, and Clerics are replaced by Sohei •Anhur: Khopesh Runner (class that combines the two Fighter specializations "Khopesh" and "Runner" from the HOLLOW WORLD accessory "Kingdom of Nithia") •Indra: Kshatriya (Paladin kit from DRAGON #225, "Caste of Characters"); additionally, Fighters have the Singh kit, and Clerics are Brahmin. •Hachiman: Samurai (from 1st edition Oriental Adventures); additionally, Fighters are replaced by Bushi on this world, and Clerics are replaced by Sohei Since nearly all of the Vergons' fighting is done in space, the elite warriors (Huitzilpochtli's Knights, Ares' Heroes, Kuan-Ti's Kensai, Anhur's Khopesh Runners, Indra's Kshatriya and Hachiman's Kensai) from each world receive Zero-Gravity Fighting as a bonus proficiency, normal Fighters (and Bushi and Singh) are considered Crack crewmen on the riggings and sails, and all Vergon priests are so highly trained in ship warfare that vessels piloted by them receive a +1 bonus to SR and a 1-category upgrade to manueverability during combat. It should be noted that despite the ongoing war, and the fact that Vergons hail from six radically different planets all bent at destroying each others' populations, the Vergons do not use adjectival labels based upon their homeworld to describe themselves. Instead they all proudly bear the name Vergon, and regard other Vergons as closer kin than outsiders regardless of what homeworld they are from.
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