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Medieval Fantasy Mechs: A New Frontier For Fantasy d20

Dragon Me4chas

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0% found this document useful (0 votes)
325 views6 pages

Medieval Fantasy Mechs: A New Frontier For Fantasy d20

Dragon Me4chas

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Luciusthetraitor
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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MEDIEVAL FANTASY MECHS POWERED BY STEAM, MAGIC, OR THE LABOR OF A THOUSAND SLAVES

After an age of destruction, the Second Age of


Walkers is now at hand. Explore the ruins of the
surface world in sturdy iron mechs powered by
steam, magic, or the labor of a thousand slaves!

A New Frontier for Fantasy d20


This rulebook introduces not just a new world but the first comprehensive
d20 treatment of fantasy mechs. Built on the foundation of a traditional
fantasy campaign, DragonMech is easy to integrate into any ongoing
game, or it can be used on its own. It features extensive rules for fantasy
mechs powered by machinery, magic, and manual labor, fully integrated
with a host of new classes, feats, skills, and items specially designed for a
mech-based fantasy campaign.
Requires the use of the Dungeons &
Dragons Players Handbook, published
by Wizards of the Coast, Inc. This
product utilizes updated material from the v.3.5
revision.
Sword & Sorcery books are published under the
Open Game License and are 100% compatible
with v.3.5 rules and the d20 System.
ISBN 1-58846-988-3

www.goodman-games.com

www.swordsorcery.com

www.superunicorn.com

WW17600

MEDIEVAL FANTASY MECHS POWERED BY STEAM, MAGIC, OR THE LABOR OF A THOUSAND SLAVES

Medieval Fantasy Mechs

$34.99 U.S.

WW
17600

plate 1 The standard races are well


represented in the land of Highpoint.

CHPT.

INTRODUCTION

he dark age has begun. With each passing day the


moon grows larger in the sky, to the point where it
is now literally falling to earth, particle by particle, in
an excoriating lunar rain that flattens castles and kills
anything foolish enough to walk the land of Highpoint
by night. The moon is so close that lunar monsters can
drop to the surface, whether by choice or as involuntary
byproducts of the lunar rain. Day by day, the lunar dragons
swarm in ever-greater numbers, while other aberrations
stalk the surface. If the lunar rain doesnt skin you at
night, the lunar dragons will eat you during the day.

olonizing the underdeep was the only


hope for those who once controlled the
surface. Elven archmages and orc warlords
were no match for the lunar rain pounding
their cities night after night. Wave after wave
of refugees sought shelter underground. But
the entire world tried to cram into a limited
number of havens, and they found only constant warfare. Each battles winner had mere
days until the next wave appeared, desperate
to force its way into any covered shelter it
could find.
Deep underground, the ancient dwarven
stronghold of Duerok was safe from the
dragons and lunar rain but not from the
refugees. Dueroks dark age was ferocious.
Pushed back by the relentless waves of invasion, the dwarven city-state lost both land
and lives. Some invaders swept past Duerok,
retreating deeper and deeper underground
in their quest for safety. Most did not.
Duerok was under siege.
The lunar dragons ran rampant over the
surface world. Surging hordes of refugees
pressed at every entrance to the subsurface.
The lunar rain razed the surface yet again each
night. Chaos, death, and disaster threatened
from every quarter. Was any hope left?

Yes.
A stooped, white-haired dwarf named
Parilus came to Duerok one day, claiming
to be the eldest of the Master Gearwrights.
Only the most ancient dwarves remembered the Gearwrights Guild, which was
but a footnote in stories of a mythical Age
of Walkers passed on from their grandfathers grandfathers.
Parilus taught the dwarves to build great
mechanized walkers powered by steam. He
showed them how mighty a ten-ton metal man
could be, how its heroic metal hide could resist
the lunar rain and beat back the dragons. He
guided them through the construction of their

first thousand-foot-tall city-mech and watched


proudly as it defeated dragon after dragon.
Then, unseen and unfollowed, he vanished.
Now, one hundred years later, the Second Age of Walkers is at hand. Five dwarven
city-mechs housing populations in the
thousands patrol the surface areas around
Duerok. Armored well enough to protect
against all but the most cataclysmic meteor
storms, the city-mechs brave the lunar rain,
though even their tough metal hides must
be constantly refurbished.
These five city-mechs, known as the
Stenian Confederacy, are now the center of
surface life on Highpoint. The safe zone they
protect is a new haven for trade and settlement, colonized by fleets of smaller mechs.
Even as the lunar rain abates some say
the moons surface must have been stripped
to bedrock by now the mechs become
further embedded in the social structure.
Trader-mechs form crucial links between the
budding new surface settlements. Explorermechs comb through the ruins of the surface
cities, while righteous adventurers fight
mech to claw against the lunar dragons.
Prospector-mechs scout for scant supplies
of ore and coal, and tensions run high when
supplies run low.
Resource disputes have brought the
Stenian Confederacy into conflict with its
neighbors. The disparate human nomad
tribes, united for the first time in centuries
by the charismatic demagogue Shar Thizdic,
have constructed a steam-powered citymech of their own. Now Shar sends his socalled Legion into routine skirmishes with
the Stenian Confederacy. Mercenaries play
both sides, profiting in the new demand for
metal, fuel, and mechs.
Despite its imposition of law and order,
not all are satisfied with the Stenian Confederacy. Its security comes at a cost. Martial
law is the rule of the day; military-mech
pilots are mobile judge, jury, and hangman.
Already, vigilante-mechs backed by the
people have challenged the Confederacys
authority. Many citizens, especially the
clergy, feel the Confederacy is too concerned with short-term solutions. The
surface is now inhabitable, but nothing

CHPT.

has been done to solve the lunar rain itself.


While independent clerics and paladins
organize attacks on the lunar dragons
home turf, the Confederacy focuses
solely on terrestrial power. As many
resentful citizens of the oppressive Stenian Confederacy exist as
do outsiders desperate to enter its
safe zones.
As the lunar rain destroyed longestablished settlements, so too did
it eradicate long-established social
customs. With few exceptions, the institutions that once held together the fabric of
life are now gone. In the place of churches
and nations, new forces have emerged. Faith
in the old gods has practically vanished as
worshippers question those who could not
save them. The newly emerging mechanical-god Dotrak whispers cryptically in the
ears of his prophets, while the bizarre lunar
gods recruit mortals in disguise. Mobile
mechdoms rule where kingdoms formerly
prevailed. The Gearwrights Guild is more
powerful than some nations once were, com-

manding entire city-mechs in its name. Its


coglayers and steamborgs push the limits of
technology, eagerly seeking new techniques,
while new recruits explore ancient legends:
Is it true that the huge metallic dwarflike
sculptures buried in the Wet Desert are
in fact ruined mechs from the first Age of
Walkers?
Not all accept the new order. While nearly
five human generations have passed since
the lunar rain began, most elves remember

its beginning. They resent the treasure-hunters who loot their ruined villages, the gearwrights who challenge their magic, and
the mech jockeys who question
their history. Riding magically powered mechs crafted
from the still-living
remnants of their village
ancestor trees, elven
artifact-hunters
hunt
lost treasures stolen by
the new mechdoms. Meanwhile, the orcs of the southern plains grow entranced by
the power of mechs, raiding more
frequently as they seek to acquire mechs for
themselves.
As always, the rogues profit. From an
early stage, the thieves guilds insinuated
themselves into the management of the citymechs. Even the Stenians now make concessions to the guilds. The destitute lower
levels of their city-mechs are kept in line by
ruthless guild organizations, which ensure
available manpower to work the smelting

CHPT.

plants and engine rooms as long as their


methods go unquestioned. All the while, a
shadowy group of so-called stalkers practices infiltrating and disabling mechs from
within. Rogues and cutthroats have fantastic
new opportunities for power.
One hero stands above them all. Mech
jockeys are the ace pilots who make life on
the surface possible. They ferry precious
loads of iron from distant mines, risking
ambush by raiders and dragons. They pilot
the massive military-mechs bristling with
steam cannons. Independent operators ride
scout-mechs into the frontiers, seeking new
trade routes or ruins to loot. They smuggle
contraband into the Stenian Confederacy,

outrunning the military when they can and


outfighting them when they cant. Treasurehunters travel to the endless plains, where
they raid the Legion and the orc hordes;
glory-hunters pit their steam-mechs against
dragons, giants, demons, and necromechs.
On the outskirts of the Confederacy, a
loose collection of reclusive families called
the Irontooth Clans rides under no flag but
its own. The Irontooth practice the art of
mech fu, steeped in ancient traditions but
modernized for the world of mechs, and the
mech devil pilots of the Irontooth Clans
are feared above all others.
In a land where chaos comes hand in hand
with opportunity, it is no surprise that efforts
to solve the true cause of the problems the
lunar rain and the creatures it brings to earth
have failed repeatedly. Only the most
heroic adventurer can resist the daily temptation of personal wealth and power. High-

point is essentially a Wild West environment


with scattered law and great power waiting
to be claimed. The old institutions are dead
and gone. The competition to replace them
has begun.
Now hope exists again. It is once again a
time for adventure! On the fertile endless
plains, elven wizard-pilots carry adventurers in search of lost elven treasures. Shar
Thizdics Legion sends saboteurs into
Stenian mines, while independent mech
jockeys profit from trade with both sides.
Righteous paladins fight nobly against the
lunar dragons, and treasure-seeking fighters
hunt for their lairs. Gnome coglayers build
fantastic clockwork weapons for their allies,
while dwarven steamborgs replace their own
body parts with steam-powered prosthetics.
All the while, the soft pinging of the lunar
rain can be heard through the sturdy metal
shell of your transport mech, as you bed down
for the night outside the ruins of a once-great
surface city. Hope exists once again
And its powered by steam.

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steamborg, the assimilated, gearwright, mech devil, steam mage, Dotrak,
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on original material by E. Gary Gygax and Dave Arneson.
DragonMech By Joseph Goodman, Copyright 2004, Goodman Games; for more
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