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#13324554 Jun 29, 2017 at 05:29 AM
36 Posts
I'm wondering about the artifacts and events in the Turakian era that aren't solely Takofanes fault or at least that he may have played small part in that we know of in and out of character.
Handle - @deathrunner12

Occult help - http://www.witchcraftandwitches.com/related.html
#13324807 Jun 29, 2017 at 08:21 AM · Edited 5 months ago
1157 Posts
The answer to that is twofold. In character, modern science on Champions Earth knows nothing about the Turakian Age, not even the name. It predates Atlantis and Lemuria by tens of thousands of years, and even they knew of it only in vague legends. So far as has been revealed, besides Takofanes only a handful of artifacts and sites related to TA have survived to the present day, due to their magic potency (and hence are associated with various magical superhumans).

According to the Champions source book, The Mystic World, some occult adepts know a bit more, mostly due to researching Takofanes. Even the gods alive today have no direct memory of the era, since it long predates them. However, the Library of Babylon has more information, having acquired written works dating from TA (although their collection is far from complete). A few contemporary immortals were alive at that time, such as the Witness and some Empyreans, and they probably remember considerably more.

Out of character, there is a ton of data about the Turakian Age in books published by Hero Games for the "fantasy" part of their shared universe. That includes a detailed historical timeline of the first five millennia of the age (and a brief synopsis of the final three millennia); and an extensive survey of the known world, called Ambrethel, at TA year 5000 -- world geography, descriptions of scores of nations, the various races and cultures, notable individuals and artifacts, styles of magic, major religions, and more.
#13324835 Jun 29, 2017 at 08:43 AM
36 Posts
What kind of things are theses artifacts capable of? I'm mostly asking because I'm thinking of pinpointing the origin of some artifacts one of my characters owns to that era it would be interesting to know what limits these items have
Handle - @deathrunner12

Occult help - http://www.witchcraftandwitches.com/related.html
#13324934 Jun 29, 2017 at 09:48 AM
1157 Posts
Practically speaking, there don't seem to be any limits to the types of powers they can have. Spell-casters and magic items weren't ubiquitous during this era, but they were very diverse. It wasn't unusual for artifacts to grant some powers comparable to modern average superhumans, and a few unique items were even more powerful and versatile.

In the present day, the Crowns of Krim are a team of villains transformed by the TA items they wear (also called "the Crowns of Krim," confusingly enough) into demonic-looking humanoids, each with supernatural powers following a particular theme, but otherwise very much "supervillain class." Their leader, Dark Seraph, is among the more powerful villains in the world today. The Australian supervillain called Lightning Man found twin enchanted axes of Turakian vintage, which imbued him with superhuman strength and durability. Besides their use as deadly hand-to-hand weapons, the axes can hurl lightning in various configurations, deflect incoming projectiles, and allow Lightning Man to fly. (The Crowns of Krim are written up in Champions Villains Volume 2, while Lightning Man is in Champions Worldwide.)

The Champions Universe source book notes that modern ambient magic doesn't always manifest in the same ways it did in past eras -- perhaps because of the differences in society and technology. That's why we tend to get more mutants and mutates than wizards, for example. So it's possible that the qualities of some of these items might be altered from their original forms.

Bottom line, you should feel free to design any artifact that works for you. As long as it has an archaic style, i.e. doesn't appear too "technological," you should be golden. 👍
#13324946 Jun 29, 2017 at 09:55 AM
36 Posts
Ok thanks👍
Handle - @deathrunner12

Occult help - http://www.witchcraftandwitches.com/related.html
#13325142 Jun 29, 2017 at 12:03 PM · Edited 4 months ago
1157 Posts
For anyone unfamiliar with this subject, the Turakian Age refers to an era of past civilization on Champions Earth, between roughly 73,000 - 65,000 BCE. It takes its name from the being who became the dominant figure of the age, Kal-Turak the Ravager of Men... the name of Takofanes as a living being. Kal-Turak succeeded in conquering the known world of the time and ruling it for centuries, before being overthrown and killed. He eventually returned from death as Takofanes, conquered the world again, and was again defeated, this time in a magical war so devastating it practically destroyed civilization and reshaped the surface of the planet. Takofanes was entombed far underground, bound by magical wards, until an oil drilling project in Oklahoma in 1987 broke into his prison and awakened him.

The Turakian Age world, called "Ambrethel," was Hero Games' attempt to create a setting for fantasy role-playing games evocative of the ever-popular Dungeons and Dragons, but using their game-mechanic engine, the Hero System. Most of the familiar D&D-isms are found there: pseudo-medieval European/Middle Eastern societies, knights, wizards, dragons, Elves, Dwarves, Halflings, and so on. But there are a number of features distinctive to TA, and some cultural elements, such as religion, are fleshed out much more than in most game worlds.

The setting is mostly detailed in its own source book, The Turakian Age (available from Hero Games in hard copy or PDF), but several other books describe particular facets of it in more detail.
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