Wish me a tad of luck. If I get tired of trying to throw this 25 year-old game setting and rule system on this post, please do not judge me too harshly.
Celtricia----------This setting is almost 26 years old. 35 players, 142 PC's. (edit--make that 37 Players and 144 PCs(re-edit-make that 38 players and 145 PCs))
((re-re-reedit...lots of play lately...Steel Isle and the new Igbarians bring this to 44 players and 154 PCs..damnit, LK/SD and LT were not added in...46 and 157 [Carmen])Makes for a lot of gaming. ANd now, after the new Igbarian and new SIG players, 47 PLayers and 163 characters. I wonder who the 200th will be? New from Sigmund and Thanlis...49 and 165..Edit, New Igbarians like Yrtl, Ringo, Oliver, Winnowill, and SIG folk like PLaes_Holdir (yes, really), and James' Bryx make 50 and 171
(edit--the pbwiki is here...World of Factions (http://celtricia.pbwiki.com/Igbar%2C+Capital+of+Trabler?full_access=ykSciyNGwN&l=S))
As such, there is much to it. The tale of years is over nine thousand years old, and the pain of the Age of Legend created the struggles of the Age of Heroes. And the wars and pathos of the Age of Heroes still frames the great decisions of the Age of Statehood.
There are 3 major continental masses, Lambria being the largest (A little bigger than Asia and Europe combined), Celtricia (being the second (20% larger than the Americas), Tribla is the third. There is also a major island chain, the Ish Isle groups, a small continent (about the size of california) called Gaesana, which is totally inhabited by undead now, and the sunken continents of David's Delvings, now just 3 small islands.
Lambria and Gesana are also on the other side of the world than the other continents, and have no dealing with each other. The population Density in all the continents is low, though Celtricia, despite being 22% of the land mass, containes 80% of the Human/humanoid population. This makes some sense, as it is the cradle of civilization.
The setting itself is very heavily 'faction' based, in that Trading guilds and the Collegium Arcana have as much or more power than any government. Churches that worship the same deity are often the bitterest of rivals, competing for the some worshipers, and despising the perversions of the other sects.
Factions, in the civilized and cultured world, are more important than race. The Omwo~ (elves), the Klaxik (the dwarves), the Hobyt, the Orcash, the Gartier (bugbears), the three tribes of men, and the gnomes make up the acculturized beings. However, loyalty to one's guild and one's family are taken equally seriously.
Since their are no classes, skills are learned from the guild or organizations the characters are allied to. Building alliances abd social/cultural integration are thus as important as experience gained. The level of intrigue and politicking is large as well, and often the PC's of this setting have found themselves tricked into aiding their enemies.
[spoiler=Oronath and the Song of Creation]
Before there was land, before there was water, before there was Air or Flame, before even there was the strife of Order and Entropy, there was Oronath, the '˜Song That is Creation'.
Oronath came from the strife of a place and time that was old and burnt out, the last survivor and damaged from his exit from that failing song. His entrance into the void was without plan, and without hope. Yet there was in his damaged greatness still the Song of Creation, the Music of Life.
And it was some time in this void that the fits and starts of the Song pulsed and faded.
And alone Oronath knew despair, for in his powerful self the keys of the Song were set, yet as he forced the strains out, with more and more force, they fell upon the void and died.
And time and again, he rallied from the disappointment, steeled himself, and forced the Myriad harmony onto the void. And there, it died again and again, and then a thousand times again. In airless silence, the Song of Creations that dwelt in him, and only in him, pulsed out into the void and was swallowed.
And after so many attempts, Oronath of the Music turned from the void and from his trials of the Song. And there he found a reflection of himself, a darker brother formed from his despair, peering back at him. This dark reflection had all the size and much of his determination, yet was cold and empty inside. And when he reached out to this coldness, he felt the Cacophony of discordance rise to his music, pulling down the harmonies of life from the earlier times. And the discord drowned the harmony; dismaying Oronath further and the Music began to die.
And the Shadow creature came forward, gaining in power, and the Discord grew.
Then Great Oronath steeled himself, and thought for the first time in this new version of himself with clear purpose. The song is threatened; the song must be defended.
And the Harmony of life grew in volume, and Oronath stretched forth his strength, and it grew again, and the dark creature drew back. And though the discord still moved around the Song of Creation, the center of the Harmony held strong, and Oronath was pleased.
But the dark copy was a deeper creature than Great Oronath perceived, and the Cacophony changed to notes of minor key that added doubt and trepidation to the Music Oronath had cast into this void with. And yet even as Oronath rose up to create purity in the his Song, the harmony subtly changed around him to something deeper. The sadness of death and the resilience of Life became the great movements of the Music. And Oronath recognized himself in the other orchestrator, in reverse. And thus did Oronath meet the twin he created in his efforts to force the music onto the void, the twin Thanatos, the ender of the old, and the bringer of the new. This dark copy of himself bore a music of somberness and pain, yet that brought the triumph in his own into greater height.
And for time without end, the musics turned and moved. And in the order of the music and meter came the slight idea of creativity, of chaos, and thus did Entropy enter the Song of Creation, and thus did Oronath and Thanatos realize it for what it was.
And this also went on for time immemorial, the movement of Entropy and Order and the Cycle of Life and Death. They circled and moved and grew.
But there was more to come.
The Planars Brought Forth
After much time was spent on this, Smaller themes and musics began to grow out of the song, created by the twin forces. And thus was created full grown Madrak the Mighty, from the thought of Oronath, creature of solidity and dependability, Creator and Earth lord.
And Oronath and Thanatos were amazed, as Madrak picked up his part of the music and wove strands of Earth into it. And as those three began to weave the harmonies, The Valiance of Nebler the Defender sprang forth from the thoughts of Oronath, and there were songs of protection in the Music. A beauty of sacrifice danced into the notes, of a nobility of defending unknowing fragile hope with blood, and of satisfaction of this job well done.
And the Emptiness of Thanatos was sparked, and he brought forth Anthraxus, the decayed, the Oinodaemon. Anthraxus brought a dark pathos that made more beautiful the other strains and harmonies. And Thanatos saw this and brought forth Asmodeus, the dark and violent law.
And all of them kept the music building, introducing interludes and melodies of greater power and complexity.
And so Oronath Brought forward Amerer, the balance and the inward facing. And then Pablar, the Steel General, the Patron of Lost Causes. And their music brought forth a power and majesty into the song.
And lastly, Thanatos brought forth Orcus the lord of the Dead, and Jubilex of Black Comedy.
And together, these beings strove to bring the great Music into fruition.
At their heart, despite a conflict of millennia, these great beings understand that the beauty of the whole is lessened without the contribution of the rest, as they heard echo in the void before creation, so that crushing totality of song reverberates in their souls from the beginning. [/spoiler]
The tale of years is a partial reading of important events of the the history of the Celtrician landmass.
[spoiler= Amended Tale of Years]Amended Tale of Years,
Reckoning of the Founding of the Thoecracy of Nebler
[/spoiler]
Major areas being gamed
[spoiler=Igbar, Capitol of Trabler]
Igbar
Igbar is the capitol of the country of Trabler. Trabler is a coastal country, currently a border state of the Stenronian Alliance in its six-year struggle with the Empire of Argus and it's allies. The City of Igbar is walled, and is one of the busiest port cities in the Northern part of the Celtrician Continent. Igbar sprung out of an old fortress placed next to a fishing village, and has grown ever since. It's current size is just over twenty thousand inhabitants, mostly still crammed inside the walled area. Since it is at war, up to two thousand inhabitants of the town may be '˜at the border' at any given time. But these numbers are made up for in the amount of displaced families from the war-torn southern part of the country.
Trabler is a constitutional monarchy, but until 3 years previously, was still ruled by Trabler Aptor, the man who carved this kingdom out of the old Argussian Marches. So it recently came to a bit of a standstill, and was almost retaken by the Argussians, when Trabler Aptor went missing. Trabler was nearly replaced with the Minister of Governance, until other members of the House of The Unicorn discovered that minister was actually in the pay of Heliopolis, Assassin king of Coom Isle, an ally of the Empire of Argus. A coup was attempted, but a counter insurgency, led by Julian Sempre Lerianolies of the Order of Stenron, recaptured the governance of Igbar and thus Trabler. Julian was then rewarded by the House of the Unicorn with the title of '˜Steward to the King'. So currently, Julian is acting constitutional Monarch, until the unlikely appearance of Trabler Aptor.
There are many groups that vie for power in Igbar. Most of them are interconnected in some way. The wealth and the old families have power, but all are allied with others as well.
The Assassin's guild of Heliopolis , the Blackstripes, are still in town. The Eye, a rival guild from the north, was instrumental in the coup that brought Julian to power. The Bully boys have been around for decades near the docks, and the old Collegium Tortoris has recently showed signs of life. Violence from the shadows is a feature of all cities, but is more apparent in this border city than in more civilized climes.
The Collegium Arcana is an old, multi-country law unto itself for those who study magic. It has it's own walled in keep where it takes in the money of young spell casters, and teaches them and protects them in turn. The Alternative School of Magic, run by Samria and Palimar, has opposed them recently. Still, the Collegium is ancient, rich, and powerful. Many say it is only a matter of time before it finds the way to extinguish the upstart.
The knighthoods and fighting schools have flourished in this near-war zone. The Order of Stenron has a full barracks here; The Blue Turtles also have a large chapter. The Bowyers of Ceminiar, and the Order of the White Paladin have decent sized followings. There are dozens of fighting schools attached to the various churches in town, as well. Knighthoods are often not mutually excusive, so a well-known knight may be a member of three or even more orders. The Local Scarlet Pilums are an order of knighthood and also the security force of Igbar. They were hired some fifteen years earlier as a temporary solution to Igbar's need of a City Watch; they are still there.
Which brings us to the religious powers in Igbar. There are 9 major churches in the town, and many minor ones. The now-taken country of the Theocracy of Nebler lies to the east of Trabler, and most of the priesthood escaped into Igbar; but there is a large church of the Lawful Triumvirate (which includes Nebler, along with Rakastra and Abradaxus the harsh), so those two groups are at odds. The Church of Earth stands next to the Church of the Green Mother, Jubilex of Chaos and Change gathers worshippers next to Belial the True and Clear. Arlieng the Guide has many shrines in Igbar, as does Ishma the Lucky. Ogleic, Patron of Trade is worshipped to some extent by all, and Verbren the Tracker needs to be appeased to keep the beasts of the Herb Lands at Bay. The Church of Geryon, Master of the Wild Hunt, opposes the Church of Verbren at all turns.
This is just the tip of the religious iceberg in Igbar.
The trading syndicates and old families are another power-center. Almost all of the trade in the area is controlled by one of these groups, and they gather at the 'Grounds of Dismissal', a coffee emporium in the middle of the city. As in almost any population, the Trading Families and consortiums are not separate from the other political forces, rather they are intertwined with them. A visitor to the '˜Grounds' can barely see the old coffee shop in what has become, in three human generations, almost a city block of mercantile activity. The Vissipee Family, the Winfire Consortium, and the Sceding Tree Associates are three major speculators. There are over two-dozen Trading Guilds of every size in Igbar.
In the most current weeks, action in the southern front has waned. There are soldiers from all over the Stenronian Alliance and the Verkonian Duties taking leave, which leads to a certain amount of confusion and tension between them and the natives. Many merchants are taking advantage of their freedoms and a shortened supply by moving prices up on almost anything.
The supply shortage that has been prevalent in the last 10 Hawaaks was due to a band of Hobgoblins that were preying on some of the caravans from the North. Recently, The Winfire Trading Consortium and the Scarlet Pilums proclaimed simultaneously that the threat had been eliminated by a collaboration supported by those two groups.
This does not mean there has been a shortage of humanoid activity. The Church of Vernidale has been blocking most pilgrims and merchants from traveling to the Herb lands in the last few months, but they have been coming under heavy attack from some Orcan/Ogre band. Sir Garcellenti Euridios of the Order of the White Paladin has recently returned from a journey, and lost no time in denouncing both the church of the Green Mother and those that assail it.
[/spoiler]
[spoiler=Ocodig]
Ocodig
Ocodig is a coastal town in the heart of the country of Trabler. The settlement is built around its oldest parts, a walled temple complex. The dock section of town is also bustling, with most ships going to Igbar stopping here first. Igbar is the capital of Trabler, some hundred miles to the south and east.
Ocodig's governmental head is the Horn Minister. Grand Tortoise Geoagia Bruno Axapit of the Blue Turtle knighthood holds that position. He was a comrade of Trabler Aptor when he liberated the country from Argus, and was rewarded with the leadership of this town, almost a quarter century ago. He pledged his loyalty to Julian Sempre Lerianlolies when the House of the unicorn titled Julian 'steward to the King' upon Trabler's disappearance 5 years before.
There are many groups that vie for power in Ocodig. Some of these groups are interconnected in many ways. Money has it's own type of power.
The Blackstripes and the eye vie for dominance of the underworld here. Huge amounts of money flow through the docks here, and this town has had periodic trouble with Pirates and smugglers. The Holders of the Straight Way ply their trade in Ocodig, as well.
The major spellcasting school in Ocodig is, of course, the venerable collegium Arcana. An old manor house on the edge of the original temple-complex is where they have recently moved to. Enchanter Burt '˜Owlbear' Atminster only recently came to power, but is popular with the students for his '˜hands-on'approach. There is a tribe of Red Witches outside the town using their Blood Magic live outside of town, and there is a small branch of '˜the tower', the water mages.
There are a good amount of martial schools and knighthoods represented in Ocodig. There is a small chapter house of the Order of Stenron in Igbar, some thirty brothers strong. The Blue Turtle and Crying Sun both have houses representing their brands of the honourable warrior path. The scarlet Pilums,a former mercenary band and now the official guards of Igbar, also have a branch here. The Bowyers of Ceminiar also have a presence.
Which brings us to the religious presence in Ocodig. As in most towns, the web of interrelation hits its peak with this part of the big picture. The center of Ocodig is three large temples and walls done in an ancient style. The walls are rounded and the towers have minarets. One of these is the Church of Belial, the Straight and Clear. The church of Vernidale, the Green Mother is another. The third is a Church of Minious Stottar, Earthfather of the Hobyts (also known as Madrak the Mighty to the humans and Klaxik). There is also a shrine to Kiminus the Whole, patron of cowards and heroes, and a Shrine to Jubilex of Chaos and Change. The most popular new church in town is the Church of happy Inkmisa.
The House of Grayse is the backbone of the trading community. The Sceding Tree Consortium of Igbar also keeps a house in town, and the Hojijar familu has a whole fleet that calls Ocodig home.
Ocodig is the closest major town north of Igbar on the Marcher Road. Much of it's growth comes from this proximity. In the past few months, many of the caravans have been waylaid by hobgoblins and giant rats, but news just came up from Igbar that that threat had been eliminated, courtesy of the Blue Turtles and the Sceding tree. There have been many hobgoblin sightings in the Wibble hills south of Ocodig recently, but many ascribe it to the panic around the caravans. The small glut of caravans that were going south but had stopped is about to leave.
[/spoiler]
[spoiler=Miston]
Where the hell are my Miston Notes? Been running the group out of this frigging town for almost 14 years, and now I cannot find it...pathetic. Somehone shoot me.
[/spoiler]
[spoiler=Stenron]
Stenron, Stenron, Wonder of the Northern World.
Stenron was the City of WInter, built on the Runs of the Vale of Silence back in -5960 RON. Since that time, the town grew into a small city, and by -4840 the city of Winter vied with the city of Ambrettus in the north for supremacy. By -366, it was the City of Winterloo, with some 190,000 inhabitants and already the largest city in Celtricia. by -130, it was the center of the State of Winter, and in -126 united with the Igboniat City-states to put down the shadow of the Dreadwing. In -92, Ipre Sipros, the Lord of Order, codified that the monarchy of the Omwo~ Suprosians was over.
By 150 RON, the Winterloo becasme the center and capitol of the Grey March. Between 485 and 494 RON, the Grey MArch destroys the settlements of coastal Venolvia in the War of the Shield.
in 505 Reckoning of Nebler, Jon Stenron takes over the city and forms the Steronian Alliance in the North between the Grey March, Sembina, Hobyt Inn, the Omwo~ Silverwood, Lapern, and Orbi. In his honor, the grand city is renamed Stenron.
The players today game in 895 RON. Stenron is huge, old and strange. A former boneyard from the 6th century that was once on the outskirts of town has become the Necropolis, surrounded on all sides by settlement, but is 24 square miles. The Collegium Arcana has 4 major settlements in town, and the 'Gold Dust' area of the city is comprised on estates only, some ancient and walled, some new and flamboyant.
[/spoiler]
Game system.
Celtricia is played with a system we call Guildschool, a skill based system without traditional classes. Instead, the charactes are affiliated with different guilds/factions that have better, or in most cases, worse experience modifiers in each skill. So everytime a character uses a skill, the experience goes directly into that skill. Attribues affect experience modifiers as well.
[spoiler=skill list]
type Skill Name bxp att mods base pleve Commonality above below
Acting Basic Actor 0.7 in-9-.01/ch9-.015 10 1-6 1 Imitate, Project voice, pretend, Stagecraft, Play knowledge
Acting imitate 0.55 IN11-.01/CH13-.01 3 2-9 2 BASic actor
Acting project voice 0.3 HE13-.015/CH12-.01 0 2-10 2 Basic acting
Acting Stagecraft 0.6 IN11-.011/CD8-.006 5 2-8 2 Basci acting
Alchemic Basic Chemistry 0.5 IN12-.03/WI12-.005 1 1-4 1 Poison ID, Potion ID, Acid Id
Alchemic Acid ID 0.55 IN11-.02/WI11-.01 2 2-9 2 Basic Chemistry Create Acid, Acid Mastery
Alchemic Poison ID 0.6 IN12-.02/WI13-.03 5 2-12 2 Basic Chemistry Poison immunity, Poison Creation
Alchemic Potion ID 0.5 IN10-.02/WI10-.003 2 2-9 2 Basic Chemistry Potion Creation, Potion Intensification.
Alchemic Acid Mastery 0.2 IN14-.01/WI14-.015 0 3-9 3 Acid Id
Alchemic Create Acid 0.3 IN13-.02/WI10-,01/CD10-.008 0 1-8 3 Acid ID
Alchemic Poison Creation 0.33 IN12-.04/WI12-.02 5 2-11 3 Poison ID
Alchemic Poison Immunity 0.25 HE12-.03 3 2-8 3 Poison ID Neutralize Poison
Alchemic Potion Creation 0.15 IN14-.05/13-.01/CD10-.001 0 1-6 3 Potion ID
Alchemic Potion Intensification 0.2 WI12-.02 2 3-8 3 Potion ID
Alchemic Neutralize Poison 0.15 HE14-.021 0 2-11 4 Poison creation
Art Basic Artist 0.7 In 10-.03/WI 8-.01 10 1-4 1 Drawing, Colors, sculpting,art Knowledge
Art Art Knolwdge 0.35 WI14-.02 0 2-7 2 Basic Artist Great Painters
Art Colors 0.5 WI 13-.03/ 3 2-7 2 Basic Artist Painting, weaving,
Art Drawing 0.5 IN 12-.02/CD 13-.03 3 2-7 2 Basic Artist
Art Sculpture 0.5 WI10-.01/CD 11-.01 3 2-7 2 Basic Artist Modeling,large scale,
Art Painting 0.3 WI13-.02/CD 13-.02 4 3-12 3 Colors Portrait, landscape,
Artisan Basic Agriculture 0.7 WI10-.025 10 1-6 1 Ag. Knowledge, Farming, Crop Kolwdge
Artisan Basic Appraisal 0.4 IN12-.02/WI10-.005 5 1-6 1 Art app, Gem app, Weap apprais, magic apprais
Artisan Basic Beurocrat 0.5 IN10-.011/CH12-.009 5 2-5 1 delegate, organize
Artisan Basic cooking 0.9 WI12-.011 10 1-6 1 Mass cooking, Create recipe, Camp cooking, chef
Artisan Basic Horseman 0.6 ST 5-.002/CD7-.01 5 2-7 1 Trick rider, Combat Rider, Dressage
Artisan Basic Hospitality 0.9 WI6-.009/CH10-.01 5 2-7 1 Bartender, lodger, crowd control
Artisan Basic Law 0.7 IN11-.01/WI109-.003 2 1-6 1 Politician, Sheriff
Artisan Basic merchant 0.6 IN12-.02/CH10-.008 5 2-5 1 Haggling, Pricing, Barter
Artisan Basic Teacher 0.6 WI11-.013/CH9-.011 5 2-5 1 Teach spell, teach combat, teach esoteric
Artisan Basic Woodwork 0.5 IN9-.011/CD10-.01 5 1-5 1 Furniture, Wood Knowledge, woodCarving, woodBuiding
Artisan Bowyer 0.6 St11-.015/WI10-.003 15 1-6 1
Artisan Butcher 0.6 ST9-.005/IN10-.01/WI10-.008 5 2-7 1
Artisan Chandeler 1.1 WI9-.004/CD10-.009 5 2-8 1 Torchier
Artisan Distiller 0.8 WI10-.011 10 1-6 1 Vintner, Brewer,
Artisan Gemsmih 0.55 Wi10-.03/CD11-.011 5 2-8 1 Jeweler
Artisan Guild Lore 0.45 IN11-.01/WI12-.012 10 2-5 1 Guild secrets (a given skill)
Artisan Metalsmith 1.1 st12-.004/in12-.009/cd12-.005 5 2-5 1 armorer, blacksmith,preciouswork,
Artisan Penmanship 0.7 CD13-.02 5 2-7 1 calligraphy, Cartography
Artisan Public Speaking 0.6 CH14-.03/AP11-.02 5 2-11 1
Artisan Weaver 0.8 WI10-.03/CD9-.04 5 1-6 1 Rug Weaver
Artisan Agriculture KN. 0.67 WI9-.01 5 2-8 2 Basic ag
Artisan Art Appraisal 0.45 WI13-.017 0 2-11 2 Basic Appriase
Artisan Blacksmith 0.45 ST13-.017, Cd10-.004 5 2-11 2 Metalsmith Mass productio-metals
Artisan calligraphy 0.55 WI10-.01/CD14-.01 0 2-9 2 Penmanship
Artisan Camp Cooking 0.6 WI9-.009 5 2-11 2 Basic Cooking
Artisan Chef 0.4 WI12-.011/ IN9-.006 5 2-12 2 Basic Cooking
Artisan create recipe 0.28 IN10-.01/WI14-.021 1 2-9 2 Basic Cooking
Artisan Gm Appraisal 0.4 WI12-.01 0 2-9 2 Basic Appriase
Artisan Guild secrets 0.4 WI13-.017 5 3-12 2 Guld Lore
Artisan Haggling 0.45 IN13-.015/CH14-.01 2 2-12 2 Basic Merchant
Artisan Mass cooking 0.5 IN8-.009/ch9-.01 5 2-9 2 Basic cooking Banquet
Artisan Sherrif 0.7 WI11-.014 5 3-9 2 Basic Law
Artisan Teach Spell 0.4 IN9-.005/WI15-.015 2 2-8 2 BASic Teacher
Artisan Vintner 0.5 WI12-.014 0 2-8 2 Distiller
Artisan Woodbuilding 0.4 In11-.01/WI10-.01 0 2-10 2 Basicwoodwork Groupwoodproject
Artisan woodcarving 0.7 WI9-.009/CD13-.01 0 2-7 2 Basic Woodwork Music Inst. Carving
Artisan Music Inst. Carving 0.3 WI13-.012/CD14-.01 0 2-9 3 Woodcarving
combat basic axe 0.2 ST12-.023/C4-.003 0 1-4 1 multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat basic blunt weapons 0.2 ST13-.025/CD10-.004 0 1-4 1 multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat basic bows 0.2 ST7-.003/CD14-.025 0 1-4 1 multi, dam bon, att vs, init bonus,critbonus, singleweap special, sniper
combat Basic Crossbow 0.2 ST13-005/CD12-.011 0 1-4 1 quicknock, damagebonus
combat basic curved swords 0.2 ST9-.019/CD11-.011 0 1-4 1 multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat basic dagger 0.2 ST6-.011/CD13-.015 0 1-4 1 multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat Basic Defense 0.3 CD13-.012 0 1-4 1 Avoidance, Protection, shield use
combat basic dress swords 0.2 ST9-.012/CD12-.018 0 1-4 1 multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat basic martial 0.15 ST15-.017/WI10-.002/CD13-.02 0 2-5 1 multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat basic pole weapons 0.2 ST13-.022/CD8-.009 0 1-4 1 multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat basic spears 0.2 ST10-.018/CD10-.006 0 1-4 1 multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat basic straight swords 0.2 ST13-.017/CD10-.013 0 1-4 1 multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat Charge 0.3 ST15-.015/CD11-.005 5 2-7 1 Batter
combat Hit Points 0.1 ST10-.01/HE10-.03 3 2-5 1
combat Attack versus 0.4 ST15-.007/WI13-.002/CD13-.005 5 3-8 2 basic weap Autohit
combat Avoidance 0.35 CD13-.03 0 2-7 2 Basic defense catch/deflect missle, blind fighting/dodge
combat Critical Hit Bonus 0.15 CD14-.012 0 2-7 2 basic weap Slay
combat Damage Bonus 0.25 ST15-.03/CD12-.005 5 2-8 2 basic weap Call Damage, Stunning attack
combat Initiative bonus 0.5 WI12-.01/CD13-.04 10 2-8 2 basic weap Quickdraw
combat Multiple attack 0.3 ST10-.001/CD13-.025 -1 1-10 2 basic weap Frenzy, Swarm,
combat Protection 0.3 CST14-.04/CD11-.04 0 2-7 2 Basic defense Parry/
combat quicknock 0.4 ST14-.012/CD11-.012 2 2-7 2 Basic Crossbow
combat Shield Use 0.25 ST14-.02/CD10-.003 0 2-11 2 Basic defense Shield rush
combat Single weap spec 0.2 ST12-0.015/CD12-.015 0 2-9 2 Basic weap
combat Sniper 0.4 CD14.-.04 3 2-7 2 Basic Bow
combat Autohit 0.25 ST14-.022/WI9-.002/CD14-.01 0 1-4 3 Attack Versus
combat Blind Fighting 0.2 IN10-.002/WI15-.01/CD14-.015 2 2-5 3 Avoidance
combat Call Damage 0.3 ST12-.01/WI12-.03 3 2-7 3 Damage Bonus
combat Catch/deflect missle 0.35 IN10-.001/CD13-.03 -3 2-9 3 Avoidance
combat Dodge 0.25 CD13-.02 0 2-12 3 Avoidance
combat Frenzy 0.2 WI12-.005/CD15-.05 0 2-8 3 Multple attack
combat Parry 0.3 ST13-.01/CD13-.005 0 1-6 3 Protection
combat Quickdraw 0.5 CD13-.02 5 4-12 3 Initiative Bonus
combat Shield Rush 0.25 ST12-.01/ 5 2-9 3 Shield Use
combat Slay 0.1 Wi13-.005/CD16-.01 0 2-11 3 Crit bonus
combat Stunning Attack 0.4 CD10-.007 5 1-10 3 Damage Bonus
combat Swarm 0.3 CD13-.05 0 3-8 3 Multple attack
Curative Basic First Aid 0.8 WI13-.05 5 2-11 1 Basic Cure/bind wounds, Anatomy, midwife
Curative Basic Cure/Bind Wounds 0.6 WI13-.05 0 1-4 2 Basic First Aid Cure Disease, Lay on hands, Strengthen, cure poison
Curative Midwifery 0.7 WI11-.013 5 2-9 2 Basic First Aid
Curative Cure Disease 0.4 WI13-.025 2 2-7 3 Basic Cure contagion/anticontagion
Curative Lay On Hands 0.2 WI14-.01/CH12-.01 0 1-6 3 Basic Cure
Curative Strengthen 0.2 WI 10-.015/HE 12-.03 0 1-4 3 Basic Cure
Curative Contagion/Anti 0.25 WI12-.016/CH13-.01 0 2-12 4 Cure Disease
Dance Basic Dance 0.4 CD15-.021/HE10-.004 5 1-6 1 Courtly Dance, Dance Knowledge,Mysteriarch slide, Kensai sword dance, Country dance
Dance Courtly Dance 0.5 IN9-.004/CD11-.01/AP12-.005 2 2-11 2 Basic Dance Marriage Dance
Dance Kensai sword dance 0.45 WI9-.005/CD14-.021 0 2-8 2 Basic dance
Dance Mysteriarch Slide 0.25 CD14-.02 0 2-9 3 Basic dance
Detect Basic Detect 0.65 IN12-.06/WI10-.02 3 1-3 1 detect hidden, detect skill, detect slope/direct/det ill intent
Detect Detecrt scent 0.4 WI9-.01 5 2-7 1 Scent recognition/Falsify scent
Detect detect Noise 0.05 wi-13-.01 10 1-6 1 ID noise
Detect Visual detect 0.5 HE11-.01 0 2-5 1 Longsight/darksight
Detect Darksight 0.3 HE9-.011 0 2-8 2 Basic visual det
Detect Detect Hidden 0.55 IN14-.05/13-.01/CD10-.001 3 2-7 2 Basic Detect Detect Illusion/Invis
Detect Detect ill intent 0.25 WI12-.006/CH14-.01 0 2-7 2 Basic detect detect lie
Detect Detect Skill 0.3 WI14-.06 0 1-6 2 Basic Detect
Detect Detect Slope/Direction 0.8 Wi9-.02 5 2-9 2 Basic Detect
Detect Falsify scent 0.45 IN11-.018 0 2-12 2 Basic Scent
Detect Scent recognition 0.35 IN10-.005/WI11-.015 5 2-9 2 Basic Scent
Detect Detect Illusiion.Invis 0.38 IN15-.02/WI12-.02 1 1-6 3 Detect Hidden
Detect Detect Lie 0.25 IN11-.005/WI14-.025 0 2-11 3 Detect ill Intent
Engineer Basic Hand skills 0.5 CD-14.015 5 1-4 1 Open Lock, Filch Item, Escap Bonds, sleight of hand
Engineer Basic Trap 0.45 IN12-.01/CD13-.02 5 2-5 1 Find Trap, Set Trap, Remove Trap
Engineer Engineer 0.7 IN13-.016/WI10-.009 10 1-6 1 Architecht, Miner, mason, Mechanic, surveyer
Engineer Architecht 0.6 IN14-.019 5 2-9 2 Basic Engineer
Engineer Find Trap 0.45 IN14-.03/W!10-.003/CD12.004 5 2-7 2 Basic Trap
Engineer Mechanic 0.6 IN14-.022/CD12-.003 5 2-12 2 Engineer Enliven
Engineer Miner 0.5 IN13-.006/WI13-.011 5 2-12 2 Engineer Detection of ores/stones, passswall
Engineer Open Locks 0.5 IN13-.018/CD15-.03 5 2-9 2 Basic Hand
Engineer Remove trap 0.37 IN13-.02/CD13-.025 0 2-9 2 Basic Trap Avoid trap
Engineer Set trap 0.5 IN14-.03/CD15-.015 15 4-10 2 Basic Trap Build trap
Engineer Sleight of hand 0.4 IN10-01/CD13-.013/ 5 2-8 2 Basic hand Skills
Engineer Avoid Trap 0.2 IN14-.011/CD16-.014 0 2-11 3 Remove trap
Engineer Enliven 0.2 WI16-.03/CH13-.01 -5 2-7 3 Mechanic
Langage Anarch 0.7 In12-.01/WI12-.011 0 2-7 1 Jubilexian, Grazztian, Venolvian
Langage Hobyt 0.6 IN12-.015/ 10 2-9 1 Brightish
Langage Klaxik 0.5 IN13-.011 10 2-9 1 Underearth, Red Hobbit, Gastax
Langage Magetongue 0.5 IN12-.02 5 2-7 1
Langage Odop 0.6 In12-01/Wi12-.011 2 1-6 1 Neblerian, Hendac, Modron, Devilkin, harnic
Langage Omwo~ 0.5 IN11-.02 10 1-10 1 Marcher, Silverwood, XI~U Omwo~, Delvan
Langage Sauroid 0.2 IN15-.013 5 1-6 1
Langage Vox (Southern Common) 0.6 In11-.01 10 2-11 1 Ambrellian, Omnian
Langage Westic (north common) 0.7 IN10-.01 15 2-12 1 Horse trader, Violic, Orcash
Langage Harnic 0.55 INt12-.01 5 2-7 2 Odop Arcanic
Langage Marcher (grey March) 0.6 In11-.012 5 2-9 2 Westic Suprosian
Langage Omnian 0.4 IN12-.011 5 2-9 2 Vox
Langage Orcash 0.7 WI6-.012 5 2-11 2 Westic Red Pass orcash, Zjymanese
Langage Silverwood 0.5 IN10-.01/WI5-.005 5 2-11 2 Omwo~
Langage Venolvian (coom) 0.4 IN9-.003/WI13-.015 2 2-9 2 Anarch Ancient Venolvian,
Langage Suprosian 0.67 IN15-.016 0 3-12 3 Marcher
Mind Affect others 0.15 IN15-.01/CH14-.01 0 1-4 1 Confuse, distract, Attract
Mind Basic meditate 0.38 WI12-.03/HE14-.01 2 1-6 1 Mind over body, Resist, Detect Illusion
Mind Attract 0.2 IN12-.005/CH12-.02 0 2-9 2 Basic Meditate Charm
Mind Confuse 0.15 WI12-.003/CH14-.015 0 2-7 2 Affect others Hypnotize
Mind Distract 0.2 CH12-.021 0 2-7 2 Affect others
Mind Mind Over Body 0.4 IN12-.003/WI15-.04/HE15-.015 0 2-8 2 Basic Meditate Aspect, Body Composition
Mind Resist 0.2 IN10->003/WI13-.01/HE14-.01 0 2-7 2 Basic Meditate Resist Poison, Resist Control,Resist Magic,
Mind Body Composition 0.25 IN10-.006/WI15-0.2 0 2-11 3 Mind Over Body
Mind Charm 0.1 IN15-.005/CH15-.01 -5 2-12 3 Attract
Mind Resist Magic 0.15 IN13-.015/WI12-.01 0 1-10 3 Resist
Movement Basic Move 0.4 CD13-.02 5 2-5 1 Speed Move, Armored Move, Pursure, Free Move, reduce weight
Movement Amored Move 0.35 ST12-.02/CD12-.02 0 2-11 2 Basic Move Ignore Encumberance
Movement FreeMove 0.3 WI14-.02/CD10-.01 0 1-10 2 Basic Movement
Movement reduce weight 0.6 WI14-.02 0 2-7 2 Basic Move
Movement Speed Move 0.35 CD13-.3 0 1-8 2 Basic Move Perform Thief act,
Movement Ignore encumbrance 0.4 WI10-.01/HE10-.011 5 16-Feb 3 Armored move
Music Basic Song 0.4 IN13-.02/CH12-.02 5 1-4 1 Song, Wind I, String I, Percus I, Write music, Bard
Music Bard 0.25 CH14-.02 0 2-7 2 Basic Song Battlebard, Arcanic Bard, VestedBard, hum, Natures Bard,skill bard
Music Write music 0.4 IN9-.005/WI13-.02 2 2-8 2 Basic song Create epic, Satirize,
Music ArcanicBard 0.25 IN14-.01/WI14-.01/CH14-.03 0 2-9 3 Bard
Music Battlebard 0.3 WI9-.008/CH13-.03 0 2-9 3 Bard
Music Nature's Bard 0.37 Wi9-.02/HE11-.005 2 2-11 3 Bard
Music Vestedbard 0.25 WI14-.02/CH14-.01 0 2-9 3 Bard
outdoor basic nature 0.4 wi10-.005/CH10-.01 2 1-4 1 An charm, An Train, Fauna,animal empathy
outdoor Basic Outdoor 0.7 WI13-.01 5 1-3 1 Track, Wilderness forage, votanist
outdoor AnimalEmpathy 0.43 WI13-.016/CH10-.02 5 2-8 2 Basic Outdoor
outdoor Botanist 0.5 IN12-.005/WI14-.02 2 1-6 2 Basic Outdoor Plant Lore/Plant ID
outdoor Tracking 0.6 IN12-.02/WI10-.01 5 1-10 2 Basic Outdoor Mind Track, Instill Dread
outdoor Instill Dread 0.25 IN12-.01/WI12-.006/CH12-.02 3 2-11 3 Tracking
outdoor Mind track 0.4 WI14-.03 3 2-7 3 Tracking detect tracker
outdoor Plant Lore 0.3 WI14-.02/CH12-.009 0 2-8 3 Botanist
outdoor Detect tracker 0.3 WI15-.018 0 2-9 4 Mind Track
Priest Basic Priest 0.3 WI2-.01 0 1-4 1 Conversion, Det Godly Align, Det Undead, Aff Undead, ceremony
Priest Affect Undead 0.35 WI13-.04/CH13-.03 0 2-9 2 Basic Priest Create Undead
Priest Ceremony 0.55 WI12-.001/CH14-.02 0 2-9 2 Basic Priest Sanctify/corrupt
Priest Conversion 0.3 WI13-.02/CH12-.025 0 3-8 2 Basic Priest Mass Conversion, resist conversion
Priest Detect Undead 0.7 WI10-.025 5 2-12 2 Basic Priest
Priest Corruption 0.25 WI12-.02/CH11-.01 0 2-12 3 Ceremony
Priest Create Undead 0.03 WI13-.008/CH12-.01 2 2-9 3 Affect Unead
Priest Mass Conversion 0.15 WI14-.008/CH15-.01 0 2-11 3 Conversion
Priest Resist Conversion 0.35 WI14-.02 0 2-12 3 Converstion
Priest Sanctify 0.2 WI15-.025 0 2-13 3 Ceremony
Scholar Basic Math 0.8 IN10-.01/WI12-.003 5 1-4 1 Astronomer, Higher math, Statistician, architecht
Scholar Basic Scholar 0.2 IN-13-.02/WI10-.002 0 1-3 1 Read Language, Historical Knowledge, read write
Scholar Astronomy 0.4 IN10-.016 5 2-9 2 Basic Math Navigation, Celestial Magnification, Divination
Scholar Hstorical knowledge 0.45 In13-.01, WI13-.01 5 2-7 2 Basic scolar Legend/Lore
Scholar Read/write 0.7 IN11-.01/WI13-.01 2 2-8 2 Basic scholar Literature, critical Analysis
Scholar Legend/Lore 0.19 IN15-.02/WI14.003 0 7-Feb 3 Historical Knowledge
Scholar Literature 0.5 IN12-.025 5 2-11 3 Read/write
Social Basic Carnal 0.7 ST10-.02/WI12-.003/CH12-.015 5 2-5 1 Seduction.control
Social Basic Leader 0.6 WI13-01/CH12-.03 0 2-5 1 Organize, exhort
Social Basic social 0.7 WI10-.004/CH11-.02/AP13-.001 5 2-5 1 Social Dynamic, Friendship, Contact, Barrister
Social Courtly Manners 0.6 WI10-.006/CH13-.02 0 1-4 1 Gesture, Message,
Social Social Dynamic 0.3 IN13-.02 0 2-9 1 Basic Social
Social Barrister 0.5 IN13-.009/WI13-.1 5 7-Feb 2 Basic Social International law/
Social Contact 0.6 WI13-.01/CH 12-.04 5 2-8 2 Basic Social Avoid Contact, Find
Social Exhort 0.4 CH13-.025 0 2-11 2 Basic Leader Fight to oblivion
Social Friendship 0.4 WI10-.005/CH12-.02 3 2-11 2 Basic social bonding
Social Organize 0.5 IN8-.009/WI10-.01/ 5 2-10 2 Basic Leader Chain of command, order
Social Bonding 0.4 WI13-.01/CH12-.017 0 3-12 3 Friendship
Social Fight to Oblivion 0.22 Ch14-.02 2 2-16 3 Exhort
Spell Amnimist SP 0.6 IN10-.01/WI11-.02/CH13-.01 0 1-8 1 AN Rclamation, An Succ
Spell Artificer SP 0.4 IN13-.02/CD10-.006 0 1-8 1 Atificer Reclamation, Artificer Success
Spell House of Air SP 0.4 IN13-.02/WI10-,01/CD10-.008 0 1-6 1 HOA Reclamation, HOA Success
Spell House of Chaos SP 0.45 IN12-.015/WI12-.015/CD12-.005 0 1-6 1 HOC Reclamation, HOC Success
Spell House of Death SP 0.5 WI10-.05/HE10-.005/CH10-.005 0 1-6 1 HOD Reclamation, HOD Success
Spell House of Earth SP 0.4 ST13-.005/WI10-.01/HE13-.01 0 1-6 1 HOE Reclamation, HOE Success
Spell House of Fire SP 0.4 IN12-.02/CD13-.022 0 1-6 1 HOF Reclamation, HOF Succes
Spell House of Life SP 0.4 ST10-.004/WI10-.04 0 1-6 1 HOL Reclamtion, HOL Success
Spell House of Order SP 0.45 ST10-.002/IN10-.01/WI10-.02 0 1-6 1 HOO Reclamation, HOO Success
Spell House of Water SP 0.45 ST12-.007/WI12-.021 0 2-7 1 HOW Reclamation, HOW Success
Spell Mentalist SP 0.4 IN15-.06/CH12-.01 0 1-6 1 Mentalist Reclamation, Mentalist Success
Spell Necromantic SP 0.5 WI12-.011/CH12-.009 0 2-7 1 Necromantic Reclamation, Necromantic Success
Spell Restorative SP 0.4 WI13-.02/HE14-.014 0 1-6 1 Restoative Rclamation, Restorative Success, Restor sp knowledge
Spell Shade Sp 0.3 IN15-.022 0 1-6 1 Shade reclamation, shade success
Spell Spirit SP 0.5 IN12-.04/WI12-.04/ch12-.01 2 2-7 1 Spirit reclamation, Spirit success
Spell HOW sp knoledge 0.28 WI13-.015 0 2-11 2 HOW sp
Spell Mentalist sp knowledge 0.25 IN14-.02 0 2-9 2 Ment sp
Spell Necromantic sp knowle 0.31 WI12-.012 0 2-10 2 necro sp
Spell Restorative sp knowledge 0.3 WI14-.03 0 2-9 2 Restorative sp
Spell Spirit Reclamation 0.3 IN10-.01/WI10-.01 0 2-9 2 Spirit sp Draw Spirit
Spell Spirit Success 0.3 IN11-.011/WI12-.01 0 2-9 2 Spirit sp
Thieves tree Ascend 0.4 ST11-.01/CD12-.013 2 1-6 1 Climb sheer, Climb Rope,
Thieves tree Basic Sneak 0.5 In13-.01/CD14-.01 5 2-5 1 Hide, Move Silent, Mix with Croowd, Disguise,
Thieves tree Surpirse 0.5 CD10-.015 5 1-4 1 Backstab,
Thieves tree Backstab 0.5 CD14-.016 0 2-9 2 Surprise Assassinate,
Thieves tree Climb Sheer 0.3 ST13-.02/CD12-.015 0 3-9 2 Ascend Fall
Thieves tree Disguise 0.75 IN13-.014/WI15-.015/ch12-.01 10 2-9 2 Basic Sneak Impersonate
Thieves tree Hide 0.4 IN13-.012/CD14-.03 10 2-8 2 Basic Sneak Shadowplay, Shadow heal, shadowsight
Thieves tree Mis with crowd 0.75 IN13-.02/CD9-.003/CH12-.005 5 2-8 2 Basic sneak
Thieves tree Move Silent 0.45 IN14.018/CD14-.025 10 2-7 2 Basic Sneak
Thieves tree Assassinate 0.3 ST10 .002/IN10-.007/CD10-.015 2 2-9 3 Backstab
Thieves tree Fall 0.2 CD15-.025 0 1-12 3 Climb Sheer
Thieves tree Impersonate 0.3 IN10-.008/CH14-.02 0 2-12 3 Disguise
Thieves tree Shadowheal 0.2 WI12-.02 0 2-9 3 hide
Thieves tree Shadowsight 0.3 WI14-.012 0 2-8 3 Hide
Torturer basic Torture 0.6 IN10-.01/Wi9-.003/CH11-.009 5 1-4 1 Conviction,terror, Extract info, headsman
Torturer Conviction 0.3 WI11-.01/CH12-.012 0 2-7 2 Basic torture
Torturer Headsman's blade 0.4 ST13-.021/CD10-.003 0 2 2 Basic torture
Torturer Terror 0.3 CD13-.014/CH12-.01 1 2-7 2 Basic Torture Shadow of the torturer
Torturer Shadow of the Torturer 0.1 WI14-.004/CH13-.017 0 12-Mar 3 Terror
[/spoiler]
Each skill has an experience modifier based on the guild or school it was learned from, modified by attributes. In other words, a character learns their skills from a faction, and that gives them their base experience modifier for the skill.
[spoiler=example]Hit points, for example, have a basic experience modifier of .1. (ST 10-.01/HE10.03), which means that every Strength point above or below 10 modiefiers the .1 by ,01, and every Health point above or below 10 adjusts it by .03. So a character with a 10 Strength and a 10 Health has a .1 Hit point EXP mod, which means every experience point earned in Hitpoints is multiplied by .1. But a character with a 15 Strength and a 15 health gains 15-10*.01+ 15-10*.03 added to their .1 which gives and EXP mod -f .3 for Hit points, which means they gain EXP and levels in hit points three times as fast. All skills work this way.
[/spoiler]
So in the above example, a character with a low EXPMOD for hit points (say .15) and a warrior with a decent Hitpoints EXPMOD (say .35) both enter into a combat, both suffer 6 points of damage and are in the melee. Both would get 60 raw EXP directly in HP for being hit 6 points, but the first character gains 9 real exp, and the fecond one gains 21 real exp. Very important theme of the Guildschool rules...you only get experience in skills that are used or practised!!! No getting better at lockpicking by killing things!! A character can evolve this way, not merely progress.
Furthermore, all skills have base skills and sub skills, so that anyone with the 'Basic Trap skill has that ability in 'Find Trap, Set Trap, and Remove Trap', to a small degree. However, base skills give a very small amount per level (normally between 1-3 and 2-5), so eventually, the sub skill needs to be learned to be decent at anything.
Combat system.
I really don't even know where to start, again. I use a continuous initiative system, lower HP than normal, avoidance and protection are seperate (i.e. heavy armor makes you slow and easy to hit...just hard to damage) and a dividing die in damage, so that the traditional bell-curve damage ditribution is replaced with one based on the size of the dividing die.
[spoiler=damage examples]
a dirk may do 11-17/d10 damage, which means 11-17 hits dividied by a d10. Do the math, and this means 10% of the time will there be significant damage..but the dagger is capable of it.
a midsize weapon like a broadsword may do 17-25/d6, and a huge axe like a Widowmaker my do 20-34/d5.
[/spoiler]
Spells and Magic.
getting sleepy and tired here. Will leave this for later, except for this. Spell points and the skills that go with them are as follows.
Amnimist SP
Artificer SP
House of Air SP
House of Chaos SP
House of Death SP
House of Earth SP
House of Fire SP
House of Life SP
House of Order SP
House of Water SP
Mentalist SP
Necromantic SP
Restorative SP
Shade Sp
Spirit SP
These are all the different schools of spell ability that make up the pools of power available to casters.
All spells cost some spirt, as that is the part of the spell that comes from the castrer,k the trigger of the spell. Any type of spell point the caster does not have can also be made up by spirit, but at a 4/1 ratio.
More Combat System
QuoteI use a continuous initiative system,
And what does that mean? It means that combat initiative is kept continuously instead of stopping at the end of a round or a turn and starting again. A character in combat, anfter they have attempted a feat or action, will roll intitiative for their next action, and add it on from there. This can often mean a character with a fast weapon might attack two or three times before a character with a slower weapon. However, since smaller weapons normall do less damage and have higher dividing dice, they penetrate armor less...
creatures in a melee roll a d10 and add it to their speed factor, creatures outside of a combat but somewhat dependent on actions within the melee (like an archer on the fringes, or a character preparing to backstab someone in the melee) use a d8, and characters not affected at all (like a spellcaster casting a non-targetted spell) roll a d6, and add that to their speed factor.
I like the general feel of this setting--it reminds me of the western countries in Hyboria like Aquilonia and Nemedia--slightly decadent yet martial and vibrant. I find your initiative idea intriguing--I'll think about how it could be applied for my own game though I kind of like to keep things as my players and I have come to enjoy them. (though you never know)
One thing that is enjoyable about it is that it has small level conflicts. I have to admit that some settings leave me cold because everything is so BIG--you'd have to spend a lot of time figuring out how your pcs could fit in. I like that you have the big and the small view and that it is a definite setting and not largely a cosmology.
THE 3 ANNOYANCES
These three windmills were the spur that caused myself and my players to tilt them. Three things about gaming (especially back in the 80's) that drove us nuts. And while the many of these problems have been solved to one degree or another by later incarnations of rule systems, it is still interesting to see other solutions.
Hit points have always made me nuts. The highest HP in Celtricia for a PC is 34 currsntly, for a character that has been played for 12 years averaging once a month.
[spoiler=The WarHorse Idiocy]
Issue 1-The warhorse rule.
This actually has nothing to do with mounted combat. The warhorse rule has to do with the amount of damage that characters in most games can take, and in one rulebook we found a stupid justification of it that involved a warhorse. Why it was okay in that system for a relatively low level person do be able to take more damage than a warhorse. The idea that some relatively medium power person would be able to take more physical damage than a horse, and that some powerful person can take as much of a pounding as a dragon is just mind-boggling. I guess it was fun when I was 12 or so. But we needed to change a lot of the ratios here. So everyone in Bip starts out with 3 hp, and since hit points, like everything, is a skill, goes up 2-5 per level of the character in that skill. This means someone with 10th level hit points still has an average of 33, while most starting characters have between 7 and 13. So there is growth, but not this outrageous ability to take as much damage as 10 '˜lesser' people.
If you peel back a layer here, what we were trying to bring back into the game was a little of the threat factor. That weapons can be dangerous to almost anyone. And that if a dragon breathes on you, and that breath can sink a ship, it can probably sink you as well.
This was another problem we were having. An axe blow in a lot of games had no chance to kill most adventurers. Wearing no armor, tied to a rock, a relatively low power person would need to be hit 4-5 times with an axe to have to worry about it. Just stupid. But we needed to find a mechanism for changing it so that a person had to worry about it, not die every time. So we got rid of the bell curve of regular damage, and made the damage amounts and protection amounts for armor pretty high but gave them a dividing die, so that the distribution curve is large in the lower damage side, but can have a large tail on the high end. Imagine an axe doing 22-34 damage, but with a 6 sided dividing die. So 4 out of 6 times, you are doing 9 damage or less, 5 out of 6 times you are doing under 15 damage, but there is a 1 in 6 chance of doing 22-34 actual hits of damage.
Understand? Between slowing down the Hit Point growth and increasing the damage potential, players have to play smarter, because the Bip world is just a little more deadly.
[/spoiler]
I don't like the 'memorize and release' rules to begin with. The power sources that spell casters pull from for their spells are the same power sources, to some level, that the Gods use. I'll get into the descriptions of what those are at a slightly later date.
[spoiler=The Fireball Idiocy]
Issue 2-the fireball rule
This complaint is a little different. In a lot of game systems, acquisition of spell powers go through strange leaps and bounds. The fireball ruling is based around the character in a system that has just become a little more powerful, but can suddenly cast spells that make them a holy terror to a community. Normally, this happens when the get some variation of a fireball, or some big explosive spell, which in most systems happens relatively early in a spellcaster's lifespan. And it doesn't take away from the ability to cast anything else, or anything, they just go up one level, and become a much bigger pain in the ass for everyone else. And they can do it again tomorrow.
Many, many years ago, Bip went to a spell point system, so that there was only so much magical energy you could use in a day, and if you chose to cast a big flashy spell, it really wipes out most lower and mid level characters.
Later on, we decided that casters actually pulled power from different sources to cast spells, so spell casters in Bip will often have skills in many, many types of spells power sources. And most spells in Bip require multiple sources of power. So a player can't just become fifth level, and blow up that warhorse suddenly. And when a player casts a spell, they get back Spell points a little bit at a time, and from only one source at a time. So most casters are a little more leery of blowing a ton of Spell Points, and taking hours to get them back if they blow them all on a big spell.
[/spoiler]
I have always cringed at a character becoming better at skills they have not used when they gain experience.
[spoiler=Why do I become a better thief by killing things?]
Issue 3-character classes and levels
This one was a big one, too. It's a little easier to explain to most gamers, though. Like a lot of maturing gamers, we couldn't deal with the constraints of a '˜class' based system, and went to a skill-based system. But instead of a '˜skill point-buying' rule set, where a character breaks a level and gets '˜x' amounts of points to buy skills, we use a skill-level system where characters actually gain experience in the skills they use, and break levels in those skills. So when Joe the Priest casts a spell that uses Spell points from the House of Death and Restorative Spell points, those 2 skills are where experience goes. Characters in Bip that don't fight don't get better Hit Points, and better yet, thieves who are part of a winning battle don't suddenly get better thieving skills. Bob the engineer does get experience in basic trap skill (and maybe the sub skill of find trap, if he has it) when he looks for traps in a room, and saves his buddies from eating poison darts hidden in the ceiling above a door.
We determine the ability of a person to use a skill by an experience modifier. A good thief might have .5 as an EXP modifier for basic trap. Someone who had a bad teacher, with mediocre intelligence and Coordination might have a .2 EXP modifier, meaning they take a lot longer to gain experience in that same skill.
There is a really happy side effect of these rules that shows up in the game. Guilds and churches and knighthoods, these organizations that teach skills become embedded into the game, and are all over the place. It makes for a lot more entertaining game when characters are constantly networking with these groups to learn and to gain sway in the world. It is kind of cool when a someone joins a knighthood, then decides to learn some basic restorative spells abilities, or when a Basic warrior joins a Bardic group'¦The total variety in character development we have seen has been amazing.
Just as cool is when players find alternative uses for skills, like using basic artist to determine the racial style of a fresco or Basic nature to determine what the plants in that same fresco are.
[/spoiler]
More on spell rules
Spell Casting in Celtricia
Spell casting in the bip system is done by the expenditure of spell points. Ability in a spell skill is the game vehicle for a caster's knowledge and connection to that power source, except for Spirit spell points.
Spirit spell points are the part of a spell the caster supplies himself; the internal power a caster learns to harness to trigger a spell. Every spell takes spirit spell points, and a caster can use Spirit to fuel any other type of spell point skill he may be deficient in, normally at 1:4 ratio. This is the game mechanic that allows a caster to use energy from his own personal stores to fuel a spell that uses an ability he may be deficient in.
Rules for Spell Point Conversion
If all things were perfect, we would always have enough Spell Points to cast the spells we learn. But often, due to past spells cast, or spells not perfectly suited to our characters, we need a little help to cover all the bases in a spell.
Our characters have been trained in some areas and not others; quite frankly this is purposeful. There is much to know in the world of magic, and the work of many lifetimes to master any part of it. So often, a caster must throw more of their personal power to make up for the area they are lacking in.
However, if a character is very familiar with a power source, the conversion factor will be less, due to the innate affinity with that source, and the understanding of it.
Characters achieving 'specialized' or 'devoted' status will be grandfathered in that status when they achieve the next level in spirit. However, they must achieve another level in the specialized or devoted category before they achieve another spirit level or they will lose the status (unless they are over the permanent status level).
Rules for Spell Level
Spell level is normally determined by the characters highest achieved level; normally spirit. However, there are mitigating factors. If the spell that is being cast's primary focus is a category the character has, they may add ¼ of that spell type's level onto their Spirit level. So if Joe Templar is L5 Spirit, L3 Order, L2 Water, and L1 Artificer, and was casting a Water based spell, he would be considered level 5.5 (5 for Spirit and .5 for Water).
This effect is increased if the spell cast comes from a in which the character is specialized or devoted, to ½ that skill level being added on. So if our friend Joe Templar was casting an Order base spell, his functional level would be 6.5.
Rules For Spell Point Reclamation
Spell points also take a while to return to the caster. The caster's Spell point reclamation skill determines this. That skill is a 50% auto dropdown from the spell points, so until the caster grows in power, the spell point reclamation skill is normally ½ the casters actual skill in that type of spell points. This translates into the caster reclaiming at .05* their reclamation skill per hour while active, and .15* their reclamation skill per hour while sleeping.
Also, a caster can reclaim up to 3 different types of spell points back in a given hour while awake, but up to 5 different types per hour while sleeping.
So this means a character with 20 spirit points has probably a 10 Spirit reclamation skill. He will reclaim .5 points an hour awake, and 1.5 an hour while sleeping.
I think that in the original AD&D Game that the way experience worked was meant to speed the game along; Gygax wrote that he knew that fighters should be practicing for training, wizards should be studying and conjuring, thieves should be climbing and spying and sneaking and so on, but that the point of the game was to get into the adventures.
On the other hand I understand what you're getting at, it's an effort to make the roleplaying experience more rich. Your system makes sense certainly though I wonder in the case of your fireball blurb if you don't feel that the very fact that you always get just one or two added on higher level spells acts as a balance of sorts?
Tybalt,
I need to say I love your city descriptions. The dog fighting had me cracking up.
I frankly despise the way experience is done in 3 and 3.5. I guess it is a good thing to give the GM huge control of when the players level, but I personally see it as a crutch for bad Gming. Bad GM's in old AD&d games had overpowered chatacters within a year, so I guess the change was needed.
I will take the 'role-playing more rich' comment as a treasured compliment. Due to their unearthing of an Ancient clan-Antroo vampyre, the whole enviroment of my Igbarian area is changing, and 4 of my 6 players from that group are rolling new characters due to that.
I mentioned recently that my Igbarian group, the 7 player group that is centered in the City of Igbar needs to go through something of a partial reboot, as a few of them passed on recently, and the group dynamic was such that the 5 full timers are creating a new set of characters. This is the document that all the players are getting as well to give them more of a background on what the feeling in Igbar is like.
[spoiler=Current Igabrian Scenario]Igbar
Igbar is the capitol of the country of Trabler. Trabler is a coastal country, currently a border state of the Stenronian Alliance in its six-year struggle with the Empire of Argus and it's allies. The City of Igbar is walled, and is one of the busiest port cities in the northern part of the Celtrician Continent. Igbar sprung out of an old fortress placed next to a fishing village, and has grown ever since. It's current size is just over twenty thousand inhabitants, mostly still crammed inside the walled area. Since it is at war, up to two thousand inhabitants of the town may be '˜at the border' at any given time. But these numbers are made up for in the amount of displaced families from the war-torn southern part of the country.
Igbar is the closest major population center to the fabled Herb Lands of old Astrikon , within a three-day ride. Though a deathtrap for the unwary, the chaotic Herb lands continuously draw in Druids and others, trying to fill the orders of the wealthy for poultices and reagents. Despite the Herb lands and the size of Igbar, the lands to the West, in Central Trabler, are nearly empty, dotted only by ruins of once-proud Astrikon Traders.
Trabler is a constitutional monarchy, but until 3 years previously, was still ruled by Trabler Aptor, the man who carved this kingdom out of the old Argussian Marches. So it recently came to a bit of a standstill, and was almost retaken by the Argussians, when Trabler Aptor went missing. Trabler was nearly replaced with the Minister of Governance, until other members of the House of the Unicorn discovered that minister was actually in the pay of Heliopolis, Assassin king of Coom Isle, an ally of the Empire of Argus. A coup was attempted, but a counter insurgency, led by Julian Sempre Lerianolies of the Order of Stenron, recaptured the governance of Igbar and thus Trabler. Julian was then rewarded by the House of the Unicorn with the title of '˜Steward to the King'. So currently, Julian is acting constitutional Monarch, until the unlikely appearance of Trabler Aptor.
There are many groups that vie for power in Igbar. Most of them are interconnected in some way. The wealth and the old families have power, but all are allied with others as well.
The Assassin's guild of Heliopolis , the Blackstripes, are still in town. The Eye, a rival guild from the north, was instrumental in the coup that brought Julian to power. The Bully boys have been around for decades near the docks, and the old Collegium Tortoris has recently showed signs of life. Violence from the shadows is a feature of all cities, but is more apparent in this border city than in more civilized climes.
The Collegium Arcana is an old, multi-country law unto itself for those who study magic. In Igbar, the Collegium Arcana bought it's own walled keep 60 years ago, where it takes in the money of young spell casters, and teaches them and protects them in turn. The Alternative School of Magic, run by Samria and Palimar, has opposed them recently. Still, the Collegium is ancient, rich, and powerful. Many say it is only a matter of time before it finds the way to extinguish the upstart.
The knighthoods and fighting schools have flourished in this near-war zone. The Order of Stenron has a full barracks here; The Blue Turtles also have a large chapter. The Bowyers of Ceminiar, and the Order of the White Paladin have decent sized followings. There are dozens of fighting schools attached to the various churches in town, as well. Knighthoods are often not mutually exclusive, so a well-known knight may be a member of three or even more orders. The Local Scarlet Pilums are an order of knighthood and also the security force of Igbar. They were hired some fifteen years earlier as a temporary solution to Igbar's need of a City Watch; they are still there.
Which brings us to the religious powers in Igbar. There are 9 major churches in the town, and many minor ones. The now-taken country of the Theocracy of Nebler lies to the east of Trabler, and most of the priesthood escaped into Igbar; but there is a large church of the Lawful Triumvirate (which includes Nebler, along with Rakastra and Abradaxus the harsh), so those two groups are at odds. The Church of Earth stands next to the Church of the Green Mother, Jubilex of Chaos and Change gathers worshippers next to Belial the True and Clear. Arlieng the Guide has many shrines in Igbar, as does Ishma the Lucky. Ogleic, Patron of Trade is worshipped to some extent by all, and Verbren the Tracker needs to be appeased to keep the beasts of the Herb Lands at Bay. The Church of Geryon, Master of the Wild Hunt, opposes the Church of Verbren at all turns.
More recently, the shrine of Woerter, of the Meeting and the Host, has gained a full church Status, and the Shrine of Kiminus the Whole have been gathering a flock.
This is just the tip of the religious iceberg in Igbar.
The trading syndicates and old families are another power-center. Almost all of the trade in the area is controlled by one of these groups, and they gather at the 'Grounds of Dismissal', a coffee emporium in the middle of the city. As in almost any population, the Trading Families and consortiums are not separate from the other political forces; rather they are intertwined with them. A visitor to the '˜Grounds' can barely see the old coffee shop in what has become, in three human generations, almost a city block of mercantile activity. The Vissipee Family, the Winfire Consortium, and the Sceding Tree Associates are three major speculators. There are over two-dozen Trading Guilds of every size in Igbar, and their allegiance is only to the gold horn.
In the most current weeks, military action in the southern front has waned. There are soldiers from all over the Stenronian Alliance and the Verkonian Duties taking leave, which leads to a certain amount of confusion and tension between them and the natives. Many merchants are taking advantage of their freedoms and a shortened supply by moving prices up on almost anything.
The supply shortage that has been prevalent in the last 10 Hawaaks was due to a band of Hobgoblins that were preying on some of the caravans from the North. Recently, The Sceding Tree Trading Consortium and the Scarlet Pilums proclaimed simultaneously that the threat had been eliminated by collaboration supported by those two groups. Both groups take credit for supporting the Grey Legion, and adventuring band that has been smashing the Firehazer tribes of the Wibble hills.
This does not mean there has been a shortage of humanoid activity. The Church of Vernidale has been blocking most pilgrims and merchants from traveling to the Herb lands in the last few months, but they have been coming under heavy attack from the Zyjmanese Tribe, an orkash and Ogre band led by one of the zealots of the original Zyjman . Sir Garcellenti Euridios of the Order of the White Paladin has recently returned from a journey, and lost no time in denouncing both the church of the Green Mother and those that assail it.
Recent news of Igbar
In the beginning of WinterWane, right after the Lithe and the New Year began, it has come to the common light that there has been a series of bloody murders in the Steel Libram. A family member of a Senator of the House of the Unicorn (the Assembly of Igbar) was found beheaded there.
A horse trader, from the Renshurein House traders, was nearly strung up by a mob, which declaimed loudly how he had taken advantage of the caravan strangulation. The Scarlet Pilums barely saved him.
A few days later, there was a reported sighting of Lady Flagrenza and Laughing Jory on the docks. Both are well known Blackstripes from Coom Isle, where they are supreme. Every merchant is still locking their doors, and anyone with a price on their head is finding reasons to stay in.
On WWN 19, word came in that Igtiche was almost a pitched battle area. Igtiche is the last settlement before the road to the Herb Lands, as well as a popular resting area for the Earth Churches. It is a slow days ride west and a little north of the old Henit Road. It seems that the Green Mother's moratorium on the Herb Lands has drawn some martial forces from a few churches, including Verbren and Geryon.
Around that time, The Grey Legion rolled back into town, bearing trophies of their harrying of the Firehazer tribes of the Wibble Hills. They spend money like water, and every merchant called to them from their doors.
On 1-45, Magistrates from the tax roll Hallows declare an investigation of Gresolio family (part of Vissippe trading family).
Rumors also began abounded in some bars about the supposed creation of golems in the city.
The next day, The Church of Bamik the Weaver is selling a huge and wondrous purple rug, depicting the Horation Plague relief, after the plague of '˜77'. They are doing it to raise horn to pave the weaver's section of the city.
On WWN 50, The Church of Reluctant Grazzt (the sect that believes that Grazzt repented after banishing Pablar) opened to take new clerics for the School of the flamberges' way.
On the 51st, The Hand of Jubilex, a group of Adventurers, came into town from the east. They are staying in the Upper Crust. They are led by Volikan the Unworthy, a priest of Chaos.
Also, that day, there was unrest between the churches of the Lawful Triumverate and of Vernidale, as the Triumvirate sees the Green Mother as illegally blocking access to the Herb lands. The Hierophant Kaexiol has started putting pressure on the House of the Unicorn to step in politically.
On 1-52, there is a notice on the North and South boards that says the Axemans House of Chance (238) will be holding a Western Drawhand tourney, with a 350 horn as the top prize.
The Island Kings Merchant group sets up a fund to build a new trade building in the south west of town.
Then, at the end of the month, the Grey Legion adventuring group comes through the North gate late at night. The winds push the clouds past both moons, running shadows over the faces of the weary crew. According to the guards accounts, on of their members is carried over the saddle, and they are in a hurry to get to the Church of the Lawful Triumverate. One of the scarlet pilums that was on watch overhears Lady Rumble Lou of the Blue Turtles telling the other members to be on the watch for the Vargoyles that seem to be following them.
The next night, tales come in from the Teque Hospitality guildhouse to the north, where travelers spoke of being chased by a band of zombie hobgoblins led by a pair of ghouls all the way to the gates of the guildhouse stockade, and of the dark band milling about the walls throughout the night. The Scarlet Pilums manning the towers of Igbar's walls report finding a guard with his throat ripped out, and of hearing black wings and laughter on the air. The whispering begin. Lock your doors, the night is not safe.
Two nights later, Hosta Hab Needleswine and Raphael Tungstolen, the Frigid Masterskalds, are awakened by the sound of a struggle in the Frigid Song Guildhall, and they rush to the bardic bachelor apartments, to find some dark man-like creature feeding on Pharren, Frigid Skald and member of the Grey Legion. They surprise it and manage to drive it off, but the walls are running with red wetness. Pharren's left hand is missing, and blood pumps through his wrist and his throat.
The two of them raise an alarum, and find 4 other apprentices in the downstairs hall and 2 other journeymen drained of blood, dead and dismembered.
Raphael and Teque Manus rush Pharren's unresponding body to the closest church, the Lawful Triumvirate, only to find it also in an uproar. Collective Hierophant Kaexiol, the most senior father of the Lawful Triumvirate, says that some awful presence tried to force it's way through the wards of the church earlier that night. The priesthhod begins work on Pharren right away, with his fellow Grey legionnaire Eodl standing vigil all night.
The next morning, As Pharren is pulled through the worst of the damage and after a ceremony of Restoration has restored most of the damage and cleansed Pharren, Eodl comes in with the news that Levy, Rumble Lou, Sam, and Martin are all missing. The rest of the Grey Legion is gone. The halls of the White Palladium are bloodstained, and there are already stories of Sir Garcellenti, Sir Thomasen and Sir Jamesen in a titanic struggle with some unclean evil during the night.
Pharren's hand partially regenerates, and he has a huge swath of white running through his hair. He can still play music, but the hand is gnarled and it has not the strength to wield his great bow. The struggle with the Undead leaves deeper scars as well, and Pharren is determined to find out what happened during the night, and what happened to his friends.
Another Hawaak passes. The night becomes even more dangerous. The Scarlet Pilums double the size of their patrols inside and outside of the gates. The homeless cry to not be left alone at night, and crowd together in the gates of the Pilum Towers. The boneyards become walkways each day with families bringing priest to bless their family dead and prevent them from walking the night, and patrols walk quickly through those same boneyards at night. One night in Early Spring, two members of a Scarlet Pilum Patrol return covered in blood and gore. They are the remnant of a 12-man group, and they say that a pair of skeletal Ogres along with dozens of other skeletal creatures set upon their band as they skirted the Wibble Hills.
Now, drawn yet resolute, Skald Pharren of the Frigid Song visits Vinivixias, Trader Prime of the Sceding Tree trading family. Lay-Brother Eodl at his side, Pharren walks heavy-hearted, bearing a secret guilt, but he has resolved to rebuild the Legion.
The call goes out through Igbar, and the folk of the city pause from the busy work they try to distract themselves with. The Grey Legion were heroes of Igbar before. Could they be so again?
[/spoiler]
The ideas behind all this rigamarole is that the Grey Legion did, despite warning of every type, let loose an ancient Vampyre of old Hagenos. It had been sealed in a tomb beneath the ruins of a refuge of one of the Orbaian Exile Clanhouses. Vampyres in Celtricia are similar to Liches, except that they are made and not self-created. This particular one, Kexiol Antroo, Justicar of Mammon's Hand, was imprisonned there some 475 years before, walled up behind his hidden temple. Letting this creature loose has brought a powerful undead lord, one that gained strength over the years, into the affairs of the Igbar area. He has taken over the caverns of the Underdark of the Orbian Exiles, where his people retreated to from Orbi half a millenia before. He has subjegated most of the firehazers tribe of the Wibble Hills.
So now they have paid the price. 2 of the group was killed in-game be the Vampyre, and the players made a mature decision to create a new group rather than be unbalanced.
I am allowing them to start with 6500 exp to spend on skills, instead of the 4800 that is standard for beginning characters. This is to simulate a slightly experienced group that Pharren is gathering, as well as allowing the players to create a more mature character with a slight advantage in their areas of expertise. The players are also being allowed to choose one guild to major with and a minor guild as well, which gives them more potical power, as well as more skill choices. It also simulates a more mature and better connected character.
and what does 6500 exp get you in Celtricia? Glad I asked...
6500 exp is more properly termed 6500 'raw' or 'unadjusted' exp. It gives me a rough idea of progression for players and NPC's as to where they stand.
We keep track of how much experience is gained in every skill seperately, but all experience is given out in 'raw' format. Every skill a character has has an 'EXP Modifier' that dternines 'adjusted EXP's'. Character's break level in each skill based on adjusted EXP's.
[spoiler=level breaks in GuildSchool]
100=1
200=2
300=3
500=4
800=5
1300=6
2000=7
3000=8
4400=9
6300=10
[/spoiler]
When a character is created in Celtricia, they need to choose a primary guild or School (hence the name of the system, GuildSchool). The school will have certain skills that have favorable 'BXPMOD', or Base Experience Modifiers. A good example of this is a character that tries to learn the 'Alchemic Spell Point ability' from the Martial school of Song has a .09 BXPMOD. Learning that same skill from The Church of Jubilex of Chaos has a BXPMOD of .2. The ALtrnative School of Magic, however, teaches that skill with a .39 BXPMOD. (and you don't ever bother learning a skill from a school that sucks at it...like learning astrophysics from a landscaping company). The effect of these modifiers is the speed that a character breaks level in something. The .39 BXPMOD gains actual, modified experience 4 times as fast as the idiot who asked the Martial School of Song to teach him.
The actual EXPMOD of a skill comes from the BXPMOD of the school and the ATRIBMOD. All skills have an attribute modifier as well, so that smart characters are good at things that need smart, and strong charcters are good at combat, etc.
[spoiler=Hitpoints expmod calculation]
HP is a skill that has the least to do with the school a character comes from, and the most to do with the ATTRIBMOD. It is, however, the only skill EVERY character gets. Still, it is a good illustration of how this works. The BXPMOD froma fighting school might be .15. the notation on ATTRBMOD for HP reads ST10-.01/HE10-.03, which means that for every point of Strength a character has over or under 10, the gain or lose .01 on their EXPMOD, and for every point of Health over or under 10, the EXPMOD goes up or down by .03.
So, A character from this school with a 10 ST and a 10 HE has no ATTRIBMOD, and ends with the .15 from their BXPMOD as their total EXPMOD for that skill. If the character had a 15 Strength and a 15 Health, this means they have ((15-10*.01=.05)+(15-10*.03=.15))=.2 as the ATTRIBMOD, added to the .15 BXPMOD= an EXPMOD of .35 for Hit points. This character will gain levels in HP over twice as fast as a character with the lower Attributes.
[/spoiler]
So the effect of the EXPMOD mechanism in Guildschool is to show how good a character is at a skill, by determining how fast they break levels in it. It also allows us, in-game, to place experience in a skill ONLY WHEN IT IS USED. So in my 12 year old Mistonian crew, the fighters may have 28-38 HP, whereas the non fighters normally have 12-16 hp. You can put experinece in HP, you see, from comabt exp given after the fight, or when you get hit.
This has been kind of cool, as it does not allow for characters to gain EXP in things they do not use.
So anyone who looks at the level break chart and thinks that it seems easy to break levels, guess how many skills a beginning character generally starts with as full skills? Normally 7-12. The Mistonians average about 28k experience (and this group has averaged a session a month for 12 years), but they aslo average 18-22 skills each. Characters grow and change based on what they learn and what they use.
Next post, I'll get to Base skills, sub skills, and dropdowns.
I was going to ask at first how organizations like the assassins and Arcanum survive as factions when others might seem better armed but i suspect now that it is because there are so MANY factions? It seems like a society in upheaval, is that a correct estimate? Is there any kind of general movement to create a more clear public order?
I think that in your last post you made something very clear about your setting: the importance of guilds. You might want to consider that if you ever formally present this on a website or something that that would be something to draw a potential player or dm's eye, that there is a very clear difference between this and most typical fantasy settings that gives it a flavour of medieval realism mingled with the fantastic elements.
sub skills and drop downs.
Luckily, anyone who reads this should already have realized their inner geek.
Skills in Celtricia are also based on the familiar tree system, in that 'Basic Trap Skill' has sub skills of 'Find Trap, remove Trap, and 'Set Trap'. 'Avoid Trap is a sub skill of 'remove trap', etc.
Now, since you understand that skills have sub skills, how do sub skills affect the game? It is first important to understand how 'base skills' work. The basic Trap skill has a 1.0 dropdown for Remove trap, Set trap, and find trap, which means that 100% of the skill amount is dropped down as an ability in those skills. SO why would anyone bother to learn the find trap skill?
Because BAsic skills have lousy amounts gained per level. 'Basic Trap, for example has a base of 5% with 1-4 gained per level. This means that a thief-type who does not learn the sub skills may be fifth level in Basic Trap, but it will only give an average of 17.5% skill in the trap abilities, which is pretty lousy. (that 17.5 it gives to the subskills is called the 'dropdown').
Find Traps, the sub skill, has a base of 10% with a 2-7 gain per level. So the amount gained per level is higher, though the scope is narrower. The same thief-type from before, with a second level skill in 'Find Trap' added to his fifth level 'basic trap' skill dropdown, will have a 36.5% Find Traps skill.
Quote from: Igabr Guilds completedIgbar's Guilds
Alchemical
The Green Flame Fire mages, and the eye's alchemical branch
Vasko's Brew The blackstripe's poison makers
Archer
Bowyers of Ceminiar Martial order of the Ceminiarians
Calling Shot Quasi Military group, Official Martial order
Assassin
Collegium Tortoris old and tiny (and weird)
Holders of the Straight Way Belial's Assassins, Ritualistic
Jocien's Knives The blackstripes warrior arm,
Karin Machinations The strong arm of the Eye.
Bard
Bertrand's Bard School drummer warriors. Very Loud and annoying
The Frigid Song Warrior Bards from the frozen north
Church
Church of Bamik weaver god, many Hobbits
Church of Belial the True and Clear Belialist believe in Order, and in getting what
Church of Change (Jubilex of Chaos) Very social, and Chaotic
Church of Direction (Arlieng the many sages worship here.
Church of Fair trade (Ogleic) Mercantile church, called the Platform of Trade
Church of Fortune (Ishma) Goddess of thieves and the hopeful
Church of The Earth (Madrak) Huge, solid and Popular
Church of the Green Mother Druidic and neutral
Church of the Harvest (Amrist) very small, From the North
Church of The Hunt (Verbren) The warrior arm of nature
Church of the Lawful Triumverate Nebler, Rakastra, Abradaxus--very popular
Church of the Theocracy of Nebler Many transplants worship here, denounces the LT
Church of the Wild Hunt (Geryon) Chaotic and wild
Church of Woerter Church of the Host, Hospitality and The Meeting
Shrine of Amerer very small, neutral mages and beurocrats
Cooking
Tolmar's Bakery 3rd generation
Cooking, service
Hostem's Hospitality The huge and famous restaraunt
Druid/ranger
Defenders of the Land of Madrak/Vernidale.
fighter
Terrors of the Knife Assassin/Fighters of Vernidale
Governamental
Ministry of the Unicorn School of government
Kensai/Bard
Martial School of Song the "Archers are pansy's" guild.
Mage
Alternative school of magic Independent, Irreverent, and in money trouble
Collegium Arcana The huge, multi national consortium
Red Witches Just Outside of Town, blood magic
Shell of defense Igbar militia mages.
The Tower The Water-mages
Martial Artist
Brightblue Limbs martial artist from Xamdu hold
Green Dragon Clan Draconian and sly
Mysteriarchs of Lathe warrior Commando-monks from Gwynell
painting
Goodeval Art school From the Stenron branch
Ranger
The Hunters of the Shade Verbren's Hunters, tracker's non-pariel
sage
Greta's Words sages who specialize in scrolls
Steel Library strange old sages' guild,
Sailing
Igbar sails! sailing school. Young navy ensigns,
Samurai
Blue turtles The honorable enemy of the Red circle
Unicorn Swords female -heavy school of spear users
Smith
Collishaw's Ironmongery Great place to learn how to mend armor
Social
House of Twazinia Harou hospitality school, old orbic version
Parshan House of Chance learn how to lose money like a pro
The Grounds of Dismissal Banneti's Coffee House
thieve's guild
Blackstripes Helipolian
Padisha of Pilfering independent, real thieves, not political
The Bully Boys The dock's underside.
The Eye Kasarack's boys, Local version of the Stenronian Eye
Trade
Wello House of Adornment learn the value of everything!
Winfire Trading Consortium trading guild
warrior
Caleb's Tactical Specialized vs humanoids
Lance and Slay How to kill on the open plains
Order of Stenron The largest military order in the North
Order of the White Paladin wear white and like it!
The Armor of Trade Knighthhod of the Platform of Trade
Toffler's Defenders Marines for the Navy
Trabler Scarlet Pilums Military School of Trabler, heavy into cavalry
Tristonian knights The knights of John of Triston, Neblerian Saint
[/spoiler]
Also, some few of these are local groups, but almost all of these factions are affliated with some larger, multinational group. The Collegium Arcana, for example claims lineage going back 2100 years. The current organization is more like 750 years old, but still, that is ancient. They have a seat on the Arcanic Table of the Country of Orbi (a mageocracy nearby), a seat in the Senate of the Grey March, as well as politcal power in almost every settlement they are in...and they are everywhere.
Very cool--I take it you probably have plans to write this up with a quick glance of advantages/disadvantages for players/Dms to see? Are there any that can't be joined by players?
Tybalt is corrrect, as usual.
I have been cleaning up and enlarging the guilds of Igbar. The Mistonians, my 12 year old sesion from Celtricia, started in a town far to the north, on the ege of Civilization. Miston was a smaller town, around 1500 inhabitants, so there were less factions/guilds/schools to choose from. you may find this funny (based on some of our recent posts), but Miston had been taken over by giants allied with the Blue/White alliance, and had been in Giant hands for 4 years when that game started. Having the PC's working around the Giants and Ogres with the Marcher UNderground was fun. But that was a major 'outpost' town, and going back to running a game in Igbar, one of the earliest used locations in Celtricia was a good size to have alot of guilds, just not too many.
SO I'll post some of the fleshed out versins of the factions in Igbar. It will be complicated as hell, as there is so many alliances and backstabbing, as well as support from outside forces, but I'll try.
Next post will probably include the recent history and political climate of the northwest corner of what the Omwo~ call the Dise'mi (cradle) continent. If I knew how to get a friggin' jpeg on a post, i'd load a map. maybe next later. I'm also going to get into the relative power level of PC's, etc and how it is played.
You can upload images using the image key which is down below any post you make, fifth from the left.
For me it's more a matter of finalizing what I want my map to look like and then putting it together. Between me and one of my players we should be able to do it but not in the immediate future.
BTW--with regard to the Yuan-Ti perhaps there are some similarities? I had thought that in my setting they might be willing to make alliances with demons, forment disorder in various places and so on, using whatever means necessary to gather the resources to accomplish these things.
Still no luck with the image insertion.
Which is a pain, because I started the Celtrician thing with a map I drew back in 1982. Since then, I have used a lot of Autorealm to get all my area maps, etc, in a storeable, changeable format.
Some personalities of Igbar
Bartick Polecatcher, Master Speaker, Skald of the Frigid Song.
Bartick is a human male, in his early forties, and balding. He is thin and wears silver round glasses. He is nervous in public, but confident when he takes the stage.
Bartick spent two decades growing up in the Frigid Song Guildhall, and spent a lot of time translating the older Omwo~ songs, as well as trying to learn the Omwo~ stringed instruments well enough to play the larger pieces he was translating. However, he ran afoul the Winfire Trading Consortium, fell behind on some payments, and needed to be bailed out by the skalds. This put a black mark on his name, and his advancement, never speedy to begin with, slowed to a crawl.
Bartick openned his school of the Omwo~ speakers five years ago, in 890 R.O.N. Not a booming busines, it nevertheless pays for itself and affords Bartick a nice batchelor existence.
Bartick might be found playing with the 'Elven Cats', a string ensemble he and a few elves (and one dwarf) play around town in. They also have a gig at the Upper Crust every other GreyDay.
Bartick is a little thick around the middle, and has a weak chin, but is on the prowl for a wife. He might smell a story, but will be less discerning if a beautiful human or Omwo~ woman is part of the tale.
Bartick still has friends in the Frigid Song, and they send students to him on occasion. He wears slightly worn studded red leather armor (the studs are brass, well polished), and carries a Sax dagger in town. He has a black furlined greycloak for the winter months, and is quite facile (basic Bard L7-21%, stringed inst L5-55%) with all stringed instruments, and he has a darkwood masterwork mandolin, truenote and magically deepenned.
Brendan Kax Colishaw, Human/Black Klaxik (dwarven) halfbreed, Head of Colishaw's ironmongery
Brendan's friends are not sure if he looks like a short, wide, furry man, or a small-bearded, elongated Klaxik. The one truth there is that he seems to be have over half of both races in him, three-quarters Klaxik and three-quarters human, as it were. His voice is like a bassoon, ringing over the bedlam of his shop.
And what a shop it is! Brendan's Pa, Kedgel Colishaw, started the IronMongery back in 866, right before the plague but after the trouble with Maf's Dark Brotherhood. It was one stall on the edge of the Steel Way. Now, almost thirty cycles later, it has two large forges on opposite sides of a fortyfoot long open stall, with smaller anvil fires set along the back wall where three journeymen and six apprentices bang away. Brendan specializes in fine edged weapons, though competent at other weapons and armor (Smith L9-30%, Armorer L5-70%, Weaponsmith-L6-77%, Preciousmetalsmith L2-40%). He was the first smith to partner with Alternative School of Magic, which gives him quick results, but he often finds himself at the short ends of supplies if the politcal power of the Collegium Arcana can make him suffer.
Players will find him open and honest, but with no compuction in puncturing a thief or liar. At the same time, Brendan has great faith in his own work, and will generally price things at twenty points over normal market value. He has gotten used to the profits of the war with Argus to the south, however, and holds this wealth dear.
Chamden Kaexiol-Klaxik Collected Patriarch of the Lawful Triumverate
His holiness has run the largest parish in Igbar for four years, before that he was the Voice of Justice of the Church and before that he was Second Justice in command of the outreach of Abraduxes in the Church. He is, and will always be, a holy warrior used to smashing evil with his own hammer, and the last twenty years have taken him further and further from it.
Chamden is a tremendously energtic klaxik, just over his first century, so firmly in his middle years. His eyes are bright beneath black bushy brows, and he still wears his warrior's tail flying everywhere from behind his head. He wears boldly a silver circlet of 'Earth's Law'(-as staffincantus, -2 Spirit SP, -2 Earth SP, -1 Law SP) and a Staff of Control (MR5%, lesser control 2/day, Order's Lock 1/week), that glistens with a white/silver radiance even in the daylight.
His holiness is NOT a great administrator, however, and despite the size of his flock, he has trouble delegating. He can still be found once a hawaak at weapons practice, and stops in to the satalite shrines at the strangest times. Chamden also holds a seat in the lower House of the Unicorn, and is very active politically. He has a great distrust for the huge growth of the merchant guilds, but despite this he has kept the Church of the Lawful Triumvirate in close allegience with the growing Platform of Trade, the Church of Ogleic the Scales.
Feniar Reisir Fwean, Omwo~EyeTri of the Searing Eye
Feniar has tried, in the past to play the straight and narrow. Sort of. But somehow, he always ends up back on the Searing side of the Igbarian Eye, the not-so legal part of that well known and feared band.
Feniar is a hair short of six and a half feet tall, and is slightly stooped. He has the slightly lined face of an OMwo~ approaching his third century, and seems a littl resigned to his general fate.
Feniar know people in the Scarlet Pilums, the guards of Igbar. Even officiers sometimes like to gamble, and one of his two operations is specifically a 'second chance' version, where gamplers who have been barred from the more legitimate outlets can still whet their appetite for the stones or the Wello Board.
Feniar spends a lot of time near his two houses, which are both in the dock areas, which puts him under the Dockmaster of the Igbar Eye. Feniar has an old Grudge against him, and will gladly listen to anyone who has nasty stories about him, but he is too scared to ever jump ship. Feniar also has a few connections into the 'Padisha' thieves group, so he is often sent as an intermediary between the two guilds.
Feniar wears a Grey silk tunic most often, over his Black leather armor. He has a Gladius of Bloodletting, as he is a worshipper of Hewecar, and is an accomplished sneak(basic Sneak L6-23%, Hide L3-40%, Move Silent l3-42%).
Players might meet him at the Parshan House of Chance or the Wello House of Adornment. Despite his unpreposessing appearance, he can kill (HP L3-10, Basic Sword L4-12%)
Glammies Herriot, Omwo~ Red Sash, Green Robe in Collegium Arcana
Glammies is a fabulous, confident, incandesent figure on the Igbar social scene. not even seventy yet, he has already moved up the ladder in the notoriously slow moving Collegium Arcana, already holding a posting just below a national level. His talk is peppered with gossip from the rest of Trabler (particularly Recum, close to the Bright Lands), and from the Heshiantaower, the mastertower in Orbi. Of average height, he slightly dyes his blonde hair with silver highlights, in imitate the look of a Vanir Omwo~. Though slightly foppish, do not underestimate the brain inside the dyed head: he has rocketted up the ranks (Spirit Spell L7-35, House of Air L5-20, House of Fire L5-21, Artificer L5-19, Mentalist L4-14), and has friends throught the lower House of the Unicorn, particularly in the Vissipee and Teque trading families. Though nominally a member of the Church of the Hunt, he has been seen in the Meeting halls of Woerter, the God of the Hosting lately.
Glammies actually, despite showing up for parades and every city event, hates this 'backwater outpost', and would be thrilled if the place burnt down. He has been taking bribes from the Church of the Green mother to keep the collegium neutral in the Herb Lands affair.
PLayers of social rank will run into him regularly, especially if they spend time at 'The Grounds of Dismissal', the coffee house that has, over the last fifty years, become the meeting place for all Trading Guilds of Igbar. Glammies has almost never been in combat, and while he has friends, he will wilt if cornered. Just don't ever turn your back on him afterwards.
You have a gift for names, from the funny to the grim. I like "Grounds for Dismissal" and "Scarlet Pilums".
One thing I like again is how the guilds are name dropped into so much--these NPCs are faction leaders as much as anything else, and are very clear personalities that would be useful to a dm trying to run your setting. Also cool that you include how the pcs would be likely to meet them, I'll have to try that.
Btw...you mean 'gamblers' not 'gamplers' right?
Out of curiousity, how does the Collegium Arcana grant assignments? Clearly influence and such is built, but on what basis are these placements done?
The Collegium Arcana---
Collegium Arcana
The Collegium Arcana did not, contrary to the official position of that group; begin cleanly with a single origination point. Back in the Middle Celtrician Interregnum, Many countries had some variation of an official mage's guild. They did come together into a few different groups, but contrary to the Guild's official stance, they have not been one unified group for 2100 years.
Currently, however, they do enjoy a position that only a few Churches can claim, and without the competition. The Collegium Arcana has offices in every major city In Northern Celtricia, as well as in most towns. They have a seat in the government of Orbi, a council seat in the Theocracy of Gorntar, and a council seat in the Grey March, as well. They control commerce in many areas, and are wealthy beyond the reach of kings.
Players who join up with this group will never be in need of finding aid in any civilized location. And the guild rewards loyalty, though it does not accept split loyalties.
The Central office of the Collegium has been in Orbi for over 150 years (back in 739 RON). Archmage Hier Effen moved it from the ancient quarters in Stenron at the invitation of The Arcanic Table of Orbi. There had been a Guild of Magic in the Stenron location long before the Interegnum, so this move was historic.
There are also many different divisions in the Guild of Mages. There are research divisions, combat divisions, political divisions, as well as different Orders ,such as the Order of Flame, the Order of Water, and more like that.
Every guild locality has a Head Warlock, who runs it. The bigger the populaltion center, the more prestigeous the appointment. Think of them almost as fiefdoms of a secret kingdom, with the HeshianTower as the Capitol. Larger guilds also come with the headache of having Ambassador postings, sub-nantional and national level postings that were originally in place to smooth the bumps and make friends with the local governments, while the the Head Warlock runs the show. Every Head Warlock knows, however, that they are also their to send back reports to the HeshianTower.
Complicating this are the sperate Orders within the Collegium Arcana, like the Order of Water, and the Order of Flame. These are almost fraternities, and since they are usually joined early in a mages career, you see some nepotism here. there is a lot of the 'Good Old Boys' netwrok currently in the Collegium Arcana
Approximately thirty percent of the Collegium's membership is 'homegrown'. The guild's mission to find talented children and take them in to give them a comfortable life befitting their talent (and fostering fanatical loyalty) is one of the three precepts of the Collegium. These 'homegrown' members tend to give their entire lives to the cause.
Teens or adults who join the guild later need to be sponsored, and the sponoring member is responsible for them for a full cycle, but also gains bonusses based on how their sponsored fledglings perform later in their career.
Everyone except the domestics in a particular local tower will be a guildmember. The do not hire mercanaries, rather, they depend on recruits within their own guild to learn the rudimets of combat and the Swords Arcanic is a prestigeous group within the guild.
Interesting..so in other words if you want to do business as a mage then you'd better make sure you belong to this organization?
One question by the way--I love the names but why "Blue Turtle Knighthood"?
[blockquote=Tybalt the Illuminated]Interesting..so in other words if you want to do business as a mage then you'd better make sure you belong to this organization [/blockquote]
Yes and no.
In many smaller towns, yes. They are the main magic gig in town, and will not help outsiders in any way. They have little direct powers of persecution, however, just indirect ones.
Towns often have other spell using guild, though rarely in the same class as the Collegium for the abilities they can teach(they have very high BXPMODS, compared to most) and will have a much better assortment of spells to choose from.
The Alternative School of Magic
In Igbar, the Alternative School of Magic was begun in 2-31-889, where Palimar, Air mage of Devens and Priest of Madrak and his wife, Samria, sage of the Steel Libram, decided to rebel against the Collegium in this small, border city.
During the troubles, when the Unicorn King, Trabler Aptor dissapeared, Palimar was already on the Lower House of the Unicorn, Palimar and his friends were instrumental in guiding the city during that dark time, and Palimar was one of the group that discovered HighHand Coomi, ranking member of the Great House of the Unicorn and Venerate of Nebler, was actually a spy for the Argussian Confederation.
[note]Palimar is actually a PC still remotely playing his old character. These sessions were played 1986-1990. [/note]
Palimar was voted by the lower House of trhe Unicorn into the Great House, and at that time, to spite the Collegium Arcan that had always impeded his work, used his popularity to create the Alternative school of Magic. Currently, 9 instructors and 29 students study in their halls, and an astonishing 52 other people have memberships and do their spell learning there.
The Green Flame
The Green flame is currently the alchemic branch of the Eye, the local branch of the Thieve's guild centered in far-away Stenron. They Green Flame was actually an independent group of alchemists some 40 years before, squashed by Maf's Dark Brotherhood, and then reincarnated nine years ago by the Eye. They are partially thieves, but skilled makers, able to create poisons and potions and decent scrolls, as well as some minor magical item enchantments. They cannot teach all the spell types well, but have a decent assortment. The do well in Artificer, Fire and Water spell points.
The Steel Libram
The Built in 488 RON, the Steel Library originally came as a branch of the Library of the Orb. The first keeper was Aslow Ostombar. The second keeper was secretly from the Collegium Arcana, Og Antit Antioper, but the son of the first Keeper and a few of the younger members found him out and imprisoned him in the lowest level. This was Alim Vic Ostombar. He and his group took the name Seeker of the Unknown, and many books of knowledge of that time period bear that name. He died in 525RON.
The current Keeper is Pacae Letsos, a Klaxik Sage. He feels beleagured on all sides. His school currently has 24 members, with a healthy 13 being students. His head of scrolls is Vesaart ol Emptos, a gnomic sage.
The teach Mentalist and Artificer well, and have some passing ability in Order magic as well as chaos magic. They teach the scholar skill set better than any in Igbar.
Those are probably the three best. The bard schools teach some, especially mentalist (all the bard spells come from mentalist), and their are a few other poison making alchemsits, as well as the Red Witches outside of town.
[blockquote=Tybalt]One question by the way--I love the names but why "Blue Turtle Knighthood"?[/blockquote]
The Blue Turtles
The Blue Turtles are the name of an order of knighthood founded to combat the Daemonically sponsored Order of the Red Circle. The originated in the Omwo~ kingdome of the Silverwood, almost 400 years before. They have never gone inactive, but during the War between the Blue/white confederation and the Stenronian Alliance recently, the Blue Turtle Shell has been barely able to keep up with the applications.
They have a strong belief in very heavy armor, and a tremndous practicality. They are allied strongly with the Order of Stenron right now.
Hatchlings, lower level brothers, are never sent out on their own, but always in pairs. Shell swords, shellwatchers, and shell wardens are ranks that the Blue Turtles Aspire to. The Horn Misister of local Ocodig, the town to the North of Igabr, is also a Grand Tortoise.
[note=disclaimer]Now, where did the name come from? Tybalt, I canna tell ye. It was a very early Samurai-style guid of warriors I created over twenty years ago. But at least i am consistent. At least 11 PC's off the top of my head were Blue Turtles.[/note]
Very cool military order--I can see why people would want to be in it. How does someone apply to join? Do you have a basic prerequisite list for people to look at for organizations that are pc friendly?
What organizations have your pcs generally favoured over others?
Also a question about animals--are they ordinary animals in your world or are there unusual mounts and so on?
[blockquote=Tybalt]What organizations have your pcs generally favoured over others?[/blockquote]
34 players. 141 PCs.
Some serious note searching going on here.
(Jenn has run 11 characters, Jim M had 11, they are tied for the record.
I am trying to figure out if I should include Factions joined upon creation, or factions joined later, as well.
Character creation involves social class rolls, and between that and attributes, that decides what factions you qualify for. Fronm there, you can choose one or 2 to join, but you can take less skills if you choose more than one school.
LAter, it is a more in-game thing. Kafka, a Fighter trained by Jon Of Miston, a remnant of the old Marcher Army after the Giants took over that town, later was a Knight of the Order of Stenron, a Justicar of the Tristonian Knights, an Honorary Grey Lord, and a Neophyte Priest of the Lawful Triumverate.
I think the most Popular upon creation have been The Blue Turtle Samurai, the Collegium Arcana, The Searing Eye (of Miston, or Stenron, or Igbar...), but a lot of that has to do with the fact those schools are multi-national, and have branches all over the place.
The Collegium Tortoris has been a favorite lately. The Guild of Torturers and Executioners started around 188 Reckoning of Nebler, in Winterloo (Later to become Stenron). UNknown to all, they were in possession of The School of Shade Spell. in 221 RON Winterloo had a backlash, and invaded their fortress on trhe Corpusmount, on the edge of the Necropolis. By 225 RON, Venolisia, the sole surviving Master of Pain gathered a few suporters, and in the eaves of the Miston wood, between the evolving State of Winter and the new coastal settlements of the expanding Venolvian empire. He imparted the ramparts with the power of Shade, so the fortress was not seen unless looked for. Being a full Hawaak's ride from the edge of the State of Winter, it was well secluded.
Over the next century, the trade road grew up to pass the Collegium, and a small community of inns and settlemets grew ther, which would become Miston. Due to the magic of Shade, only a few leaders were even aware of teh Collegium existing on the edge of their growing forest settlement. At this same time, enough old patrons had been contacted so that many nobles had started to hire one of the masked, felt-cloaked Torturers for their court, as they were trained in diplomacy and strategy, as well as Poisons and the Arts of Truth and Pain.
In 412 RON, Teffud Kartig IV, the Kartig Host Lord of the Northern Ambrell Court, whose Klaxik clan had employed Torturers for 3 court-generations, suffered a grave assassination attempt. The 3 assasins had gotten within the inner court, and thus had few and mainly ceremonial guards to deal with. They threw off their peaxceful disguises, robes from Om, and with black-smeared scimitars dispatched the wide-eyed Ambrell Axemen, whirling to the Seat and Dias, and an axe flashed down onto the unarmored, upraised arm of Teffus Kartig II.
To be stopped noisily mere inches from that arm by a thick, three foot rune-carved sword, spinning from under a black-felt robe, mere feet away. None had even seen the Torturer, Hiram, Steward of Pain, standing feet away, in his Black cloak and mask. "Now you will know Pain.", came from behind the mask.
The Assasins were Masters, and responded from their mistake quickly. And spun away then back into battle, turning and darting, working a triangle around the long cloak and mask that almost floated in front of them. Swords and daggers flashed, blades met and clashed. The Kartig Host Lord's deep voice roared for aid over the dim, and the lord, unarmed had to stand back as his single defender discharged well his commision.
In less than a moment, it was over. Hiram bled from both arms where he had bben sliced by the envenomed blades, but two of the Master assasins had been chopped expertly by the wide-bladed executioners weapon. The last Asassin gulped in air, as he had also been slightly injured. "Feel your blood boil, fool. Feel the heat that will burn your blood away in seconds", he hissed through clenched teeth. "Black Sugar is in your blood, we took no chances." Teffud KArtig IV gasped from behinf Hiram at the name of the very rare poison made from Black Dragon Acid.
Hiram looked down and as he put weight forward he said, "I dined on your child's toy nightly by my 10th year, amateur."
and Hiram buried the thick blade in the Master Assassin's chest, as fast as thought.
Well, you can imagine, once that story was spread, every High Warlock, every noble, every high priest, wanted a toturerer. For the next two centuries, every Assassin guild's worst enemy became the court torturer. Advisor, bodyguard, and extractor of Truth, all in one.
Yet suddenly, in 640, jsut as they were reaching a peak of influence, almost all the court toturers were called back to the Ramparts of the Executioner. The chapter Houses shut their doors, and no messenger could even find them to deliver messages.
Now, centuries later, Venolisi, Master of Pain, has once again taken sent a torturer out into the world. The invasion of the Giants into Miston has convinced him to unlimber the Bridge of Shade, and quietly, to no fanfare, The Guild of Torturer and Execution has rejoined the world.
Wow, that's a nicely grim tale...and it would also hugely add to the fame of the kingdom itself to deal so savagely with an assassination attempt I expect. So is poison immunity a feat/skill you can buy in your setting then?
Hestimiak Kartikol-OverHierophant of The Hosting (Woerter), and SHell-sword of the Blue Turtles
Towns have cycles, and the religions that try to serve the populations within each place are cycles within the cycles. The worship of Woerter was all but gone a decade before, and the Hosting God had never had a shrine, let alone a temple, in Igbar. Hestimiak still has a gentle and humble bearing, as befits woerter's image of the proper host. However, much of it also comes from his fall and unexpected rise.
Yet the times change, and Hestimiak is the bringer of that change. A Klaxik from OM in his middle years, He was sent away, almost as an exile, to make a start in the uncultured north countries of the Stenronian Alliance. A decade in Igbar has given him a great appreciation for the less subdued and hierarchal nature of the Northern Lands.
Hestimiak has many connections in the Harou tea houses and eateries of the Omnian section of town. He has become great friends with Harisian of the SmokeDragon Tea house, and players might meet him there.
Woerter's worship has grown to the point that Hestimiak is moving to a small, abandoned temple on a side street of the Unicorn Vex, the main road that bisects Igbar. This is a huge move up from their small shrine near the walls, in the weaver's section of Igbar.
Hestimiak has copper-red hair touched with silver. He generally wears Blue-washed Turtle Chain Armor under the Off-white robes of the Hosting, and has a silvery Falchion (Mithril +10/+2 Falchion, of Grace (+10% social CC)) covered with Old Omnian Runes. He is soft spoken for a Klaxik, but confident. He is always warm, but, sweating a little at all times.
PLayers might find him supervising the building, in the Harou sections of town, or at the Shell of the Blue Turtles.
[blockquote=Tybalt ] Posted: Wed Jun 20 2007, 09:49AM
Wow, that's a nicely grim tale...and it would also hugely add to the fame of the kingdom itself to deal so savagely with an assassination attempt I expect. So is poison immunity a feat/skill you can buy in your setting then?[/blockquote]
Yes. Under 'Mind' skills, the base skill is 'Basic Meditate', with one of the subskills of that being 'Resist'. The subskills of 'resist' are 'Resist Poison, 'Resist Control', and Resist Magic'.
3 characters have qualified for the collegium Tortoris so far, and another joined afterwards. It has a good story to it, one that attracts players. I just have to convince one of them to stop practising on small forest animals.
[blockquote=Tybalt]Also a question about animals--are they ordinary animals in your world or are there unusual mounts and so on?[/blockquote]
Both. Giant creatures are a little rare, but generally pack with their normal sized brethren. The odds are, however, if you run into a pack of deer with more than 20 members, you can expect to see one larger Deer.
The Ambrellians and Omnians regular use Domediak Lizrds, 15' tall, thick lizards, to pull their wains. Wyvern riders are extremely rare, but hippogryph and pegais exist in any town. I know that Igbar has exaxctly 6 military Hippogryphs, and 10 private ones.
Good npc, I like the description of his origins and the ways he might be met. I also find it interesting that there is an immediate physical impression of him.
However you didn't answer my earlier question!
How about now?
heheh, thanks :)
Not that it is of great import, but just as another assist to the general flavor of Celtricia,
I'm going to post a few notes about the new characters rolled up by some of the Igbarians.
Just the guilds and a few random thoughts.
One rolled up a Bard from the Martial School of Song. They are somewhat average bards, with some small mentalist spell ability, but who prefer to fight close up, without the protection of armor. He decided to worship Woerter, the God of the Hosting.
The next rolled up a Mysteriarch of Lathe, a martial school that uses clws and armor...though this one decided to use no armor. He took decent thieveing and sneaking skills, but dumped no experience in spells. Mysteriarchs have the highest damage bonus skill, so even as a near beginning character, he has a 20% chance of getting some extra damage after his dividing die with his claws.
The third rolled up a Neophyte in the Alternative School of Magic, and specialized in Chaos, Fire, and Mentalist spell points. He is also a worshipper of Jubilex of Chaos, Balck Prince of Irony.
The next rolled a Member of the Karin Machination, the strong arm of the Eye. Also, she chose to be a priestess of Lucky Ishma. The Machination are the Assasins of the Thieve's Guild known as the eye. Interestingly, she chose some Chaos and atrificer spell points.
The last rolled up a KNight of the Armor of Trade, the warriors who serve the Platform of Trade, which is the Church of Ogleic. Ogleic's aspects include trade, a fair dedal, the scales, and building an honest relationship. Rolling tremendously, he will be able to use the Knighthoods proclivity for a big flail to devastating effect. He aslo took a bit of restorative and necromantic spell ability.
Interesting. You know it is quite helpful to have pc generation examples as I'm sure you are aware, so you might want to do that for character generation explanation.
Out of curiousity has it been difficult for your players to keep track of all the names of groups, factions, places and classes, which all seem very creative and unique to your setting?
Yes and no, as to the keeping track.
Due to the the level of consistency in the game, the guilds and factions are pretty well known. Some of the newer players have some problems, but not once they've ben there for a while.
The mechant and trading guilds are a different story, but they are supposed to be. The Sceding Tree, the Winfire trading group, and the Vissipee trading group are the big players, but the Teque Traver's guild, the Hallier House of Value, The Grayse family Traders, the Rissa House have all been introduced to the Igabrians, though the lesser ones are all allied with bigger trading corporations. The Grey Legion, the name of the last Igbarian group, actually incorporated and chartered at 'The Grounds of Dismissal', and had actually rented a major table in that assembly.
I say thay are supposed to be, becasue I encourage the confusion that goes on there, the new money and their attitude, and how it runs into old wealth. Vinivixias, TrAder-Prime from the Sceding Tree, was the groups main patron, while the group also kwept finding clues that the Winfire group was actually selling weapons and taking bribes from the FireHazer Humanoid Clan in the Wibble Hills outside Igbar.
But for the main, I will take some credit but also say that every player I choose is very, very into character development. It is to the point that much of the depth of a guild comes from them. The Church of Amrist, God of the Harvest, has been developed to a ridiculous point, due to a few players. Having the players that are really into what the name of their holy texts are (the Chaff of Life, Seeds in the Wind, Scythe & Season, in Amrist's case--The Book of Travels and The Road is Home, for Oblimet...etc), other guild members, the history of the guilds and factions, really has become a point of pride and place for the players.
I will try to expand on the character creation of the Igbarians over the next week.
Celtrician Worship
Worship is an essential part of the puzzle of Celtricia.Worship is not merely motions to go through, the relationship a person has with the church or churches they belong to says much about their personality. People are expected and encouraged to go to different churches, and while there is a lot of competition, the 'Pact Veritus' of High Priestess Manwessa holds true in all most of the Celtrician continent.
For there is no doubt that the gods are real.Too often have their avatars made plain their opinions, too often do they nudge events, too plainly do they bicker, and sometime, too obvious are their favorites.
The 'Pact Veritus' states that a person shall not be be held to a church, and no secular penalty or favor can be levied based on a person's religious affiliation. In practise, there is some nepotism, but the 'Pact Veritus' is strong, and all the churches will rush to enforce it.
Gods have different aspects, as they are large, old and complex beings, beyond the ken of the Iesuicua (White Omwo~ for 'Earthbound'). There can be no complete knowledge of a being so complex. Madrak is a Lord of the Earth, and of solidity, He a patron of wrestlers and of Gems. The Klaxik viewpoint sees him as a stern father figure, while another view knows him as Minious Stottar, patron of Clan leaders, and of hard choices. Hewecar is the Demon Lord of Blood, and of liquids. Alchemy and poison are some of his bailiwicks, And he is also a God of Transformations.
As such, different churches will focus on the aspects of the deity they feel are the real ones, and it is the incomplete earthbound understanding of these beings that cause this. The Igbarian Church of Grazzt the Redeemer is has a very different view of their deity, and a very different focus, than Onacon's Church of the Sword of Grazzt.
There are dozen;s of major Deities, and probably close to a hundred minor deities in current worship. It is agreed by every major sect that Oronath created the Prime Existence with his brother Thanatos. And while the planets were still globs of mud circling the twin suns, they created their children, the Major Celestial Planars, which were formed in this order; Madrak the Mighty, Nebler the Defender, Anthraxus the Decayed, Asmodeus the Ruler, Amerer the Balance, Pablar the Steel General, Orcus the Shepherd of the Dead, and then Jubilex of Chaos.
These eight beings, while sometimes in great strife, made much of the foundations of Celtricia and the Prime existence.
After Celtricia had been arranged, the Celestial Planars dwelt on it. And many of their children were formed. Ceminiar, father of the Omwo~, Zeldar and Wakikchon, the Makers of the Klaxik, Yeenoghu, who made the goblin and gnoll races, Grazzt, father of the Sauroids, and many more. This was the beginning of the Age of Legend, when the Planars walked the earth. The Omwo~ and the Sauroid, their first servants, created the first Douh'is (White Omwo~ for 'Great House') in the Vale of Silence, and the early Omwo~ and Sauroids learned from them.
The Omwo~ created their first legendary city, The White City in what is the first recorded act of the Iesuicua, in what is 'Dadem An' (Common Omwo~ for 'Cycle First'), or -7150 in the Reckoning of Nebler. Keith and his fourteen followers were the first inhabitants, were the sole inhabitants, until the first birthings of the Omwo~, procreation, the gift that took all the planars to conceive of, as it took so many of their attributes, of life, and death, and balance, and more.
Later, I will tell the stories of the Accords of Presence, and of Anthraxus rebellion of them, and how it ended the Age of Legends, and yet began the Age of Heroes.
MOST interesting--so you have adapted a number of traditional D&D deities/demons and made them into what appear as normal benevolent ones! One thing I rather like is that these are all part of a pantheon so that they fit together. A few questions:
1. Is Thanatos the traditional god of death?
2. Is Orcus an ambivalent and necessary deity like Hades?
3. Are the humanoid deities respected by humans as well?
Tybalt,
Good questions to my strange cosmology. But don't feel like the Demons and devils are all cookies and butterscotch; the important dynamic to understand is that while Jubilex of Change and Irony is worshipped in Igbar as a very popular church, Ther is a sect of the Zyjmanese humanoids, to the north and east of Igabr whose priests worship Jubilex the Chaos-bringer. The key to understanding Celtrician worship is the incompleteness of the Earthbound knowledge of these Celestial PLanars, and how these gods foster that gaining worship.
[blockquote=Tybalt]1. Is Thanatos the traditional god of death?[/blockquote]
Yes and no. In the 'Song of Creation', Thanatos is the created, schizophrenic opposite of Oronath, the Bringer of the Song. So Thanatos is the partially a God of Death, but is more a God of Uncreating, a God of necessary endings, as well as of Death. He is nominally the ruler of the House of Death, but actually does no ruling, and has little interaction with the other, later Gods. He was worshipped heavily by the Steel Isle Venolvians, and the Prelacy of Xamdu has shrines to him, far to the south.
[blockquote=Tybalt]2. Is Orcus an ambivalent and necessary deity like Hades?[/blockquote]
Again, yes and no. Orcus the Shepherd of the Dead, and the keeper of ancestry is worshipped by the Grey March Necropolian Guard, on what was once the Corpusmount. Almost all people make prayers to him as well as well as others to help guide the souls of the recently departed to the Well of Souls in the House of Death, and there to be sped to the keeping of their God.
Yet Orcus is also a god of the Undead, and has an aspect that spends time promoting the agenda of un-life over life. Powerful Necromancers, Vampires and Lichs find favor in Orcus' strength, as they create more undead.
[blockquote=Tybalt]3. Are the humanoid deities respected by humans as well?[/blockquote]
Aspects of them are. Ceminiar is also God of the Forests and the deep woods. Zeldar might have been one of the sons of Madrak that created the Klaxik, but many warrios of many races worship his aspect as a Lord of Just Vengeance.
So there are not really humanoid deities. There are deities that had a part in creating some of the humanoids, and as such have a special place for them, but there is no god of the elves, just a god who created them but has many other aspects. The fastest growing Hobyt deity in Northern Celtricia is AMrist, God of wheat and the Autumn Harvest, and of the seasons. Amrist is a son of Ceminiar, and so neither had any part in the creation of the Hobyts, yet they have a deep love of growith things and the planting of crops, so Amrist's tenets suit them.
Hope that made some sense. Did you read the 'Song of Creation' on my first post on the thread?
Hosta Hab Needleswine-Klaxik Lord of Frigid Song in Igbar
The Frigid Song is one of the pre-eminent Bardic guilds in Igbar, and is known as such.
They have skalds singing or playing in a dozen stages in a given night in Igbar, hearing all, and seeing all.
Hosta is a Klaxik in his decided later years, that is to say, he is strong and mean, as all aging dwarves are, but there is a certain amount of grey in his aging beard. The Lyre is Hosta's major instrument, and he carries with him a adamantine lyre of influence (+15% on all social /charming). He wears scaled leather armor of silence (+15% on Basis sneak).
Most often found in the Frigid song guildhall, Hosta can still be found in the dives of Igbar looking for undiscovered talent. He is also seen in the Harou sections od town.
Hosta was very close to the blackstripes at one point, and now harbours something of an 'anti-thief' attitude. He disdains all the thieve's guilds, but especially the Blackstripes.
Good replies on the deities, that makes a great deal of sense and says a lot about the moral ambivalence that seems to prevail in your world--am I right in understanding it thus?
I quite like your skald...unfortunate that he got stuck with the name "Needleswine" though--is that inherited, earned or what?
Could anyone possibly type as badly as I do?
[blockquote=Tybalt the reknowned]I quite like your skald...unfortunate that he got stuck with the name "Needleswine" though--is that inherited, earned or what?[/blockquote]
Which leads me to another of the idiosyncracies. Hosta Hab Needleswine could be translated as 'Hosta of the Hab family of the Needleswine clan"
The Needleswine Clan is a clan of primarily Hybern Klaxik. Hybern Klaxik are dwarves that have interbred heavily with Hobyts, so they are slightly smaller and less hairy (the same way that Red Hobyts, who have interbred with Klaxik, are taller and stronger than normal Hobyts). The Needleswines are a newer clan, 3 generations old, but are part of the Klaxik group planning a return to Nebler's Shield Mountain.
Also, Karm Vix Klaxik means Karm of the Vix family of Dwarves...this signifies the Vix family has no clan affiliation. Gartier and orcs use the same name pattern, as do some other humanoids.
[blockquote=Sage Tybalt]Good replies on the deities, that makes a great deal of sense and says a lot about the moral ambivalence that seems to prevail in your world--am I right in understanding it thus?[/blockquote]
A few notes on this..
First off, people see what they want to in their Gods. People have imperfect understandings of these beings, and that is one of the underlying themes of the Celtrician mythos. I dislike simplified, static Churches. Nothing is more satisfying to me as a GM than when the mythos is deep enough so the players actually can understand and extrapolate fomr it, due to the sense of realism. Drono Bidlebee took a seedling from the Stenron PLatrform of Harvest, where they have a huge, old second generation Asslewood tree in the center of the Platform (Asslewood trees are actually from the House of Earth, and even second generation (slightly debased) Asslewood is extremely rare, wonderful and valuable) to the Miston Platform of the Harvest, but it was his idea. It was not a GM setup, or even on my radar. But he knew that it would be tremendously meaningful to the Amristians of Miston. A great moment for any GM.
Moral ambivalence...Hmm. There certainly is a lack of moral absoluteness in the mythos, and if that is what you mean, you are right. Gods are rarely all good, or all bad. Grazzt certainly has a noble side in Celtricia, and Abradaxus has an absoluteness of justice that borders on the cruel.
Also important in understanding the cosmology is understanding the different power sources in the void, which is also where the Celestial PLanars all hang out, since the Accords of Presence. Daemons live on the House of Death, Devils on the Ninth House, Demons on the Eight House. Spells that use chaos actually pull actually pull from the Well of Chaos on the Eight house. There is a House of Earth and a House of Water, but the House of Fire is no longer, and the Well of Fire was recreated on the Third Station in the Void, but it is still weaker than the original Well on the House of Fire that is no longer.
Actually that's brilliant--of course many of us assume that it is fantasy rpg and therefore everyone knows the gods like they're close cousins when in fact they are likely to be mysteries. I really like that.
I've been lurking on this thread a lot, but Tybalt seems to have the critiquing under control. With a lack of anything useful to say, there's little reason to post.
However, I did think it was worth stopping in to applaud your use of speciific aspects of deities being worshipped differently based on the various facets of a godlike being. I use this approach, combined with the influence of faith upon a being formed from thought, as the rule of thumb in my settings as well.
Keep up the good work, and I'll keep reading.
Ritual Magic
Witchcraft is another facet of the Celtrician world. Due to the level systems used, and the many types of spell power sources needed for higher powered spells, there comes a time when the pc's, and even more when the NPC's need a little crutch for casting.
Witchcraft is a casting skill that uses ritual to allow a caster to cast spells that would be beyond their level, or to add that skill onto their spell success %
Ritual magic is a skill. Using it requires basic reagents, and tripling the reagent's needed for the spell. It also takes a minimum of 1/2 an hour, or 10 minutes per segment the spell actually takes to cast. So if the caster is trying to cast Vernidale's Hold, which has an initiative of 3, it would take 3* 10 minutes, or a thirty minute ritual. A write magic spell has an initiative of 20, so casting it as a ritual would take 10 min*20, 200 minutes, so 3 hours, 20 minutes.
[note]Yay! Celtrician spellbook is up to 467 spells[/note]
If used as a ritual, the care and time taken add the ritual magic ability to the spell success ability of the caster, increasing the likelihood of success. In addition, the caster's abiliy is added to the spirit spell points of the caster, allowing spells with higher spell points than normally possible to be cast.
Witches often come from areas where the teaching of the different spell types is somewhat weak, so that to augment their weaker abilities, they are strong in ritual magic.
There is a subskill of ritual magic, hard to learn, called 'true Ritual' This is the abilty to have multiple witches come together to cast.
Kasarack Kabi Bekin-Klaxik All-seeing Viewer of the Eyes, Member of Stenron's Scythe, and Bookholder of the Cartographer's Library of Stenron.
Yes, that means Kasarack of the family Kabi of the Clan Bekin, for those of you reading many of the posts.
The plural at the end of Eye is intentional. The Eye is the name of the Thieve's guild Kasarak patched together in Stenron, capitol of the Grey March, the largest city of Celtricia. Back in 879, He and his band slew the master assassin of The Tightened Torq, a vicious band of assassins that had a contract out on Gandon Brightbluelimbs, another member of the Scythe. At that point, Kasarak was already near the top of his own guild, the Headmen. Kasarak went to the Headman, and 'explained' that it would be best if he combined the two guilds, with him in charge. The Headman became head-less, and this left Kasarak, only 29 years old (barely 20 in human years), as the head of 2 guilds. He changed the name to 'the Eye', and by 882, had become the dominant guild in the richest, largest city in the known world.
Not content, he set his sights on spreading the Eye to different areas, and he used other members of the Scythe of Stenron (his adventuring band) as a hammer to back his moving into other guild territory. In 890, he Julian Sempre Lerianolies (also a Stenronian Scythe)and his guild were instrumental in helping Palimar foil a coup attempt in Igbar. Today, the Eye has major representation in most of the Stenronian Alliance, and is trying to break into cities in the Argus-held territories. (and Julian is the Unicorn Steward, acting King of Trabler). The Eye has grown to rival the blackstripes of Heliopolis Von Arbor as the largest Thieves guild.
So anyone with the title 'Eyes' instead of 'Eye' has a title in the small group that loosely runs the confederation of guilds.
Kasarak is 42 now, not even middle aged yet. His eye is steady and his view is long. He's a black klaxik, stubby and barrel shaped, and wears a suit of black hardened leather armor with 2 lines of red piping coming doen his right shoulder, and 2 that circle him as a belt. This is armor of the Bard, created in the Age of Heroes for the followers of the Warlock Numansongs some three thousand years before [note=Armor of the Bard](-15% avoid, protect as splint mail (23.6), +15% to hide skills, 10% mr vs all).[/note] He wields a scythe of rending that gives out a reddish tint when he is not careful. [note=Scythe of Rending] (+19% to hit, +3 damage, +15% backstab and assassinate skills, Reaves twice a day on command, Enhance Poison-2, once per day)[/note]
Kasarack is also a minor caster specializing in artificing (L5 Spirit-22, L3 artificer-18, L2 chaos-9, L2 mentalist-4).
His thieving abilities and subkills are some of the best in Celtricia. He is L18 Basic sneak, and L15 basic trap, and has all the subskills.
Kasarack has a black sense of humor, sounding like a bugbear for all his quiet, ironic prophesies of doom. He has not adventured since Pious Pilfer and Bartholemew convinced he and Julian to go looking for Ralphred Regisalio the Ancient red dragon, some 5 years before, He clearly misses it. Though he builds both friends and enemies quickly, and both are legion, he recognizes talent, and some of the highest ranking members of the Eye and Eyes were once enemies who he spared.
Kasarak knows people. He has connections in every court, and uses them to punish rival guilds and to smooth the way for his own. His best friend rules Trabler, and he is well aquainted with Shambar Eltrinio, newly-crowned Orbhand of the Arcanic table of Orbi.
Kasarak worships Lucky Ishma and Jubilex of Black Humor. He also donates to the temple of Lost Amerer.
Kasarak spends most of his time in Stenron, and a large amount of time in Hobyt Inn and Igbar. Igbar is on the front lines, and is the closest city to the coast near Coom Isle, where Heliopolis' Blackstripes reign supreme. Kasarak has lost many friends to Helioplois and his men, and he hates his rival with a bitter passion.
Okay, this thing is awesome. Get yourself a badge, this cool of a system deserves one kicking sweet graphic to go with it.
I will definately try and reveiw this whole thing some time this week. But not toniight, becuase I'm tired and battling a case of food poisoning.
Very nice--I really like your npcs. One thing that is striking about them is that they epitomize the uniqueness of your campaign world in every particular, from class to worship to affiliations. Is it common to worship more than one deity? I find that this sort of thing makes one more pagan than otherwise. (the example from my game in my thread is more of a pc having a strong personal allegiance that she gains spells from and then not following the dictates or finding loopholes in them)
Friends, Romans and threaddoctors, there will come a time when I can get maps up here, and cease my badgeless state. That's going to take a little more knowledge from other sources.
However, onto the next posting. I'm posting info from some petty random NPC's, except they all deal with the Igbarian campaign. Kasarak is more of a 'National Level' NPC, one of those guys the characters hear stories about or legends about. Many of these types are actually the older characters. Palimar, Pious Pilfer, and Bartholemew, who have been mentioned in the Kasarak posting, are all examples of old PC's that are still being controlled by their players, but in a very 'big-picture' sort of way.
[blockquote=Friend Tybalt]Is it common to worship more than one deity? I find that this sort of thing makes one more pagan than otherwise. (the example from my game in my thread is more of a pc having a strong personal allegiance that she gains spells from and then not following the dictates or finding loopholes in them)[/blockquote]
Well, this begs a little analysis. First of all, allegiance to a faith is somewhat different in a polytheistic society. In reality, different churches mean different faiths. St. Marks and St. Paul's are both Catholic churches, and there is not going to be anyone throwing rocks from one to another.
What we see in many of our mileau are different patrons, not different faiths. So there is no betrayal in showing obeisance or respect to another church, as it does not mean a turning away from one religion or another.
And in Celtricia, there is something to be said for the right god for the right situation, as in most polytheistc religions. Churches in Celtricia tend to reflect this, as the Church of the Lawful Triumverate (Nebler, Rakastra, and Abradaxus) is a construct of men wanting to worship three similar, lawful deitiees with differnt aspects of the law (in their myriad aspects they all share).
Understand also that unknown to the PCs and the world at large, the deities derive a large part of their personal power from worship, and so having the Lawful Triumverate and the Church of Nebler the Shield of the Theocracy of Nebler both in Igbar actually Helps Nebler, though the world does not know it. There is great competition in the different churches for worship.
It is actually considered normal to show healthy respect for as many of the Celestial PLanars as a person can. Can't hurt, might help, as they saying goes.
Priests are a somewhat different story, obviously, as they are the shepherds, the salesmen, and the voice of the churches all at once. This still does not mean that you won't see a priest of Kiminus the Whole in a Temple of Orcus after he has a death in the family.
The Accords of Presence
In the Elder Days, in the Age of Legend, the Celestial Planars walked the same earth we walk on today. They saw the same suns rise, and breathed the same air.
In those days, the Omwo~ built Temples in the Vale of Silence actually housed the Gods, and daily, Keith and the slowly mutiplying Omwo~ and Sauroids went about the Douh'is, learning from the Planars and making sport with them.
And as the Sauroid and Omwo~ races grew, they became the object of the attention of the Planars. At first, it was the younger gods who made plain their interest, and yet still, though the OMwo~ of the Age of Legend were Burnished steel next to the gaudy brass of the Omwo~ of today, still the least Planar was far stronger than the hardiest Omwo~, and even the sauroids learned to fear.
And as some of the Great Planars began to take part in the contesting for the attention of the Sauroid and Omwo~, it erupted into violence. Zeldar and Wakikchon thrashed sweet Arlieng of direction, and the eruptions of godly power made waste of the hills they were in.
Then the Great God Anthraxus, the decayed, Lord of the wasting death and of the Feeding, stole Tiamat, queen of the Sauroids, and took her to his dwelling, the Cairnhold.
None saw this in the aftermath of the battling, and thought her missing.
In the following day, there were words of sorry, and acts of contrition. It seemed the rain that had fallen in the sun-filed times of the Douh'is was at an end. And yet it was not long before Amerer and Asmodeus, the Scales of Balance and the Ruler, saw once again the sidelong glances from their fellows, and saw fear again in the eyes of their children. And these two, both seers, saw more varied children being brought forth, of brilliant, beautiful variety. And they both wept, for they knew that these children would become pawns. Not loving subjects, as Asmodeus argued for at first, but thralls of fear, placemarkers on a board.
So they gathered the other Great Celestial Planars, and drew up the Accords of Presence, of whcih all the gods must ascribe to or meet the judgement of the rest. The Celestial Planars needed to withdraw from the World of Waking, and would need to seek out dwellings near the Wells of power in the Void.
And the Omwo~ and the Sauroids were afraid, miserable without the hands that had guided and steadied them in their first steps.
Map of the Northern part of Celtricia
(//../../e107_files/public/1182821924_392_FT31806_celtricai_north_.jpg) (//../../e107_files/public/1182821924_392_FT31806_celtricai_north.jpg)
This is the shrunken map, including the primary areas of play.
Here we have the Igbarian area of play.
(//../../e107_files/public/1182823073_392_FT31806_igbar2sm_.jpg) (//../../e107_files/public/1182823073_392_FT31806_igbar2sm.jpg)
Once again, the zoom makes the wording illegible. But each small hex is 16 miles.
So wow...fairly big place, and nice maps btw. I take it Igbar is mostly where your campaign is centered?
As to your myth--I think if you ever put a web page up for this you might put up a sort of 'chapter' format (check out Phoenix Knight's site for an example if you want) where you quote your histories or legends.
Out of curiousity is this take as 'gospel' truth or just seen as a tale? I can't help but notice that as you mentioned above it does not display some of the beings you mention as the horrors they truly may be....
I think you are right about the chapter format.
I've actually been re-writing old notes as I move them onto posts. I intend to organize those better anyways, so I've been using these posts almost as a free-form journal, albiet one with feedback. I have to say the feedback helps, as well. Some of these notes are really, really old. Like, written on the sides of notes from Psych 502, back in 1986.
Thank you kindly for the compliments on the maps. I find them very helpful, as the original genus of the Celtrician world was a page of notes and a large map I drew back in the summer between 10th and 11th grade. The system had been developed from the last campaign I had run, and I spent almost that whole summer rewriting them. It is a large world. The first map is about 1/3 of the land mass of the Celtrician continent, but Lambria is even bigger.
I have 3 'active' setting right now. Igbar, Ocodig, and Miston.
Ocodig is a town of about 7000 mixed souls, almost a hundred miles nortwest of Igbar, the nex main town on the Recum Road (or the North Trade road). ON the map below, you can see the scale of 125 miles on the left, and right below the country title of Trabler is where Igbar and Ocodig are. So Ocodig and Igbar are pretty close in settings, and what affects one afffects both. It is worth mentioning, population density-wise, there is one walled Inn, manned by the Teque Traveling Guild, about 20 miles north on the road out of Igbar. All the farming area is to the West of Igbar, and most within sight of the city.
Both areas were once affected by the Astrikon Traders, which was centered more to the east, and in the early 400's, the Orbian clans in exile settled here (in fact, though most do not know it, the squat, minaretted old church area of Ocodig is in actuality three old churches of thoes orbian exiles).
The other area, Miston, can be seen upm in the far north and west, up in the northern Grey March. Miston was actually where the Collegium Tortoris settled in 225 R.O.N., but it became a natural stopping point between the coastal Venolvians, the Igboniats, and the State of Winter (wich became the Grey March). Once Venolvia was destroyed by the Grey March in the War of the Shield(489-495 R.O.N.), it was big enough to survive...barely.
So in 880, the Giantclan Silverworth, after allying with the Empire of Argus to the south, had taken advantage of the war to the south and had taken over Miston, so in 890, when play started up there, the players were part of the resistance. Today, in 895, they have freed the town, but warfare with the Giantclan is ongoing. The ShadowGiant SheasHisti,that advises the rulers of the Clan, is being manipulated by the Dreadwing, an ancient Vampyre imprisoned in the northern barrow fields back in the Age of Heroes.
The Vampyre has a huge history. Originally a companion of the Bard Numansongs, back in the Age of Heroes whom he met in Atlantia (sort of where Orbi is today) back in -2730 R.O.N.), he was seduced by the ArchLich Arbor, eventually betrayiong the Bard. As a House Telman Human, a purebreed going abck alomst to the begining of the humans, this was an especially terible betayal. Already a mighty bard himself, he rose as a vampyre, and terrorized the North for hundreds of years as the Dreadwing, eventually being imprioned by the Igboniat City States in a battle that destroyed that confederacy. He was locked away in the center of a barrowfield, not destroyed, but imprisoned by 3 totems, 3 locks, and three keys. Four hundred years later, the venolvians almost released him, destroying a totem, a lock, and a key, and had to recreate them.
Recently, the Mistonians PC's came across the barrowfield, noting the distribution of 2 rough circles of smaller circling 4 larger ones, and one huge one. Earlier actions by them had partially wakened the Dreadwing, and a creature of his had been tricked into taking a lock from an inner barrow. So when the PC's inadvertenty destroyed some lesser totems, the Dreadwing becasme self-aware enough to be cognizant of his imprisonement, calling to all his old servants, and infecting the dreams of many, including the ShadowGiant SheasHisti.
(//../../e107_files/public/1182866644_392_FT31806_northwest_corner_.jpg) (//../../e107_files/public/1182866644_392_FT31806_northwest_corner.jpg)
[blockquote=Tybalt]Out of curiousity is this take as 'gospel' truth or just seen as a tale? I can't help but notice that as you mentioned above it does not display some of the beings you mention as the horrors they truly may be....[/blockquote]
Actually, all the celestial Planars wore less extreme faces then. The last ten thousand years has changed that. Anthraxus was the first to develop a more horrible side, but many followed suit. Many of the Devils, demons and Daemons now wear a pleasant face when the need arises, but see pain as a sculpture, see corruption as a painting, and the see despair as a sweet elixer.
But yes, almost all the sacred books of the various denominations have a variation of the Song of Creation, just with more data from their particular side of the story.
Damage, Protection, Hit points, and the Lethality of a Campaign
Or,
Another Inside Look at the Mechanics of Celtricia
Or
The Warhorse Fallacy, Revisited.
The Warhorse fallacy is, quickly put, a critique on the HP system that allows players to take the amount of damage they can in many systems. The Warhorse is chosen because at a relatively low level, most fighters can absorb more damage than a 2000lb destrier. (yes, they could get that heavy, though that is about the max).
I understand full well the arguments that HP also equate to luck, learned skills, destiny, etc. And to a small degree, I totally agree. It is fun to be able to take more damage as a character gets more powerful, and it is better for the game, to some extent, to have the characters not as threatened by every bow shot.
But I seriously have trouble to the extent that it is done in most systems, and would contend that it is, like many rules , a crutch for bad GMing.
[note]This is not to say everyone who uses such systems is a bad GM, merely to suggest that said rules mitigate the problems that come from poor GMing at the expense of assisting the better GMs to create a more dramatic world [/note]
I mean, I consider it an overdone mechanism of the game that a rogue who never gets hit and almost never gets attacked has 30 HP at a medium power level, and a fighter at that level, unarmored will have 45 or more HP. Not to even get into higher level characters.
Hit points are a skill in Celtricia, and you only get experience in them in Combat, and a lot more when you get struck. As all skills, it is not hard to break levels early, but it gets much harder later on. HP as a skill has a base of 3 and gains 2-5 per level (better guilds and schools (and factions) have better experience mods and gain levels faster...a healthy Knight might have an EXPMOD of .35, a wizenned alchemist a .1). The very highest a PC has in HP is level 9, with 33 HP. Out of the 13 active PCs, no one else has even 30. The beginning players that my Igbarians just rolled up have between level 1 and level 3 HP, based on their initial EXP breakouts, and have HP from 5 to 15.
Ogre warriors (between 1st and 3rd rank) will have between 20-35 hp, Hill giants at the same ability will have 45-65 hp.
the two parts to the reasoning here are:
1)We use other mechanisms to keep everyone from getting killed whenever they go into combat. That would be no fun either,
2)Frankly, on the other hand, our game is a lot more lethal than most. On purpose. Dumb moves get you killed. And I want it that way.
Spells and missle weapons, and their proper use, definitely do help. But the way weapons (and everything) does damage, and the way protection is done, makes for an interesting game.
To maintain a potential of great lethality, yet not overly so, was a challenge. First of all, I did what many games had done, and I broke armor into avoidance and protection, and decided that anything that dealt with a character dealing with a blow that was going to hit something (armor, shield, a defensive weapon) dealt with protection, and slipping by all that was avoidance. But it still didn't quite give me the variability I needed. Daggers just could not ever touch anyone even in chainmail. The breakthrough came one day when I really got down to brass tacks and looked at the probablity curves I was trying to create. I wanted armor to have a range of protections, but more of a bell curve, while I wanted weapons to have a potential of lethality, but not every time, and the smaller the weapon, the lower the chance of a really lethal strike.
So what came out of it was to give both protection and damage a range, with a dividing die. Which allows you to really mess with the probablity curves.
I wanted almost all armor to have some protection, but to have a pretty good range. And I wanted the frequency distribution to group somewhat towards a bell-curve, but still with a bulge towards the low end and a big single tail. So the dividing die in armor is actaully the average of 2d6, which gives me my slightly taller bell in my curve. An example of a character with very light armor would be some guy in Hardened leather and padded silk, who would have a base protection of 14-23, divided by those 2d6. A guy in chain mail and padded silk would have a base protection of 22-31, with a divider, and a guy in Lammellar and padded silk would have 42-51 base protection, still with a divider.
[note]Note that none of these include the avoidance or any skills, for the sake of simplicity.[/note]
So our dude in the leather can protect up to 23 hits, he averages 6 protection, and his minimum is 3. Our guy in chain mail can protect up to 31, his average is 8 protection, and his minimum is 4 hits. Our tank can protect up to 51 hits, which is a ton. He averages 14 protection, but can protect as little as 7 on a couple of bad rolls. This gives even the medium armors the hopes of rolling a pair of ones or a one and a two, and protecting on a big damage hit. But it means that even the tank can get nailed if he rolls badly. And heavily armored tanks never get missed.
Now weapons I wanted something slightly different. I wanted a range of damage, but I wanted to curve to be a little less belled. I also came up with a neat mitigastion that allows me to not have the amount of damage being the only factor, but the bigger a weapon is, the smaller it's dividing dice. [note] Smaller weapons also are much faster. Sometime, a guy with a short sabre will get in 2-3 attacks for every attack of a guy with a bec-di-corbin, or something. This is great when you are fighting a lightly armored opponent with a low protection. However, it has been proved a zillion times that attacking 10 times and not getting through someones protection is not as good as one hit that does. It's all a ratio, both have their place. [/note]
so a Bank dagger might have 11-18 damage, with a d10 divider, a gladius might have 15-26 damage with a d8 divider, a broadsword might have 17-28 damage with a d6 divider, and double bladed broadaxe might do 22-37 dmage with a d4 divider. Behind the curtain a little bit, this means that with the dagger, you can do up 18 hits (before modifiers), and our guy in Lammellar averages 14 and can protect as little as 7. So if the guy with the dagger rolls a 1 or a 2 divider die, he has a hope of doing some damage to the tank. But it also means that there is only a 10% chance of doing decent damage, the gladius has a 12.5%, the broadsword 16.6%, and the axe 25%. Only huge, slow weapons have d5 or d4 dividers, they are rare. Giants generally have all d4 dividers, dragons have d3. Don't get hit by a dragon. A medium dragon bite is (55-70/d3)
The way the game has fallen out, and this is a gross generalization, is that a 1 or a 2 divider has a decent chance of doing some damage, anything else means you have to hope your opponent rolls a crappy protection. So the odds of getting 'decent' hit become 20% with a really small, d10 divider weapon, 25% with the d8 medium weapon, 33% with the good sized weapon, and 50% with those super slow, punishing weapons.
Most interesting...it actually sounds like a workable system as well. Out of curiousity are you giving examples that have actually worked in play?
[blockquote=Tybalt]Most interesting...it actually sounds like a workable system as well. Out of curiousity are you giving examples that have actually worked in play?[/blockquote]
OHHH yes. Though a few numbers have been tweaked, this system has been used for almost 2 decades of play. Like all games, the challenges get tougher, but the system holds together well. It was not in the original rule set, but was adopted 5-6 years into the campaign. Fighters are even more valuable 'MeatShields' in Celtricia than most games.
It does add a bit of math and about quadruples the amount of dice rolled, frankly, so it qwill drive some people nuts. It also fits into my system of giving experience where people use it well. Basic defence is a skill, with subskills of avoidance and protection.
And it is always a laugh when someone reminds someone else to take the experience in hitpoints after they get nailed.
So if I understand it right your system is meant to reflect the idea of 'hit points shields' being the ability not merely to absorb damage but to minimize the attacks of others and maximize one's own? So for instance in accordance with this system a very experienced fighter could be killed by a single blow from a giant or a dragon's tail but because of his skill has more of a chance than say a priest of the same level who has not taken the necessary skills to be so good in combat?
[blockquote=Tybalt]
So if I understand it right your system is meant to reflect the idea of 'hit points shields' being the ability not merely to absorb damage but to minimize the attacks of others and maximize one's own? So for instance in accordance with this system a very experienced fighter could be killed by a single blow from a giant or a dragon's tail but because of his skill has more of a chance than say a priest of the same level who has not taken the necessary skills to be so good in combat?[/blockquote]
Fighter-types in any game are somewhat there to hold oppnents at bay while 'artillery' is free to damage from long range. It is more true in Celtricia than most, where a talented orc might luck into doing 25-30 hits of damage, and though most mage skills and magic types allow for some armor, not that much.
It is absolutly true that a very experienced fighter might get hit by even a double bladed broadaxe (let alone what a dragon does), take 40 hits, roll really poorly for armor, protect 10, and take 30 hits. 30 hits is enough to kill 99% of the celtrician population. But, as you say, because he has been in a lot of combats, he has a higher protection skill and hp skill, and has a far better chance of using his armor to it's fullest potential, as well as beeing tougher. He will likely have the initiative bonus skill, the Damage bonus skill, the Critical hit skill, the multiple attack skill, and possible other combat skills like frenzy, call damage, or stunning attack.
Dragons and Giant creatures are more fearsome in Celtricia than most. Purposely. They have higher protections, and due to the way larger weapons have more damage and lower dividing dice, they don't miss much, and when they do, they deal truly punishing blows. Your Female Fire giantess leader would probably do 33-51/d4+8 damage (+6 strength compared to the size of her weapon, Damage bonus skill L5-20%). Note that that 8 at the end is added on After the dividing die. Even higher level fighter types want to avoid being hit by a six foot long, 300 lb hammer. Which makes sense, at least to me.
You are correct that a combatent from a non-fighting, or even an ok fighting school/faction (gotta love the faction word) will have a much lower experience modifier in those skills, and will advance much slower in them (unless they learn the skill later from a better school/faction).
I also need to express my appreciation for your continued interest.
Sadr Them Grananik--Gartier (Bugbear) Undercaptain of the Scarlet Pilums
Sadr is wide for a Gartier, about six foot eight, and has a pink, burnt-out patch on the right side of his head. His fur is also shot with grey, as he is approaching forty, old for the Gartier. His voice has a bit of a rasp, and he lacks the subtlty of most of his race.
Sadr has been in the Pilums, the city Guard of Igbar, for the last 18 years, having come in right after Trabler Aptor proclaimed the country separate from the Emprate of Argus. He has risen the ranks the hard way, as the Bugbear tendency of sarcasm has been passed on to him. He tends to growl out things like, "No Sir, rooting out incompetent felons and stupid teenage Orcs really is my favorite way to spend Endwaak, sir!" These comments keep him on duty a lot more often than he should be.
Sadr is a Gatewarden, one of three for the southern gate of Igbar. As such , he is also in charge of the patrols of the buildings and businesses just south of the gate, as well as the guard of the gate itself, and rest assured, sarcastic or not, he is competent. He has an uncanny talent for knowing who is who (social contact L4-18%) and gauges well who he is dealing with.
Sadr wears the traditional flaming scarlet tabard emblazoned with a white spear of the Guard, and under it he has a suit of Masterwork Omnian Steel ring armor and silk (50AV, 37PR, prot skill L3-14%) that is always perfectly shined. He carries 4 fine pilums, one masterwork with a blacksteel tip, emblazoned with raven heads (+1dam before divider).
Sadr is a member of the Church of Belial the True and Clear, and has connections in the Holders of the Straight Way (the Assassins of Belial). He is very good about being their every Meetwaak, but he is also a sometime devotee of the Church of the Lawful Triumverate, especially of Nebler the Shield.
Sadr pretends to care nothing for the guilds, and all for the Pilums. In reality, he is in the employ of the Winfire trading Family, and lets stuff slip in and out by them. He has no idea they have been arming the Firehazer and Zyjmanese tribes in the area, however, or he would turn them in, and himself, in a heartbeat.
Eashell "Portnoy' Esientuimis-Huet (noble) Omwo~Strummer of the Martial School of Song, Letterman of the Steel Libram.
Eashell really just wanted to sing. An elf with a 4 octave range and a crushingly beautiful voice, he had a future. His parents would bring him to the Platform of the Harvest in Igtiche, to sing in the choir praising Amrist. When bards were hired or came to sing, they always nodded at the Amristian elders and promised to take him into training whenever his parents said the words.
Both of his parents died almost a century ago, victims of an attack near Igtiche by the brutal Zyjmanese tribe. Both of his parents died violently in front of him as he hid under the bed, keeping his hands shoved in the mouth of his baby sister as she tried to cry out.
So though Eashell has gotten over his understandable racial hatred of the Orkash, he is still nearly homicidal about the Zyjmanese. He was admitted to the Martial School of song about fifty years ago, but took slowly to much of the training. He aslo joined the Steel Libram Sages almost a decade ago, and though he is only there once every couple of hawwaks, he is a member in good standing (Basic Scholar L3-9%, Historical KN L2-21%, Sprit Spell L3-13, Mentalist SPell L2-10, Artificer Spell L2-8). The sages call him Portnoy, after the ancient Skald of the old Brassy Skald guild who prefered to study history than go find it. He has spent many a night bringing a bottle of Vneersberry brandy into the closed, second floor of the Libram to share with Broken Bertrum.
His singing almost held him back in the Martial School of Song, but he eventually learned the Patar and Broadsword manner of fighting, and to battle as they do, without armor, with no fear of death. His voice has started to make the mark all thought it would, and he sometimes sings in the incredibly snooty Upper Crust and Helmand's House of the Harou.
Eashell is in his second century, approaching middle age for his long lived race. His sister is a respected priestess of Vernidale, the Green Mother, and he still dotes on her. He married a human woman almost forty years ago, and she is approaching sixty, and looks to be his grandmother. Nonetheless, Jarina Esientuimis is his best friend, and though he knows she will die soon, he appreciates every moment he has with her. Jarina has been pushing him to go out and discover, to get past the slow, almost dreamy approach that most of the omwo~ take in their lives. "Learn something from bedding a human, prettyman", she says to him. He does not want to be away from her, but she wants him to go and sing, and even to create new music. He is talented (Basic Song L6-20%, Basic Bard L5-25%, Vocals L5-33%, write music L4-25%, Stringed Inst L4-35%), and has friends almost everywhere (Basic Social L4-12). He is especially well known in the Harou and Bardic circles.
Eashell Might be found at the Steel Libram or the Martial School Guildhall, singing the famous "If I were a pansy Archer" guildsong they always bawl out at the silliest moments. He might be seen in the Harou district, or at the Upper Crust. He also spends time at the shrine of Kiminus the Whole, in his aspect of the Patron of Heroes and Fools.
Since the last incursions and resurgence of the Zyjmanese, he has been thinking about following his sister back to Igtiche, a day to the east of Igbar. He has written a song about the small band that saved the daughter of the Rissa trading group recently from the Zyjmanese, though his guild jibes him for it, since that band was led by a skald of the rival bardic guild, the Frigid Song.
Eashell is quiet, and patient. He knows much, but talks little. He is six foot five, and slender, typical for his race. His eyes are grey and his hair black, and he wears a suit of chainmail and silk (40AV, 27PR). It is silver washed, but ordinary. He carries an Omnian stel fine Patar and a broadsword, slung for crosshand draw.
The 4 sides of Igbar
PLease , pardon stains and such. This map was drawn in 1988.
It should give a better idea of what the Northgate and southgate are, and something of the scope of it. I am busy changing this to an AUR file, but it is taking a while.
[spoiler=Northeast corner](//../../e107_files/public/1183088989_392_FT31806_igbar1_.jpg)[/spoiler]
[spoiler=Northwest corner] (//../../e107_files/public/1183088989_392_FT31806_igbar1.jpg)
(//../../e107_files/public/1183088989_392_FT31806_igbar2_.jpg)
[/spoiler]
[spoiler=Southwest corner] (//../../e107_files/public/1183088989_392_FT31806_igbar2.jpg)
(//../../e107_files/public/1183088989_392_FT31806_igbar3_.jpg)[/spoiler]
[spoiler=southeast corner] (//../../e107_files/public/1183088989_392_FT31806_igbar3.jpg)
(//../../e107_files/public/1183088989_392_FT31806_igbar4_.jpg) (//../../e107_files/public/1183088989_392_FT31806_igbar4.jpg)
[/spoiler]
As usual I love your npcs, they so epitomize your world. For instance you demonstrate by these two how different races can interact and again the importance of faction and allegiance over race and ideology. I love how you have given your game a post modern kind of hip feel without compromising the technology levels, the magic and the society--it's like your game has its own kind of cool. The races nevertheless are presented as being relevant in a personal way which is nice.
Sometimes it is interesting to imagine a collision of worlds. For instance Sadr would probably be outraged at being regarded as a mere savage monster in New Edom, while Lord Aholibamah would be totally at sea with the factional and economic politics in Igbar.
About your maps: they are very hard to read. Is it possible for you to increase the darkness of the lines and then repost them?
About the maps, I assume you mean the Igbar ones. I can do some work on them, they are scans of an old, large-size map. It was more to show the scope of Igbar, as a small, walled city.
As the the racial thing, there was a philisophical movement in the Celtrician continent about a century before, centered in Orbi, the Bright Lands, and the Grey March. The upshot of the debate, spearheaded by the Church of Banished Amerer and by the PLatform of Trade, was that integration is a sign of an advanced culture, and that one of the major themes that makes the humanoid tribes and others less cultured is their inability to work with other racial and cultural entities. Gartier and Orkash are on both sides, but it is considered a mark of a person lacking culture to not be able to work with others. It is the Celtrician equivalent of spitting on the floor of a public place.
The End of the the Age of Legends
After the Accords of Presence were agreed to, the Dissenter, Athraxus was bound in chains of Fire and Adamant, and his refuge, the Cairnhold, was thrown open and torn asunder. The other Celestial Planars secured his bonds to the Well of Death, on Zevashopal, on the bottomm of the House of Death.
Then, honoring the Accords, the Planars quit the Waking World and made their ways into the void. The grand Douh'is built by the Omwo~ for them to dwell in, were silent and empty. The firstborn children, even Keith the firstborn, at and wept, and and Sauroids roared.
But one Douh'is was still inhabited. Amerer the Grey, the Qyuie Balance, still sat on the Steel and Silver throne made for him. And Bahamut, greatest of the Sauroids, went to Keith, and the two of them rallied their fledgeling peoples to the soft grey glow, these powerful, primordial firstborn like lonely, cold children drawn to a fire in the deathly quiet of a winter night.
And the Grey One, though smaller than any of the assembled, radiated a strength beyond size or space.
And Keith fell to his knees, and shook. Amerer was silent, seemingly lost in thought.
And Keith Spoke, loudly, in a voice that was not his.
"Listen to My Voice,
We are gathered here today
To speak of things we have to do,
and friends that had to fall,
From the Middleground,
From the Darkness.
It's been many years,
Many years,
Since you have faced a danger such as this.
No safety in old glories,
No sanctuary.
I've see the same nightmares have crept
into all your dreams.
And it will come to the Earth in search of us.
And through treachery, we were found.
So let us Pray to the Maker of all things
And wait for the Storm to come.
Maker,
We are disciples to your desire.
Maker,
We are the voices that sing your praises.
Maker,
We are the rage that feeds your devotion.
Maker,
Rise from the ground and be our salvation."
And Keith fell to the ground, twitching. Vastel the White went to him and cradled their leader's head.
Then, from the rear of the Douh'is, a dragon's roar. Strangly modulated, a quiet voice moving through and within the Roar of Bahamut, most ancient of sauroids
I'll crawl for you
Hurt if you want to
I'll be the thing that you feed
I'm not asking
For love or redemtion
I'll sell my guilt to your need
I'll breathe for you
Die if you want to
I'll mourn with you by my grave
I dare you to judge me
My God has disowned me
I've come to you to be saved
They say I
Sold my soul
And we all reap
What we sow
I'll shine for you
Burn if you want to
You'll be the prize for my pain
I'll carry rour rod,
And pray for salvation
Your presence made me sane
I'll lie for you
Be your conscience in you
Sacrifice reason for shame
I won't ask for
Faith or forgiveness
You are the blood in my veins
They say I
lost my way
I'll wait for
Judgement day
Don't pray for my soul
Don't pray for my soul
Don't pray for my soul
Don't pray for my soul
They'll be a blacker darkness
In the night
An ancient, wild vampyre calling
In the dead of night
They'll be be a demon
Shadowman
a cold, lonely confession
And if I can
I'll be your nightmare
And scream for you
I'll be your one possession
If you want me to
I'll be your secret
Memory
I'll be your exhibition of atrocity
They say I
Sold my soul
And we all reap
What we sow
They say I
Lost my way
I'll wait for
Judgement day
Don't pray for my soul
Don't pray for my soul
Don't pray for my soul
Don't pray for my soul
We kneel down, praise You
Shout Exultation
Lift up our eyes while We pray
When children kill children
Won't it make them wonder?
Won't it make them question their faith?[/i]
And all gathered around the giant, golden dragon as he splayed his legs, tryiong to keep his footing as he shook his head.
And then, a chill in the Douh'is, an emptiness that all felt as one. All eyes tirned back to the throne, knowing but hoping against hope...
Amerer had not spoken a word, had not made a noise, had just looked at them with those huge soulfull eyes. And now he was gone.
And though they knew it not, the Age of Legends had come to an end, and what would be called the Age of Heroes had begun. The time of the Celestial Planars directly touching the lifes of Celtricia was over, the day of the self-determination had dawned.
Magic in Celtricia, behind the curtain.
One of the primary issues I see come up in threads is the magic level question. How prevelant is magic in the mileau? Is it a 'high-magic' world, or a 'low magic' world.
But there is more to it than that. Many games have similar ratios of high, mid, and lower level magic. Another question is what is the frequnecy distribution of ability?
When I created the spell point system for Celtricia, I set it up to be as flexible as possible, so that casters can blow all their points in one spell, or cast lots of little spells, or use rituals to cast tougher spells. I also do not differentiate between divine spells and others, as they actually all come from the same sources of power.
But I also set things up so that I could have a magic rich world, but where even middle level magic is rare, and high level magic is a thing of legend. Igbar, as an example is a small walled city of thirty thousand souls. Bards, mages, sages, priests, alchemsits and other people who can manipulate the void-bound sources of spell power abound. However, There are no priests capable of casting a Full Ressurection. Raise Dead is possible at 5 of the churches.
Higher level spells obviosuly cost more spell point. But they also have unfovorable spell successes, and pull from more spell sources. All spells need spirit points, which is the trigger, the part of the spell that comes fropm the caster. Beginner spells and cantrip pull from Spirit and one or 2 other spell point sources. Tougher spells will pull from 3, 4, or even 5 sources, so a caster must be 'fluent' in many disciplines to cast any medium or higher power spells.
[spoiler=Types of spell sources]
Amnimist SP
Artificer SP
House of Air SP
House of Chaos SP
House of Death SP
House of Earth SP
House of Fire SP
House of Life SP
House of Order SP
House of Water SP
Mentalist SP
Necromantic SP
Restorative SP
Shade Sp
Spirit SP[/spoiler]
So, as I have stated before, we keep a level of experience in every skill for a character, and being better at a skill means have a more favorable experience modifier. So only real casters even have the capacity to cast more difficult spells. As a very, very rough rule of thumb, we can assume a caster gains 4 spell points per level in a spell skill.
Cantrips may cost 2-5 spirit points, and 1-3 points from another source.
[blockquote=Air Cantrip, Chilling]
Spell Name Chilling
Major Sphere Air
Spell Source
Initiative 3
Range touch
Duration 20 sec
Save none
Save effect none
Spell Success 27
Area of effect 1' cube
Counter
Spirit cost 3
Earth cost 0
Water cost 0
Fire cost 0
Air cost 1
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 0
Total cost 4
Description
This cantrip decreases the tempurature of an object by 10 degrees or reduces the
tempurature to 35 degrees farenheit, whichever is lower. After the duration, the
object returns to tempurature at normal speed.[/blockquote]
So a caster who is first level in Spirit and first level in Air can cast this, maybe even twice.
Now, let's go to a common spell everyone know in every system. This is an air variation of Magic Missle.
[blockquote=Air Spell, Minor Kinetic Blast]
Spell Name Minor Kinetic Blast
Major Sphere Air
Spell Source
Initiative 2
Range 60
Duration inst
Save reflex-15%
Save effect neg
Spell Success 0
Area of effect
Counter
Spirit cost 10
Earth cost 0
Water cost 0
Fire cost 0
Air cost 5
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 1
Artificer cost 0
Animist cost 0
Total cost 16
Description
This is one of the basic offensive spells learned by those versed in Air. It creates balls
of invisible air that smack unerringly to their target. A caster can create 1 ball per 3
levels of experience (i.e., 1 ball at levels 1-3, 2 balls at levels 4-6, etc). Each of the balls
does 5-10/d4 damage (d6+4). Armor protects 1/2.
Please note that these are totally invisible[/blockquote]
A perfect example, as it pulls 10 Spirit points, 5 Air and 1 Mentalist. A beginning caster, just created, would probably be second or third level Spirit, and first level in 2 other disciplines, so this spell, and maybe a cantrip, would be within casting before needing to recoup points.
Now we move to the lowest of the Raise Dead variations, one used by the Churches of Madrak, Ceminiar, and Amrist.
[blockquote=Earth Spell, Raise the Earthen Dead]
Spell Name Raise the Earthen Dead
Major Sphere Restorative
Spell Source
Initiative 24
Range touch
Duration perm
Save health+caster's level
Save effect live
Spell Success -18
Area of effect touch
Counter
Spirit cost 42
Earth cost 16
Water cost 0
Fire cost 0
Air cost 0
Life cost 8
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 20
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 0
Total cost 86
Description
This powerful spell takes a creature that has sunk beyond life and infuses them with
the many spirits of life, bringing them back from beyond the pale.
The person cannot have been dead more than 1 day per 2 levels of the caster, and all
body parts must be accounted for.
The newly raised will be very weak, and will have only one hp. They will take 8
days+2 days per hp to recover their strength. And the character must make a health
CC+ the caster's level, or remain dead, and be unraisable without a ressurection spell.
The caster must use holy water, and at least 3 holy candles tpo cast this spell, and
must know the target's full, real name.[/blockquote]
The spell successs is lower, and with 42 Spirit points needed, 16 Earth, 8 Life, 20 Restorative, we are talking 9-12th level in Spirit, 3rd to 5th in Earth, second in Life, and 4th to 6th in Restorative.
So what you have in Celtricia is a land where magic is not unusual at all, where Head Chef's and master Stonemasons use lesser magics on their important jobs, and where minor casters of all stripes are seen regularly. However, greater spell use is extrememly rare and wonderful.
Most interesting--I rather like this as you've created a balance between the 'magic magic everywhere' and the 'must stop all the MAGIC' tendencies. My only concern is this: how do pc spell lists look on a character sheet? Are they all required to be written out like that? Or do you have a kind of chart for it?
Darn it nearly forgot-
Quote-I'll be your secret
Memory
I'll be your exhibition of atrocity
They say I
Sold my soul
And we all reap
What we sow
That is not only some good verse but also a good dramatic description of a change from one era to another.
[blockquote=Tybalt Encourager]Most interesting--I rather like this as you've created a balance between the 'magic magic everywhere' and the 'must stop all the MAGIC' tendencies. My only concern is this: how do pc spell lists look on a character sheet? Are they all required to be written out like that? Or do you have a kind of chart for it?[/blockquote]
Well, you've seen the same posts and have read many of the same articles I have. Most GM's tend to go one way or the other, magic rich or poor. I've done both. For both magic and artifaced items, bith can be characterized as 'uncommon', or 'special'. However, higher powered magic is much, much more rare. Almost every mage/caster of ability has some version of a Staff Ordinaire, which reduces the spirit cost by one for every spell cost (almost none of this type stack), but getting a version (called a Staff Incantus, though it can be a globe, etc..) that takes off more than that is very rare. Lots of blue collar, service-tech level casters, but few rocket scientists.
[note]Levy, an Artifier of Igbar's Green Flame, found a Torc of the Arcanic Table, that reduced the spell cost by one of every discipline the spell took. A caster needs to be Spirit L8 to use, but he just reached that ability level after almost 4 years of play. [/note]
PLayers in Celtricia actually create their own spellbooks. It's pretty cool, actually. They are required to cut and paste the spells into a book of their own. So everyone has their own spellbook documwent, and are not allowed to cast a spell not in the document unless gained that session.
Very interesting little sidenote there--I think players (I know I used to) really enjoy it when milestones are reached in-game. Also I like the idea of being able to craft your own spellbook, that's cool. Again interesting difference in my game, where New Edomite wizards must submit all unusual magics they've learned to see if the College can make use of them. In turn all New Edomite wizards have access to almost all available spells, except for a few that are considered too dangerous or evil to be used.
[blockquote=tYBALT]Very interesting little sidenote there--I think players (I know I used to) really enjoy it when milestones are reached in-game[/blockquote]
I designed the skill based system we use to focus on this. The agregate power gain is a lot less, but due to the fact that characters are gaining experience in 2 dozen separate skills on average, so most players break a skill level or two every session...this kind of constant progress always feeds that satisfaction you mention.
[blockquote=Tybalt]Again interesting difference in my game, where New Edomite wizards must submit all unusual magics they've learned to see if the College can make use of them. In turn all New Edomite wizards have access to almost all available spells, except for a few that are considered too dangerous or evil to be used.[/blockquote].
Spells drive my players nuts. Purposely. Spells are hard to come by, and cost a small fortune, even with the 30% guild discount. Finding a teach scroll (75% of scrolls are the cheaper 'cast only' variation) is a huge deal.
The Grounds of Dismissal
Bannetti's Coffee House
Igbar has grown by fits and starts, drven heavily by economics and helped rarely by any entity but itself. As such, it is no surprise that the most unique of Igbarian intitutions is a mercantile one.
Bannetti's Kaffee House Openned in 849 R.O.N., in the warehousing section of town. To be precise, in the intersection of Seaward Road and Mungery Way, where the two opposite corners
Though the Kaffee was excellent, it basically held its own for a few years, and bought a pawn shop next door that was not doing so well. 7 black round tables were added. This proved to bee a boon, for though Borg Banneti's wife murmured dire imrecations into his ears about wasting the money, it soon became the meeting place for the warehouse managers, and by the second year, even upper management stopped by to get some of the excellent coffee and talk business.
By 855, 'meeting at Bannetti's' became synonomous with doing some kind of business, and the 7 tables were getting cramped. Borg bought out the clerk's office upstairs from the Old pawn shop, as well. The upstairs area, where light snacks as well as Kaffee and 'gentlemans' wines were served, opened as the 'Grounds of Dismissal' in 856 R.O.N.
And from the first, the upstairs became the daily office for the Wavesong Family traders and the Winfire Trading groups. They were both there the 'Grounds' part of Bannetti's opened, and that first day, the heads of those consortiums set up shop upstairs. They signed more deals their that year for their guilds than anywhere else, and it became the habit, even that year, for Joachim Kar Klaxik, Trader-prime of the Winfire trading group to get there at second hour, to be followed a few minutes later by the Sreiana Voninimis, Captain of the Wavesong Family. More and more of the tables were taken for hours at a time.
in 860, Bannetti's and the 'Grounds was in the forfront of a major change. The Mungery way had become peppered with office buildings for nearly a block on both sides of the Kaffee haunt, and the upstairs hummed with business until the evening hour, and often even after the l;anterns came out. That year, The Vissippee Trading clan, which was specializing in the speculation of herbland caravans, actually bought a table upstairs for the year, one that no one else could use, and they were the first of the trading groups to become 'incorporated' at Bannetti's, to have their charter written there and stored ther, to have their table with their sigil.
Well, this caught on with the burgeoning trade-lords of Igbar quickly. The Argussian Blue-White laws were subject to the court of Argus opnly, so any trade or contract disputes needed to be refered to the Earl of the Northern Marches, a hawaak's ride to the south even in summer. The heads of the Vissippee, the Winfire, The Rissa family, the Kletthen Klaxiks, the Hojijar sealordsfrom Northern Ocodig, and Borg Banneti all signed off on 'The Precepts of Dismissal', rules for incorporating and adjudicating trade issues. They based it on the Trade Laws of the Bright Lands, and though they did not know it, they had cut a major cord of the authority of the Empire of Argus away.
More coming still.
This vaguely reminds me of the coffee shop in the most recent "Dawn of the Dead" remake which is not necessarily bad.
What is so unique about it btw? Is coffee rare?
got busy. am adding to post above. crap...too much work.
This is a good example of the uniqueness of your world--after all it's a freaking coffee house. Nevertheless it has proven pivotal in developing areas of commerce. So I take it it has become fashionable as well? Are there imitators of the actual business, or branches of it in other cities?
Vinivixias Foxfolloed-male Underearth Hobyt-TraderPrime of the Sceding Tree Trading Consortium, Portioner of the Green Flame, Cavelier of the GentleGryphons.
Viniviaxias was born in 836 Reckoning of Nebler, in Hobyt Inn, the capitol of the Bright Lands Plutocracy, the fourth child of five. His name at Birth was Carl Heathertoes. In that meritocritous and mercantile society, The Heathertoes family performed logistics for the Crate and Cog Victuals Family, helping them move their fresh foods from the outlying farms into the cities every day. Vinivixias' whole family was involved with this, but his position of fourth son chafed at the young hobyt.
At the same time, his sharp mind was noticed by the Tricilnice family, one of the sixty six ruling families of the plutocracy. But not just for trading. The Tricilnice's were hobyt traders, but were also the guiding force behind the Gushiog ('goathead'-Anarch) thieves guild. So after his days of planning out the paths the carts would take bringing in produce into Hobyt Inn, Vinivixias would spend part of his evenings with Sam Ablex, the hard nosed Omnian human teacher for teh Gushiog guild, learning the arts of the poisoned blade and of the quick escape.
But he did not learn the last lessons well enough. in the fall of 866, Young Carl ended up hiding out in Hobyt Inn for two hawaak after a botched job that was being secretly protected by the Holders of the Straight Way, the knives of Belial. He took ship on a Hojijar family vessel going south to the Northern Argussian Marches and on to Argus herself. The ship stopped in Ocodig after 5 days, the small town that was and is the home port to the Hojijar Trading fleet, and a waterlogged young Carl disembarked, went to the Roaring Lion inn, and tried to take stock. there, he listenned in on the Captains of the Hajijar speaking over the merits of various routes and ports, and the burgeoning port of Igbar, just to the south, kept on coming up. Apparently it had two huge advantages. It was growing quickly economically, and it was a fawr distace to the Argussian Marches that was supposed to be ruling it, so the chance of being spotted were pretty small.
So the next afternoon, young Carl disembarked into the hotbed of growth that was Igbar, and it was Vinivixias who actually touched down.
This was they hurly-burly early days of the Trading Guilds of Igbar, only six years after these groups were under their own rule, and meeting at the "Grounds of Dismissal', the Kaffee house-turned-mercantile trading house. Vinivixias made quick contact with the Winfire Traders and the Padisha od Pilfering Thieves group. He did little real thieving, but became an ear for them in Bannetti's.
But this his training in the rougher arts served him well, and his willingness to fight for the cargos and people under his control were noticed. And in 879, the Sceding Tree group made Vinivixias an offer to run their whole stable of wagons and transports, including their 2 lesser hipogryphs. He left the Winfire group (with some small animosity--this would grow in the coming years) and joined the Sceding Tree Guild. He kept his contacts in the Padisha and actually expanded them to include many members of the Scarlet Pilums, which was becoming the city militia for Igbar as it grew, and by these he began to know every coming and going in Igbar. He set up his office above the stables of the Sceding Tree, as his father had doen decades before for the Crate and Cog Victuals. And from the first, the Sceding Tree management looked to him to be at Bannetti's almost daily, to help make the logistical decisions for the transport of their wares, but also as to the movement of their competitiors.
By this time, Igbar had become the capitol of the new country of Trabler, the Unicorn Sate, and King Trabler Aptor was doing everything in his power to build his economy, and the already burgeoning trading guilds took full advantage.
In 880, Viniviaxias was able to catch the Hallier company of Value trying to play both the Sceding tree and the Grayse family (a small Ocodigian group) off for the same cache of ancient Venolvian artifacts, and this moved him to the position of Trader Prime of the Guild.
Today, in 895, Vinivixias still goes between his 2 offices, running one of the three biggest Trading Consortiums in the city. he is a somewhat honorary member of the Green Flame, the Alchmical branch of the Eye of Igbar, Kasarak's guild, and works closely with Varkonovivh Van Zap, the Searing Eye who runs the Dock underworld for Kasarak. the Scarlet Pilums are still well paid off with trips to the Wello House and the Upper Crust, so he still can move shipments in and out of town at will. He is truly a merchant prince (Basic Trader L14-88%, Basic Social L8-22%).
Now in his 60th year, he is just entering middle age. His once black curly hair is shot with grey, though he is still whip-thin and fast. Vinivixias has a no-nonsense, businesslike tone, and coften carries on 2 concversations at once. He wears the Green and Brown of the Sceding tree, either in a great coat in winter, or on a silk doublet in the warnmer months. He recently took on the patronage of the popular Grey Legion adventuring group, which gained fame in forcing the Firehazer Tribes into retreat, allowing the Recum Road caravans to get through from the north.
Vinivixias obviously has one of the prime tables in the upstars of Bannetti's, the 'Grounds of Dismissal'. This area has a gate at the top of the staircase, where only members can get in. If the players have particularly important news, they will find themselves brought right to the Trader-Prime, and he will pay them well for it.
well, these things ahve to start somewhere.
[blockquote-Tybalt]This is a good example of the uniqueness of your world--after all it's a freaking coffee house. Nevertheless it has proven pivotal in developing areas of commerce. So I take it it has become fashionable as well?[/blockquote]
[spoiler=History of stock exchanges]
In 12th century France the courratiers de change were concerned with managing and regulating the debts of agricultural communities on behalf of the banks. As these men also traded in debts, they could be called the first brokers.
Some stories suggest that the origins of the term "bourse" come from the Latin bursa meaning a bag because, in 13th century Bruges, the sign of a purse (or perhaps three purses), hung on the front of the house where merchants met.
However, it is more likely that in the late 13th century commodity traders in Bruges gathered inside the house of a man called Van der Burse, and in 1309 they institutionalized this until now informal meeting and became the "Bruges Bourse". The idea spread quickly around Flanders and neighbouring counties and "Bourses" soon opened in Ghent and Amsterdam.
In the middle of the 13th century, Venetian bankers began to trade in government securities. In 1351, the Venetian Government outlawed spreading rumors intended to lower the price of government funds. There were people in Pisa, Verona, Genoa and Florence who also began trading in government securities during the 14th century. This was only possible because these were independent city states ruled by a council of influential citizens, not by a duke.
The Dutch later started joint stock companies, which let shareholders invest in business ventures and get a share of their profits - or losses. In 1602, the Dutch East India Company issued the first shares on the Amsterdam Stock Exchange. It was the first company to issue stocks and bonds. In 1688, the trading of stocks began on a stock exchange in London.[/spoiler]
The Igabrian version is actually a smaller copy of the BRight Lands Trading Exchange, to the north, which is the governing body of the Trarding for the Bright Lands Plutocracy. It is very, very fashionable, being partially an exclusive social club, partially a place of Uber-business, and still, partially a restaraunt and Kaffee house.
Jor Yarman Hejiavat-male Brotherhood gnome Priest of the Church of Chaos and Change, Jubilex.
Brother Jor is a 35 year old brotherhood gnome, head shaved after the current gnomic and Orcash fashion. He's 42" tall, but almost 170 lbs. He is clean shaven, with a bulbous nose.He wears a masterwork suit of Astrikon scale armor, with stylized sheaves of wheat on the vambraces and spiderwebs on the pauldrons. The pauldrons are very high and intricate, laced with bright electrum, making this suit worth more than normal masterwork (padded under, AV 53/PR 43, suit value 1800 horn). He wears a red tabard with the small white jester's face of the Church of Change. Jor carries a blacksteel Mitre (-1 spd), and has a nicely carved Trelliwood wand ordinaire (-1 spirit) with waves and ships on it. He has a religious exemption to carry a bow in Igbar, but does not use it.
Jor has been a member of the Church of Change for almost 10 years, and prefers the martial side of things, though he is a competent caster (Spirit L5-24, Chaos L5-24, Water-L3-13, Animist L3-17, Restorative L2-10, Necromancy-L1-3). He is a brother, a senior member, underneath Father Keswick and the Patriarch, Timlin Hurler.
Jor works closely with Patriarch Hurler, and is privy to the Igbar churches secret attempts to summon the hezrou Schiraldi.
Jor smiles a lot and seems easy going, but is internally very judgemental, and secretly scorns those who enforce limiting, artificial boundaries on their relationships (read that as lawfuls).
The Hejiavat clan is from the Bright Lands, and most gnomes will know of his clan relationships. Jor has a sister who is a priestess Amerer up in Recum, in northern Trabler. he is often found in Tippler's Aim, the bar in eastern Igbar that specializes in dart players (Jor has a 13 Coordination...he's barely average after years of practise Thrown missle skill L3-11%). He is always on the lookout for books dealing with Chaosian summoning, to help Patriarch Hurler. He amd father Keswick are always on the lookout to make the Church of the Lawful Triumverate (a freindly rival) look bad, and will sometimes give a break on a spell cost to appear less stingy.
Quote from: TybaltDarn it nearly forgot-Quote-I'll be your secret
Memory
I'll be your exhibition of atrocity
They say I
Sold my soul
And we all reap
What we sow
That is not only some good verse but also a good dramatic description of a change from one era to another.
Not my prose.
Much of the Age of Heroes deals with the Warlock/Bard known as Numansongs, and of his Omwo~ family, his brushes and later love of the human folk, His growing up and travels in Vicoria, his battles with the Daemonic New Police (Oix Quoimodi) and with his Brother, the Great Lich Arbor.
Even today, the Miston Group deals with an ancient evil from the north, the Dreadwing. No one yet has any inkling that this is Pino Palladino, former compatriot of the Bard who was turned evil by Arbor, and who betrayed him.
But all of this, and the weavings of the lyrics, etc, actually comes from the musixcal talents of one Gary Numan, who all my players in the early 80's were listening to and continued to. I have just always mixed it in with the history of the Age of Legends.
Is Vinivixias a major background npc for your actual operational game? I love how he is very much a merchant and clearly well developed in that direction, rather than being an ex adventurer who simply happens to have some businesses as so many games might have.
Also, the license to carry a bow, I take it that missile weapons are forbidden to carry on the streets of Igbar?
It's very revealing to see how even in the history of mercantilism this is a well established civilization. It makes me wonder if I should develop more of Yasg's economic history, though since my pcs aren't going to be around there for some time if ever I have to admit my main focus is on New Edom and the Celtic kingdoms.
Quote from: TybaltIs Vinivixias a major background npc for your actual operational game? I love how he is very much a merchant and clearly well developed in that direction, rather than being an ex adventurer who simply happens to have some businesses as so many games might have.
Also, the license to carry a bow, I take it that missile weapons are forbidden to carry on the streets of Igbar?
It's very revealing to see how even in the history of mercantilism this is a well established civilization. It makes me wonder if I should develop more of Yasg's economic history, though since my pcs aren't going to be around there for some time if ever I have to admit my main focus is on New Edom and the Celtic kingdoms.
Vinivixias is extremely active in the Igbar groups (I have 2 groups playing in Igbar, the Remains of the Grey Legion amd the Tanesuet Group), especially as the primary patron of the Grey Legion. He is unaware that they are the ones who released the Antroo Vampyre upon the land (not the northern Dreadwing..the Dreadwing is actually the Master of this one---both my main playing areas aer involved in a similar thing). Vinivixias does have some ulterior motives, in that he set them up to find what he knew but could not prove, the Winfire Trading family was selling arms directly to the Firehazer Tribe. Unbeknownst to the group, he has paid 2 bards to create songs about them and to hype them up, while publically strengthening the perception that they work directly for him.
Missle weapons are illegal to carry in Igbar. As the largest southern outpost in the Stenronian, weapons are seen all day long. But Bows, Crossbows, and obvious 2 handed weapons are not allowed to be carried in public, though exemptions are somewhat easy to come by.
AS to the mercantile thing, it is multilayered.
The reason I am so serious about it has to do with the power money gives the players. I enjoy making it more difficult that 'upper class vs lower class'. Many of my players use their money to fuel their social rise in the world. So I have to be very, very consistent with it.
The Bright Lands, to the North over the Tarn Bay, are actually a plutocracy. Money actually determines your position, to a large degree. 66 primary trading families run the government, and have for almost 2 centuries. Igbar is a burgeoning market for them, and as such, despite the war, venture capitol is starting to trickle in. All the trading families, big and small, are aware that they might ride this storm, or they might be run over by it.
The Children are Missing
The White Hand reaches out
From behind and within the Black air.
Cold be that hand yet somehow fair
That sends sense and warmth both to rout.
The wandering feet of an errant child
Sent with mother's task in safer hour.
Now witless walks under moonlit power
And soon by whitefaced eyes beguiled.
For the night has changed hands
Belonging not to those who breathe air
Now kept by those who in daylight lair
Away from life or sunlit lands.
The Boneyards are watched
By friendly eyes and bold hearts.
With hand on dagger and dire darts
And trembling fingers on crossbow notched.
Yet the small ones go missing
And the comfortless tears they do flow,
For pitiless steps just outside the torch glow...
Are the dead walking, of life reminiscing?
By Eashell "Portnoy' Esientuimis, of the Martial School of Song.
A dirge sung at Hostems Hostelry on 2-2-895, already making it's way throughtout the city, as the patrons linger over their ales, waiting for enough people to leave at once...no one goes out at night alone.
In the second Hawaak of the month of Spring, Igbar's doors are shut at night. The dead walk. The homeless line the Royal way, the only lit street of the city, and patrols of good measure walk the streets with Lanterns.
The Church of Orcus and her Bone Knights walk the large eastern boneyard, just outside the wall. They watch each grave carefully, and cast 'Beyond the Call' feverishly. Yet somehow, every moring, more graves are broken open, seemingly from the inside out.
Everyone has heard the whispers of how Garcelleni Euridios' School of the White Paladin was awash with blood 2 hawwak ago, and how Tomasin, a Paladin of that guild, died and even though he had spells cast to avoid it, he still dissapeared into the night.
Igbar fears the night; the dead walk.
(this is where the new Grey legion continuation starts next weekend...)
and in case anyone wondered...
[note=Spell Name Beyond the Call]
Major Sphere Necromantic
Spell Source
Initiative 35
Range 10'
Duration perm
Save none
Save effect none
Spell Success -10
Area of effect 1 target
Counter
Spirit cost 14
Earth cost 1
Water cost 0
Fire cost 0
Air cost 0
Life cost 1
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 7
Mentalist cost 0
Artificer cost 0
Animist cost 0
Total cost 23
Description
This charm is cast upon a corpse to prevent it from ever being raised by necromancy
into an undead being.
The spell creates a shield against rasiing that reduces any attempts to raise the target by-60%.
The spell needs 2 black candles lit through it all, and a fine black blanket must be
lain over the corpse. [/note]
That's COOL. Great poem, very creepy...I actually kind of just stared at the end. No player worth his handbook could pass up this. I'm eagerly looking forward to tales of what happens. Dare I ask for further spoilers or do you prefer to surprise everyone? I quite understand if you prefer the latter.
Quote from: TybaltThat's COOL. Great poem, very creepy...I actually kind of just stared at the end. No player worth his handbook could pass up this. I'm eagerly looking forward to tales of what happens. Dare I ask for further spoilers or do you prefer to surprise everyone? I quite understand if you prefer the latter.
You flatter me. But I'm old and evil and venal, so that works.
I have a Miston Session and this 'Grey Legion Continuation' coming up. I've been sending email snippets to the players, and will spend more time using my thread as a stream of consiousness thing. I will update as to how things go. This group has been given more direction and motivation than I normally use. There are 2 holdover members from the origianl Grey Legion that provide the bridge. The main one is Pharren Donestok, Singer of the Frigid Song. The night the other members of the Grey Legion disapeared, he was attacked by a powerful undead. The 2 Masterskalds drove it off, but Pharren lost a hand and almost dies of the savagery of the vampiric attack.
[note](behind the curtain----much of Pharren's experience was in his bow. He is no longer able to use it, so his best magical item and much of his experience have been nuetralized, so he will not overpower the other newer characters. He now becomes more of a casting bard. He also is looking forward to playing a grim, vengeance driven bard.) [/note]
In the 2 hawaaks of Pharren's recovery, the undead presence in the night steadily grows, as do the amount of missing children.
The Bone Khights
Death is an inevitable horror in all times and places, and the cheapness of life in Celtricia makes it worse here than most. All religions aere that the sould of the dead, if uncaptured by some necromancer, fly through the void and make a hawaak journey to the House of Death, to Zevashopal, and into the Well of Death. From their, if they make it , they are disbursed to the House or Station of their Patron, assuming he comes to claim them.
Orcus is the Patron of the soul's travel through the Void, and of boneyards and ancestors. In this incarnation, he presides over the Churc of Bone, though the devilkin Duke Oblimet is also a patron of this journey. Prayers and offerings are made to Orcus and the Church of Bone.
The Bone Knights began in 810 R.O.N., In the Orbic city of Billinsonit. They came into being to replicate the Corpusmunt Gardians in Stenron. Originlly priests martially trained to guard the Old Boneyards of Billinsonit and ancient Hagenos, they became the order of knights for the Church of Bone. Their primary mission is still set to guard the boneyards and necropilis, but they have also become almost a necromantic guard, seeking out undead to start their souls back on the proper journey.
Today, they are still a very small order, but their bleached-white armor and grey skull tabard is regularly seen at wealthy funerals, and visiting the tombs of the well-to-do and well born.
The Bone Knights are extremely weak in traditional restorative spell points, but have strong necromantic, Death, and Animist spell ability. They wear heavier armors laquered white. They are a somehwat somber and older, as most join this order later in life as a result of tragedy, though some small amount join when younger, often recomended by the Priests of Bone to their more adventurous and brave members.
They have no church in Igbar, but some 15 members are in town at the recent request of the Church of Chaos (Jubilex), where they are staying.
[ooc=BEHIND THE CURTAIN]--the Bone Knights have been called by Patriarch Timlin Hurler of the Church of Chaos, but this is a result of a corsortium of high level priests (Kiminus, the Chuch of the Lawful Triumverate, The Church of the Staright Way) getting together. The undead have been getting into the city, and they need all the help they can get. [/ooc]
I really like that order, I like how they have deathly emblems exposed for all to see--typical really of a culture where death is not so invisible as in our own. Furthermore I like that you have them using necromantic spells for the general good, that's very interesting. What would their take on raising the dead be, or on undead in general?
If I had to give an unnoficial name to the 9th century of the common age (as it is called in Igbar), it would be the Century of the Knight. There have been such orders for millenia, but always based on a person or concept (such as the Order of Stenron or the Blue Turtles), but in the last century, there seem to be multiple religious knighthoods for every church.
Though we have spoke about it before, it bears further scrutiny. Orcus is a DemonPrince, and is a Dark Celestial Planar, a horror beyond the scope of human comprehension. Yet he is also the guardian and guide of the souls as they make their way to the House of Death. He is the patron of the most vile of necromancers and and the noble Boen Knights as well.
None can understand the complexity of the whole of the PLanars, and the multidues that is contained within them.
Necromancy-
Necromantic spell ability is not considered evil in most parts of Celtricia, though it is considered eerie and weird by even the most even handed. Death is natural and part of the great cycle, and as such, the magic of the undead and of the spirit is not evil, per se.
Now, Death magic, or the magic that involves only the harm and wicked part of death, is purely evil, and fools no one. Most eveil necromancers commine death magic and necromancy into a grim potency. Not to be used in public.
about the raising of the dead, the KNights of Bone have little compunction with stopping the soul before it has reached the void, though a full ressurection, which is much more powerful, as it draws the soul back from it's place of rest, they see as an evil.
Factions/Schools/Guilds
I've mentioned this many times in passing on this thread, but I see a lot of activity about this on other threads.
The actual name of the rules I use is Guildschool, as the rules are based on what friend Tybalt recognizes are factions.
Characters are created by choosing what guilds they qualify for in an area, and decide by which of these guilds are good at teaching the skills they are interested in. Examples recently cited are the Bone Knights, the Collegium Arcana, the Collegium Tortoris, the Armor of Trade, the Church of Chaos (Jubilex), the Church of the Lawful Triumverate, The Frigid Song, The Martial School of Song, the Winfire Trading group, and the Sceding Tree Trading Consortium. The players can choose one major guild and if they qualify, one minor guild. No classes, just guilds.
More than just giving the character a set of skills, by insinuating the factions in the cultural zeitgeist, the characters all have a place in the local history. The area carries an automatic veracity.
As they characters grow, however, this system makes the social/cultural weave more powerful. As characters build alliances, they gain tha ability to learn skills from, as well as build alliances with other groups. Gaining skills or more favorable EXPMODs becomes a major goal of characters.
[spoiler=General costing of skill kits]
Kits are the generalized names for study aids a character can buy to learn a new skill or to become better in a skill they already have. Though we speak of them in a somewhat antiseptic terminology, a kit can contain practice items, small samples, and models as well as written material. Similarly, kits may require practice and field work, not merely reading.
Kits come in two types, kits that teaching kits or a study kit.
Teaching Kits are needed to give a character the skill. A character still has to have the parent skill if the skill trying to be learned is a dropdown.
Teaching kits come in three types, but need to be modified by the commonality of the skill.
'¢ A Basic Teaching kit gives the character the skill based on the modifier of the school where the kit came from. This kit takes 2 hawaak to use in town, three hawaak outside of town, and the character has the skill at -250 exp at the end of using it. This kit costs 250 gold horn. The basic likelihood of finding a kit for a skill the school teaches is 80%.
'¢ A Superior teaching kit does the same thing, but the character has a -100 exp amount at the end of using the kit, and costs 450 gold horn. The basic chance of finding a kit of this type if the school teaches the skill is 60%
'¢ A Masterwork Teaching kit has a similar effect, but takes 1 hawaak in town or 2 hawaak outside of town to complete. The starting experience amount is -50, and this kit will cost 1100 gold horn. The basic chance of this type of kit being available is 40% if the school teaches the skill.
The Study kits also come in four major types. The statistics given are based on a commonality 1 skill. Note that all exp gains are before the exp mod.
A basic Study kit takes 2 hawaak in town, 3 outside of town. It requires a will CC+15 at the end of completion to absorb properly. At the successful completion, the character can add 50 exp to the skill studied. This kind of kit costs 100 gold horn, and is 85% likely to be found in a school or guild where this skill is taught.
An advanced Study kit takes 2 hawaak in town, 3 outside of town. It requires a Will CC+15 to absorb properly, and at the successful completion of such a kit, the character can add 100 exp to that skill. This kit is 65% likely to be found in locations where this skill is taught, and costs 250 gold horn.
A Superior Study kit takes 3 hawaak in town, 4 hawaak outside of town. This kit requires a will CC +10 upon completion to absorb properly. Upon successful completion, the character is awarded 200 exp in that skill. This kind of kit is 45% likely to be found in a guild that teaches this skill, and costs 600 gold horn.
A Masterwork study kit takes 3 hawaak in town and 4 outside of town. This kit requires a will save upon competing, and if successful the character adds 300 exp to the skill studied. It will cost 1100 gold horn, and be 20% likely to be found in a guild where this skill is taught.
The above statistics are, as mentioned before, are modified by the commonality of the skill and the size of the guild.
Commonality Mods
commonality cost modifier likelihood mod
1.00 1.00 1.00
2.00 2.00 0.80
3.00 4.00 0.50
4.00 6.00 0.30
5.00 8.00 0.20
So a superior teaching kit of '˜Find Trap', a commonality 2 skill, would cost (450*2)=900 gold horn, and be (60*.8)=48% likely to find.[/spoiler]
Having mundane guilds, like Hemp & Greenlaw ropemakers, or the winfire traders, or the Teque Guild of travelers (Inn management and wagonmastery), also adds to the reality of the setting dramatically. Guildschool is predicated on involving chatracters in the tangled web of politics within these organizations. The Chruch of Chaos (jubilex) just decided secretly with some allies (the Church of the Straight Way (Belial), and the Church of the Whole (Kiminus))to ask the assistance of the Bone Knights (the Knights of Orcus the Guide) from Recum. hey are staying at the Church of Chaos, and so all the members of that very Popular church are meeting them.
So in other words you basically tailor a character and the guild gives you particular bonuses? Is that how it works?
As for the other stuff...does this meeting imply alliance by the patrons of the factions in question?
[blockquote=tybalt]So in other words you basically tailor a character and the guild gives you particular bonuses? Is that how it works?[/blockquote]
In character creation, you see what guild are interesting (storyine is everything---powergamers can go elsewhere) and alos that has advantageous EXPMODS in skills the character is interested in.
Later, joining another faction is quite difficult, but is a major goal normally. Few characters qualify for the cool guilds as beginning characters. Town militias rarely have anywhere near the combat modifiers of a knighthood.
As to the second question, there is no official alliance between these churches, though there there is an unofficial one. Timlin Hurler, Patriarch of the Church of Chaos and Change, pretends to like all of the other leaders of the religeous fraternity, though he frankly despises the Church of the Lawful Triumverate.
The Bone knights will appear to be (and believe) that they are there at the behest of Patriarch Hurler...but the Churches of Kiminus and Belial will be there to back there mission.
Actually I meant the deities and demons in question...though your answer sort of answers my question anyway I guess...
Oh, the alliances of the Celestial Planars? No, Orcus is dimly aware of the awakening of the 2 ancient Vampyres, the Dreadwing to the North, and his servant near Igbar, but the distance through the void is great, and alliances made between people who run churches needs mighty magic to reach through to the to them.
Elm Coldsnap-Male Wolden Omwo~ (wood elf), Brother of the Collegium Tortoris, Mother Chapter, Voice of the Silvered Note Skalds.
Entering his 9th decade, Elm has, in the parlance, 'been around'. Elm was born in Hopiton, in the middle of the Grey March.He spent his first 20 years as Omwo~ do, growing and learning. As a youngster, his family worked in the forest, his father mainly shaped trees or felled them.
This changed in the third Zyjmanese reprisal, when in 836 R.O.N. the Grey March asked the Order of Stenron to put down the Orcs of the Northern Zyjmanese. Elm's father was among those who were levied to aid the Order, and he fell when the Zyjman XI turned his forces as they hit the mountains of the Red Pass.
Elm joined Carolingas' singers a year after the news came back to Hopiton, and after a half year of training, he went on tour with one of the 3 troupes, performing outside of towns and in the city centers. He was a background singer, and passable with a lute or lyre, though nothing remarkable. More interesting to the story is how Elm grew to learn the basics of the Broadsword and Gladius from the guards, as he grew stong and agile, and how the BoarPursers of the Traveling show taught him how to move without being seen, and how to fell a purse, as well as how to appear to give and take a beating with no one being hurt.
[note]The Carolingas travelling singers actually had their own pickpockets, the Boarpursers, and their own guards. The guards were overdressed and would appear to beat the thief and take them away, while really secreting the unfortunate or uncoordinated pickpocked in a closed wagon until they left town.[/note]
In 845 Elm's use as a singer was becoming more and more a cover to his real talents to the show, that being security and theft. The slow change from entertainment to cutpurse semed natural to the young Omwo~, and somehow it had never seemed bad or unnatural to him. That year, the troupe went to Stenron.
Stenron, Stenron, Wonder of the Northern World. Fabulous, gigantic, old and vibrant. Capitol of the Grey March, largest city in the known world, with neighborhoods and suburbs that dwarfed the town of Hopiton where Elm grew up. Boarpurser Elm was amazed at the Gold-dust northern section, where weathly plutocrats and old families had miles of walled in lawns that had been in their families back when Stenron was still called Winterloo, center of the State of Winter, a thousand years before. Strange old temples squatted guardedly on the Street of Worship, and everything young Elm thought was grand and glorious was exposed as small and tiny.
In the 2 Hawaak that they were in Stenron, the Headman thieves guild caught on to the Boarpursers, and nearly killed Elm and a few others while casually teaching them a lesson. The lesson, articulated while Elm's girlfriend bled to death in front of him while he was tied to a stake in a rat-infested basement, was that slipping purses was thievery. It was the same as knocking people in the head, and that every silver hawk or gold gryphon they stole could be the one that turns their world upside down. 'Money is Life', the grim Klaxik told him as he shut the basement door on Elm.
Elm barely escaped, wriggling free of his bonds over the course of that black day. He caught up to the Carolingas as they left town without a second glance for Elm. AS 846 ended and 847 began, The troupe went through Hopiton, where Elm's mother barely recognized the grim young Omwo~. The troupe wnet north from Hopiton for once, and took the ten day journey to the outpost town of Miston, a small place of barely a thousand folk, including the Turnipers farming commune to the south. Small and anonymous, this small town appealed to Elm. And when the Carolingas went south again, chased by the winter winds, it was without Elm Coldsnap.
He ended up as a strong arm for the only house of pleasure in the town, and over the next few decades, when the Eye of Stenron thieves guild came north and made it their business, seeting up the Red Eye and the Searing Eye network, Elm was only to happy to make friends and prove himself useful. A trickle of Venolvians artifacts started appearing, bringing some treasure hunters, and by 889, when the Argussian forces began their surprise attack on the Theocracy of Nebler, an ally to the Grey March in the Stenronian Alliance, Miston had actually grown to almost 2 thousand souls. Then, in 891, their sleepy northern outpost town was attacked by the the GiantClan Silverworth, and overwhelmed. Ogres and hill giants roamed the town, and it was whispered that they were allies of the Argussians and the Blue-White army of the south. The Grey March could not spare from the real war a thousand miles to the south, and the Miston resistance was left to its won devices.
In early 894, the Eye of Miston was taken over by Grak Dung, a mysterious and wealthy adventurer from Miston. Elm was one of the few that Grak took into his confidence, and Elm was amazed that right along the Woods Road, near the town center, was a huge basalt block building he had somehow never seen, a place his eyes had just slid by for decades. Grak inducted Elm into the Collegium Tortoris, for indeed this was the Motherhouse of the ancient guild of Torturers.
Elm was by now ready to do great things, and along with Snowpacker, a human friend from the Eye, he became Grak's right arm. He was part of the group that overthrew the Giantclan, and today rides with Grak to discover the secrets of the Venolvian Barrows and Wizern's Underthrone.
Elm is still young, but has a grim cast to his eye. He is six foot six, and has black hair. He has an old injury in his right shoulder, and his voice is low. He smiles crookedly when he does crack a grin, and as befits his current situation, the humore gets pretty ghoulish. Dead baby jokes abound between Elm, Snowpacker, Xia, Angus, and Grak, the Collegium members of the band. Elm wears black chain (of Surpise, +10% to hide skills, +5Prot), which is a dull black and nearly silent. He recently gained a Platinum-chased adamantine Broadsword (of Speed 5 Sf, +05% hit, +1 DAM).
Elm has been more of a bodyguard and strongarm for Grak, but has recently beciome first among his men. Elm's immersion into the Collegium Tortoris is complete, and he is fanatical about the guild and Grak. He has gone back to Stenron with Grak and Grak's friends, and he knows that the Collegium Tortoris, thrown out of Stenron 800 years or more before, means to re-enter the great city. And Elm intends to be part of that.
Another fascinating story. First of all: I still love your names. Carolingas is a cool name, as is Boarpursers!
There is always a consistent sense of the intrigues and factionalism in all of these anectdotes. I also like the potential tale of revenge to come...what a grim fate he nearly had!
Out of curiousity is Elm being presented as a villain type or what? It almost seems as though there aren't exactly really any heroes at times save for those Grey Legion folk. It seems very much like a Renaissance type era in which it is more about allegiance and accomplishment than 'doing good'.
The storylines, especially how the very recent is affected by the middle term, and how the older histories still rain down, is still my favorite part.
Case in point with Elm...he still could recognize that Klaxik's voice from that cell today. He does not know, however, that it was a younger Kasarack Kabi Bekin (see earlier post) that lft him there.
[blockquote=Tybalt]Out of curiousity is Elm being presented as a villain type or what? It almost seems as though there aren't exactly really any heroes at times save for those Grey Legion folk. It seems very much like a Renaissance type era in which it is more about allegiance and accomplishment than 'doing good'.[/blockquote]
Hmm. That's a pretty deep observation.
Elm in particular is a follower of Grak, Captain of the Collegium Tortoris. That's the guild of torturers, and though they are diplomats and anti-terrorists, they are also assassins, poisoners and yes, torturers. There are 6 members of the Collegium Tortoris in the Miston group, and Grak is pretty much the sole leader of the whole band. The rest of the group includes a Knight of the Order of Stenron (Jolen Iberhardt, Human), a commoner turned Knight turning priest of Amrist, (Drono Biddlebee Hobyt), A sage from Vicol the Artificer (Morgan Faerie-Omwo~ female), and a Fire/Chaos mage from Vicol the Artifier (Amber Sweetwater-Hobyt).
There is a level of (dare I say it) reality involved. The Mistonians are currently doing 'good', trying to find the totem, the key, or the lock that is missing from the barrowlands holding the Ancient Vampyre, the Dreadwing. However, most of them are doing it to help Grak, and the contingent from the Collegium Tortoris would as gladly throttle an enemy with their large intestine for Grak as stand in front of a charging Vrock for him.
I would say allegiance to faction and friend dominates all 4 current goups, though the Grey Legion definitely has some members that might be more interested in promoting weal than the Mistonians. You are certainly onto something, as usual, with that. Chaos vs Law dominates my world, Good and Evil are so often confused by the point of view.
Thanks for the clarification--it also confirms my belief that alignment is something a campaign builder or dm can work with in their own way--your world is much more concerned with law versus chaos as you say than mine which is more about good versus evil. The dm can certainly pick the main conflict and in fact should--the worlds of fantasy gaming offer many possibilities to choose from but some don't seem to make a distinct choice. By doing so in your campaign world you make it clear that the players are involved and important in the scheme of things.
Quote from: LordVreegThe last rolled up a Knight of the Armor of Trade, the warriors who serve the Platform of Trade, which is the Church of Ogleic. Ogleic's aspects include trade, a fair dedal, the scales, and building an honest relationship. Rolling tremendously, he will be able to use the Knighthoods proclivity for a big flail to devastating effect. He also took a bit of restorative and necromantic spell ability.
The Armor of TradeThe Platform of Trade is the name for the Church of the TradeGod Ogleic, He of the fair deal and of the balance. The Platform of Trade is three quarters Church and a quarter moneylender, a strange aglomeration of worship, prayers, homliy, and sweet dealings.
The Armor of Trade began as caravan guards for the church-sponsored wain-rides that drove from Stenron down to the Argussian Empire, stopping in the Bright Lands, Orbi, aand in the Theocracy of Nebler in between. As these guards became more of a formalized part of the mercantile events, Joran Parle, human ex-knight of the Crying Sun rose to the top of the guards. That was back in 798 R.O.N., and he established the Armor of Trade as the name of the guards of the Church of Trade.
Over the next decades, the guards moved slowly to being more of a Knighthood, but in 841, Gerod Kax Colishaw, Klaxik priest of Ogleic, went from the priesthood into the guards, but with the express idea of making them more like some of more pious knighthoods, Like the Tristonian Brotherhood of the Neblerians. So it came to pass that the Armor of Trade training included philosophy and Restoration, economics and Necromancy, social grace and the nature of Order.
Today's Armor of Trade wear the grey tabard emblazoned with the gold scales proudly, embodying the values of fairness, prosperity, cooperation, and getting what you deserve.
[note]I think it is the closest thing to an unbalance in my world, but some of these church knighthoods have, in the GM's humble opinion, the best chance of survival of any of the guilds, schools, or factions of my game. Fierce combat mixed with a little restorative and other spellcasting? Sign me up...All that, and normally a really firm social standing in any town (except maybe the Order of Bone...). [/note]
It seems like these knightly orders do have the best of all possible worlds...well in your world at least. ;) However it also seems that they have many obligations, not only to their faction but also to those their faction has become attached to. It is yet another example how your society has evolved from a complex series of relationships that overlap.
[ic=Heard at Hostem's Hospitality]
Mourning at Dever's Gate]
Lo, and Lo, The dame at Dever's Gate doth cry,
As leading Tribin then Gerin begin their rise,
The mournful dirge dark-colors the sky,
The night-ghouls have claimed another prize.
An inward sob, drawn bow of breath, and again begin,
'Her curls, her laugh, her happy eyes,
Her gifts, her questions, her youthful unlearned sin,
To Orcus' dark train bound with fetters and ties'.
Another morn, another mother's dark day,
A cold listing by Bone Knights compil'd..
Keep close your younglings nor stray
Yourself into the night so wicked, so wild.
Hosta Hab Needleswine,
Credited to the Frigid Song.
2-12-895
[/ic]
As the nights become grimmer, and the twin moons glint on mail and lpate that patrols in droves, the tavern's bright lights induce many a listener to stay for just one more song.
One more song for an hour, maybe...
And the songs that are sung in Igbar these days are fearful.
Quote from: TybaltIt seems like these knightly orders do have the best of all possible worlds...well in your world at least. ;) However it also seems that they have many obligations, not only to their faction but also to those their faction has become attached to. It is yet another example how your society has evolved from a complex series of relationships that overlap.
I think it comes from years of players wanting to play clever and sneaky types. If you read posts on the Miston group, half of the group is from the Collegium Tortoris!! I think I might have been overcompensating.
And to boot, not one gets experioence in my system like a fighter on the front lines. Every time they protect, or take damage, or succesfully use a skill, they get experience!
Your songs are cool but kind of dismal--it would be like listening to death metal all the time. Does it rain a lot in Celtricia?
I have to say that I like the way you've found a rules based system that supports a fighter's experience--you should consider putting it up in the other part of the forum so that people can possibly give opinions or make use of it. Are you planning to publish it in some form?
Quote from: TybaltYour songs are cool but kind of dismal--it would be like listening to death metal all the time. Does it rain a lot in Celtricia?
I have to say that I like the way you've found a rules based system that supports a fighter's experience--you should consider putting it up in the other part of the forum so that people can possibly give opinions or make use of it. Are you planning to publish it in some form?
Dismal? Good. These songs are topical, and the current atmosphere is charged with fear and misery. The Dead Walk, dammit, and no one can seem to stop it.
I included a pdf of ELM's basic sheet, for any who are interested.
File: 1184783413_392_FT31806_elm.pdf (//../../e107_files/public/1184783413_392_FT31806_elm.pdf)
Igbarian Story Arc-Looking forward.
The ideas behind all this rigamarole is that the Grey Legion did, despite warning of every type, let loose an ancient Vampyre of old Hagenos. It had been sealed in a tomb beneath the ruins of a refuge of one of the Orbaian Exile Clanhouses. Vampyres in Celtricia are similar to Liches, except that they are made and not self-created. This particular one, Grahaeme Kexial Antroo, Justicar of Mammon's Hand, was imprisonned there some 475 years before, walled up behind his hidden temple. Letting this creature loose has brought a powerful undead lord, one that gained strength over the years, into the affairs of the Igbar area. He has taken over the caverns of the Underdark of the Orbian Exiles, where his people retreated to from Orbi half a millenia before. He has subjegated most of the firehazers humanoid tribe of the Wibble Hills.
So now they have paid the price. 2 of the group was killed in-game by the Vampyre, and the players made a mature decision to create a new group rather than be unbalanced.
[note]I am allowing them to start with 6500 exp to spend on skills, instead of the 4800 that is standard for beginning characters. This is to simulate a slightly experienced group that Pharren is gathering, as well as allowing the players to create a more mature character with a slight advantage in their areas of expertise. The players are also being allowed to choose one guild to major with and a minor guild as well, which gives them more potical power, as well as more skill choices. It also simulates a more mature and better connected character. [/note]
Two nights later, Hosta Hab Needleswine and Raphael Tungstolen, the Frigid Masterskalds, are awakened by the sound of a struggle in the Frigid Song Guildhall, and they rush to the bardic bachelor apartments, to find some dark man-like creature feeding on Pharren, Frigid Skald and member of the Grey Legion. They surprise it and manage to drive it off, but the walls are running with red wetness. Pharren's left hand is missing, and blood pumps through his wrist and his throat.
The two of them raise an alarum, and find 4 other apprentices in the downstairs hall and 2 other journeymen drained of blood, dead and dismembered.
Raphael and Teque Manus rush Pharren's unresponding body to the closest church, the Lawful Triumvirate, only to find it also in an uproar. Collective Hierophant Kaexiol, the most senior father of the Lawful Triumvirate, says that some awful presence tried to force it's way through the wards of the church earlier that night. The priesthhod begins work on Pharren right away, with his fellow Grey legionnaire Eodl standing vigil all night.
The next morning, As Pharren is pulled through the worst of the damage and after a ceremony of Restoration has restored most of the damage and cleansed Pharren, Eodl comes in with the news that Levy, Rumble Lou, Sam, and Martin are all missing. The rest of the Grey Legion is gone. The halls of the White Palladium are bloodstained, and there are already stories of Sir Garcellenti, Sir Thomasen and Sir Jamesen in a titanic struggle with some unclean evil during the night.
Pharren's hand partially regenerates, and he has a huge swath of white running through his hair. He can still play music, but the hand is gnarled and it has not the strength to wield his great bow. The struggle with the Undead leaves deeper scars as well, and Pharren is determined to find out what happened during the night, and what happened to his friends.
Another Hawaak passes. The night becomes even more dangerous. The Scarlet Pilums double the size of their patrols inside and outside of the gates. The homeless cry to not be left alone at night, and crowd together in the gates of the Pilum Towers. The boneyards become walkways each day with families bringing priest to bless their family dead and prevent them from walking the night, and patrols walk quickly through those same boneyards at night. One night in Early Spring, two members of a Scarlet Pilum Patrol return covered in blood and gore. They are the remnant of a 12-man group, and they say that a pair of skeletal Ogres along with dozens of other skeletal creatures set upon their band as they skirted the Wibble Hills.
Now, drawn yet resolute, Skald Pharren of the Frigid Song visits Vinivixias, Trader Prime of the Sceding Tree trading family. Lay-Brother Eodl at his side, Pharren walks heavy-hearted, bearing a secret guilt, but he has resolved to rebuild the Legion.
The call goes out through Igbar, and the folk of the city pause from the busy work they try to distract themselves with. The Grey Legion were heroes of Igbar before. Could they be so again?
Vinivixias, Trader-Prime of the Sceding Tree, has many reasons for helping this group out. He supported them before, but that has little to do with it. His caravan reports are lttered with fear and woe, and he is keeping secret the latest report, that there were Gnoll and Ogre skeletons and Zombies attacking a caravan 2 days before, on the Recum road.
The Winfire Trading Consortium, which has secretly been selling weapons to the Firehazer Tribem has heard form their contacts that the Firehazer's have withrawn to their fastness on the coast of the Wibble Hills. Horatio Ger Metaleye, Klaxik Trader-Secundus and Seat on the Lower House of the Unicorn, has been told by the Blackstripe Thieves to blame this undead plague on The Teque Guild and the Church of Chaos. The Blackstripes are trying to rebuild their political strngth in town, and are paying the Winfire guild well.
The Blue Turtles are publically mourning, with Lady Rumble Lou (former Grey Legionaire) missing, and with thier new outpost in the Wibble hills gone silent, they fear the worst.
[note]Rumble Lou was a PC female KNight, gaining social power in Igbar. It was here that told hew guild about the House Killraven (old Orbic) keep they found on top of a plateau in the Wibble hills. The Blue Turtles were rebuilding it, making a new secret chapter house, whichn was also a good base for the PC's continued forays into the Firehazer camps. Now held by undead Blue Turtles...[/note]
The Players have a great number of options, in their quest to reverse the power of the Vampyre Lord. Research in the Steel Libram will reveal that elder undead create full Vamyres and 'partial fallen' at a rate based on their age. The amount of other undead created is not possible for a vampyre, though commanding them is. Therefor, the Vampyre must have been a necromancer of no small abiility.
The Boneyards to the north of Igbar are barely held in check, and the players will find that the amount of undead coming from the newer and older sections is beyond the experience even of the Bone Knights.
There are three small mausoleums that, unbeknownst to the Keepers of the Bones and the visiting Bone Knights, are infested with animated undead, and where Anginarian Ghasts rule with cunning, using their power to create more animated servants from the 3 centuries of bodies.
The three mausoleums are from the now defunct Harissol (human) family, which actually has old ties to the Astrikon Traders, a previous culture, the Brave Cuirrass, an old, defunct Knighthood of the Argussioan Marchwardens, and the Catacombs of the Church of Chaos.
In the last of the three, they will find evidence of Vernidalian priests visiting...
Up in the Wibble Hills, the Grey Legion had already conquered an old Orbic keep that the Firehazers were using, and inhabited it with a contingent of the Blue Turtles, but the Vampyre has taken at and destroyed the knights and their friends who were there. That is the next big test for the players.
Hm...it sounds like a nasty nest of undead is about to be stumbled onto...I can see why you're giving them a bit of an edge. It sounds rather exciting actually. Will they be able to count on the mercenary guilds for help or backup at all?
Also what are the ultimate goals of these undead lords?
Quote from: TybaltHm...it sounds like a nasty nest of undead is about to be stumbled onto...I can see why you're giving them a bit of an edge. It sounds rather exciting actually. Will they be able to count on the mercenary guilds for help or backup at all?
Also what are the ultimate goals of these undead lords?
Both groups grappling with a powerful undead lord are actually part of a connected storeyline, which in turn is actually the unfortunate mirroring of an even older rivalry.
Back in the Age of Heroes, when the Celestial Planars used men as their proxies, The Arch-Lich Arbor corrupted Pino Palladino, companion to the great Bard Numansongs, into turning traitor.
I won't get into the whole tale of Woe how Palladinio allowed the Oix Qumoimidi (New Police, Silverwood Omwo~) to overrun the secret fastness of the Great Bard, but after Labernium Fireheart slew Pino Palladino, the Arch-liched picked over the wreckage of the battlefield, found the traitor, and used awful magic to raise that ruined man into a potent Vampyre.
This happenned around -2700 Reckonning of Nebler.
Millenia later, in around -370,the rumors of the Dreadwing, a suprememly powerful Vampyre, began floating through the north countries. The rival city states of the north, Igboniat and Winter, came together to end this threat, but this horrible threat went on for almost 4 centuries, remembered in songs and fireside stories today. The Igboniats were crippled after ending this threat, and were swallowed by the State of Winter. They used Ward's of Law to bind the Dreadwing, ancient Palladino, to a toprous prison slumber.
The Igboniats and the Wintered took their dead and built them into a series of barrows, complete with three totems, three 'locks', and three 'key' items. The totems actually are magically connected to the door of his barrow; for the Dreadwing was never destroyed.
Then, about 400 years later, the Venolvian SeaFolk had spread onto the Western Coast of the Marcher area, over the old Ambretton, Underearth, and Igboniat areas. Their primary base was the Underthrone of the Mad Archevault Wizern, Voice of the Entropic Overlords.
The Venolvians almost released the Dreadwing in 418 R.O.N. taking a key and a totem that are now buried in the ruins of Wizern's Underthrone. The Venolvians used their Entropic power to reseal the barrows, actually placing anotehr ring of Barrows around the old ones, sealed by Chaos magic to make up for the weakenning they created in the original binding. many priests and mages died in the sealing, and some were taken by the Dreadwing before he was placed back into slumber.
By 494, the State of Winter, now called the Grey March, destroys the Venolvian settlements on the mainland in the War of the Shield, and the second sealing drops into the almost-unknown.
[note]Yes, my playes up in the Grey March are always going through layers of Ambretton, Underearth, Igboniat, Old Winter and Venolvian ruins up in the North. Often, they find them as in Troy, where one built on the ruins of the last. [/note]
One of those priests that was turned was Grahaem Kexiol, actually a devilkin priest of the Church of Mammon from Hopiton. The Dreadwing took the priest and made him into a Vampyre in 418 R.O.N., and he went on to Hagenos, in Orbi, joining House Antroo of the Devterian Corporatus.
Grahaem was part of the orbian exiles that stole away to the Northern Argussina Marches past the Astrikon trading region, that founded a small community of 3 keeps, an underground town, and 2 monastaries in and near the Wibble hills, in the mid fifth century. He made a bid for power, and his Vamyricy was discovered, and he was imprisoned, like his master, in the back of his secret temple of Mammon the Redeemer in 446, R.O.N.
Grahaem Kexio Antroo is who the Grey Legion let loose. He has the Anginarian Necromancy (origally called Y'Gorl's curse back in the Age of Legends) that his master taught to the Venolvian Entropics, so he can create an area, based on his age, that is charged with his Necromantic power. Also, all of his direct agents have it in a lesser fashion. It makes him and his hard to affect with the priest skills, and makes servants much more likely to animate. This is one thing the players have somehow stayed unaware of, in both groups.
[note] and yes, my Old Miston Group has actually stomped around the Barowfield of the Dreadwing far to the north, further weakenning it. They are currently battling the Entropic Undead of Wizern, trying to find the Totem and the Key the Venolvian's removed[/note]
He's old, and has been defeated before. He is also aware that his master is slowly rousing to wakeness in the north, that the Dreadwing's bounds are loosening. So he has already cowed the Firehazer humanoids and taken the Blue Turtle stronghold in the Wibble hills. His goal is to slowly and carefully create the third ~Ohiu Deoso, (Night of the Cairn, White Omwo~), to replicate what the Dreadwing created in the North for 4 long centuries, an undead empire of night. [note]The first ~ohiu Deoso actually goes back to the Age of Legends, when Anthraxus retreated back to his Cairnhold after he broke the Accords of Presence.[/note]But he and his master are old, and wise, and slow. They have already, through unwitting intermediaries, recruited the hierarchy of the Church of the Green Mother, Vernidale. The Anginarean Ghasts that are slinking around the mausoleums on the Outskirts of Igbar are not trying to overwhelm the town, they are actually sending a large portion of the raised/animated back to ther master...for leter use. As long as they can pin the Igbarians to their homes at night with Terror, they are doing their job.
The Bone Knights will be scornful of the PC's at first, though the local institutions, such as Garcellenti Euridios' School of the White Paladin and the Blue Turtles, will offer a lot of aid.
Very exciting and in depth plot, well done. Your monsters are very clearly rooted in the region's history.
Questions: do the Bone Knights know about the necromantic advantage?
Can the entropic magic be detected and identified correctly?
How will the Church of the Green Mother's involvement become known?
The Anginarian Necromancy (Anginar is an old Venolvian Clan) is unknown to all the players. I've left a few clues about it, but none of them have picked up on it. I have left a few more clues about this in the Steel Libram and a questioning note left by a vernidalian (Green Mother) priest in one of the mausoleums.
It is also unknown to the Bone Knights.
There are old references to Y'gorl's Curse (the older name fo it) in the Steel Libram, as well.
Entropic magic is magic that originates from the Eighth House. it is very easy to detect, actually.
[note]
Spell Name Detection of Eighth Station
Major Sphere law
Spell Source
Initiative 5
Range 10'plev
Duration 1 min
Save none
Save effect
Spell Success 5
Area of effect arc in front of caster
Counter
Spirit cost 7
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 1
Death cost 0
Law cost 4
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 0
Total cost 12
Description
This enchantment is similar to the detection of ill intent spell, except it detects
emanations from the chaotic Eighth Station. It does not detect amounts, merely the presence.[/note]
The Church of Vernidale the Green Mother is corrupt already. They have been cutting off access to the Herb lands for nearly a full-month (60 days) already. They are allied strongly with the Winfire trading consortium and thus the Sheering Clan (an old, wealthy family that everyone seems to owe a favor to...Heshian Sheering has a seat on the Upper House of The Unicorn).
[note] The Sheering Clan is an Omnian Human clan that has been in Igbar for almost 2 hundered years, from back when it was an outpost of the Northern Argussian Marches. Heshian, the patriarch is in politics, Jorik, an uncle, is a spear-captain in the Scarlet Pilunms.
They are also the family that owns one of the mausoleums that the Anginarian Ghasts are hiding in...[/note]
There will be some obvious presence of the Vernidalians int he SHeering Mauoleum, but that will look somewhat normal, as many of the Sheering's are followers of the Green Mother. However, as the group works through the different rooms, they will find:
a) More recent signs of Vernidalian visits, on the person of the resident Anginarian Ghast.
b) Signs that the Sheering clan has connections to the worship of the cult of the Serpent Queen, an aspect of Vernidale long forgotten.
If the general situation is that freaky unknown then if it were me I'd steal a few pages from Call of Cthulhu. That is to say, make use of npc deaths/terror to give further hints, perhaps say having some person who is known to be sagely turning up gibbering and talking of horrors. I'd have mysterious events and character types create a sense of dread and confusion. Doing that kind of thing makes players (in my opinion) wonder more what the hell is going on than just trying to get things done.
I would add that if entropic magic is easy enough to detect then that's all to the good--having some vague sense of solidity will keep the players from being too timid but at the same time make them wary given the elements of the unknown.
This adventure path you are putting up has a great deal of potential to be truly creepy and terrifying. In the minds of the players they already had to make up a new group because they lost too many characters. The people who might look down their antiquated faction noses at them are actually as clueless as they are. That always makes for good horror---:) the experts going "Um, I actually don't know what's going on here" before something appalling happens to one of them.
Another of the Mausoleums that is corrupted is the newer mausoleum of the Steel Libram iteslf. The oldest Keepers are buried in the sub basements under the Sprawling Library itself, but they have had as many as a hundered seekers (students) studying at a time, so they have their own cordoned off section. The gold-book insignia, as well as the different disciplines will be found there.
The players will also find a locked passageway that leads back under the city walls, back to the Steel Libram crypts, but with an entrance to the small, within city boneyard, which is next to the Church of the Green Mother...
Ahh. I need more innocent bystanders. I will use them to create horror.
Will the pcs encounter these students? How capable are they? Are there instructors or disciplinarians present? How well guarded is this mausoleum? Are there traps or magical wards?
The last masoleum that is 'infected' is the old militia crypt, from the days before the Scarlet Pilums were hired as 'scabs' (737 R.O.N.). Almost two hundred years worth of town militia placed by the grateful townsfolk in the keeping of the Boneyard. Almost all those animated Skeletons, animated skeleton legionaires, cryptlings, and hecuvans should be well armed...
The Boneyard is laid out in a rough long rectangle, with Vneersberry 'hedgerows' between different sections. The 'sides' are where most of the crypts and mausoleums are, though there are a few in the center. There is also a strange polished black pool with rigid, stylized waves carved into the side of it, in almost the center of the main section. (This actually predates the Igbarian burials: it is from the Astrikon traders when the long, valleyed area that is used as the old boneyard was actually part of an old Astrikon Manor, and was the pleasure garden 700 years before.)
I have carefully set out a few 'firepit areas' where the Keepers of the Bones huddle at night. The Vneersberry topped hedgerows lend a spooky ambience, cutting off vision from one area to the next.
[note]Vneersberry is a tough shrub. It can grow into small trees up to 15' in height, but the girth of the trunk is remarkabale given the total size of the plant. Vneersberry is a poor mans' ironwood, in that the stufg grows well anywhere, even at altitude, but is heavier than oak. The little trees have little round leaves, but also very, very sharp thorns.
Vneersberry, as might be obvious, also has vibrant, sour berries that grow in cluesters near the thorns. This is used to make black- and tannic wines.[/note]
The group will encounter students at the Steel Libram itself, but not out at the mausoleum. There are some good sages ( the Steel Libram has good Mentalist spells and sage skills) that might be useful. The Ibram is in mourning as it is, as there have been deaths around it for a few full-months (that actually deal with a Vernidalian priest/blackstripe thief looking for the notes of Maf the Quick), so they are much more closed up than normal.
Pacae Toss Letsos is the Gnomic master Librarian, the Keeper. There are a few other capabble sages there, but the Steel Libram is actually way behind on upkeep, and if anyone would ever look, they would find a lot of missing books.
The Steel Libram Mausoleum is still locked and gated, but any tracking skill should show a lot of traffic in and out.
Skeleton Legionaires (lesser skeletons animated en mass) are everywhere inside the mausoleums, but there are well trapped/locked up areas in all three.
Vreeg I have to tell you--this all sounds fine, intriguing and probably exciting. I'm not sure what you're worried about. Your world sounds very well developed and you have as you say been running it for years. Let the adventure begin!
Friend Tybalt--
I have this thing about having my players fo to where I have 'ultra-detailed' a scenario, as opposed to wandering into an area that has been superficially covered. I also dislike leading players by the nose, which drives even some of my own nuts.
Last night they did no research and didn't even check out the Steel Libram. But they did pick up some rumors about there being a lot of undead showing up inside the ctiy walls at night, more, perhaps than could be accounted for, so they did end out helping the bone knights patrolling the outside, major Boneyard. And they did end up in the first of the Mausoleums, the Sheering family tomb.
PCs
(newer)
George Canuk, Hobyt Mysteriarch, armed with twin Hobtaskulis (2' claws)
Kiko, Hobyt novice of the Karyn Machination and undersister of Lucky Ishma, armed with a bow.
Tusnus Hsiumieg, Wolden Omwo~ Squire of the Armor of Trade, wearing chain mail and wielding a heavy flail.
Cucino, Cmao Omwo~ drumtapper of the Martial School of Song, wielding a Patar and broadsword.
(older)
Pharren Donestock, human skald of the Frigid Song
Eodl, Omwo~ Priest of the lawful Triumverate.
As previously outlined, this grouping has been put together by Pharren and Eodl, ostensibly to find out what happenned on the dreadful night when Pharren was attacked by an undead fiend, and the rest of the Grey Legion dissapeared.
[note] Pharren and Eodl also need to try to keep as quiet as possible that they were the ones that unleashed the VAmpyre onto the area.[/note]
On a cold, blustery morning, the fifteenth day of Toqusoh, the Month of Wind, the new members, recruited from Pharren's friends, were ushered into the second floor private room of Hostem's House of Hospitality, the famed restaurant-school of Igbar. A huge fire had been laid on the second floor grate of the main fireplace.
Pharren was not the youthful, thoughtful skald of days past. His black hair had grey streaks, and one of his hands was blackened and curled. Eodl took the lead at the table when Pharren jsut stared at the new members.
Eodl spoke about the glories that had been the old Grey Legion, and of their rise. He spoke about the table they still held as an incorporated trade group in the 'Grounds of Dismissal'.
Eodl and Tusnus started a conversation about the distribution of assets gained, and that was settled early, and will need to be entered into the compact at the Grounds.
Pharren then joined in with his expectations, about responsibility to this cause. He does not expect them to charge into the Wibble Hills to confront the evil directly, but he feels like this new legion should at least try to find out where this terible infestation of undead are coming from. The group agreed that would be a good place to start.
They had lunch, and made conversation during it. After trading information, and deciding that based on the amount of undead in the city at night, there must be some way that they were getting in from the outside boneyard.
(more later)
You have such a cool combination of the banal and the vividly supernatural in your game--from the coffee shop to plotting to enter the infested crypt...I hope we will learn more about the deeds of the intrepid heroes.
What might the pcs do when they learn who is responsible for this mess? What might others do?
After luncheon, they went to the northern wall, where the Boneyard abutts the castellations. Eodl and Tusnus both walked while detecting undead, while Kiko watched for imperfections in the wall. The group thought they would find something where the intramural boneyard was close to the wall, but found nothing there. Almost across the Rector's Way, however, where the Church of Vernidale, the Green Mother is close to the northern wall, Tusnus felt a few quick touches to the Necromantic source...
This was certainly unexpected. Tusnus and Cucino went to Colishaw Ironmongery, and paid to have their weapons coated in silver, which cost them an hour of time. The Smith told them it would be 50 gold horn apiece, but Tusnus, armed perhaps with the TradeGod's mercy, talked him down a little.
Kiko had already spent most of her ready cash on silver-tipped Hollow-point arrows. She filled four of the resevoirs with holy water. Then the group went out Dever's Gate, the northern entrance of town, around to the Boneyard entrance, which was further north. By Now, it closing on fifth hour, and the sun was going down. There was some discussion about coming back during the day.
Eodl said that the Bone Knights of Orcus had spent the last two nights ptraolling the Outer Boneyard, and they were still alive. Then Squire Tusnus and George both suggested at once that they aid the Bone Knights in their patrols this dark evening.
The Boneyard was a huge, sunken area of about 3 acres, divided by Vneersberry topped hedgerows, making a maze of the place. Two huge staatues of Orcus armed with a whip above his head flanked the iron tipped gate, and three knights in Bone white plate armor met them at the gate. UNder the left statue was a traditional inscription, originally wrtten for the Necropolis of Stenron.
[ic=Inscribed]
In Amerer's name, let us take the day in shade
And tell bloody tales of the ruler's ends:
How some have been depos'd, destroy'd in war,
Haunted by those they did to first,
Some poison'd by their wives, or the words of lovers;
Yet dead all the same: There is no crown so blessed
Nor palace of the strong so fair, so mild
As to keep Orcus from his court.
Kopobianco, Skald of the Silver'd Note, Father of Amerer's word
In the reign of Paly the Maligned.[/ic]
Jaxom Har Anteraster, Klaxik captain of the Bone KNights, laughed them off at first, but Pharren's grim demeanor,as well as the weaponry, gained the group entry. On the way in, the bone knights wished them well.
The group went right, into a section the Bone Knights had not bothered much with, and within a few minutes, ran into 3 skeleton Legionaires.
(more later)
Tusnus had just flashed on the presence of undead in the area, so the group was ready as they went through the break in the 7' hedgerows. George took the corner at speed, his claws whirling around him. He was already half way to the slow moving skeleton Legionaires as the rest of the group rounded the hedgerow end.
The group noted subconsiously the ripped up turf where creatures had obvioulsy made their way up from their resting places, and that most of the gravestones were knocked over.
Tusnus and Cucino followed George at a more carful pace. Yet the first blow of this band went to Kiko, Acolyte of lucky Ishma. Her bow sang, and Tusnus cried out, shot from behind by the hobyt priestess. Not the best of beginnings.
Yet skeleton legionaires, grim and scary though they are, proved to be a quick work for the group, their only hurt by their own archer. The golden light from two hooded lanterns played eerlily over the yellowed bones that had been animate second before.
Kiko ran over to the bones and started digging immediately, but found mouldering lether armor and clothes, and Tusnus found they had been armoed with a decaying pilum, a rusty scinitar...and a brand new gladius. That was certainly interesting.
This is cool...I LOVE how you use verse to add depth to your world, of course people would often communicate information by that means. I wish my pcs appreciated poetry more but it seems to make their heads ache when I've tried so I gave up.
I like the versimilitude of you having your own vegetation that is 'ordinary' but interesting.
I wonder how the Bone Knights will react to the gladius? Hm...that makes one wonder how good their watch is...
The group looked around the hedgerowed courtyard, and Kiko looked around the area for anything unusual. Tusnus took all the weapons (George thought he was nuts for carrying the crap, but Tusnus is held by the precepts of the Armor of Trade). The group say a cut in the hedgerow to the west, but went back out the North to continue their sweep that way. [note]Kiko is the only one with the Basic Detect skill[/note] That led them to a corner of the cut-out valley. The north and west were sloped lawn stretching 25 feet into the air. Kiko noted that the corner and the slope had to have been made by hands, not nature, though dirt and grass had filled in for generations. There were round tombs in the west wall, and even round tombstones on the ground.
Eodl and Kiko both thought they had read something about the the worshippers of Bamik the WeaverGod using this shape. George wiped off a gravestone and found prayers to the Loom. Guess so...
The group tuned south, along the corner, and found themselves in a longer courtyard. The sloped grass wall was interupted by a white, stone building cut into the hill, maybe 20' high, and 45 feet long. Twin serpents were carved along the upper border, and there was a small stair leading to a black, iron door at an angle facing the north east. The door had an iron ring in the middle of it, imposingly thick, and an engraving above the door alongside a kopesh and a serpent.
[ooc] (written in Horsetrader}
A Cruel cold morning, and we rode through the day,
Through dell and verdant wood and black night we wound
Through fire, and blood, and for naught would we stay
For by our name and word we are well bound.[/ooc]
Kiko went up and checked the door for any anomalies, while George stood near her. Tusnus got close, then straightened up..."I feel them". A shiver ran through the group. More undead, already? Were they everywhere.
Then Kiko found a wire running along the bottom of the iron door. She got down low, which is easy when you are barely 30 inches tall. "It's a wire...a new wire...", she said.
I'd be thinking "Even worse...smart undead...or necromantic cult."
I'm pretty impressed so far. Out of curiousity when he says he can feel them what was he doing exactly?
Since you ask...
[ic=Skill-Basic priest.]
Sub skills-Affect Undead, Detect Undead, Conversion, Ceremnony
further subs skills-corruption, sanctify, create undead, mass conversion.[/ic]
Tusnus has level 2 basic priest at 12%, which gives him 12% in Affect Undead, Detect Undead, Conversion, and Ceremony.
The ability to 'turn' or 'affect' undead without being able to detect them is silly.
Moer storyline later, as they Enter the Sheering family tomb...
Interesting, is it common btw for pcs to heavily specialize in spell use in your game? I'm trying to learn through your narrative how it actually works as opposed to theoretically. It seems there are benefits and penalties to doing so.
"Wonderful, " said Cucino. "a new wire."
Kiko nodded, as she worked on the thing. It was running along the underside of the big, iron door. SHe got out a long wire with a hook on it, and started playing with that.
Pharren came up behind her and quietly began to sing, trying to use his Bardsong to help her. And whether it was the bardsong or lucky Ishma, Kiko was able to tap in a little piton into the wall next to the steps using a muffled hammer, and tie off the wire.
Meanwhile, Eodl and Tusnus were searching through that particular hedgerowed courtyard. On the other side of the stone building, they found the word 'Sheering' written in the Violic glyphs, with a serpent and a kopesh bracketting it. Since many of the headstones also bore the surname 'Sheering', they deduced this was, in fact, the Sheering family mausoleum. "We're brilliant, I tell you", said squire Tusnus to the healer.
George strode up to the door and pulled on the heavy iron ring. It was locked. He looked at across at Kiko, who shrugged, as if to imply that he never asked if it was locked. Tusnus got close behind the tiny Ishmarian acolyte, and said he felt no undead presence within his short range.
[note]Kiko is a begining thief, level 3 in Basic Trap, level 2 in basic hand. SHe got damn lucky.[/note]
Kiko turned her hand and there was an audible click. "Lucky Ishma", she murmured. Cucino and Tusnus got behind George, as he rushed his unarmored self to the front.
He pulled the ring and found a dark stone chamber in front of him, about twenty-five feet deep, with a twelve foot vaulted ceiling, replete with dust and webbing. The room was also decorated with 5 animated skeletons, 4 of them wearing mouldering studded leather, the last wearing old-but-servicable chain mail, with strange rounded epaulets and a peculiar lacing on the side. Cucino looked at Tusnus, who shrugged. "Chell", he said as if it was an answer.
[note]"Chell" is Klaxik for 'scales', as in measuring scales. Yes, Tusnus is Omwo~, but the battlecry "Chell, Amigal" which means literally, "the Scales, my Friends" has become the unoficial battlecry for the Armor of Trade. Not to mention the Klaxik "Amigal", which means friend, is in some quarters as common as Amigo is even in english-speaking areas.[/note]
George leapt into battle like a bolt of clawed lightning, popping a skeleton's head into shard with his claws before anyone else could move. Cucino and Tusnus entered as George was already engaging another slow moving skeletal creature. Cucino engaged another one as Tusnus called on the TradeGod, trying to affect the undead connection to the House of Death...the undead kept moving, making no notice.
Yet horrible as this was, George and Cucinio were wading through the skeletons, and George and Tusnus found themselves converging on the last skeleton, with one of Kiko's arrows already stuck in it's chainmail. George carved off one of it's arms and Tusnus' silver-coated heavy flail ended the issue.
And the stone chamber was suddenly filled only with the sound of hard breathing. Pharren was already on the far wall, where there was another iron door, and a mosaic on the all, almost 8 feet long. It was a representation made of tiny ceramic squares, depicting a huge snake with a woman's upper torso, on the top of a hill on a small stone pedastle, with small human shapes below the hill.
Pharren, Eodle, and Tusnus agreed that this was a depiction of Vernidale, the Green Mother, but in her aspect as The Serpent Queen, not as the Green Mother. Pharren made a thoughtful noise. "We got this funny picture, and a newly trapped entrance to this place...what d'you make of that?", asked George to the roomful of adventurers.
Pharren looked over at him, his face haggard, and said, "A lot more than I thought when we came here. And is it luck that the first mausoleum we find is like this?"
[ic=spells]
To answer the question of spell ability, 1 out of 10 people have the ability to manipulate energies from the void, and one out of 5 are taught. So the odds seem to be 4 out of 5 PC's pick skills in Spirit Spell points (which is the part of spells that comes from the caster, so all spells require spirit). This majority is purposeful, as 'low' magic is very prevalent in my world. However, due to the mediocre or worse experience modifiers Bards, knights, etc get even in spell types they can use, breaking even to a level that they can cast even 'medium-low power' spells is very difficult.
As I have said in other posts, pedestrian, technician-level magic is common in Celtricia. However, getting above that is very rare.[/ic]
Is the Green Mother associated with yuan ti?
And is 'chell' kind of like say a buddhist muttering "karma" as per your explanation?
You have done a very good job I see of making the deities important in the smallest actions. It's quite cool, in most rpgs only clerics and suchlike tend to do that if at all.
no yuan-ti in my world, so that would be a negative.
The aspect of Vernidale that is the Green mother is the earth-spirit side of her, the nurturing side, that represents growing things, nurturing, and the Family.
The aspect that is the Queen of the Serpents is a malevolent, manipulative-female side, like a snake interested not in consequences, but the purity of personal comfort at any cost.
The local Church of Vernidale, the Green Mother, is actually presided over by a few clerics who see both sides and do not find them at odds, but who tend towards the Serpent Queen side. This schism has actually been going on in the church for almost a century, though few outsiders know it. The Sheering family is a big supporter of the Church of Vernidale, but more on the Serpent Queen side. The local worshippers know none of this, and the services and the iconography of the church are purely 'Green Mother-esque'
As to the term 'Chell', and it's big brother, 'Chell, Amigal', these are examples of setting-specific comments and idiosyncrasies that, thankfully, litter my campaign. Literally, one of my online NPC's would always use that as his battlecry, and would use 'Chell' (the scales) as his comment of digust, as if to say, the 'scales of the tradelord are not measureing my way today', but my PC's picked it up, and Ogleic's worshippers all actuallybsay things like that during game time.
My wife is running Kiko. and she has quite a few characters who worship Lucky Ishma, and she has taken to asking Ishma's help when she rolls. It's pretty funny, but also gratifying when they get into the cosmology and their characters that much.
"It does seem strange, Pharren", said Tusnus.
George Snorted. "Maybe they're all like this. Wonder how the BoneKnights are faring tonight?," he said.
"I'm sure the brave knights will fare well, friend George",Said Squire Tusnus. He looked the picture of confidence, despite their bleak surroundings. The old tomb was dreary.
George shook his head and went to the iron door. Kiko stopped him and reminded him that the outside door had protection, or as she put it, modern protection. She got out a few long metal probes, and went to work. Tusnus got behind her and concentrated. "I don't feel any undead here", he said.
Kiko looked up at the Omwo~ knight from her low position. "An' I don't see another trap either", she said.
Tusnus glanced over at Pharren and Eodl. The Haggard bard and the healer from the Lawful Triumverate were speaking in low tones as they poured over the mosaic. George and Cucino both went over to the door, as if to open it.
"Perhaps, good friends, I should open the door", said Tusnus. The other's looked at him. "The Tradegod, and my chainmail, make me a better shield than either of you." [note] Cucino's Martial School of Song, aside from finding missle weapons dishonorable, also disdain the use of armor, prefering to concentrate all their skills and faith into their blades, and their songs about it later. George just chose to wear no armor. [/note]
Tusnus strode to the door, and George and Cucino got to the two side of the door, blades and claws at the ready. Eodl and Pharren were behind the Squire Tusnus, as he pulled tht iron ring. It caught for a second, then came open...
and then everything happened at once. A loud metalic hiss, a clang and a thud and Tusnus knees went slack. he turned around slowly, and stumbled. [note=behind the curtain] Reflex CC-10%, missed by Tusnus. Assegai (d8+12/d8) damage, +1 for the force of the spring. Tusnus wears padded silk under average chain mail( + his basic defence skill) AV43/PR31. damage for the assegai (15/1)+1=16 (ugg, close to maximum), protection (31-3.4)/3.5=8 protection. Tusnus has 16 HP, and takes 16-8 prot for 8 damage, leaving 8hp. He gains 24 exp in basic defence and 80 exp in HP.[/note]"Good...good thing for my armor",he managed to say with a half smile. A huge score in his chain mail near his shoulder and wickedly jagged assegai on the ground gave testimony that Kiko had missed one.
Tusnus moved back, as Eodl pulled a scroll out of his ready satchel, already unwrapping it.
"There's more coming down a corridor!", bellowed George.
Cucino moved from behind the door. "Make a Murder zone, People! Let them get to the end, but drop them there", he said.
Eodl started intoning the words of the 'Brother's Heal', as the others braced themselves. Bones scraping, weapons jingling, the dead moved down the corridor towards them.
You know, this reminds me a lot of a 'Rhapsody of Fire" song. http://www.youtube.com/watch?v=etM-ogRYO-Y&mode=related&search=
I actually find it cool when pcs do stuff for pure character reasons than trying to max/min everything they do. George sounds cool. They all do really, I quite like this party. I like my own too but mine seem so naive by comparison. Keep up the narrative, I'm enjoying it.
this post has gotten mangled twice. I'll try again.
Mechanics Post[ic=Note : behind the curtain]Reflex CC-10%, missed by Tusnus. Assegai (d8+12/d8) damage, +1 for the force of the spring. Tusnus wears padded silk under average chain mail( + his basic defence skill) AV43/PR31. damage for the assegai (15/1)+1=16 (ugg, close to maximum), protection (31-3.4)/3.5=8 protection. Tusnus has 16 HP, and takes 16-8 prot for 8 damage, leaving 8hp. He gains 24 exp in basic defence and 80 exp in HP.[/ic]
This was posted on the last story thread.
What is the Guildschool Translation of this gobbldeegook?
[ic]Reflex CC-15%[/ic]
Guildschool has 4 major CC rolls. Will, Fortitude, Reflex, and Social. Reflex is based on IN+(CD*3)+ dodge/surprise skill.
[ic]Assegai (d8+12/d8)+1 for the force of the spring.[/ic]
GuildSchool damage is almost always done with an amount and a dividing die, to control the probability curve. The Assegai is a small weapon, so it has an 8 sided die divider. So the weapon does 12-20 before adjustments, but the dividing die means that there is a 12.5% chance of doing 12-20. Daggers normally have d10 or d8 dividers, larger weapons have lower dividing dice. A broadsword does (d10+16/d6), having a 16.7% of doing 17-26 base damage, a demilune does (d12+17/d5) base damage, having a 20% chance of doing 18-29 base.
The +1 bonus is for the forsce of the spring. Minor construction adjustments and minor spells add damage before the dividing dice, great strength and better magic adds damage after the divider.
A critical hit reduces the divider of any weapon to a d4 and sometimes has a subtractor to that divider.
Now, how does a low HP world like mine deal with this much damage being thrown around? Other than rolling up new characters, that is?
[ic]Tusnus wears padded silk under average chain mail( + his basic defence skill) AV43/PR31.[/ic]
Protection, that's how, or Damage reduction, in some folk's new-fangled vocabulary. The above notation means that Tusnus has a 43 avoidance (he's pretty easy to hit), but has 31 max protection. This explanation deals with protection. All protections have a d10 roll and a (2d6/2) divider. The 2d6 average divide is created to give more of a bellcurve, so that protection has more of a traditional bell-curve, vs the larger-tailed probablity curve of the weapons. Tusnus's protection will be between 5.7 and 10.4 points 77.5% of the time, though it can be as low as 3.6, and as much as 31.
We've used this system for over 2 decades of playtesting now, and despite many tweaks, it accomplishes what I wanted. Charaters who go into combat wear a lot of armor, since they are going to get his a lot. Weapons do a lot of damage and HP are low in GuildSchool. Protection is all fighters have.
[ic] Tusnus has 16 HP, and takes 16-8 prot for 8 damage, leaving 8hp. He gains 24 exp in basic defence and 80 exp in HP.[/ic]
Guildschool is also skillbased, not classbased. We keep experience seperately in each skill. Character's that leasrned the skill from a good school and have advantageous Attributes have a better EXPmodifier, so they go up levels faster. No one gets better hitpoints from picking a lock, but no one becomes a better lockpick by killing a skeleton.
In the example above, Squire Tusnus got nailed. He protected 8 points, and gained 24 exp in basic defence skill (he's not advanced enough to have to worry about what subskills to put it in, if he wanted to), and his 8 HP taken in a real battle netted him 80 EXP in hit points. He also gasin a share of exp for creature he has a part in killing which must be spent based on his contribution to the combat.
Innnnnnteresting. There are a couple of other game systems that use this as well. I think if I'd gone through as many players as you in the last while I might very well have adapted, as it stands I am going to review your character gen ideas and just for fun see if you and I can come up with a character just to test the system. If you'd agree that is.
I think I'm good with it.
Sorry I have been off-line, but I was in Mass, NJ, and Denver, in the last few days for work.
I've been re writing (we are all always rewriting...) the character Gen stuff. But I'll start a thread for the character creation tonght or tomorrow. We can create a few and run through a few scenarios to give you a feel.
The area a character is started in has a lot to do with what schools and guilds are available. But Igbar is a good place to start.
Cool, that sounds fun indeed.
In the Blackness of the tomb, with the 2 hooded lanterns throwing huge and crazy shadows about the low-ceilinged space, at least there was time to be spent wondering if the place was haunted.
Since their were animated skeletal figures slowly marching up the ten foot wide corridor at the party, the haunted part was a surety. A whole squad were shuffling down the corridor at them.
"Something funny about that bugger in the back", said Cucino in conversational tone, as the party spread out around the bricked entrance to the inner tomb.
Kiko had her bow out, moving around behind Cucino and George. "I can't see him!", said the exasperated hobyt. She was shorter than average even for the Hobyts. Behind her, Pharren's damaged hand fit around his lyre, and Eodl read a cure of a scroll...a scroll bought by the old Grey Legion, before all the deaths. Eodl struggled through the scroll. Nebler would shield them or he would not.
A bow sang out. Kiko was on the job, or at least trying to be.
"Way to terrorize the ceiling", said George. "Were you trying for a ricochet shot, since you can't see the guy in the back?"
"Shut up, you lobster", she shot back.
A crash of arms, metal on metal on bone, erupted from behind Eodl, and he felt tall Tusnus tense, even through the Squire's chain mail.
"Don't let them through!", yelled Cucino as he tried to bottle the near-dozen up with his twin swords.
"Fine", said George in a light tone, then he ripped into a skeleton legionaire with both claws, severing the thing's spine and leaving it twitching on the floor. He grinned through the bone barrage, but instread of waiting for another one to reach him, he bent and took out the knee of one of the two legionaires that were trying to go through Cucino. "I won't let them through."
The gentle notes of Pharren's lyre started to be heard. Bardic skills were the thing of legends, but it was hard to know if they were really helping the fight, or accompanying a slaughter.
"Courage Friends!!", came Tusnus' clear voice from behind the fighting ranks, "I come to lend a hand!"
"Like we need it", said George, ripping through another set of old Studded leather armor. He and Cucino both struck down their foes at the front of the passage simultaneously.
"Shag, there are more in the back with that binged-out mail", Cucino remarked between breaths.
"Where?" said Kiko. She'd managed to clip off the clavicle of a legionaire before George separated it from it's skull.
The mail-clad skeletons came on, faster than the ones from the earlier ranks. The bore long spears, well-made, not like rusty weapons the group had been facing. And behind them, the last skeleton that lurked was somehow hazy, and indistinct.
"Chell, Chell Amigal!!", intoned Tusnus as he marshalled the power of the Tradegod. It had not worked for him lately, but Squire Tusnus walked forward to join the others, mantling himelf in his faith of the Lord of Scales.
And he was answered, rewarded even, as the four skeletons before the last one burst into green flames even as they tried to turn and run. Leaving the one in the back hissing as it raised it's falchion. It wore a different type of armor, some kind of banded mail, but with an insectoid overtone to it.
"Not bad, Squire", said George as he bounded down the corridor, trying to catch the shadowy skeleton by surprise. However, as he reached the grinning shade, the skelrton surprised him by lashing out before George could set himself. George managed to splay himslef backward and somersault into a standing position. Cucino and Tusnus were charging down the corridor, to aid him.
[note=drain hp]
Anginarian Shades have a lesser 'drain hp' ability whenever they hit a creature. If the victim misses their fortitude CC-20%, the damage is permanent, needing great magic to gain back.[/note]
George poked twice at the well-mailed skeleton, and got down low to make himself a smaller target. As he did , the shade's falchion whipped out at his head. He managed to spin , but the blade still bit deeply into his unarmored shoulder, ripping up the deltoid, and worse, leaving an awful cold feeling that drove him to his knees.
Then, as the shade skeleton brought his sword back to press his attack on George, Tusnus' silvered heavy flail head perfectly contacted the front ot the creatures skull, right in the face. The squire took the thing down with a single blow.
Tusnus stood over it, while Cucino helped george to his feet. The Omwo~ knight looked down, then turned his head to back to the others. "Chell, my friends. He is with me, and with us all"
That's one of those moments where people feel most vindicated, I'm sure.
(Mereka FINALLY got to turn something AND use dismissal effectively last game)
BTW--what's with the lobster comment?
Out of curiousity this encounter seemed unpleasant for them but not horribly so--so was this a typical encounter for them?
Most of them are a new group, so the storeyline I have written so far here deals with 2 older characters and 4 brand new ones and every combat is difficult for them. Their skills are pretty lowly, even against the lesser undead they are fighting.
[note=lesser undead in Celtricia]Groaning skeletons are the least form of skeleton, very slow, and with only one hp. They are only animated by exposure to an Anginarian Undead creation ability. Skeleton Legionaire's are the same, but a little faster amd with 1-6 hp. Tradtional Animated skeletons can be created by necromancy and this creation skill is also a given ability of most medium and upper level undead. [/note]
Also, the system I use and have described (ad nauseum, I am sure) is built to exterminate bad players, and frankly. George has decided to wear no armor, when his skillset and faction philosophy allow for it. He's a lot of fun, a big hobyt running around with the Hobtaskulis (2.5' claws-which is why Kiko calls him lobster), but any character that wants to live in combat had best wear armor. The odds are that you will get hit.
LordVreeg,
I've been reading your setting for the past couple weeks(!). It's very interesting the amount of depth that a couple of decades can give a setting.
I'm particularly interested because, as you know, I too am trying to design a skill-based RPG to replace D&D as the system for my game setting - though my game won't have people quite as dependent on guilds to gain their skills as I understand people are in yours.
I have a couple of particular questions, and please pardon me if these have already been answered - I've read the entire thread twice over now, and I still feel a little at a loss. Stream of consciousness is a pretty good way to describe this. ;)
1. is a matter of pronunciation. What is the meaning of the ~ symbol in 'Omwo~'? For that matter, what's the linguistic structure of your setting? You've given words from several different branches of the Omwo~ language tree, so I'm just wondering how much thought you've given to language over all. (Excuse this question, as I am a philology geek.)
2. I was wondering if you could go into a little more detail on religion as far as mythology/beliefs are concerned. In the first post on the subject, back on page 2, we got some glimpses of difference in approach to the gods between different races (the Klaxik view on Madrak, for instance.) I'm a big myth/religion buff, and I would love to see what else you have on the gods.
Here are the languages listed on the skill charts currently
Langage Sauroid 0.2 IN15-.013 5 1-6 1
Langage Makerspeak 0.5 IN12-.02 5 2-7 1
Langage Klaxik 0.5 IN13-.011 10 2-9 1 Underearth, Red Hobbit, Gastax
Langage Omwo~ 0.5 IN11-.02 10 1-10 1 Marcher, Silverwood, XI~U Omwo~, Delvan
Langage Odop (law) 0.6 In12-01/Wi12-.011 2 1-6 1 Neblerian, Hendac, Modron, Devilkin, harnic
Langage Vox (Southern Common) 0.6 In11-.01 10 2-11 1 Ambrellian, Omnian
Langage Hobyt 0.6 IN12-.015/ 10 2-9 1 Brightish
Langage Anarch (Chaos) 0.7 In12-.01/WI12-.011 0 2-7 1 Jubilexian, Grazztian, Venolvian
Langage Westic (north common) 0.7 IN10-.01 15 2-12 1 Horse trader, Violic, Orcash
Langage Omnian 0.4 IN12-.011 5 2-9 2 Vox 0.5
Langage Venolvian (coom) 0.4 IN9-.003/WI13-.015 2 2-9 2 Anarch Ancient Venolvian, 0.1
Langage Silverwood 0.5 IN10-.01/WI5-.005 5 2-11 2 Omwo~ 0.75
Langage Harnic 0.55 INt12-.01 5 2-7 2 Odop Arcanic 0.25
Langage Marcher (grey March) 0.6 In11-.012 5 2-9 2 Westic Suprosian 0.25
Langage Orcash 0.7 WI6-.012 5 2-11 2 Westic Red Pass orcash, Zjymanese 0.8
Langage Suprosian 0.67 IN15-.016 0 3-12 3 Marcher 0.3
Language Zyjmese 0.25 int 12-.012 2-12 3
The ones at the end are the sub-skills, which would be sub languages in this case. Etymology is a subset/contributing force of history, in my view. So this is a REALLY hard question to answer without overlapping the 14k symbol limit.
The tilde symbol (~) in the Omwo~ tongue is a symbol I normally avoid using, as it actually appears often in the Omwo~tongue. It symbolizes a triple letter sound, so Omwo~ really means Omwooo, rhymes with 'go blue'. Sort of.
and though Xi~u Omwo~ (White Elf) is listed as a sub of Omwo~ above, it actually preceded the 'current, common' Omwo~ tongue. SIlverwood is the language of the Omwo~ of the Silverwood confederacy. Marcher is the language of the Grey March, but is a derivation of the Omwo~ tongue, as it came from the House Teliman humans who joined Verkonnen Vreeg in the early Age of Heroes in the founding of Ambrettus (in -4855 RON, to be exact). Delvan is the sub splinter of the Cmao~ Omwo~ (sea elves) that left the celtrician continent to wander the seas with the exiles of Ragnos, and that founnded the Delvan Island back in -2105 RON, that is now a few destroyed islands.
The funniest is Suprosian, As that is just a clan of really, really ambitious Omwo~ that take huge pride in that they have run various parts of the Grey March over the last three thousands years, but their language is a debased form of a human variation of old Omwo~.
The mythology thing needs at least 2 glasses of wine for me to broach. As you might have seen in my little thread Tybalt and I are working on for a character creation, even just the religioius groups of Igbar is a big subject. However, I am aware if I do a good job answering you, I can use it on my Wiki, so I will try to get that done in the next few nights.
And 'Stream-of-consiousness' is a nice way of describing this absolute disaster of a thread...It's kind of like watching a huge, burning truck careening down the road at 60 miles an hour, after the driver has had a heart attack....you can't take your eyes of it, even though you know it is a disaster... :explode:
On Religion....
1-Celtrician Mythos is looked on as Truth by all, though the details are up for debate, to put it nicely. Another way to look at is that mythology began (and begat) history. Though most of it is clouded in the 10,000 year history of the Celtrician world, none doubt the existence of the Planars.
2-There are dozens of deities, though it is important to mention that many of them came into being during the Age of Legends, and a few in the Age of Heroes that followed it. The age of Legends is actually deternmined by the millenias that the Celestial Planars actually walked the earth, creating and contesting in the same arean that the Omwo~ and Sauroids, and later the men, the ogrillites, and the Stunatu did. The Age of Heroes is characterized after they aquiessed and appplied the Accords of Presence (basically the hands off rules of engagement), when the Celestial Planars actually acted through their agents, often speaking directly to their chosen few. There is a serious rationale for this; one of the primary sources of CP/DP (Celestial Points/Demon Points) comes directly from True worship, worship of an actual aspect of a diety. So they compete heavily...
3-One of the overarching themes of the Celtrician mythos, as it related to the current playing setting, is the limited understanding that mortals have of the Celestial Planars. They are powerful and complex being the range of any mortal's understanding.
I am going to reprint the creation myth/origin from my first posting first, for anyone who is reading this response.
[spoiler]Before there was land, before there was water, before there was Air or Flame, before even there was the strife of Order and Entropy, there was Oronath, the "Song That is Creation'.
Oronath came from the strife of a place and time that was old and burnt out, the last survivor and damaged from his exit from that failing song. His entrance into the void was without plan, and without hope. Yet there was in his damaged greatness still the Song of Creation, the Music of Life.
And it was some time in this void that the fits and starts of the Song pulsed and faded.
And alone Oronath knew despair, for in his powerful self the keys of the Song were set, yet as he forced the strains out, with more and more force, they fell upon the void and died.
And time and again, he rallied from the disappointment, steeled himself, and forced the Myriad harmony onto the void. And there, it died again and again, and then a thousand times again. In airless silence, the Song of Creations that dwelt in him, and only in him, pulsed out into the void and was swallowed.
And after so many attempts, Oronath of the Music turned from the void and from his trials of the Song. And there he found a reflection of himself, a darker brother formed from his despair, peering back at him. This dark reflection had all the size and much of his determination, yet was cold and empty inside. And when he reached out to this coldness, he felt the Cacophony of discordance rise to his music, pulling down the harmonies of life from the earlier times. And the discord drowned the harmony; dismaying Oronath further and the Music began to die.
And the Shadow creature came forward, gaining in power, and the Discord grew.
Then Great Oronath steeled himself, and thought for the first time in this new version of himself with clear purpose. The song is threatened; the song must be defended.
And the Harmony of life grew in volume, and Oronath stretched forth his strength, and it grew again, and the dark creature drew back. And though the discord still moved around the Song of Creation, the center of the Harmony held strong, and Oronath was pleased.
But the dark copy was a deeper creature than Great Oronath perceived, and the Cacophony changed to notes of minor key that added doubt and trepidation to the Music Oronath had cast into this void with. And yet even as Oronath rose up to create purity in the his Song, the harmony subtly changed around him to something deeper. The sadness of death and the resilience of Life became the great movements of the Music. And Oronath recognized himself in the other orchestrator, in reverse. And thus did Oronath meet the twin he created in his efforts to force the music onto the void, the twin Thanatos, the ender of the old, and the bringer of the new. This dark copy of himself bore a music of somberness and pain, yet that brought the triumph in his own into greater height.
And for time without end, the musics turned and moved. And in the order of the music and meter came the slight idea of creativity, of chaos, and thus did Entropy enter the Song of Creation, and thus did Oronath and Thanatos realize it for what it was.
And this also went on for time immemorial, the movement of Entropy and Order and the Cycle of Life and Death. They circled and moved and grew.
But there was more to come.
The Planars Brought Forth
After much time was spent on this, Smaller themes and musics began to grow out of the song, created by the twin forces. And thus was created full grown Madrak the Mighty, from the thought of Oronath, creature of solidity and dependability, Creator and Earth lord.
And Oronath and Thanatos were amazed, as Madrak picked up his part of the music and wove strands of Earth into it. And as those three began to weave the harmonies, The Valiance of Nebler the Defender sprang forth from the thoughts of Oronath, and there were songs of protection in the Music. A beauty of sacrifice danced into the notes, of a nobility of defending unknowing fragile hope with blood, and of satisfaction of this job well done.
And the Emptiness of Thanatos was sparked, and he brought forth Anthraxus, the decayed, the Oinodaemon. Anthraxus brought a dark pathos that made more beautiful the other strains and harmonies. And Thanatos saw this and brought forth Asmodeus, the dark and violent law.
And all of them kept the music building, introducing interludes and melodies of greater power and complexity.
And so Oronath Brought forward Amerer, the balance and the inward facing. And then Pablar, the Steel General, the Patron of Lost Causes. And their music brought forth a power and majesty into the song.
And lastly, Thanatos brought forth Orcus the lord of the Dead, and Jubilex of Black Comedy.
And together, these beings strove to bring the great Music into fruition.
At their heart, despite a conflict of millennia, these great beings understand that the beauty of the whole is lessened without the contribution of the rest, as they heard echo in the void before creation, so that crushing totality of song reverberates in their souls from the beginning. [/spoiler]
What this means is that the mortal translation of an aspect of these beings is small and imperfect, especially since they speak directly less and less. Jubilex is the patron of Black Irony and Capricious Fate, and the Church of Chaos in Igbar that has him as their primary patron teaches a self reliance and a humorous view on the world.
Jubilex is also one of the Patrons of the Entropic Overlord Religion of Old Venolvia, a cruel demon prince of slimes and dark alchemy that presides over the sacrifice of lives by poison. The Northern Zyjmanese orcash tribes (uncivilized versions, led By Zyjman XII) have a large contingent who worship at the Altar of Jubilex the Chaos-Bringer, the leader of the wave that will allow them to wash over the Grey MArch and Silverwood.
My players are older also, and they really delve into the religions of the world. The Church of the Autumn Harvest (Amrist, who was begotten of Ceminiar, who was Begotten of Madrak) is ridiculously developed, with the holy books, The Chaff of Live, Seeds in the Wind, the Reluctant Harvest, and the Seasons of Belief, all fleshed out. The Platform of Earth is what the churches are called (always pillared and mainly open, even in the northern climes, and with a sacred tree in the center), and their quiet, accepting philosphy has been taken by some of the PC's and worked out even further.
Now, if you are asking me to talk precise cosmology from here, with the events and the legends these events created, like shadows seen on a wall, imperfect and grotesque, I will need months and to probably destroy the wine cellar.
Please, by all means don't destroy your whole wine cellar on my account. But I'd love to see, for instance, some of the fleshed-out church of Amrist stuff.
So I'm putting together
a) background history of Amrist
b) Aspects of Amrist
c) the various Churches of Amrist and their history.
d) the affects on the game.
But this is going to wait a few days as I continue cutting and pasting the Guildschool spellbook into the Celtrician PBWiki. The Guildschool spellbook has 467 spells in 12 disciplines. Though this needs one big fat under-construction sign...If you ever want to really eat up spare time, create you whole system yourself, including your spell system and spell book.
:morons:
http://celtricia.pbwiki.com/Spell+List?l=S]Celtrician Spell page, site under construction (//)
More of the New Legion
George stayed on his knes for a few seconds, sucking wind down his throat. He was covered in bone dust and debris, kneeling in dark lit by the spooky light of two hooded lanterns. "Damn the Limits", he said to himself, "I am going to need to silverize these claws if I'm going to kick these things."
Small Kiko and Cucino the martial Bard were stripping the corpses of what little they had. The shadowy last one that Squire Tusnus had mashed was still garbed in some old chain-armor, and even with the wierd insect heads inscribed on the shoulders, it was definitely worth taking.
Eodl and grim Pharren came up behind George. Eodl had another scroll out, and he had a look on is face that said that he was going to run out of these scrolls sometime soon.
[note=typical gaming issue]
Where the hell were you last session? Oh, you missed the session? And you expect me to just fit you in? *sigh* Pass me that bottle of Dead Arm, I'll figure out something...[/note]
From the outside, 2 doors away came a voice. 'Hail, Sir Tusnus? Orcus' Bones, are you still whole, Squire?"
Tusnus turned and went through the wide-open iron door, followed by Pharren. "He and the rest of us are fine, Good Sir Knight", said Pharren, still holding his lyre, and strumming softy. Two knights, both of which they saw back at the entrance, were holding axes as they stared around room filled with armor, weapons, and broken bones. Between them was a human in grey leather armor, with a very large backpack.
"Yes, Brave knights?", said Tusnus. He looked at them quizzically.
The leader stopped looking around and focussed on the Omwo~ warior of the Tradegod. "Been a rough night, and then this one showed up looking for you."
[note=bardskill]
Pharren is trying to increase his social CC roll[/note]
Tusnus looked at Pharren, who shrugged. As he idly strumemd his lyre, he asked, "So, who sent you to aid us?"
The blonde human looked a little shy, but spoke right up. "Palimar and Samria sent me, Skald Pharren", he said, refering to the powerful and controversial Lord and Lady of the Alternative School of Magic. "Said that they owed the Grey Legion some help, and that I was to do as you say."
"Probably told you to keep an Eye out for their daughter, too, unless she's been found", said the Bard thoughtfully.
"Yes sir, Skald, their still waiting for news from Salimar."
Pharren nodded, and looked over to Tusnus. "Get him set up in the marching order, and make his 'hello's', whould you?"
The tall Squire looked at the young mage, aware that he had his own blood coating his right shoulder of his armor, in conjuction with a number of dents. "I'm Tusnus, from the lLatform of the TradeGod. What's your given, Friend?"
"Cyrill, Sir Tusnus".
(Pharren watched as the young mage and Squire Tusnus walked back into the depths of the tomb. It was going to be an ugly road of necessity before this group, this New Legion, was ready to even put a crimp in the Vampyre's plans.
"Hey, I see an openning at the end of the passage" said Kiko from her vantage a few feet in the corridor.
"Yeah, most corridors end that way", said Goerge.
"Shut up, lobster...", she lobbed back.
The room to the west (the room deeper in, is how Kiko thought of it)was a larger, vaulted chamber. The walls were red-bricked, as was the vaulted ceiling. The floor was also red-bricked. The right and left of the entrance were dominated by slightly larger than life sized statues. Pharren and Eodl were copying the inscriptions on the pedastals, while Kiko looked for traps.
Nice character intro--does this happen often? By the way this is in a way a classic scene--"kill things and take their stuff!"
out of curiousity would you mind posting the stats on these guys as a group, just so we can all see them as examples?
Quote from: TybaltNice character intro--does this happen often? By the way this is in a way a classic scene--"kill things and take their stuff!"
out of curiousity would you mind posting the stats on these guys as a group, just so we can all see them as examples?
Often? Which? New characters or people missing sessions?
1) in 25 years, it is always one of the ugliest of DM issues, inserting new PC's. This was pretty close to town, so it was feasible, but we normally follow the rule that the group must be in town for new PC's to join.
2)My PC's average about 36 years old, with 5 out of seven being over 40 in the Igbar group. Kids and vacations and lives take a toll. On the plus side, these are players that require an in-depth, story driven game.
And is this a classic scene? For most of the PC's in the Igbar group, it is. "Oh, look, we've managed to destroy these foul undead. Some of them have good armor, let's take it!"
Ironic undertone, part the first. Pharren, the Bardic leader of the group who lost much of the use of a hand and most of his optimistic outlook to the Antroo Vampyre, is literally culling through the PC's, trying to create a 'New Legion' as quickly as possibly. So he is very aware that this is 'trial by fire', and the same way that we are aware of it, so is he. However, it is blinding him to some of the connections he could be making.
[note=the Boneyard]
the sunken area that is the main boneyard of Igbar, which has been said boneyard for over four hundred years, was not originally designed to hold the dead (or Undead). Coth the Pirate built his wooden fort in 260 RON, but he built it using many foundation pieces from a ruined manor house to the North, that had a huge sunken garden in the back. By 470, when they started to use the old sunken garden as a boneyard for the growing town, no one remembered who had built it, except for a few old families...[/note]
Ironic undertone, part the second. The Sheering family is very old, with ties back to the Astrikon Traders, a druidic/mercantile society based in the southern eaves of the huge Astrikon Forest. The forest is still there, the Traders are long gone. So far, the party has not penetrated deep enough in the tomb to realize it was built on one of the old buildings in the sunken Boneyard. But why was the Anginarian Shade wearing old Venolvian Armor (apparent by the insect motif)? No one has asked, but some of the older Sheering clan dead were actualy members of the Venolvian Whiskanis League, the mantis clan of killers that has not been seen for four hundred years...
(edit--I'll ost the stats on these guys as soon as they all get posted to me.)
Sometimes Vreeg I imagine our worlds colliding--and my poor folk reeling at the sheer number of different alliances, guilds, organizations...I can see how it would be very worthwhile to have lore regarding such matters in your game. Is that a common subject of education for people?
What you're giving the impression of here is the sheer layering of the history of your world. Kudos for that. Seriously, that's an achievement. Would you say that this is one of the significant themes of your adventures?
Quote from: TybaltSometimes Vreeg I imagine our worlds colliding--and my poor folk reeling at the sheer number of different alliances, guilds, organizations...I can see how it would be very worthwhile to have lore regarding such matters in your game. Is that a common subject of education for people?
What you're giving the impression of here is the sheer layering of the history of your world. Kudos for that. Seriously, that's an achievement. Would you say that this is one of the significant themes of your adventures?
Interesting observations.
[ic=Commonality 1 skills dealing with guilds and customs]
Artisan Basic Customs-Trabler 0.4 WI11-.015 5 2-12 1 Local customs-trabler
Artisan Guild Lore 0.45 IN11-.01/WI12-.012 10 2-5 1 Guild secrets (a given skill)
[/ic]
These are 'artisan' skills, commonality 1.
artisan skills are mundane skills,. not the esoterica hidden in a guilds' back rooms.
commanality 1 means that these are basic skills. all skills have a commonality, which refers to how far down a skill tree they are. You can see the names of the sub skills, commonality 2, at the end of the line.
[note=data/crunch]what is the stuff after the skill name? For the first skill, the 0.4 refers to the 'best case faction EXPMOD', the nex part is the ATTRIBMOD, which in the case of Basic-customs-Trabler, is WI11-.015, which means that for every point of Wisdom over or under 11, his EXPMOD will be adjusted by .015. the 5 is the base score of the skill, the 2-12 is the amount gained per level, and the 1 is the commonality.[/note]
So, yes, not only is a certain level of familiarity assumed, but there are actually skills for it. Guild Lore is actually a given skill, with IN*20 exp thrown in at the inception point of the character.
As to the layering of history, It's funny you picked up on that, as some variant of that was going through my head when I wrote it, in that the last post included historical notes that made it clear the messy layers that history has had all over this continent. It is actually a little less down in Igbar than up in the Grey March, where you have more due to the sheer age of the area.
But I do think that the layers of the Igabrian Play area )which includes the Treneti Omwo~ of Hsieuxu~e, the Astrikon Traders, The Orbian Exiles (from the Devterian Corporatus), The Venolvians and Coth the Venolvian pirate-lord (from their old ship king days, before the Entropic church takeover), the Northern Argussion Marches, the Steel Librarians,The Zyjmanese orcs in the astrikon forest, the rise of the merchant guilds, and the break with Argus) and the layers in general have become something of a theme. when the players start getting into the 'why is this from them here now?' questions, such as 'why is this shadow skeleton wearing Venolvian Banded Mail?', and 'why is this mosaic of Vernidale in her Aspect as the Serpent Queen in this tomb', then I feel like I have created something more real. History is messy. And by creating a very consistent-yet-complex history, the players immerse more. SO I would have to say that the deep immersion of the PC's into the Celtrician game is the theme, and the mulilayering of the history is the mechanism.
More New Legion
"What in the name of Woerter's Bacon are you doing", hissed George from the top of the staircase to his friends back by the statues. "Enough writing, already!"
Pharren did not even look up. A younger version of himslef would have stayed to take notes for the sake of the songs he wrote: today;s Pharren had survived the strange underground cities of the Orbian exiles, where the most innocuous note could save you from death...or open the tomb of an ancient evil.
Eodl and Little Kiko came up to clawed George, followed by Squire Tusnus. " All things in their time, Mysteriarch", said the tall Omwo~ Healer to George. The vaulted ceiling brought Eodl's soft voice to everyone.
"Hmmph. Did you find anything, at least?", asked George.
Eodl shrugged. "Well, we already knew this was the Sheering family tomb. And Pharren seems interested in the statue of the former Hierophant of Vernidale, from over a hundered years ago, and the Statue of the Warden of Middle Path from almost two hundered years ago."
"Aye", spoke up Tusnus, "our bardic comapnion..."
"Pardons?", said Cucino?
"...Our other bardic companion", continued Tusnus,"seems well-pleased with the statue of the nature priest."
"Fine", said George, "can you ask him what he thinks about these stairs down?" George waved a clawed hand toward the blackened entry down.
"Hey, Lobster, calm yourself", said Kiko. "He'll get there."
"No really, I mean it", said George. "The brick floor ends at the top of them, they're made of some yellowish stone."
The mail-clad squire put a hand on George's thick shoulder as he looked down, " and I would also like to know why that pack of foul bone-men was waiting in this room. Not out prowling the boneyard, not wandering about, just sitting inside a locked, trapped tomb."
Goerge and Kiko led, checking the stairs for traps. That was kind of becoming the standard operating procedure, as George was somewhat quiet, and besides, he ended up in the front every time he wasn't supposed to be there. Kiko wass there because, acording to Pharren, she was connected to the Eye. She had already proved it when she found the trip-wires outside the tomb. The staircase was surprisingly deep, and five feet wide. The ceiling was rounded. Everything seemed fine, though until George got as little ahead.
Kiko was just about to say something, when the Eighth House broke out...
Snap,Bang!
George was up near the top of the ceiling, as 2 wickedly barbed metal spears lanced out, at a height to catch a human at the thigh, or George at the head...if he had stayed there...
Kiko looked at george as he sat on the metal spikes, "So much for being quiet".
George nodded.
From above, a hissed voice full of venom. "Ice and Snow, another trap?," bemoaned Pharren. "I'd Swear to Chaos I'm back in the Caverns."
Cucino looked at his fellow bard, all scarred and mangled from that night attack, and shook his head. Shag, but he seemed a little spooked.
Kiko and George got to the bottom. The light coming down the staircase lit the five foot wide corridor that went left and right at the end of the stair. Kiko said there was a t intersection she could see looking right. George asid that there was a red glow coming from down the corridor to the left.
"---Great", Whispered Kiko. Stay here, George, while I tell the others".
Um. I'd be hoping that red glow is merely torchlight. This seems like it is already a fairly effective party btw. And no answer so far to George's question, which seems like a good one.
The group seems effective because the players are somewhat in Synch. most of the characters are actually better than their old group, just much more green.
I am including George here, as an excel attatchment. George's player, Clark, created a character file that has a front page with all the pertinent info, but with the skills, levels, possesions, ans spells on different pages. It's actually beautiful, as EVERYTHING pertinent, including current HP, etc, is on page 1. George is interesting for the way he distributed original experience and then grew those skills. ALmost all beginning charactes try to qualify for one major faction to belong to, and a minor one. A beginning character can use their secondary school for up to 4 skills, the rest come from the Major school. Note that the minor school does not signify less membership, but a school that less time in total has been spent learning from. It could mean that the character grew up at the first school, and recently joined the minor school, or the minor school can be one that the player first studied at.
For George, he is a Mysteriarch of Lathe as his primary, a school of martial artists founded in Gwynell. This makes sense, as George is a combat heavy character, fighting with his hobtaskulis (claws). His secondary is the Church of Kiminus the Whole. There is no rule stating that church affiliation has anything to do with skill faction choice, nevertheless many PC's mix it into their beginning character.
The neat thing about this is even though George is a relatively new character, he is totally unique. I have no NPC's or PC's with a mix of skills even close to this. He has good fighting skills, but a little spell skill and trap skill and decent basic priest skills.
The rest of the group is unaware that George has priest skills or spell skills.
george's attatchment is not loading up for some reason
I love it when players make their characters so whole. it will be interesting to see you put him up, don't worry about when, sometimes you have to overcome these glitches and I know it can be irritating.
Probably George is in a way the result of you putting so many years into such a thorough game. I like btw that you even have your own made up names for weapons, you're very good at that.
Why is he hiding his spell ability?
here we are. had to go make into pdf
File: 1188657491_392_FT31806_georgefront.pdf (//../../e107_files/public/1188657491_392_FT31806_georgefront.pdf)
File: 1188657491_392_FT31806_georgecombat.pdf (//../../e107_files/public/1188657491_392_FT31806_georgecombat.pdf)
File: 1188657491_392_FT31806_georgeother_sk.pdf (//../../e107_files/public/1188657491_392_FT31806_georgeother_sk.pdf)
File: 1188657491_392_FT31806_georgespell.pdf (//../../e107_files/public/1188657491_392_FT31806_georgespell.pdf)
Quote from: TybaltI love it when players make their characters so whole. it will be interesting to see you put him up, don't worry about when, sometimes you have to overcome these glitches and I know it can be irritating.
Probably George is in a way the result of you putting so many years into such a thorough game. I like btw that you even have your own made up names for weapons, you're very good at that.
Why is he hiding his spell ability?
Had to go into remote desktop, send george's excel sheet to an 'area' I have adobe in, then load up. Normally, the sheets make a bit more sense, as you can see the connections that update the front page from the other pages. But I had to manage it, since you have been asking to see a 'guildschool' character for months.
One of the underlying dynamics for the whole system was to create a system that allowed for near-freeform character creation and evolution. George is a really good example, as he took a somewhat rare school as a primary (one that has decent martial ability, a little engineering, and afew spell skills), and the cherrypicked a few priest skills from his secondary school, the Church of the Whole. There is nothing like him., he is unique...as are most characters. And the system will allow him to organically evolve uniquely, as the skills he uses, he'll get better in.
You asked about George hiding some of his abilities. Why is he? Because he can. Because they all can. Another by- product of the fluidity of the system is that other players don't
ever know what a character can do. It's not like games where everyone knows if you play a cleric, everyone else knows what skills you have access to.
(and if I sound proud of that, I am.)
here is a link to the weapons page of the under-construction pb wiki. This is the weapons page.
Celtrician disaster wiki, weapon's page. (http://celtricia.pbwiki.com/Weapon+types?l=S)
Hey, cool that you've started your wiki. And thanks for going to the trouble to post all this stuff, I'll give you a review later on George.
As for how your system works--it fits HOW your system works very nicely. Yours is one almost entirely about a web of guilds, factions, professions and ways and means. There is no monolithic authority, there is no manichaean struggle between light and dark, not really. There are different views of order and different views of disorder. Everyone has secrets.
It is another interesting study in the contrasts between say New Edom and Igbar. My players by now very much see themselves as taking part in a desperate struggle against the powers of evil.
[blockquote=Tybalt]there is no manichaean struggle between light and dark, not really.[/blockquote]
Yes and No, as usual.
In the real world, in the light of day, everything you say is correct. The system flows into the game, into what is really becoming the World of Factions. There are good people and bad people, but allegiance and loyalty are the sources of power and protection.
However, with a 25 year old campaign, Good and Evil are present in the foundations of every plot, just too deep for most ordinary people to see. The underpinnings are so huge and ancient, they, like the aspects of the Gods themselves, are beyond the ken and understanding of the mortal populace. The connections from the Age of Legends, when the Oidodaemon was thrown down by the other celestial planars and imprisonned, to the ArchLich Arbor's abasement at the foot of the imprisoned Oinodemon, to his breaking of the Bard's Apprentice, Pino Palladino and his transformation of that ruined man into the Dreadwing, To the Dreadwings five hundred year undead rule in the frozen northlands and subsequent imprisonment,to the Venolvian's near release of the Dreadwing millenia later and their re-discovery of the Curse (the Anginarian Necromancy). to the Grey Legion's release of the Dreadwing's ancient Orbian captain, Grahaem Kexiol Antroo, and the subsequent undead darkness that fills the hills outside Igbar today...And the Dreadwing is stirring in the northlands, straining at the locks, keys, and fetishes that circle his barrow...
My Mistonians are somehwat cognizant of the Dreadwing, and fights to discover where the missing key, fetish, or lock was hidden by the ancient venolvians. (You can't use chaos magic to plug up a Ward of Order...eventually, it unravels!). One player has been probing this history of the Dreadwing. One player has found ruined notes and rumors that the Dreadwing, that ancient evil, that thing that held the northlands in an undead sway for centuries and spawned the terrible stories still told round campfires to children today, one man has found tell that the Great Dreadwing was a pawn of a greater evil...
that reddish glow? See the spells below.
My players skirted the platinum inscribed circle and pentagram. No one bothered to use lore of guild lore on it, so they all think that there was some old demonic work in the crypt, no one took the hint that it sigified an active spell caster using the Sheering family crypt as a sanctum.
Of course, it is an undead caster, but still, they totally missed the clue.
[ic=Spell Name Comforts of Home,Recovery]
Major Sphere artificer
Spell Source
Initiative 0
Range 7' plev
Duration 1 hawaak per level
Save none
Save effect none
Spell Success -15
Area of effect diameter circle
Counter
Spirit cost 28
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 1
Artificer cost 16
Animist cost 0
Total cost 45
Description
This spell enhances a "Comforts of Home' Beacon. It can only be cast on a Beacon
that has been active for at least 120 days. The spell Means placing a platimum ring
around the beacon,incribed with Makerspeak. It is reusable when this spell is
recast,but it must stay in place while the spell is active. The Platinum ring glows a
deep orange/red while the spell is active.
The spell increases the caster's reclamation ability while within the sanctum. While
the spell is active, the caster gets back an extra point of spirit per 3 hours and also
increases the types of spells recovered at once by 1.
It does start immediately upon succesful casting.
[/ic]
[ic=Spell Name Comforts of Home. Lesser Sanctum]
Major Sphere Artificer
Spell Source
Initiative 250
Range 20 ft/plev
Duration 1 year
Save none
Save effect none
Spell Success -25
Area of effect circle
Counter
Spirit cost 29
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 5
Artificer cost 11
Animist cost 0
Total cost 45
Description
This spell is one of the reasons one shoud think twice about bearding an artificer in
their lair. This spell can only be cast on a current 'Comforts of Home' beacon.
When this spell is cast on the beacon, the caster's abilities are increased in the area of
the spell.
The caster gains a +05% resistance to all spells within the area and has a +05% on all
CC checks versus spells while within range of the specified beacon. This stacks onto
almost anything.
In addition, within an hour of creating the Lesser Sanctum, the caster can pour 1
spell point per hour into the sanctum, with a maximum of the casters level of points
in a discipline. The caster can spend 6 hours + 1 hour per 3 levels (based on artificer,
so spirit level +1/4 art level)pouring spell points into the sanctum beacon. That
resevoir is avialable to the caster from then onward, within range of the beacon.
Note that this resevoir does not regenerate, and this spell must be recast in its
entirety to re-up the resevoir.
The caster must have a pentegram made of platinum, inscribed with makerspeak, of a worth no less than 500 gold horn.
This will glow red/orange while the spell is active.
[/ic]
This is a good example I think of how spells work and play off each other in your game--I have to say I'm impressed by your planning. And feel a little sorry for the pcs--will they have figured this out yet?
BTW I love the name "Dreadwing". A pity all my major antagonists are already named.
well, I have always believed that the spell system and spell lists of a game are one of the things that need to ring true. So when I started to use a Mana based system, complete with spell success rolls , I thought long and hard how I wanted the spells to be powered, and how players access those sources. Spirit points are the part of a spell that come from the caster, the others represent the amount of 'funnelling' ability of the caster, whether from the Animal Oversoul, the Well of Chaos, etc. These power sources were tied to the cosmology and history of the game.
So it only cognized to me that the actual spells of the game would need to follow this, not some re-hashed PHB list of spells. Frankly, and without any judement meant, 'creating' a setting that has the same basic spells available as 50 (or more) other worlds seems to be a little weak. I have focussed very heavily on 'contingency' style spells, spells that have long durations, or that allow a caster to be more efective in their areas of influence. Spells that affect skills are alsoe prevalent, in a skill-based system. Even the magic items and how many caster's items reduce spell cost, the use of potions ans scrolls, all these rules needed to be re-written to fit the system.
But as you noted, how they fit together and play off each other helps the identity of the game.
Thanks for the kudos on the Dreadwing name. I have to say, waiting for my players to dig into his history has been like watching grass grow. Sometimes, I swear it is the things that we work the hardest on as GM's that the players ignore. The Miston group is 13-14 years old, and includes some players that have played in this setting for 25 years, but somehow, the whole Dreadwing history has not been plumbed.
*sigh*
That's like my pcs not considering that they encountered a cult that worships the undead King Obed at the start of the game and a lich that apparently lives in the region and that the enemy has used undead. Maybe they're just thinking "well, it's D&D, of course there are undead." But they haven't looked into it at all. It's interesting that there are some pcs who will go to a sage at the drop of a hat and some who won't even think about it even when they're pulling their hair out trying to figure out what's going on.
The only problem with all of this creativity is when things need to updated/moved.
I saw on the 'Urbis' thread the complaint about keeping things current. Sometime maintainence gets in the way of the creative process...Case in point is the afor-mentioned spellbook for Guildschool. I'm still at 467 spells done, as I am spending so much time getting all the spells onto the pbwiki..
However, Air, Animist, and now artificer spells are finished.
Spell page (http://celtricia.pbwiki.com/Spell+List)
I Thought I'd let you se the sunken garden of the old Astrikon manor that became the northern bonyeard...You can see the North wall of Igbar near the Vernidale temple to the south of the Boneyard.
(//../../e107_files/public/1189305288_392_FT31806_boneyardigbar1_.jpg) (//../../e107_files/public/1189305288_392_FT31806_boneyardigbar1.jpg)
In classic adventurer fashion, George looked left and Kiko turned right. Squire Tusnus and Martial Bard Cucino started moving down the arched-brick staircase to support them.
[note=Dramatis Personae]
PCs
(newer)
George Canuk, Hobyt Mysteriarch, armed with twin Hobtaskulis (2' claws)
Kiko, Hobyt novice of the Karyn Machination and undersister of Lucky Ishma, armed with a bow. Her arrows are silver-tipped.
Tusnus Hsiumieg, Wolden Omwo~ Squire of the Armor of Trade, wearing scale mail and wielding a heavy flail with a silverized head.
Cucino, Cmao Omwo~ drumtapper of the Martial School of Song, wielding a Patar and broadsword, both silverized.
Cyrill, Underearth Hobyt Acolyte of the Alternative School of Magic
(older)
Pharren Donestock, human skald of the Frigid Song
Eodl, Omwo~ Priest of the lawful Triumverate.[/note]
"Intersection t's down here", said little Kiko.
"Ummm...strange reddish light coming from strange symbol on the floor on my side...", rejoined George in a strained voice. Kiko turned away from her mysterious-but-empty corridor, and joined George. The bricked corridor stretched for some thirty feet, but in the room beyond that pulsed a strange reddish-orange light from the floor, from something carved into the floor.
From above came the voice of Skald Pharren. "What goes on, friends?"
Tusnus had turned the corner, and was peering around the bricks. He looked back up the staircase, his scalemail scraping against the corner. "Some diabolic symbol, mayhap, glowing red, is inscribed on the floor down yonder corridor."
"Oh, just lovely", said Pharren as he made his way down the stair. He sounded disgusted.
"This crypt seems well inhabited", said Eodl from the back.
"You bucking for an invite to the Steel Libram, your brilliance?", said George, refering to the sage guild.
A few minutes later, Clawed George and little Kiko were checking the floor around the strange, glowing carved circle on the floor of the small six-sided room. Tusnus had his flail out, as Cucino took out the measuring chains. Cucino looked at the vaulted ceiling, There was a corridor stretching on the opposite side of the room, to the east. The floor was bricked, so the inscribed circle and pentagram on the floor were more than merely carved into the floor. Pharren and Eodl looked it over briefly, and then the party, circumnavigating the circle very carefully, traveled east.
Going east, they saw, by the light of Eodl's lantern, that the corridor stretched about twenty feet east, and then sort of continued for another fifteen feet, before opening. But the last fifteen the walls were covered in some fabric. As Kiko and George led down the corridor, they were carefully eying the curtains. The fabric was old, and grayish. It seemed to have no patterns, just an old raggedy curtain.
Of course, they were spending so much time watching the edges of the fabric up in front of them to notice the trip plate one the floor. Kiko got a half syllable of warning out as the huge metal bolt ripped down the corridor from the southern curtain, zipping over her head, ripping through Tusnus' tabard, before impacting messily into the north wall.
'Chell and balance, that was a close one!!' said the Squire of the TradeGod as he pulled his tabard from it's impinged location. The metal bolt was almost a yard long.
Kiko pointed to the place where the shot originated. 'That is one big Crossbow.'
George nodded, and opened his mouth to reply, but as he did the northern curtain pulled violently open, and George found himself face to chest with a grey, hissing, winged creature, it's sharp claws pawing at his face and it's horned head darting at him!
George sprawled and ducked, somehow avoiding the claws of the creature that had been waiting behind the curtain. Squire Tusnus howled as Kiko's bow accidentally discharged into his flank'¦, throwing off his attack on the winged thing. George was trying to roll a bit past it, so that more could join the battle, but as fast as he was, it was coming too close. Claws tore at the bricks where his head had been seconds before.
Cucino poked at the thing, lunging with Broadsword and Patar, and pushing it back, the winged beast hissing at the scratches the Omwo~ bard put into it. George's claws raked up and down the creature's hide, but gaining no purchase.
From behind the carnage, wafted up the sound of music. Pharren was buttressing their efforts, and as he did, the squire of the TradeGod planted himself in front of George and Cucino, as the point of the triangle. 'Chell, thou Foul beast, Chell, Amigal!!', he roared as he bounced the silvered head of his heavy flail off the shoulder of the creature.
The thing screamed, it's wings furiously pumping and it's claws gashing at the newly healed flesh behind Tusnus' damaged armor.
[note=armor damage]
Tusnus' armor had been damaged earlier. Whenever a hit goes through armor and damages a character, there is a 50% that the armor loses some protection, until repaired. Now, Tusnus had left a beautiful suit of old Venolvian Lammellar upstairs, a suit that was masterwork quality and that had flies carved into the apauletts that he planned on taking on the way out, that actually fit him, that woukd have improved his situation greatly...
[/note]
As the squire held it's attention, George, Cucino, and Kiko's arrows all scored hits on the legs and trunk of the creature, Cucino's broadsword, almost severed the thing's leg as it fell.
And then there was silence again.
Eodl started patching up Tusnus and George, who were both bleeding from the encounter. Pharren cut off the horn of the creature, identifying it as '˜some kind of '˜goyle, probably a guardian gargoyle'. He mentioned that he was surprised that George was able to hurt it at all, as his hobtaskulis were normal steel.
[note=special needed to hit]
When a creature has a special 'needed to hit', it does not mean they cannot be hit by lesser weapons, it just means that they have more protection.
this guardian gargoyle, for example, needs special substance or better to hit. So it's 35 protection points are actually 45 versus silver weapons and 55 versus normal weapons. The level above that is magic weapons, and then a few leves above that, depending on the level of enchantment. So a normal weapon hitting a creature that has the equivalent of a +10% weapon needed to hit has to get through 50 EXTRA protection points.[/note]
'I am, I repeat, I am definitely getting these things silverized', he said looking down at his claws.
They searched around the area, moving the curtains out of the way and finding a pretty good sized open area. There was a stone table with a pile of bones on the far-east wall, and Cyrill the acolyte took the huge arbalest, after it was noted to be of old, but good quality. There was nothing among the bones, but in a drawer below them, the group found a few copies of the '˜Nurturing Earth''¦new copies.
More might have been done, but Kiko was detecting some noise coming from the southern exit of the room, a dusty passage where the brinks were chipped and spiderwebs covered the entrance'¦a marked contrast to the rest of what they had seen, noted Kiko.
Vreeg I would suggest putting up this adventure as a series of examples on your site. The narrative is straightforward and very clear, for one thing, and the sidebar explanation of rules is helpful. The updated DP is helpful too.
BTW, I quite liked the description of the guardian gargoyle attack. My first reaction was "Cripes, what the hell IS that thing?" It had that frantic sense of a nasty encounter in a film.
Squire Tusnus and George led the group, as Kiko's stealth was less important when they could actually hear something scraping about to the south. Quickly they assembled, but as they sprayed the light of the lantern down the cobwebbed passage, and surely, something was moving around down there.
The Squire and the Mysteriarch moved down the passage. Then, Tusnus stopped.
'George, it is undead, whatever it is'¦I can feel the House of Death ahead of us'¦.
George didn't even slow down. 'Can you smell '˜em?', he asked viciously.
Ahead of them was a dank chamber, small and fetid. An immobile skeleton lay against the east and west walls, but in the middle of the chamber was a black, stone bier, topped with a hissing, red-eyed klaxik holding a small axe, wearing ragged chainmail and helmed with a horned brass coif. Its skin was dead white, and part of its jaw was missing, yet it radiated a dark malevolence'¦
'So, you sure it feels like undead?', asked George conversationally.
The thing jumped at George, and tried to bury its axe in George's chest, but the Hobyt Mysteriarch sidestepped, and flashed his claws in a backhand slash. His claws raked across the ruined epaulette of the thing, but somehow would not penetrate. Tusnus tried to mash it with his flail, but the klaxik undead ducked under it, ignoring George's claws that raked his knee without damage.
Kiko came through the entrance with her bow up, and Cucino followed her, trying to help get the filthy, growling undead thing cornered. It dodged under the Omwo~ bard's blades, and buried his axe in George's stomach!
George turned ashen, as he spun away, eyes wide as the wound pulsed with a blackness in the dim light. Eodl started forward'¦there was healing to be done, but the priest had a better idea than most that George might be in serious trouble.
Cucino and Tusnus tried to force the Klaxik undead back with blade and flail. Then a red flaming sphere hit the thing in the stomach, spreading fire over it's midsection! It screeched, but kept fighting. The new mage was trying to earn his keep.
[note=arrow types]
yes, Kiko spent 10 horn per arrow on silver tipped hollow-ended arrows.[/note]
As the thing drew back its axe, an arrow pierced its forehead, spraying Tusnus and Cucino with bone, old flesh and water.
'You know', said Little Kiko, 'I only filled my hollow tip arrows with Holy Water of Ishma because I didn't have anything better to put in them.'
Pharren was striding forward, but he turned to her as he passed, 'I won't put that part in any songs, you can be sure'.
'Thanks, Pharren', she said as she went to join Eodl with George. The healer from the Lawful Triumverate had on long rust colored robes with the shield sigil of his church on the back, but his silvery trident he had strapped to his back gave testimony to the fact he had fought with the old Grey Legion. Eodl had another scroll out, working on George. Kiko wondered idly how many he could have left. Scrolls cost some serious horn, and Eodl seemed to be going through them at some rate.
The healer turned to her as he finished. 'Our clawed friend is lucky', he said as George growled. 'The attack of a wight can permanently damage the faint of heart'.
'Is that what that was?', called back Cucino as he filled his pack with old orbic electrum coins. Pharren nodded.
[note=undead vitality drain]
Since GuildSchool keeps experience and levels in each skill separately, there is no 'level loss', instead, undead can permanently damage people who cannot make their CC vs will. Tougher undead reduce the safe.[/note]
'Friends and comrades, ' said Squire Tusnus, ' is it accepted practice for us to be taking the wealth that was laid to rest with this unfortunate?'
Pharren looked up at him. 'I think so, Squire. Something untoward is going on in this tomb. It is not merely a resting place for the dead, but a spawning place for the filth.' He paused for a moment. 'And more, I suspect.', he finished.
Squire Tusnus nodded. The faith of the Tradegod was fair, but not cluttered with useless rules and pieties of conduct.
Pharren looked back down at the stuff laid on the ruined velvet cover to the bier with a practiced eye. He had, unfortunately, seen his share of tombs and loot. And between his Bardic knowledge, the smarts he had learned in the bars of Igbar, and the experiences with the Grey Legion, he was getting good at spotting what was worth money.
"Y0u know what else is wierd?" he asked no one in particular. "This is a family tomb where we've seen only human undead, and that little wight was no human."
Very shrewd, your guys, they know something is wronger than usual. Can't help but notice the two sprayed with undead gore didn't tidy up visibly--will that have some effect?
Interesting that you draw attention to the fact that not all undead are human btw, we DMs tend to forget that.
Chaos Spells now in complete format on the wiki. So Air, Animist, Artificer, and now Chaos are in updated format on the pbwiki. I vowed to complete this transfer before building the spellbook anymore. This will make me insane...or more insane, as the case may be.
http://celtricia.pbwiki.com/Spell+List?l=S
[blockquote-Tybalt]Very shrewd, your guys, they know something is wronger than usual. Can't help but notice the two sprayed with undead gore didn't tidy up visibly--will that have some effect?
Interesting that you draw attention to the fact that not all undead are human btw, we DMs tend to forget that.[/blockquote]
The guys are actually very shrewd. I'm not trying to be flattering when I say that most of us who game are already a little brighter than the average bulb, but a few of my guys are in the 'longitudinally-proven' brilliant classification, not just good grades or test scores but career trajectory-wise. I get upset when some of my more machiavellian efforts are missed or ignored, but I think their general intelligence is what has let me dare some of my more arcane plotting.
As to the undead, I have a note posted on the edge of one of my screens, that says "name, weapon, armor, condition, appearance". I sometimes fall into the trap of not making things a visually interesting as I could, as I am not a visual person. So I have gotten into the habit of naming and individualizing every goddamn opponent my players face. Every humanoid has a name (I made the mistake of naming a hobgoblin 'Aslok' once, and got tired one night, and named another one 'Aslok Junior' later in another combat...thus, the Aslok Tribe of Hobgoblins is part of the Lore of my players... I had a few kobolds interspersed in a group uing 'hand-sickles', and the jokes from the groups buying handsicles to eat on hot days, etc, is another fun one.). Worst thing a DM can do is to get formulaic, and actually, Hobyt's and Orcs are the most populous races in Celtricia, humans (including all three major original tribes) are actually third...
Now, I get to add in the Death Spells...I'm almost 1/2 way done. I currently have 2 players in the Igbar group who have learned a little Death Spell Points. Both are sort of hiding it from the group. Amazing the trouble preconceptions can get a person in....
WHAT IS MONEY WORTH?
The Igbarian New Legion found 945 Argussian Silver Feng, 805 Silver Brightlands Silver hands, 630 Brightland Electrum watchers, 170 Argussian Gold Erat. There was a silvefr braided belt with a wolf's head belt buckle (we 5, wo 95GP, Argussian Fenris Traders circa 755RON, +10%lorecheck), Blacksteel francisca (masterwork, +1 damage before divider, we 75, wo 650GP), arrayed around the tatterEd black velvet in the Klaxik Wight's tomb.
OK. Great. What does this mean in terms of the world at large?
I just responded to a thread about succesful campaign building. The proper growth paterns of a world and setting are crucial for keeping interest. The value system of a world is crucial to this.
The northern celtrican cradle is based on the Electrum standard, in that an unskilled villein's work is worth an electrum coin per day. In a city like Igbar, the electrum standard still holds true. Igbarian Drafted soldiers are recompensed an electrum goodwife a day, as well.
Now, the Scarlet Pilum's Militiaa pay their beginning recruits 13 silver children a day, and a buck seargent makes 5 Goodwives a day. There is no tax on income in my world, so I always use a rule of thumb for income only think of an electrum as being 50 bucks. It's 6.25 per hour in todays world (literally..50 dollars a day, *5 days, *52 weeks is 13k per year. 250 for a week/40 hours is 6.25).
So the most common coin in the Northern Celtrician are is the electrum goodwife, followed by the silver Child, followed by the Gold Horn, followed by the copper Strip. Bars, restaurants, and most normal businesses use Electrum Goodwives and Silver Children almost exclusively. Though I still price things in my head automatically in gold, I have gotten better at responding to all price inquiries in terms of Goodwives, when they are speaking to a merchant. After once glass of wine too many, it gets hard, but answering that 'a new suit of Studded Leather will cost a hundred Goodwives, less 19 goodwives for the ripped-up old suit you are trading in' is the way to go.
It also important to take a medieval/gilded age approach to money, in that there is a tremendous range of incomes, a tremendous range of prices, and a lot of people trying to make money.
there are flophouses in Igbar, places where a bed is paid for by the night, where they pack 6-10 beds in a room and charge between 5 copper strips and a silver child per bed per night. A crappy room rented for a hawwak (the eight day week) near the docks will be a 10-15 Silver children for the week (1-1.5 electrum goodwives).
A decent Teque Guild Inn rents rooms (with 2 beds) for 5-10 silver Children per night, Hostem's House of Hospitality has rooms from one to seven Goodwives a night, and the Upper Crust's room rates are between ten and forty goodwives a night.
How much does a backpack cost? A decent one runs 1-2 goodwives.
A Tunic? A basic homespun cloth one is 2 silver children, a nice one in a shop maybe 4-7 silver children. Nicer cloth or embroidery will be 5-12 silver fingers. Silk or Samite? Now we are talking the same range, but in Goodwives. Sharma's Dresssmakers, part of the Vissippe Trading guild, can get 40+ Goodwives for a dress.
Property is huge. Owning (deeded) property is gigantic. Buying an acre of farmland in Igtiche (the farming community just outside of Igbar) runs about 1000 Goodwives, though property is normally done in Gold Horn, so it would be 500 horn. A 2 story house in Igbar would run between 4000 and 10000 gold horn.
Adventuring costs a ton. Magic and artificed items cost a fortune, since they are rare, and are normally handles in Gold Horn. It is all based on the cost of the spell. Buying a casting only scroll costs normally 25 gold horn(50 electrum Goodwives) a spell point, and a learning scroll will cost approximately 35 gold horn (70 electrum Goodwives per point). Cantrips have 5-10 total spell points, so that should give some idea why magic is where the cast is at. Brother's cure (cures 2-7, can be used once per hawaak) has a total cost of 15 spell points, which means 400 gold horn for a casting scroll, or 525 gold horn for a learning scroll.
Potions have the same effect as scrolls, only since anyone can use them, they cost 50 gold horn per spellpoint cost. A potion of Brother's Cure would cost 750 gold Horn, if there is anyplace selling.
Minor update notification...
Finished transcribing Death spells, am starting Earth Spells. My wife runs a Healer of Ceminar and Amrist, so since she has an Earth Mage, I obviosuly have a lot of Earth spells...go figure.
http://celtricia.pbwiki.com/Spell+List?l=S
Hopefully, another small story post from the 'New Legion' in the next few days.
(I have double-barrelled weekend, Mistonian's play on Saturday, Igbarians play on Sunday--should be interesting)
'And so you think this wattle collection is civilized, that you've found culture, because the houses have two storys and the main street has a sewer? Child, this is culture like that dull excuse for a dagger you carry is a weapon! Once you've seen the crowded lines of merchant ships at dock in Hobyt Inn, once you've seen the Arcanic Towers of Hagenos in Orbi, or the Street of Worship at the center of gigantic and ancient Stenron, then you can tell me about the finer things, but please, don't call Igbar civilized!!'
Raphael Tungstolen, Wolden Omwo~ skald of The Frigid Song, and Priest of Verbren the Hunter.
Oh my goodness.
I've tracked this thread down, and am astonished by the weight and worthiness of it. I've read the first three pages (though I'll assuredly have to go back and read them again, for more thorough comprehension), and am spellbound.
Would jump at the chance to get in on one of these games.
Got nothing to offer the thread right now besides a bump and a promise-- I'm definitely getting back to this, and I hope that others do the same.
[ic=The White City]
Keith was the sole inhabitant
Keith was the sold inhabitant
Keith woke beside the fountain
from his dreams of Nebler's mountain
far from the clatter of the the Cairnhold's army
it turned into the kind of joke that Keith feels isn't that funny
White City
White City
Keith talked in alphanumerals
Keith talked in alphanumerals
Keith built a drug cathedral
shape of an octahedron
where he could hide from young Ogrillites who would trample their brothers!
a thin white powder film on everything but soot is the colour of
the White City
White City
White City
So -- are you happy
with this vision you've created
should have known you'd never rest
till we're all incinerated
and you know you are the best [/ic]
The white City was built by Keith and his 14 fellow Dadem A~n Omwo~ (fitrstBorn) back in -7150 RON, It was the first city every made. It was the very first dweiing of the Omwo~, steeped in the near-Planar level magic of that ancient Time, over fifteen hundred yeard before the Stunatu or the Human tribes were even created. IN -5675 RON, Verkonen Vreeg was born, who would later be the only person ever thrown out of that place.
The White City is often called the City Eternal, as there are still over 400 Omwo~ descended from the early omwo~ still living in that hidden secret place...
Many PC's have looked for it, though 2 PC's have ended up there. It is large enough for ten thousand to live comfortably, so now it is a quite shell...
The Holio of Silverwood actually does know where it is, but shares this with no-one. There are some origional Douhis there, temples steeped in worship from the beginning.
[ooc]The White City was one of the first mahjor campaign elements created in Celtricia, maybe within the first year or so. The Lyrics somewhat changed without permission above come from Thomas Dolby's White City. I use a lot of music in the histories of the world.[/ooc]
[ic=Pained Searching Wanderer]
Hidden City, Hidden Land
First cornerstone laid down, first street planned.
Corruption free, stained by none
Spires touch the sky and allowed to scrape the suns.
Eternal home, that none can copy,
Free of pain, of waste, of tribal catastrophe.
The White City, the First Home
From Keith's First Fountain to Vreeg's Cursed Dome,
I search, I hope, I pray, but am doomed to roam.
Trebic Hiionerat,
Arcanic Hand of the Orbic Table
[/ic]
The other current session playing these days is Misotn, which has been mentioned before.
The oldest of the current running games. This group has played for since 1995 real time, and has played almost 1 year of game time.
Miston is currently an outpost town in the Northern part of the Grey March. It has been many things in it's time.
It was really founded around 225 RON, back when Stenron was still the city of Winterloo, capital of the State of Winter. The Collegium Tortoris was dislodged from their home on the Corpusmunt of the necropolis of Winterloo, and came to settle on the road to the ancient mines, in the eaves of the Trelliwood. At this time, the Venolvians were mining heavily in the old Ambretton mines to North, and the old road that was being used for Trade gave them a perfect place, in between the population centers of the time. Inevitably, traders started to stop here regularly, taking advantage of the protection here, and some few stayed. Religious pilgrims of the Venolvians also were seen regularly in the first years of the town, called 'Miston' for the mist that rose from the trees on spring mornings. So in it's early years, Miston grew slowly, but steadily.
But when Jon of Triston led the Forces of the State of Winter against the Venolvian settlements, it brought in once last surge of traffic, with armies and wains going through almost daily...and then, once the Venolvians had been defeated in 488, and thrown off the main continent altogether, the traders had no reason to go through Miston again. mIston had gotten fat for five years on the war, but the war destroyed the reason for traffic coming through Miston.
During all this, The collegium itself had waxed and waned. The huge, Basalt main building has been hidden for centuries by a powerful glamor fomr the lost SHadow magic, so most inhabitants walk by it it every day on the merchant row, it sitting across the stream, but their eyes slide over it.
The Collegium Arcana started a chapter house here back in 590 RON, though by then grass had grown up in even the Straight Northern Road, so there was no notice of the old Venolvian traces.
The Town had been wrested from the Grey March some five years before by the the GiantClan, but recently the town has been freed. The Giantclan and their myriad minions prowl the west and north of the town, in large numbers.
Almost all of the crops and livestock in Miston is provided by the Turniper's farming commune to the south. They have a herd of Marcher cattle, which all average over 8 gallons of milk per day.
PLease pardon the maps, as they have been scnned fomr old hand drawn ones.
(//../../e107_files/public/1190948926_392_FT31806_miston1_.jpg) (//../../e107_files/public/1190948926_392_FT31806_miston1.jpg)
(//../../e107_files/public/1190948926_392_FT31806_miston2_.jpg) (//../../e107_files/public/1190948926_392_FT31806_miston2.jpg)
(//../../e107_files/public/1190948926_392_FT31806_miston3_.jpg) (//../../e107_files/public/1190948926_392_FT31806_miston3.jpg)
(//../../e107_files/public/1190948926_392_FT31806_miston4_.jpg) (//../../e107_files/public/1190948926_392_FT31806_miston4.jpg)
Hmm.
I had another good idea for a post.
I'm going to post an one of the early adventures that the original grey legion dealt with. PLease feel free to comment, but also feel free to use this or some version of this if you wish. This also shows my basic format for creating an advanture.
I use my own system that enabled characters to gain experience when they use their skills, so experience amounts given may be very different that what you would use. Please feel free to ask any questions that may help you use this.
Also, pardon me for not using the table codes for the creatures found inside, I normally paste my excel monsters , and I really don't feel like typing that much more.
[ic=some background]
The Central Trablerian area was populated first by the Astrikon Traders, and after they got snuffed and scattered in 188 RON, the area was covered by many of their ruins and travelling families, but the demonic interference that destroyed the Herb Lands working also destroyed them.
In 260 RON Coth The Unworthy ( A Venolvian freebooter-turned-pirate) started building a small wooden fort on the coast near a some scrub on a small hill near a natural cove, with his ship mates. They stole some white Fidikmarple (like white granite) from some nearby ruined buildings (old Astrikon country estates) and soon wandering groups settled near it. in 288 RON, the Shedu Inn was openned next to it. This would become the town of Igbar.
But in 365 RON, in far-away Orbi, the Arcanic Table came into being to threaten the ruling families, and some began to make secret plans in case an exit was needed. In 402, the Church of Enchantment and Making (Dispater) and clan Keguman (both from Hagenos, in Orbi), sent a delegation with prized possessions to create the Monastary of the Forge, in the middle of no-where, north of the wibble hills, about a hundred miles north of Coth's Holdings.
In 412 and 413 RON, the Arcanic Table started to solifify it's grasp of power in Orbi, and many of the old Orbian families left. Clan Killraven, Oscatel, and Antroo all fled to their secret, prepapred holding in the wibble hills, and in 415 Clan Killraven founded their manor in the eastern outskirts of the wibble hills, on the flat top of an escarpment, and the next year, work began on the underdark and the Temple Devilkin, both further in the hills.
It is worth mentioning that the Northern Venolvian settlements, nearly two thousand miles to the north, almost released the Dreadwing by mistake in 418 RON, and that Orbi became an official Mageocracy, ruled 100% by the Arcanic Table, in 420.
Centering in a bit, though there is much to say on the whole history of the Orbian exiles, it is enough to say that once the Arcanic Table had consolidated power, it paid the Whiskanis League of Venolvia, the Manstis-clan of killers (most venolvian clans were represented by insects, like the flys on the Lammellar the New Legion found in the Shearing tomb) to find and destroy the clans that had fled.
Though the Killraven manor was thriving, in 458 RON the Whiskanis league found it, paid some informants (most notably the tutor to the twin Killraven children), and overran it. They destroyed the Underdark and the Monastary of the Devilkin the next year, and the ruins were left to rot.
The current play date when this was taken was the end of 894, and the Firhazer humanoid tribe (mainly hobgoblins, Gnolls, Flinds, and a contingent of wererats) and their double-tower aflame sigil have started to cut off trade from the north. They have taken the ruins of the Killraven castle as their own, and can just see the Recum road in the distance as it comes around the wibble wills.[/ic]
UNderneath the old manor house itself, the Firehazers use one room for storage, but eschew the rest of the basement, as it is creepy as hell...
The fight for the Killraven manor ended here, when the family and some last gurads retreated underground. The Tutor was supposed to bring the last boy to the sectret passage that led to the well, where they might be able to climb out, but the tutor had already been bought off.
I also had the group trying to rescue the son of a trader of the Homintworth Clan (which trades in spices, and is uner the larger Winfire clan), and that child had been partially possesed by the spirit of the Killraven Child that was betrayed.
Basement under Killraven Manor---
The stairs from above are mortar topped with rotting wooden planks.
downstairs, the floors are grey flagstones, 5'x5'. The walls are carved, but covered in whitish brick (Fidikmarple) with black mortar, with the same on the ceilings. The doors are rounded on the top.
1. Staircase from the old burnt out manor house. Basic grey stone. There has been a lot of foot traffic.
2. Entry room to basement area. Ceiling is 20' high. Used most recently for storage, for Vichi and Kostchi. The northern wall is covered with sleeping furs of all different types (horse, wolf, donkey, bear). Along the south wall is a long table (9 x 4 x 3) made of thick oak. On it are three damaged arbalests and 16 bolts.
The Northwest corner of the room has a bearskin belt on the floor and there are a pair of small manacles attached to the wall that are of a recent construction. They held the Homintworth child, before they moved him to the caverns.
2.1 Door to the older areas. This door is thick oak, and is iron reinforced on the east side. This door is somewhat newer than the rest of the room. There is a padlock (+05% RT) on the east side of the door and that is the side where the hinges are, as well.
3. Corridor split. The floor of this part of the complex is made of grey, granite slabs, and the walls and ceiling are of a greenish brick and mortar.
The west wall at the split has a big scratched/cracked area, the there is a pile of granite shards on the floor. A reconstruction would show a bas-relief of a raven profile (we200,wo730). There are a no tracks at all here.
4. 2 oak doors.
The West one is unlocked, and is of a double thickness, with some kind of a rubber seal on it. A cold breeze comes from that way.
The East door is locked, (+10%).
[note=Type Gelatinous Cube]
Name
HP 26
AV 55
Pro 25
Move 11
att type pseudopod
Speed f 5
multi% 25%
bmod 25
prime
dam 11-21/d6+1
spec dam para (fort-25) or para 10-26 seg
spec attack surprise +20
specialabili immune fire/electrical,mind affectinf spells
exp 279 [/note]
5. Storage room. Old crates litter the north wall, mainly destroyed now. In that section are 4 spear heads, 6 axe heads, and an electrum katar with a raven handle (we19,wo115). The south wall has 22 weapon hooks on it.
5.1. This is a killing zone in the corridor. Still trapped. X marks the spot where the trigger is set to fire 2 pilums made of solid bronze, reflex to avoid, armor protects .75,dam is 18-29/d6+2.
5.2. Unsafe corner. Has sharp spikes of bronze embedded on the west side of this corner, so that none can hide here.
5.3. Secret door in the brick (+10% to find). Door is locked, key is actually gone (+05% to open). There is large smear of ancient blood on the east side of the door.
6. Old meat locker, with a low (10') ceiling, with hooks sticking out of the ceiling. The south- west corner of the room has a human and a dwarf skeleton, both filled with crossbow quills. They both wear banded mail with a raven sigil. The dwarf has a caved in helm and next to him is a ruined flail. The human has a rusty scimitar and a ruined buckler.
Northern wall hides a gelatinous cube, a very hungry one.
This cube will attack on sight and will pursue as well. Inside the cube is a hobgoblin skull, hobgoblin ribs, a bronze small rod with a raven's head and wings on the top of it (6" long, decent craftmanship,we 8, wo/13), a silver goblet with herons in flight carved on it (we 18, wo 35, house Valorn, old Orbi), a small bone figure of a gwynnellian child holding a large fish (we4, wo 105-made by a disciple of Holmio), 38 electrum coins from the Bright Lands, 14 gold coins of the same make, a silver chased steel fransisca inscribed with tiny gold tridents ( we75, wo 180, Church of Hewecar, blades are silverized as well).
7. Ruined remains of a door made of oak. There are oak shards all over the floor. Mixed in are a few old crossbow quarrels.
7.1. Wind. Suddenly, the party will be assailed by a strong breeze of 30 mph. (old spell left here from the Killraven clan).
8. Old chapel/A hopeless defense. Skeletal remains are all over this room. Most of them are centered around a skeletal human pinned to the west door by 2 pilums. His head and right hand are both missing, and he wears a grey (adamantine, set is '"5% avoid) lamellar with the yin/yang raven sigil on it. Around him are 9 skeletons in mantis (has a wire mantis on the breast plate and bulbous eyes and a insect-mouth piece) style scale-mail. There are 5 human, 3 klaxik, and 1 hobbit skeletons in states of damage disarray, 6 with arrows stuck in them. There is also a skeletal elf in Mantis scale armor (6'5'), wielding a blacksteel broadsword chased in platinum tridents and circled by pearls ( we100, wo 1950+mag,+03% to hit, +5% to init bonus, +85 exp).The mantis styling is from the ancient Venolvian Whiskanis league, a clan of hired killers who took on most the attributes of the stealthy mantis, also called the mantis sect of fear.
The northern wall has 8 moldy pews thrown against it.
8.1. The southern area has a raised area (1') with a small altar on it. The altar is 2' tall and oval 3' wide, and made of a grey stone marbled with green. There are ravens carved into the foot area, and hands carved into the corners, with a crayfish carved onto the middle of it, and the top is smoothed. It is hard to see when the players enter, as there are skeletal remains on it, sprawled on the altar facing south. He is Omwo~, and still wears a grey studded leather armor with black studs (armor of elusiveness, +05% av, +05% pro, +10% to Basic Hide, +145 exp). There is a broken bow next to him and a broken gladius with an ivory hilt (we 6/wo 131) with the Telio clan wing/petal symbols on it.
8.2. Decayed skeletal remains. 2 long dead warriors fell here. One is human, the other Klaxik. They wear the wire mantis scale mail of the old Venolvian mantis sect. There are two pilum heads on the ground next to them.
8.3. Locked stone door with iron bolts. It is still locked (-15% to open), and is trapped with a scything blade trap (reflex-15% or 21-36/d6). There is a little indent in the wall next to the door that looks like an indented face with a pair of wings. The top of the bronze raven wand found in the gelatinous cube is the key (40 exp).
[note=Type Huge Spiders]
Name
HP 15 17
AV 20 20
Pro 18 18
Move 18" 18"
att type bite bite
Speed f 5 5
multi% 5% 5%
bmod 1% 1%
prime
dam 12-23/d6+1 12-23/d6+1
spec dam poison fort +10 or die poison fort +10 or die
spec attack
specialabili surprise+25% surprise+25%
exp 185xp 185xp [/note]
9. Old dungeon area. There are black iron rusty manacled carefully placed on the north and south walls, and there are chains hanging from the north and south walls. There are bars from floor to ceiling along the east-west axis (see map). There are skeletons chained to the north and south walls. There are also 2 huge spiders waiting on the 20' ceiling, as well, with a +25% surprise.
The bodies have no treasure.
9.1. Wide open door
9.2. This corridor feels cold and slimy. Sensitives will feel outrage, and betrayal. There is air flow from the east.
10. The old Crypt/Escape. This room has a white marble floor, with a green marble circle in the middle of the floor. Inside that is a mosaic of 2 yin/yang ravens with a crayfish between them. The x on the eastern side of the room is a child's skeleton sprawled on his stomach. It looks like he died crawling forward. There is a blacksteel katar in his back (Bloodletter, +03% hit, wounds heal at 1/10 speed, of chaos/evil +40 xp), and there is am emanation of outrage and betrayal centering on this body, for those with the ability to feel it. This is the body of Erol Killraven, betrayed by his tutor, Vokar Oxtongue. Vokar had taught the twins for 5 yrs, but had been corrupted by the Collegium Arcana, which chased the Killraven's out of Orbi, and hired the Mantis Clan of Fear. The body of the child is here; however the spirit fled months ago into the body of Hedjikan Homintworth, who is now housed in the old abbey.
The ceiling is vaulted, with old, wooden beams, which go from the sides of the doors up to the point, where they meet. There are mosaics in the middle of the north and south ceiling vaults of a 9' tall skeleton with wise eyes flying on birds' wings. He wields a 5-tailed whip. This is Oblimet, the devil-duke of traveling and safety in journeys.
The floor is damp, and there is air coming from the east.
Six slightly larger than life sized statues ring the room. There are also hidden crypts behind each one, each holding the actual body of the person depicted in the statue, though careful inspection will see though the whole place is old, the statues are far older than the rest of the room (they and some of the crypts were moved, if they could be, from Old Orbi). The coinage in all of the tombs is Old Orbic. Behind the middle north and South-east statues are toporous undead. After the players have been in the room 1 minute of game time, they will burst forth from their crypt walls, shrieking their anger.
[note=ghasts]
Type Ghast Ghast
Name Carina Arald II
HP 18 22
AV 60 60
Pro 26 (silver) 26 (silver)
Move 12" 12"
att type claws claws
Speed f 3 3
multi% 30% 30%
bmod 20% 25%
prime
dam 16-27/d6=2 16-27/d6=2
spec dam para (fort sr or 6-18 seg) para (fort sr or 6-18 seg)
spec attack
specialabili immune to mind affecting spells immune to mind affecting spells
exp 259 276
[/note]
10.1. This statue bears the legend 'Wanderer', and depicts a grizzled man in heavy furs holding a bow, with a many antlered stag at his feet. This is Vairpieke Killraven, First lord of the Widfarrow. Inside hs tomb is his body, 480 sp, 200 gp, a tourmilane (we 3, wo 25), a gold crayfish 9we5, wo 50)
10.2. The middle north statue is an Omwo~ maid, with the title 'Killraven Corporatus', which is Harnic for '˜Killraven in spirit'. She holds a bank dagger and a book, and wears a chain mail shirt. Her hair is swept back and held by 2 barrettes in the shape of flowers. This is Carina Killraven, who married into the family and led it for 50 yrs. The book is titled 'Banquin Est Hollic Want Ameletta', or 'Feed the girl the spider' in Harnic. There is a crumbling scroll of the spells 'Feast of Grim' and 'Apprentice heal' inside her tomb, in a siver tube, with carved ravens heads for the ends.
10.3. The north-east statue shows a slender man in tight fitting silk armor, wielding a hand-sickle. His hair is swept back and long, and he has a thin, dour face. His caption is '˜The Seeker', and he is Commander Arald Killraven, who steered the family when the Collegium Arcana first came to power in Orbi. His corpse has a bracelet of silver with a star on it (we 4, wo 155, star of Hedgeikan, old orbic wizard school). There are also 150 elp here.
10.4. This statue is of a younger man, in robes inscribed with runes of power. He wields a rod with a star at the end of it, (Rod of the Stars, if anyone can figure it out). His caption is 'Tominokik', which translates as 'bridge builder' in Devilkin. There is a wand made of slick black ivory in his tomb (Wand of Envenoming, 7 charges. Creates a slickness on a weapon that actually envenoms it with Brulic poison, which needs fort CC , make CC 4-12/d6, miss CC 12-27/d6, wand also acts as 'wand ordinaire' reduces Spirit Spell points by 1 per spall cast and animist sp 1-2, 315 exp)
10.5. This statue depicts a man in plate armor with a knight's shield. The shield has 2 ravens in the upper area and a sprig of roses in the bottom (house of Killraven/ Lordship of the Widfarrow, if anyone is trying to figure it out. The Widfarrow is a forest in Orbi). It has the caption 'warrior', and is of Hesle Killraven, a son of the family who held the post of Knight-Commander in the Orbic Combined forces. This tomb is empty'¦no corpse, even.
10.6. This is a statue of a young man with a piecing eye, wearing studded leather armor and bearing a short sword. His hair is in a circlet with a raven in the middle of it. He is missing his right ear. His tile is 'Adjudicus Mortis', which is harnic for 'the life-judge'. This is Arald Killraven II, who managed to move most of the family's wealth to this secret location without the knowledge of the Arcanic Table. Inside this tomb are 215 sp and 45 gp, and a sapphire (we 4, wo 275).
11. This room is empty except for a stone chest. It has no apparent opening and no keyhole or hinges. It is carved with a mermaid chasing crayfish with a net, and the mermaid is squealing with the delight of the chase. The mermaid has onyx eyes. The only ways to open the chest are to dispel the magic on it (locking is 16th level if someone attempts a dispel) or to insert the onyx spider from the caves in the mermaid's mouth. The Onyx spider is hidden as a belt-buckle on the statue of Belial, in his aspect as the giver of magic, in the caverns.
Inside the stone chest are 850 gp, 100 pp, a potion of heroism (adds 1-4 levels to all fighting skills for 20-48 seg), a potion of fire resistance (30% to all fire saves for 2-5 hours), a platinum key shaped like a crayfish (we 6, wo 202), and a scroll of 'Assassin's Eye.'
(//../../e107_files/public/1190998583_392_FT31806_killravmanor_house_.jpg) (//../../e107_files/public/1190998583_392_FT31806_killravmanor_house.jpg)
(//../../e107_files/public/1190998583_392_FT31806_killbasment_.jpg) (//../../e107_files/public/1190998583_392_FT31806_killbasment.jpg)
Very good detail on an adventure, Vreeg. Your thread just keeps getting better and better.
Update on PBWIKI
Earth Spells are trasncribed, so far as they are done.
Celtrician spellbook (http://celtricia.pbwiki.com/Spell+List?full_access=ykSciyNGwN&l=S)
Really nice clear job on the maps. One thing I have to compliment you on is the old style use of graph and clear dark lines. I like the attractiveness of the more modern school of game mapping but find it harder to read at a glance. My main concern is not authenticity from that stuff but that it should be easy to read in the midst of a game.
I also love the White City legend. You leave little to chance in your games; there is a sense of why it was founded and a sense of what kind of place.
Killraven Manor is probably usable in any setting. However it comes with a sense of creepiness that you seem to have a knack for--you seem to be very keen on places that have a shade of death over them. Because of this the hungry gelatinous cube is a bit of a shock, as I imagine it has been for a player or two.
More New Legion
[note=I'm officially behind]
The Igbarians are a full session ahead of this posting. I'll try to catch up on it, and will probably transfer these posts to their own thread soon.
[/note]
After Kiko searched for traps, while Eodl watched the door and pharren mapped the little tomb area, the group tried to figure out how to carry everything. The Klakik Wight had some interesting stuff, and a fair amount of different old coinage, including 945 Argussian Silver Feng, 805 Silver Brightlands Silver hands, 630 Brightland Electrum watchers, 170 Argussian Gold Erat. All of this was scattered over tattered black velvet.
Pharren sighed. The Argussian stuff was pretty devalued now.[note=coinage]lots of different mintage of coins. all is based on the real worth of the metal, but still, since Trabler was at way with Argus, the argussian stuff was a pain, even though it was old. [/note]
Eodl looked down at the coinage. "Pretty well-travelled wight", he said.
There was also a silver braided belt with a wolf's head belt buckle and the nice, obviously masterwork francisca that had chopped George up. Kiko also said the wight's bronzed helm was worthwhile, and there was also a bronze serpent, about 3 inches long.
Kiko and Pharren looked around the room for any other ways out...a dead end had to mean a secret passage, right?
But nothing was found, so the group piled out back into the large room with the stone table, where the arbelest had sat in the front of the room.
Everyone took a second and cleaned up, and the group compared stockpiles. Tusnus' armor was beaten up, and there were a lot of little wounds. George was actually bleeding from 2 places. Eodl felt he was very low on healing spell ability, and the new kid, Cyrill, was on empty already.
Pharren said that they might want to return to the surface. It was probably approaching midnight by then. Kiko managed to convince everyone to check out the corridor north out of the room, which, while not as decrepit as the southern tomb, still showed little passage.
The followed this north, then west, back towards the way they came. Kiko and George were in ahead about thirty feet in the five foot corridor. Everything was still sealed with red bricks, but they were old, and some moisture had colllected in ruts, so the whole atmosphere was damp here.
The corridor turned south at an angle, then went south and came to a strange door, almost the full five feet of the corridor, with hinges totally on the group's side. The door was a dark wood, and heavily reinforced.
Kiko and Pharren went back to the strange, angled bend in the corridor. Pharren and Cucino were trying to make the map work. The bards were scratching their heads.
'Well, this bumps us smack back into the '˜glowy-thing' room', said Cucino.
Pharren looked up. 'Mmmm, guess we missed it', muttered the elder bard.
Cucino said, 'Missed what?'
'The hidden door'¦'
Kiko looked up at the two as they mapped. She pointed at the blank space in the middle of the looped corridor they were in,' What's in here?'.
Pharren and Cucino shook their heads. Kiko started to search the inner walls.
'Hey, Kiko, can you check the door at the end for traps first?' , said George.
The hobyt archer kept working at the wall. 'I think there is definitely something here'¦', she said as she ran her hands over the wall. Pharren shook his head again. Kiko got pretty focused sometimes
'Good thing I'm short'¦there's something next to the floor here'¦', she said. George came over and started helping her with it. Cucino also came over, while Tusnus went down to the door, standing guard.
Kiko followed the seam she had found to the corner of the southern walls, very intent on the wall. George found a squiggled indentation new the floor, and after Pharren and Tusnus found the bronze snake from the Klaxik Wight' room in the Squire's backpack, they heard an audible snap, and the whole 15' section of wall moved on a pivot, allowing them access to a dusty cabinet.
Strange enough that there was secret compartments and such in a mausoleum, stranger that someone had taken the time to create a hidden cabinet. However, most of it was empty. Spaces there for items but someone had cleaned it out, except for a blacksteel dirk. However, between half the group being cut up, and the lack of spell points available, even with a lot of scroll use, the group searched the cabinet again, took the Dirk, and slipped back upstairs.
[note=scolls]
scrolls are utilized very heavily in the GuildSchool rules. They also have some limitations, because of this. The first is that a caster cannot use a scroll that has a total spell cost of twice what they can cast. So scrolls can be used to cast a spell that costs more then they can afford. Using a scroll does cost spell points, however, 1/10 the normal. So a lot of scroll use wears a caster down, though nowhere near like regular casting.
Most lower level healing spells can only be cast once per hawaak (8 day week) on a wounded person, so since half the group had been healed, eodl was starting to have to use different, more expensive variations of ehaling spells. A different spell can be used, but each variation (cures, heals, fortifactions, aids, etc) only once per hawaak[/note]
Kiko didn't find any traps on the door to the south. Though it was obviously a door on this side, it had eluded them on the other side. Eodl and Tusnus were against opening it, as it could be trapped, and they knew they could just go around, but George got impatient and pushed the door open.
Held breath...but he got lucky. No traps, old or new.
"Bravery is certainly not lacking in George", quoth Squire Tusnus.
"Nor patience", rejoined Pharren sourly.
They tried to keep their guard up on the way out, but it woke everyone up when they heard some yelling and fighting when they were leaving the boneyard.
'Death is in the air tonight', said little Kiko, sill leading the group with George. He nodded at her as he bled slightly from the almost-closed wound in his stomach.
A few questions about scrolls:
1. Does the Guildschool also have a monopoly on making them, or on the sale of them?
2. How much work is it to produce a scroll?
3. On average how many would say a midlevel spellcaster have on hand?
4. Has anyone thought of producing a kind of 'travel book' of scroll type magic for those with the cash?
I can't help but notice btw that you are fond of the approach of having pcs be reminded now and then of unhealed injuries in a very physical way. I also like doing this, it keeps people from taking damage lightly.
As Always, some really, really good questions.
Quote from: TybaltA few questions about scrolls:
1. Does the Guildschool also have a monopoly on making them, or on the sale of them?
2. How much work is it to produce a scroll?
3. On average how many would say a midlevel spellcaster have on hand?
4. Has anyone thought of producing a kind of 'travel book' of scroll type magic for those with the cash?
I can't help but notice btw that you are fond of the approach of having pcs be reminded now and then of unhealed injuries in a very physical way. I also like doing this, it keeps people from taking damage lightly.
Ahh. Scroll Use. Very Big in my system, as are all artificed items.
1. Not at all. Scrolls are created through the use of the Artificer spell, "Write Scroll", which prepares the scroll surface for the spell being cast onto the spell and being 'written' onto it. So only those versed in artificer ability can create them.
2. A lot of work, or at least a lot of spell points. As we touched on once before, though magic is common, even mid level magic is very difficult. 'Write scroll' costs 25 spirit, 3 order, 1 mentalist, and 12 artificer points, and then the caster must have the spell points to cast the spell onto it. It takes a minimum of 2 minutes per spell point cost (including the cost of the initial 'write scroll' spell). Both spells need to be cast succesfully, as there is a 'spell success' needed for every spell cast in GuildSchool. On top of this, higher power spells are much harder to put onto scrolls. Anything with over 50 total points is normally placed as a charge on a created item, as a charged item has a better chance of taking the charge succesfully than a scroll.
3. I need a clarifier...made by themselves or bought? A midlevel artificer can cast 'Write Scroll', but it takes an upper-level caster to cast that and have ability in restorative or animist, or the other areas of casting to cast other useful spells onto the scroll. Artificers are the second most commonly chosen type of spell ability. Scrolls cost serious (spell cost link (http://celtricia.pbwiki.com/General+Costing+of+Spells?full_access=ykSciyNGwN&l=S)) cash, normally 20 Gold Horn per spell point even for common scrolls. Potions, for your information, since they do not cost anything nor need any any spell abilities to use, cost four to five times as much as the scroll variation. From the Igbarian New Legion, Eodl has bought a ton of healing scrolls, as well as carrying Merrig (a healing herb). Eodl went through 6 scrolls last session.
4. It has been done by NPC casters, but very rarely. Historically, this kind of thing is so valuable that artifiCers generally keep them.
Scroll use then is an interesting example of how magic in your world works--if I were you I would use it as an example of how there might be a number of people capable of casting a few spells but few who can take real advantage--clearly you need to be able to have studied and experienced magic ably before you can make a scroll, which makes scrolls very valuable and the abilities of those who can make them doubtless sought after for many things.
By the way am I right in thinking the little bronze serpent they found is significant?
Quote from: TybaltScroll use then is an interesting example of how magic in your world works--if I were you I would use it as an example of how there might be a number of people capable of casting a few spells but few who can take real advantage--clearly you need to be able to have studied and experienced magic ably before you can make a scroll, which makes scrolls very valuable and the abilities of those who can make them doubtless sought after for many things.
By the way am I right in thinking the little bronze serpent they found is significant?
yep, she's a key, one of two.
And yes, artificers are sought after, and have become more so as the campaign has grown over the many years. Artificers and artifice ability has become the alternative to technological innovation. The best and most forward thinking minds of Celtricia become artificers. Marcher Cows were one of the few useful creations of Korang the Enlivener, blending animist spell points and artifice to forge a breed of cow that produces over 8 gallons of milk a day, ETC...
Warning!
Raelifinated Post!!
Once I go and start breaking down this thread and posting the individual parts, this will be near the front post. But I felt the urge to post it now.
Taken from here.Q&A page (http://celtricia.pbwiki.com/how+it+is+played?full_access=ykSciyNGwN&l=S)(Funny, First Tybalt now Raelifin are getting a mention....)
And yes, I am curious how this comes across...
Celtrician Rulebook
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Celtrician Rulebook
How does GuildSchool differ from most games
What are the major conflicts in Celtricia?
How do characters progress in a classless system?
But aren't their too many skills for a character to really get good at anything?
What stops a character from taking a really powerful skill specializing in it to unbalance the game?
Magic seems really different here.
Is Magic closer to technology or miracle?
Is Divine Magic separate from other forms of Spellcasting?
So what is the technological level of Celtricia?
Why do characters really adventure in Celtricia?
Remember one fact when thinking of the Celtrician game. Celtricia is called the World Of Factions for a reason. God, Guild and Country is a common phrase, first coined by Churnin Tox Hedjikar in Orbi, in 605 R.o.N., and it defines many things.
[ic]How does GuildSchool differ from most games?
Guildschool is more free-form in character development. Characters only gain experience in skills they use, so their development is based on what they actually do. No more getting better at picking locks by killing orcs. You pick locks to get better at picking locks.
At the same time, characters can learn skills from other guilds that might be good at those skills. So if a priest of the Church of the Karma of the Night (Darkling) wants to learn Multiple Attack, straight sword, he might go to a friend who is a Tristonian Knight, and beg allowance to learn from the Martial tutors there.
It is also a low-hitpoint/equipment important system, where charcters cannot take too much damage compared to how much a weapon can dish out, and so armor becomes even more important.[/ic]
[ic]What are the major conflicts in Celtricia?
Civilization versus tribal barbarism, Reason versus Dogma, The old landed classes versus the rise of the Guilds, and Faction versus faction are the most obvious that affect players everyday. Underneath everything, unseen in the bright light of the day, is the underlying struggle between the civilization of today against the Sins of the Past.[/ic]
[ic]How do characters progress in a classless system?
We call Guildschool skill-based because experience goes into skills that are used instead of into a class. But each skill has an experience modifier based on what group teaches it, and on helpful attributes. So unlike many skill based systems, characters can be better or worse at a skill based on their proffesion. [/ic]
[ic]But aren't their too many skills for a character to really get good at anything?
No. Skills are set into groups, so that learning the base skill of a skillset (say basic traps) gives the character a litle bi in the subskills of find trap, remove trap, and set trap. However, basic skills have a very small amount gained per level, so that a thief will eventually have to learn the subskills to get really good.
This also allows some characters to be very efficient generalists, as basic level skills are set up to give a little ability in a decent amount of subskills. And many subskills have more subskills. For the seepest arts, there are often 3 or 4 levsl of subskills.[/ic]
[ic]What stops a character from taking a really powerful skill and specializing in it to unbalance the game?
A few things. First of all, a player would have to use that skill a lot, as the only ways to gain experience in a skill is to use it or spend a ton of money on tutoring (see General Costing of Skill Kits).
Secondly the experience progression gets very difficult after fifth level.
third, the basic skills 'above' that skill must remain higher level than the ones 'below' it.[/ic]
[ic]Magic seems really different here.
The magic system has been designed to fit the cosmology. Too many games create a setting and then plug in a generic magic system.
Spells are powered by channeling different energy source, like the House of Air, The House of Death, the Animal Oversoul, and the Perfect Form. Spells cost a certain amount of each of these, and how many Spell points a character has in these determines how much power they can channell at a time without recharging.
Spells also have a success%, and casting a difficult spell risks spell failure, though a caster can pour extra spell points in to increase the spell success.
And the spell points come back at a rate that means at lower levels, a caster who uses all thier abilities will get them all back in a day, but as they can cast more and more powerful spells, they might take longer.
Finally, a spellbook was written expressly for the game, not merely pluggin a D&D spellbook in.[/ic]
[ic]Is Magic closer to technology or miracle?
Most of the current magics are definitely analogous to technology; many of the best minds of the day go to guilds and universities to study magic. The magic of the 9th century (R.o.N.) is seen with a brassy optimism, with an unhealthy dose of worship involved with the term progress. Though not yet common in outskirt village, magic has reached a point where the wealthy are commonly making sure their children get a smattering of magical education with their other learning. Artificer and Restorative spell skills are the most popular to learn, as healing and the creation of magical tools are popular goals.
However, the great magics of the past, such as the raising of Cooom Isle and Y'Gorl's Curse are the stuff of legnds, and many 'educated folk' today doubt these things ever happened.[/ic]
[ic]Is Divine Magic separate from other forms of Spellcasting?
No. Though the churches (as combined guilds, universities, and thouses of worship) are a central feature of daily life in Celtricia, both the way gameplay works and in terms of how magic is viewed, Divine casting does not exist in Celtricia. The Power sources used for spells that clerical characters specialize in are often a little different, as they normally learn Restorative and Necromantic Skills a lot more often than other groups, but often the House of Chaos and the House of Law are learned by priests as well, as well as the House of Life and the House of Death. [/ic]
[ic]So what is the technological level of Celtricia?
In terms of real technology, very backward.
And in the villages and tribal areas, superstition and a vile level of existence are the rule.
However, the level of magical 'technology', the larger population centers and the wealthy use magic and artificed items to create a level of technology that has started to beat back ignorance, and allow a standard of living that promotes philosophy and a self-satisfied drive for improvement. [/ic]
[ic]Why do characters really adventure in Celtricia?
Celtrician civilizations are old, and there are legends piled upon legends of powerful magics and great wealth left for the bold to find and make their own. And behind the curtain, these legends are also reaching out from the past to scrape at the windows in the dark of night.
In the last few centuries, philosphies of acculturation as a determinant of civilization have dominated the Kaffeehouses and gatherings, and brought the Orkash and Gartier into the melting pots that are the cities of Celtricia. Yet the battles of the forces of progress versus the tribal groups, such as the Giantclan Silverworth, the Zyjmanese or the Firehazers is fighting the good fight.
Guilds and factions demand tremendous loyalty, and are by extension ambitious. The old social ranks of nobility, while not dissapearing, are making room and alliances with these guilds, and the way to power is no longer restricted to birth alone.
[/ic]
Very nice basic Q&A and introduction Vreeg. This sort of thing should be the header for new worlds and systems. If you did a revisted thread you should start it up with stuff like this.
One thing that I would suggest--you need a clear idea to present of how you level up. That and skill purchase are the things I found most daunting about your system. You have clearly been running it successfully for a while, so you need I think to sell the idea as being accessible.
One thing GDW did rather well for Twilight 2000, another complex and realistic system, is that they had little example boxes for character creation and development that also showed stuff like equations you had to do and stuff like that. For instance calculating skill percentages.
BTW I've been looking through your wiki and it is impressively laid out. One of the BEST things about it is that it is very easy to read. The type is large and easy to read, the layout is easy to follow, and your prose is very clear. Good job all overall.
Didn't know which of my threads to put this on, so I went old School.
My Igbarians recently broke into the tomb of the GarishCloak Bards, in the northern sunken Boneyard of Igbar, whcih used to be a subken garden for an ancient Astrickon Trader Manor...
Anyways, they found this on the outside of the door to the Tomb of Wren the White (the ancient leader of that Guild, and recently 'called' back through the anginarian necromancy to lead her undead bards to haunt Igbar) and I though I'd share it with the CBG, since it had such an affect on my PC's that I have started using bits and pieces in the activation of some of the wierd bardic magic they found there. It really made the PC's think.
[ic]
Let Your Body Die
(Death is not the end)
(Death is not the end)
Life is boiling up and undulating
While oblivion covers up the world
Not to cool or comfort but to level
The few remains of hope we still feel
Whispers and hums are heard here and there
Witnesses of some event to come
Every nerve is on edge and vibrating
Throbbing before the break of the storm
Far away, loud and clear
I heard a voice going in my ear
Far away, loud and clear
I heard a voice going in my ear
Remain chained to the matter
Or let your body die
Remain chained to the matter
Or let your body die
DIE
Not with you yet already abandoned
In the dismal silence of a slough
Mankind is in the hands of a monster
An ogre gorging on this fallen despair
And the voices of those yearning for light
And their thoughts before becoming acts
Get diverted, betrayed and distorted
Get distracted, ignored and destroyed
Such is the state of this convulsing world
Such is the fate of this body of Amrist
Such are the days meant to wreck and deface
Such is the weight of the burden to bear
Far away, loud and clear
I heard a voice going in my ear
Far away, loud and clear
I heard a voice going in my ear
Remain chained to the matter
Or let your body die
Remain chained to the matter
Or let your body die
(Your body has already done a lot of changes
That's only the beginning
The beginning of the new flesh)
(2x)
All the twists and turns of our life
Pull us back to the place we came from
There's no faith in our hearts of stone
We have no torch to light up the trail
Is it still time to make for the open ?
Did we squander the talents we had ?
Can we still awaken and then revive them ?
Are they still expecting our call ?
Are they still expecting our call ?
[/ic]
(actually lyrics are by an industrial group called C-tec. But worth borrowing. But credit and props where due, they rock incontrovertably)
You know it's interesting that the typical music you present for your game has a sort of Heavy Metal dark romance feel to it. I have come to think of it as typifying the main viewpoints of life in your world.
I like your dungeon adventure btw, very cool. Fratercanis is very clever like a number of your little joke names that nevertheless can be taken seriously in your setting.
Quote from: TybaltYou know it's interesting that the typical music you present for your game has a sort of Heavy Metal dark romance feel to it. I have come to think of it as typifying the main viewpoints of life in your world.
I like your dungeon adventure btw, very cool. Fratercanis is very clever like a number of your little joke names that nevertheless can be taken seriously in your setting.
I didn't know which thread to toss the song into, so I finally went back to the original stream-of-consiousness-disaster. And I think you are on to something. I will admit that many poems and a lot of music has found its way into the history (especially the Age of Heroes)[note=Some Ancient words of the Bard]
Here it comes again
That old familiar pain
Here it comes again
Now it has a name
What am I to do?
And where am I to go?
Here it comes again
I am not myself
Do you think of me?
Do you think of me?
Here it comes again
I'm Tortured and deceived
Here it comes again
If only I'd believed
What am I to say?
And where am I to die?
Here it comes again
And I am not myself
Do you think of me?
Do you think of me?
I'll tell you something that you don't know
I'll tell you something that you don't know
Once is always so don't call me
Once is always so don't call me
[/note]
to the point that the Machmen and the Oix Quomidi (New Police) are actually ancient Daemonic-spawn that fought the Bard back in the Age of Heroes, and the most powerful group have actually ran into ancient machmen still on obscure, daemonic mission. A few PC's even surviveed to tell of it. SO the music has become the deep history.
I am enjoying expanding on my Astrickon traders adventure. This is actually the Tanesuet group (named after the leading character, Tanesuet) that is an online group. They are finally getting back to the hermitage for the second time right now, having cleared most of the first level.
When I don't know whether to post something in the new crunch or setting thread, I revert back to the original Stream-of-consiousness disaster thread.
Sue me.
Some (semi-)interesting updates.
(if you feel an urge to comment, the discussion thread is here...celtricia discussion thread (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?39572.last)
As I say far to often (yes, grandpa, you tell us this every time...) this is an old setting. But an intersting dynamic is that while I jealously guarded access to rule changing earlier in the campaign, after the first decade I began to view the rules as belonging to the players as well, so instead of me chaning things from an autocratic position, all rule changes became group decisions.
Flash forward another fifteen years, and as we speak, my PC's are actively involved with the PB wiki. For those who do not have their stuff web-based, I have to say that the collaboration side of the coin is great. I've given contributor level access to all the players (and I review all changes at night). They are not changing data, but adding their side of stories and reorganizing a lot (and asking for a lot of stuff from me, which is a little bit of a pain, but also a good kick in my ass). For those of you who have spent time on the Celtrician Wiki, you'll probably find it cleaner now.
Mistonian PC's just got caught by an Ograk Dragonrider from the Giantclan Silverworth that has been hunting for them. Why does this bear mentioning? Because you DON'T FIGHTdragons in Celtricia. The rule systems make it very difficult to fight things that can swallow you whole. The msitonians are my older current group, i think 12-13 years of playing time, maybe a bit more (i'm using the inexact science of counting back wives and girlfrineds to figure this out...) and they have faced one very small, very young dragon before. The Igabrians never have. This is a 7th rank dragon ridden by an 8th rank Ograk dragonrider.
All black dragons are earth dragons, so this one has tons of earth magic and resistance. 7th rank means that most of his primary used skills are that level. So he's probably 7th level spirit casting, 6th level earth, and 3rd level in 2-3 three other spell types. Black dragons have 44 base Hp with 9-20 per level, so with 7 levels in HP, thats 102+44=146 hp...and the Pc's are mainly 3 base + 2-5 per level, so the highest PC HP total is 38. Getting through a Dragon's protection is also very difficult in Guildschool rules...I think they have 75 max protection, so they can protect up to 75 points of damage, they average 20 points of protection, and their minumum protection is 11 points.
The Ograk Dragonrider will be nothing to sneeze over, either, being 8th rank. He'll have 12 HP base +3-6 per level (48 Hp on average), with 8th level Spirit, 7th level Animist spell points, 3-4th level in a couple (one of which will probably be mentalist spell points, as many animst spells need a mentalist component) and 1-2 levels in a couple other spell types, and he is armed with a Demi-lune of Control.[note=Demi-lune of Control] +19%hit/+2 damage after divider, -2 spirit, -2 animist Lizard tonge 2/day, Blassings of Snake and Spider 2/day[/note]
The long run of Grak Dung, Questioner of the Collegium Tortoris, and his band might be over. Just as they seem to be getting some clue that something must be out of whack to allow for so many undead running around the Underthrone of Wizern. Also, just a hawaak (the 8 day week) before the long wait for the armor made out of the White dragon they fought months ago to be ready for Sir Drono Biddlebee, hobyt former peasant of the Turniper's farming commune. The injustice of it all.
The update on the Igbarians is that they are actually becoming solvent...which is good because they don't seem to remember that their very substantial yearly dues on their table in the Grounds of Dismissal trading house is coming up. Other than that, they remain clueless. (do I sound a little frustrated?)
_______________________________________________________________________________________________________________
and why do I bother going over the technical details? Firstly because a few people have commented heavily on them, so I thought it might be nice to see what happens at the upper levels. Beeblebrox especially has wondered how the numbers play out.
[blockquote=lv]The update on the Igbarians is that they are actually becoming solvent...which is good because they don't seem to remember that their very substantial yearly dues on their table in the Grounds of Dismissal trading house is coming up. Other than that, they remain clueless. (do I sound a little frustrated?)[/blockquote]
IGBAR SESSION TONIGHT.Dunsak, Tokush 20, 895 in the Reckoning of Nebler. mid morning, just after 10th hour.
Goals for the evening...
Make sure the players hear tell of some undead 'just stopping moving around' and 'falling motionless suddenly' right around late 10th hour the night before. The group defeated the Anginarian Wight, Wren the White, and took her ring the night before, the ring that was made by Keaxiol Antroo, the awakened Vampyre lord. I'll have to be specific, like telling them Padwyck and Harack Don Fadan (a hobyt and klaxik pair of High Constables from the Unicorn gaurds, the information gatthering arm of the Houses of the Unicorn. Both are members of Corobar's Iron Way.) were investigating a nursery whose windows were all dark. Inside, they found blood everywhere, and went towards the sound of crying children...only to find over twenty white, blood-covered zombic children weeping softly in their dormitory, in miserable un-life, with a body of a hobyt nurse hung from an iron wire from the ceiling. Then, at the same time, 6 of the zombic children just de-animated. Hopefully, the group will figure out this happened the same time they took the ring from Wren, and finally get a clue...
If the group goes to the Steel Libram Sages, Pacae Laetsos, the Hobyt Master sage will be there, and that is the only place the Anginarian ring can be identified, and that will take a hawaak (8 day week).
The Sheering family, an old Igbaraian Human Family, which has been prominent since back when Trabler was the Northern Argussian marches (Lowell Sheering was actually the third Baron of the Northern Argusian Marches back in 418 RON) has some members of the family allied with the secret sect of Vernidale the Serpent Queen. The Igbarians have already been mucking about in the old Sheering tomb, where the sect of the Serpent-Queen and Vigor Sheering, a powerful artificer have been lairing. Vigor has used some forensic and scrying magic to figure out that it was the PC's in the tomb, and he will put some very subtle pressure on them. He'll send some tax people after them, hire some itinerant bards to defame them, etc. Vigor wears one of the remaining 2 Anginarian rings that are animating/allowing spreading animation of all the undead in the area.
A little detail, but the Klaxik gate sargeant that made their life difficult on the way back in last time has to visibly be seen to be humiliated. Kiko, the hobyt thief that is actually a member of the Karin Machination (the 'business end' of the Eye of Igbar) paid off Terrible Billy to have his life made miserable. Very important to keep life moving along in the Town of Igbar.
The Pedchel school/orphanage opens on Dunsak, 2/22/895. This is opened by Punic Delvings, a middle aged human from the ruined Delvings isles. It is a combination trade school and orphanage. No one knows that Punic was once the master thief of David's Delvings on the delving's isle, and he is establishing a cover for his trading activities in town.
On Scaliak, 2/23/895, Madrak's Day of Deliverance is held. The Church of the Living Earth will be packed, as the Amristians will help celebrate the bringing of plants and growing things to the 'Waking Dream' that is Celtricia. They have invited the clergy and followers of Woerter, the Hosting God, for the first time. (Woerter's shrine was just upgraded to fully recognized temple status recently). Can't have a celebratation without the God of Bashes...
The Dire Tones Bardic guild is holding a verse competition (basically a politcal rally for the Castellots in town, the folk who feel like the rest of the Stenronian Alliance is using Trabler as a shield) at Hostem's house of Hospitality on Scaliak, 2/22/895, at later 9th hour.
Not that its that big a deal, but I thought it was in the GM modality, so I'll post it.
The post before this was a pre-game notes post, this is the after-action report.
post here if there are any comments (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?39572.last)
[note=Long term plots]
Anyone who has followed any part of the Celtrician threads knows that I work with a lot of long-term plots. But having the PC's finally get some kind of a grip on what has been causing the undead plague in Igbar is so DAMN satisfying. They ahve a lot to do, but this is one of those first major steps for the New Legion.[/note]
[blockquote=LV]Make sure the players hear tell of some undead 'just stopping moving around' and 'falling motionless suddenly' right around late 10th hour the night before. The group defeated the Anginarian Wight, Wren the White, and took her ring the night before, the ring that was made by Keaxiol Antroo, the awakened Vampyre lord. I'll have to be specific, like telling them Padwyck and Harack Don Fadan (a hobyt and klaxik pair of High Constables from the Unicorn guards, the information gatthering arm of the Houses of the Unicorn. Both are members of Corobar's Iron Way.) were investigating a nursery whose windows were all dark. Inside, they found blood everywhere, and went towards the sound of crying children...only to find over twenty white, blood-covered zombic children weeping softly in their dormitory, in miserable un-life, with a body of a hobyt nurse hung from an iron wire from the ceiling. Then, at the same time, 6 of the zombic children just de-animated. Hopefully, the group will figure out this happened the same time they took the ring from Wren, and finally get a clue...[/blockquote]
Well, the New Legion was stopped right in the middle of the Unicorn Vex (the Royal Way) by Padwyck and Harack Don Fadan, in broad daylight. They told the orphanage story in spooky, detail focusing on the dead nurses body hung above the crying zombified children. It made for a good story, but they didn't make the connection yet that it happened right after late 10th hour.
But when they went back to the sunken boneyard, and I had one of the BoneKnight Leutenants tell the story that he and 2 others were destroying a group of skeletal legionaires and a very clever ghoul in the central fountain court of the Boneyard the night before, when suddenly, six of the eighteen leiogionaires collapsed like their strings had been cut.
The PC's just brainstormed then. It finally occurred to them that it was about the same time that they destroyed Wren the White , and her ring became masterless, that about a third of the undead in the area were clipped.
They even figured out that it probably meant that there were 2 more rings out there, and the PC's decided to back into the Sheering family tomb, that they had done some exploration in a hawaak before.
And when they got there, they found the door to a tomb they had been in before and cleaned out some areas of was locked from the inside....
spell book (http://celtricia.pbwiki.com/Spell+List)
S&M was slightly disturbed by the Vermin Puppet same of a spell. Here it is as it appears in the rules.
[ic=Vermin Puppet]
Spell Name Vermin Puppet
Major Sphere Necromantic
Spell Source
Initiative 5
Range 10 feet
Duration 10 sec/plev
Save none
Save effect none
Spell Success 20
Area of effect 1creature
Counter life
Spirit cost 3
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 2
Mentalist cost 0
Artificer cost 0
Animist cost 0
Total cost 5
Description
Through use of this spell the caster can animate one creature that had a hit point total of
1 in life. The animated creature (which is usually a mouse or other very small
animal) must remain within 10 feet of the caster or it will fall lifeless. A virtual
puppet, the creature's actions are entirely up to the caster, but it's movement is so
slow and weak as to preclude it's use in combat. It will have a movement of 6" maximum.
This is a very basic spell learned by those versed in Necomancy. Through the use of this spell, the caster catches some of the energy from the Well of Death to animate the skeletal remains, but none of it's actual dream-soul, so there is no psyche or part of the originsl creature taken from the Well of Death.
Truly, a fun spell to terrify your little sister with...
[/ic]
[blockquote=ME]They even figured out that it probably meant that there were 2 more rings out there, and the PC's decided to back into the Sheering family tomb, that they had done some exploration in a hawaak before.
And when they got there, they found the door to a tomb they had been in before and cleaned out some areas of was locked from the inside....[/blockquote]
The New Legion also asked the Bone Knights, all adorned in their white, skeletal inspired armor, who were watching the gates if anyone else had been in or out.
The only other person had been Vested Arcana Vigor Sheering, to vist his family tomb. No one remembered him coming out...
The New Legion said little, but Father Eodl, Kiko, and Bard Cucino confered and were concerned that their earlier foray into the Sheering family Mausoleum might have been discovered, and since there was evidence they found last time of inhabitation and use, as well as old connections to the the Cult of Vernidale the Serpent Queen.
[note=Differing Aspects]The second largest church In Igabr is the Church of Vernidale the Green Mother. But there are many different religions and faiths(human interpretations) intertwined with the different dieties. In Igbar's Church of the Green Mother, many of the tenets of the Serpent Queen cult are antithetical, and so are heretical. Unknown to much of the local worshippers, there is a large Cult of the Serpent Queen hidden in the local Church, and the Sheering family has been central in this. Vigor Sheering is a top member.[/note]
On the top, pretomb level, the New Legion had already uncovered an old Fresco of Vernidale in her Aspect of the Serpent Queen.
On the level underneath, they found more evidence, in the form of another Chimera, chained in a room with fresh meat and water. The New Legion tried to be tactically savvy, attacking on 2 sides. They suffered many wounds, but Squire Tusnus' huge flail, Kiko's arrows, and a Cirial rolling a chaos ball on top of it finally did the guardian beastie in. The group took major damage (Bard Cucino took damage, as we say, like it is his job...).
Eodl was busy in the healing modality. He used Apprentice cure and Apprentice Heal scrolls on Tusnus, Cucino, and George, since scolls are a lesser drain on the cating ability. However, those lessser spells can only be cast once per Hawaak on a person, so he used some brother's Cure and some Merrig leaf to try to complete the healing. Bard Pharren and Bard Cucino confirmed that if they left to recoup, whoever was coming down here and using this place would certainly takwe further action, so the New Legion wanted to find out as much as possible while here.
The explored a few more areas, but mainly were following some footprints they found, until they found a 5' wide staircase down. Tghe air coming from below was danker, and had more moisture. The ceiling was damp, but the Omwo~ and Hobyts could see dim light coming from below.
A third of the way down, Kiko detected a step that had none of the natural indentationand less marks than the rest, and detected it had some movement in it. The group avoided that one. When the reached the bottom, they found the floors were a very dark brown flagstone, as weere the ceilings, while the walls were all of a dark, formerly expensive blackwood panelling, with Irin Flowers carved facing the different cardinal points carved along the top and the bottom of the panelling. It was obvious that this was very old, perhaps older than the mausoleum above.
Kino and George, who lead the exploring, found thenmselves in an arched 5' corridor, There is guttering torchlight coming from the north, and what looks like a dingy metal door some 20' to the south.
And tonight the gang continues. Fastak, in the month of Tokush 19th, 895.
keep up the beautiful work.
Just some Random notes that don't belong in any of the other Celtricia threads.
I am going to give a mixed warning for those of you who are thinking of allowing your players to work on your sites. They will leave some traps. I just found the page for the Miston players had undergone a name change to, "The Long, Slow Torture of Miston". I aslo recently found most references to myself changed to, "Player Slayer", or just,"Slayer". On one page, I was now referred to as the 'Ender of All Joy'.
Since there are questions going on about the various ages of settings, I need to point out that the age of the setting is somewhat less important compared to the longevity of the Players. Despite some who have come and gone, many of the core players have never stopped playing once they started. Some of them are from the very beginning.
Having an old setting is merely a function of being old and stubborn. Having an old setting that keeps old players engaged and adds new players means you might actually be doing something right. ;)
With great power comes great responsibility.Or, at least for me, PLayer success breeds more people leaning on the PC's. Celtricia ia a very low-power world, but the Mistonians are about to cross into their 13th year of that particular group, so they have money and a good track record on their side, including a central role in ending the 4 year occupation of the Giantclan Silverworth. Miston, while growing, is still a town of barely 4k people, and the PC's can't be back in town to nurse their wounds for more than an hour before the consuls or some guild leaders are banging down their doors. Some choice issues of late...
The subcommitee of defence is trying to rebuild the redoubt that was destroyed 4 years ago, but none of the two building guilds in town will help them. It seems that one PC is building a tree-mansion and another one is sponsoring the building of a new Church of Inkmisa (the Green Bitch) and another PC is paying for the Collegium Arcana's new 'Fire Tower'. All this has totally maxed out all the ability to build right now. The Committee is insensed.
Drono Biddlebee has donated heavily to the Church of the Autumn Harvest, Grak Dung and Amber Sweetwater support the local building of Inkisa's shrine, Xia Du Ping has donated heavily to the Church of the Night's Revenge (Darkling). So the patriarch of the Church of the Lawful Triumverate (Nebler, Abradaxus, and Rakastra), the largest church in town, sends an aggrieved missive to them, complaining of their lack of support. Since they did not respond (they were gone), he starts insinuating that maybe they are against the rule of law.
Not to mention the influx of cash that the military and the PC's has brought a 25% infaltion to the prices in the town from when they started. Worse, only Xia and Grak have picked up the fact that some of the merchants in town 'see them coming', and charge the PC's exorbitant prices.
More notes from 'Player Slayer' (See last entry in this thread).
Postings of Celtricia that don't fit anywhere else just get shoved onto the end of the origininal thread here.
Notes on the tech/philosophy side.---
One thing that my time on this site has done is to hone in some of the secondary themes of Celtricia, especially in the cradle area where the players do most of their playing. I was online last night with Doglife and GrakDung (2 of the original PCs, from the early 80's) and we were discussing metals and the commonality, and the discussion turned to the level of development in Celtricia.
Tech vs magic
We tend to look at technology as a barometer for development in a society. As I explained to them, technolgy solves problems, and allows time to be spent in other ways. So in a sustenence economy, where almost every minute is spent in survival, little time may be left for philosophy. We notate subconsiously that the more technology increases efficiency, the farther along the educational, social, and political seem to travel with it.
So it is sometimes counter-intuitive when players see swords, metal armors, no gunpowders, no telescopes, no cannons or such, and try to place it in the same setting as advanced in reasoning, philosophy, and social thought as Celtricia. Further, one would say there is a 'rationality' and 'liberality' in the thinking of the day, encouraged in the Collegium Arcana and the Steel Libram of Igbar, and this seeking for truth is encouraged even in many of the churches, as long as it does not actively come into conflict with doctrine.
Frequency distribution of Magic.
So technology replaces magic as a mechanism for developement. This is from the magic page on the Celtrician Wiki, and it describes where we want to go with this in terms of the feel of game-play.
[ic=From the Wiki]"Magic is a cornerstone of a fantasy world. Our nearly universal and eternal fascination with magic is part of the 'What If' that makes people play FRP games. Or, to put in other words, Magic is (for the most part) what makes it a Fantasy role playing game, and not merely an exercise in acting. The way magic works and feels and is used and has changed in Celtricia is completely idiosynchratic to the setting, as well as being completely central to it. History, real or imagined, is a series of events that are created by earlier events and which in turn influence later ones. Many intellectual, creative and philosophical movements are the result of people building on the work of others. Celtricia's early history was often one of survival, of very small settlements dotting a huge and wild world, where magic was in the hands of a tiny percentage of the population and the rest served them. It has been the last three thousand years where magic has become more formalized, and has allowed the acculturated world some measure of security. As the use of dweomercraft spread, magic and the creation of spells became geared to solve the problems of the day, as opposed to the great and powerful magic of the early OMwo~. The progress of magic is the story of the advance of civilization in Celricia, in the place of technology. It is in the subtleties of the daily existence where it helps with survival and labor. The Marcher breed of cows produce 8 gallons of milk a day, Tempersails use the power of the the House of Air that is No Longer to attract mindless elementals to aid their ships, Evercoal is charged with the power of the House of Fire that is No Longer to burn longer and hotter to allow the Cold North of Celtricia to be populated." [/ic]
Low level magics, in the form of artificed items, low level restorative healings, carbon-steel made in magiced forges, are avaialble, if expensive, in a city. Similar to personal computers and automobiles.
Even Mid-level magics like the curings of disease, the enhanced sails of on a Tempership, actual magiced weaponry, Sacred Groves of Earth that enhance crops, charms to actuaslly enhance the appearance of the wearer...these things are far more rare, affordable normally only by governments or Trading Guilds. Analogous in today's world to jet planes, yachts, Bugatti cars, scalar and vector parallel supercomputers, and maybe plastic surgery...though a good set of boobs can run as little as 10k these days. :cry:
Upper level magics are even more rare and legendary. SO the frequency ditribution with commonality on one axis and power on the other has a big wide base, but gets narrow and skinny pretty quickly.
In Game...
As we learned in writing classes, create a mood and feeling by actions of characters, don't just tell the readers things. So one of the major foci of the game itself is to show this more clearly to players. The bardic performances in Igbar are politically charged, with different venues espusing different beliefs, and I try to portray them as a combination of the French Salons of the Age of Enlightenment and a good blues bar. Social beliefs, such as the Castellots of Igbar that belief Trabler is being used as a shield by other countries in the war with the Empire of Argus, or the TrueSummers that feel that churches hoard their healing power, are things I am trying to magnify in the games themselves.
This from the openning page on the Celtrician Wiki. This is what I need to get across within the game.
[ic=From the Wiki]"To call Celtricia merely a 'medieval setting' would be inelegant. The Countries of Trabler and the Bright Lands might be best compared to the Dutch Republic as it moved towards its zenith, with the strong local governments and the plutocratic emphasis. Although gunpowder has not been created yet since magic is so available, a fairly modern approach to trade, fully backed by insurance, speculation, guilds and even corporations makes the world go round. The Grey March may feature the public wearing of togas, but their enlightened republic, complete with seperate powers of elected Consuls and the Courts of Reason and freedom of religion and emphasis on the rights and responsibilites of the individual, has nothing to do with medieval Europe. So while technology as we view it on Earth is little advanced in Celtricia, magic has advanced far enough that culture, philosophy, communication, monetary policy and political science would be more analogous to our later Age of Enlightenment."[/ic]
SO this is a major, over-arching focus above the play of the game itself lately. I am curious what other GM's think of the affect of magic on the socio-economic development of this setting, and how they see the same question affecting their settings.
Latest Igbar notes...
Straight from My DM notes...
Group has figured this ourt and acting together as group and Terrible Billy have been made aware that Kiko went alone to the Temple mof Lucky Ishma and did not reach it.,
Kiko captured after being knocked down to negative 5 and unconsious. Terrors of the KNife were the group that took the bid, since they are actually in the employ of the Verndalians and many of them actually worship the serpent Queen.
[note]note--Harack DonFaddden has been taken by the undead as of 2/17, and has been made a Vampyre.[/note]
She has been brought back to stripped of possessions to a safe house on the Dockside (actually, an old Sheering Family House, which is a complete coincedence), then to another home of a Priest of VerdIDALE. The Safehouse for the Terrors of the knife will have 6 assassins in-house, all with the snake and branch sigil of Vernidale the serpent queen as a pin. She is on the back of a wagon, slowly making it's way up the coastline on an old trail.
Vigor Sheering is not undead, but he is a necromantic artificer. He has been snared by the Vampyre Kexiol Antroo (Anginar) and wears one of the the three rings of the Anginarian Necromancy. This allows the Vampyre to exert some control, but also increases Vigor's power. Since teh vampyre now has taken control of the Firehazer leaders, it is actually a a group of 4 gnolls, with a gartier and an enhanced ghoul leading 6 skeleton warrirs and 10 skeleton legionaires that were bodies in the Igbarian Boneyard but that are being brought to the Underdark to fill up his army.
(//../../e107_files/public/1221446315_392_FT31806_snakependant1.jpg)
So Kiko's unconsious naked body is on the back of this wagon, along with Bedenheld, a sage of the Steel Libram that spotted some activity in the sub basment that leads to the SL tomb in the Boneyard. The Firehazers are now totally cowed by the Vampyre and his leutenants (the Dead Legion. At 9:20, they are just loading Kiko into the wagon.
The Terrors of the Knife are under orders from Vigor Sheering. The Local head is Jar Kel Mittentock, a klaxik assassin. He will not be in the mansion, but ther will be 6 'Knives i theplace. It has 3 stories, and a basement. The dagger is on the third floor with the rest of Kiko's loot. The leader, Groff yay Henlabel, is an Orcash widebody with studded leather. Terrors of the Knifes kiko page.
Last session, the pC's went to the Alternative School of Magic and Samria was persuaded by Cyriell to scry the location of a dagger of Kiko's that had recently been identified by Padaluscious. Samria had to scry through Padaluscious to reach the dagger, and it showed like a beacon in the Scrying pool of Samria. An old Mansion, deserted, in the oold wealthy area west of ther Unicorn Vex, off Sheafe ST, in between 2 other old mansions. Though it was after 10th' hr, and though Cucino and Pharren hadto go on stage by 11pm, Squire Tusnus, Bard Cucino, George the Mysteriarch, and Bard Pharren ran the 5 minutes it took to get across the street from the Taerget, behind some hedges of a different estate. The place had once been beautiful, a three story square mansion with rounded windows on the third floor. And Cucino's Omwo~ eyes espied a guttering candle flame coming from a window on the right top story. They held a muted discussion. The sneaky types might be able to get behind the mansion in quesrtion, but Squire Tusnus would be too easliy spotted, with his shield and lamellar
[note]--Verkonen Vreeg has felt the Anginarian Necromancy reawakening, As the one who stopped Arbor from releasing it wholesale), and will sedn notes to the PC's, disguising who he is. Mysterious notes.[/note]
So despite any attempt at common sense (at least by some standards), Squire Tusnus unlimbered his heavy Flail, and charged the front door, with everyone else right behind him. He had to run up the flagstone walk, and up 2 sets of stone stairs to get to the double door. The Squire of the Order of trade busted throguh the door, of course setting off 2 pilum traps on the side and a guilletine trap. Brilliant work. Squire T rolled a 06, 03, an 41 on his dodge/reflex CC rolls. somehow dodging both pilum traps ands taking 1/2 damage from the blade slicing down, and alerting anyone who had not heard him break the door down in the first place.
Seriously. This move might move some ranks in the 'dumbest entry into a secret hideout ' list. Wow.
So, anyways, the 3 guys and the meat shield with armor in front of them find themselves in an old foyer area, with a few pieces of furniture, Black Ironwood door to the right and left, both hanging open, a curved grand staircase in front and to the right of the staircase, and a corridor next to the staircase, in front of the characters. Bard Pharren and Squire Tusnus went to the stair, while George the Mysteriarch and Bard Cucino went to the door on the left.
[note]Note--George "Canuck" and Cucino are both armorless, in the Guildschool system. They both have very high Hitpoints, in the mid twenties (which is very high in Guildschool), but damage is so high with a dividing die...Cucino's guild eschews armor as somewhat cowardly, but Mysteriarchs, whilst prefering lighter armor, ]NORMALLY wear SOME armor. Idiot. [/note]
Anyways, 'George the Claw' and Cucino find themselves in a dining room, with huge windows to the left and in front of them, a HessleVern huge table in front of them, 2 gorgeus darkwood sideboards, but all the silver gone. The curtains are in rags. Another Black Ironwood door to to the right. As They go through the door, they hear the sounds of conflict on the stairs, as Small crossbow bolts are shot at Pharren and Tusnus from above them as they cautiously mounted the wide, sweeping staircase.
"Chell, Amigal!!!", roars the Squire, as he charges up the staircase. George and Cucino coninue their exploration of the first level, finding 2 empty closets, and a kitchen which showed some use. They also found a dooe leading out back, and 2 doors leading to the right.
Meanwhile, The Squire and Bard Pharren are engaged in a battle up the stairs with 2 cloaked figures, wielding gladius' and wearing half masks. But no matter. George and Cucino zip ionto the second door to the right, and find themselves in a corridor, with 2 more Black Ironwood doors.
LIST OF CURRENT GUILD ORGANIZATIONS OF IGBAR
Divided roughly into terms other gamers might (or might not) understand. All of these are playable in Igbar.
ArcherBowyers of Ceminiar -- Martial order of the Ceminiarians
Calling Shot -- Quasi-military group; official martial order
BardBertrand's Bard School -- Drummer warriors; very loud and annoying to others; proud.
The Frigid Song -- Warrior Bards from the frozen north
Breath of Truth--Small bardic hall allied with the Church of Belial
Dire Tones-Sage/bards, heavily into chanting.
FighterTerrors of the Knife -- Assassin/Fighters of Vernidale. As much Assassins as protectors.
Kulranik Swords -- Professional caravan guards, versed in travel and the sword
Hadjel Bonded mercanaries-Teque Guild of Travel's merchants, allied with the Platform of Trade and the Armor of Trade.
Kensai/BardMartial School of Song -- the "Archers are pansies" guild
Martial ArtsBrightblue Limbs -- Martial artists from Xamdu hold, local branch of the Grey March School.
Green Dragon Clan -- Draconian and sly
Mysteriarchs of Lathe-Igbar -- Commando-monks from Gwynell
RangerThe Hunters of the Shade -- Verbren's hunters, trackers non-pariel
Cobranic School -- Snake Rangers of the Serpent Queen
Ranger/DruidDefenders of the Land -- of Madrak/Vernidale.
SamuraiBlue turtles -- The honorable enemy of the Red Circle
Unicorn Swords -- Female-oriented school of spear users
Corobar's Iron Way -- By-the Book keepers of peace and bonded warriors to nobility.
WarriorCaleb's Tactical -- Specialized vs humanoids, in small and large scale
Lance and Slay -- How to kill on the open plains, great individual horse and bow skills
Order of Stenron -- The largest military order in the North
Order of the White Paladin -- Wear white and like it! Heavily Armored warriors who are used to being outnumbered...and winning.
The Armor of Trade -- The Knights of the PLatform of Trade, the Church of Trade.
Toffler's Defenders -- Marines for the Navy
Trabler Scarlet Pilums -- Military School of Trabler, heavy into cavalry
Tristonian knights -- The knights of John of Triston, Neblerian
Bone Knights of Orcus -- Recently invited to town
AlchemicalThe Green Flame -- Fire mages, and the eye's alchemical branch
Vasko's Brew -- The blackstripe's poison makers
MageAlternative School of Magic --Independent, Irreverent, and in money trouble
Collegium Arcana-Igbar -- The huge, multi national consortium
Red Witches -- Just Outside of Town, blood magic
Shell of Defense -- Igbar militia mages.
Fireblades -- Fire alchemists
SageThe Steel Libram-igbar--Ancient seat of learning
Greta's words--Language based school, Much Astrikon knowledge
AssassinCollegium Tortoris -- old and tiny (and weird)
Holders of the Straight Way -- Belial's Assassins, Ritualistic
Jocien's Knives -- The Blackstripes' warrior arm,
Karin Machinations -- The strong arm of the Eye.
(//../../e107_files/public/1222809111_392_FT31806_jennfromclubflyer.jpg)
Gotta love the girls of the Karin Machination... ThievesBlackstripes -- Helipolian
Padisha of Pilfering -- independent, real thieves, not political
The Bully Boys -- The dock's underside.
The Eye -- Kasarack's boys, major multinational
ChurchesChurch of Weaves, Igbar -- Bamik, weaver god, many Hobbits
Church of Belial the True and Clear -- Belialist believee in Order, and in getting what they deserve.
Church of Change (Jubilex of Chaos) -- Very social, and Chaotic
Church of Direction -- Arlieng the guide,many sages worship here, contains a Shrine to Oblimet
Platform Of Trade (Ogleic) -- The Trade God, the scales, Mercantile church
Church of Fortune (Ishma) -- Goddess of thieves and the hopeful, lucky Ishma
Church of The Living Earth (Madrak the Mighty) -- Huge, solid and Popular
Church of the Green Mother, Igbar (Vernidale) -- Vernidale, the Green Mother Druidic and neutral
Church of the Autumn Harvest (Amrist) -- very small, Seasons, harvest,From the North
Church of The Hunt (Verbren) -- The warrior arm of nature
Church of the Lawful Triumverate -- Nebler the Defender, Rakastra the judge, Abradaxus the Harsh--very popular
Messianic Church of the Theocracy of Nebler -- Nebler the Shield Many transplants worship here
Church of the Wild Hunt (Geryon) -- Chaotic and wild, The mighty lawlessness of The woods and fields
Church of Hosting (Woerter)- -- Host, and hospitality. The Meeting god
ShrinesShrine of Amerer -- very small, neutral mages and bureaucrats
The Shrine of the Whole (Kiminus) -- Very small, God of Heroes and fools, of the whole person.
Shrine of the Sailor's Rest-Travelers and the weather.
BuildersJerian Fine Homes--Second generation designers and builders of homes. Specialize in Building in the NighTiche area. Under the Sceding Tree.
CookingTolmar's Bakery -- 3rd generation, amazing cakes
Bamik's Soups -- Children of the Weave eat here often
Hostem's Hospitality -- The huge and famous 4th generation restaraunt.
Fen Tan Teas and Grappa--Harou school of Wastrian food
Saru Butcher's Hall--Meat men of Igbar.
GovernmentMinistry of the Unicorn -- School of government
PaintingGoodeval Art school -- From the Stenron branch
Mosaics by Rentan --frescoes, mosaics,and other lifestyle artworks.
Tara Jeercourt-small school that does hisory of art and teaches the Stenron method.
SailingIgbar sails! -- Sailing school, youth navy
Sheering Family Yacht Club -- Upper crust wealthy yachters
SmithCollishaw's Ironmongery -- Great place to learn how to mend armor
Terviks Metalworks-Fine metalworking found in the best homes.
SocialHouse of Twazinia -- Harou hospitality school, old orbic version
Parshan House of Chance -- learn how to lose money like a pro
The Grounds of Dismissal -- Banneti's Coffee House
TradeWello House of Adornment -- learn the value of everything!
Winfire Trading Consortium -- Old Trading guild, very Large. Trabler Aptor came from this guild.
Sceding Tree -- Traders of commodities, one of the largest
Bren Fashions--Guild of many clothiers. Works under the Vissipee.
Teque Guild of Travelers -- Guild Clan specializing in inns, wagons, land travel
Vissipee Trading Guild- Large trading guild, financially strong.
Pen-Wiggle Traders-moneychangers and lenders
Bank of Stenron-2 branches of the multinational bank.
Sarku Weavers of Bamik--Blessed rug makers, under the Winfires.
I want to be a part of the Karin Machinations....
Also, I like that Tolmar's Bakery is known for "amazing cakes." Who builds and sells the musical instruments in Igbar?
Quote from: IshmaylI want to be a part of the Karin Machinations....
Also, I like that Tolmar's Bakery is known for "amazing cakes." Who builds and sells the musical instruments in Igbar?
That is actually a picture of my wife, who runs Kiko from the Karin Machination.
The cakes thing may seem silly, but we play a very in-depth game. I realized how different when Nomadic the Compleatist was asking about progress, and I mentioned our pacing. The Igabrians New Legion have competed 14 sessions, and are almost finished their 5th day of in-game playing. The guys are very into who makes what and who knows who.
There are 2 people selling instruments in Igbar, but surprisingly for a town with som much bardic influence, they order most of gther stuff from Orbi and the Grey March. All bardic guilds teach the manufacture of their stock-in-trade items, but there is no major instrument making industry or guild in Igbar.
SOmeone should do that, man.
Igbarian session started at eleventh hour, or 11:01pm on Tokush 21
Just an amazing Igbar session last night. had everything.
First part of the night dealt with the PC's in the Sweet Retreat Bardic Tavern.
faking drunkenness, throwing money around, sending drinks to a group of underage Hobyt chick groupies (Courtney and Brandi and their dockside/gothic gang) supposedly from Squire Tusnus, Bard Pharren and Bard Cucino performing together (they are PC's from rival guilds, the Frigid Song and the Martial School of song) and BOTH making their bardic skill roll and their instrument performance rolls...Buying Onnian Fire Brandy...Shouting out to Squire Tusnus from the Main center stage in the Sweet Retreat...causing a ruckus. They had also been sent a note saying that 2 members of the Bone Knights had perished in the Boneyard the night before, so they sang about that.
Bard Cucino noticed troubador bard Paterno from his guild (and his immediate superior) speaking to Teque Manus, skald of the Frigid song, out in the crowd.
I also threw in that 2 members with 'basic detect' saw Harack Don Fadan, but the rest of the group did not. They did not get suspicious, although the truth of the matter is he is now an uncomphyre, a creature of the Vampyre that is living in the sub basement of the Steel Libram.
[spoiler=and the company was great] One player had his wife, had 5 players in all, went through 5 bottle of wine (including a 2003 montefalco and a 1990 chateau de beaucastle)wife made huge vat of sirloin chili...yummy [/spoiler]
Also, Kiko found a note in her hand around 11 pm. Strange enough. It said, "Who would have known the import of the tome that held vertical Wormsdala's "Visions' and Kalaka's "Shores of Vicoria"?
A mystery!!! (More later)
Same Igbarian Session
Kiko, being a sneaky type, is pissed off that someone is sneaky enough to place a note in her hands. [spoiler=The Hope]she and the rest of the group do not know there is an ancient force that recognizes the undead surge in the area for what it is. There are 3 agents of "the Ambretton Hope" in Igbar. Certio In Vivo placed the note there.[/spoiler]
The group spoke about it after having more fire brandy (Kiko only pretended to drink it).
Cyriel went back to his new room in the Alternative School with 2 brethren from the guild [spoiler=cougar]and found Samria in his bed. [/spoiler] The rest of the group went up to the apartments on the top floor of the Sweet Retreat that Kiko rented (Pharren and George checked the windows and roof). This after midnight, around second hour.
The next morning, a brisk as can be Tokush 22nd, Cyriel goes out to buy a book case (that he can start his Comforts of Home, Beacon (http://celtricia.pbwiki.com/Comforts+of+Home,+Beacon) on). The rest of the group listen to Bard Pharren and Bard Cucino try to work out data on the notes. George was the one that points out that 'the tome that held vertical' is probably the book between the other two. Pharren has heard of Wormsdala, the sage, and he tells the rest of the group that it would be a library with old, rare books that might have that book. Both Bards have heard of ancient Vicoria, the coastal empire that flowered in the days of the Bard. The whole gang also wants to get back to the Boneyard (during the daylight, if at all possible) to see what they can do for the Bone knights, who suffered the loss of 2 of their members a few nights before. But they decide to swing by the Alternative School to get Cyriel, then to go to the Steel Libram to check with the sages there.
Cyriel is in the midst of the Street of Carvings by ninth hour. He went through three stores, bargaining and name dropping as he went [spoiler=namedropper] his scoial CC is pretty high, and hsi basic social skill is also decent...[/spoiler]...(and unaware of the gnome with small doubles arbelest getting a bead on him from across the street...). But a few minutes later, the whole rest of the New Legion shows up, and starts telling him to hurry up. He still bargained for a while, but
Still more of the same Igbarian Session!
(might be playing the next one before I finish the notes!)
Not to mention using the origtinal thread...
So by 10th hour, Cyriel has bought his couch, and he casts his first Comforts of Home, Beacon (http://celtricia.pbwiki.com/Comforts+of+Home,+Beacon) spell. This takes a minute of time, and then the whole gang walks out, and goes across the street down to the Unicorn Vex, and take a left to the Steel Libram. They enter the grounds, and the huge, brass-domed structure, through the wide, shallow steps. There, they are met by two rather pathetic hired guards, who are there due to the many murders in the Steel Libram in the last few months.
[spoiler=The Steel Libram]
Old grey Brick Building, next to trees. Metal, bronze dome. Repository of much knowledge, and is used by a few of the more learned schools. Top level rounded, has hidden Attic space, and has a total of 4 levels above ground. Level one is basic info, available to all. Level 2 is a living space, and classrooms. Level 3 is lesser spell work and a scriptorium. There are also 2 levels below, the first being the Major spell work, and the bottom being the resting place of Og Antit Astioper.
Built in 488 RON, the Steel Library originally came as a branch of the Library of the Orb. The first keeper was Aslow Ostombar. The second keeper was secretly from the Collegium Arcana, Og Antit Antioper, but the son of the first Keeper and a few of the younger members found him out and imprisoned him in the lowest level. This was Alim Vic Ostombar. He and his group took the name Seeker of the Unknown, and many books of knowledge of that time period bear that name. He died in 525RON.
The current Keeper is Pacae Letsos, a Klaxik Sage. He feels beleagured on all sides. His school currently has 24 members, with a healthy 13 being students. His head of scrolls is Vesaart ol Emptos, a gnomic sage.
The adventure.
There are many components to the Steel Library adventures. There are 6 dead members recently. There are awful moaning sounds some nights. There are missing books. There are locked doors, and the locked attic. Some of it will be attached to some of the churches, some to the older families in town. There is much that leads from one area to another. When the players first go to the library, they will find Klamk Vax Istrebuk running the main level. He is relatively spastic dwarf, and will tire the players with his nature. He will tell them where to go, but it will be obvious from the first that the place is behind in upkeep, and will be increasingly clear that some things are at best misplaced, and at worst missing. The players will constantly find things out of place.
The New Legion, since they are coming in way after this started, is coing into a later version, after there have already been a lot of issues.[/spoiler]
Cyriel, as a member of the Alt. School of magic, and Pharren, as a member of the Frigid Song, both have priveleges in the huge Library. The Steel Libram has been recently siding with these two groups.
Christmas, I have another Igbar session coming this Sunday and I haven't even fisnished writing the bare notes from the last session.
Closing on 11th hour, morning, Tokush 22
So the gang went to the Steel Libram, and it took them quite a while to establish their bonafides. Pharren amd Cyriel were cleared, but the rest of the group was at first held up. The place is hueg, a large, 3 story bricked building with a gigantic bronze dome, and with 3 other small wings sticking out of it. Inside, it looked like a library...high ceilings, and dark wooden bookcases lines up in rows. Pharren got cranky with the Cura at the desk, Hoggipier (A Hobyt), and once they went looking for the 2 books, they could not find them in the rolls.
"This was useful", said clawed George in a nasty tone.
[spoiler] this process involved, like 7 ocial skill rolls as well as 1 contact roll and 4 historical knowledge rolls. 2 of the social skill rolls were critical failures, resulting at Hoggipier snarling at George like Frank from Rocky Horror, "I didn't make him for you!"[/spoiler]
Hoggipier called Vesaart ol Emptos (Gnomic sage) on a horn ensorcelled with a modified Shared Word (http://celtricia.pbwiki.com/The+Shared+Word) spell. Vesaart is the Master of Scrolls, a high Sage position. The others note he is a bald middle aged gnome with a scholarly air, and he gets visibly agitated when Cyriel asks about the Author's Wormsdala and Kalaka, and the specific works. He takes Pharren and Cyriel aside, and tells them that up in the dome is a secret, huge attic where more precious works are kept. He and the whole group go to the 3rd level, and Vesaart brings them to the back wall of the stair, where he slides a panel away and shows a slightly inclined metal ladder. The others are not thrilled, as it is narrow. Cyriel, Pharren, and Bard Cucino ascend (Cucino, being a bard from the Martial school, while not an official ally, is for some reason let in...), and they go up the metal ladder, and Vesaart, in the front puches open a trapdoor to the dome's attic.
The group is surprised it is dark, lit only by a very eerie low, white-blueish light. The light's origin is indeterminate, and when Vesaart hisses an indrawn breath the group realizes that this is not normal. There is a quiet that feels like being in closed metal box, except for a few dripping noises.
"Wonderful", whispers Bard Pharren to Bard Cucino.
Cucino, who is just coming through the trapdoor, sticks his head back through and gets George and Kiko (light armor types) on the way up. Kiko is a little worried about getting in trouble, but Bard Cucino makes it clear to 'get the fuck up here'.
Up at the top, Vesaart and the rest are walking through book stacks, in the blackness and the wierd, distant white-blue light. Cucino and Cyriel's darksight is stunted and fuzzy, as well. The stacks are thick wood, 9' tall, and there are ancient scrolls and books packed into every crevice. Pharren asks if there is some sort of magic for lighting the strange chandeliers he sees hanging from the ceiling. Vesaart jolts to stop. "There are no chandeliers here", he says as he slowly looks up.
As Kiko and George emerge from the trapdoor, some 15' behind the others, Cyriel realizes the things hanging from the ceiling are making the dripping noises. "Pharren," says The mage,"those are bodies up there...bodies hung from metal hooks."
Vesaart's mouth is hung open as he looks up, and Cyriels whips off his backpack to get at his scrolls.
"Orcus' Anus", swears Pharren.
Quote from: Vreeg's Bordeaux"Orcus' Anus", swears Pharren.
lol
Quote from: Gnomish CheetosQuote from: Vreeg's Bordeaux"Orcus' Anus", swears Pharren.
lol
I'll try to finish the above narrative tomorrow...Before the Igbarian's play again Sunday night. There is a great fight between an Anginarian wraith and some of the party in the book stacks. The Wraith is actually the source of the blue-white light...
But I wanted to mention something from this little snippet above.
Swears and phrases are great ways to give your setting a sense of place and depth. KNights of the Armor of Trade say, "Chell, Amigal!" [spoiler=Chell amigal]From an earlier posting...
"Chell" is Klaxik for 'scales', as in measuring scales. Yes, Tusnus is Omwo~, but the battlecry "Chell, Amigal" which means literally, "the Scales, my Friends" has become the unoficial battlecry for the Armor of Trade. Not to mention the Klaxik "Amigal", which means friend, is in some quarters as common as Amigo is even in english-speaking areas.[/spoiler] as a battlecry, and sometimes just the term, "Chell", which is a klaxik term for the measuring scales. But all my NPC's and PC's of the Armor of trade use that as a battlecry.
Orcus' Anus is a very irreverent way of saying, "We're in the orifice of the DeathGod". Actually an ancient perjorative used in Hagenos in it's most Devilkin-inspired days, it is used by historians and sages still. Kind of like a professor saying, "S' wounds" in our world.
Almost all of the cradle area (and my PC's) use the term "Hoo-ey" for goodbye. It is actually a historical contraction of the Xioui Omwo~ word, Hooieu~iu~ (hoo-ee-oo-ee-oo), the word for goodnight. Over ther years, these develop. KEEP THEM!!! and use them, over use them. It keeps your players in game.
In the hidden library attic, lit only by the strobing white-blue light that seemed to move about behind the walls made of bookcases, George the Mysteriarch, Bard Cucino, Bard Pharren, Kiko the Archer of Ishma, Cyrial the Chaos mage and Vesaart the SteelSage try to piece together what is going on.
Kiko and George both go slightly white, and then Kiko whispered, "A creature dwelling partially on the House of Death is here."
"How many?", asks Cyriel.
"One, I think...", answers George.
"Awfully nice of them", hissed Cucino as he drew his sword, "not to make us go out into the Barrows to find them."
Suddenly, the already chilled and charged air seems even more bitter. Shadows play across the stacks, and the entire group feels the weight of their impending mortality thrust upon them. George shakes and grits his teeth, as the feeling washes over the group. Everyone else deals with the incredible wave of Fear, but George bolts, whitefaced, for the hatchway down.
Pharren grips his Blacksteel broadsword and looks over at Cucino. "I suppose that a 'fear' effect like that means we are not dealing with a skeletal poodle."
"I'd imagine", rejoined his fellow bard.
"Lovely time to be up a ladder where our armored friends can't follow, " said Pharren as he moved towards the front of the group. Kiko and Cyriel moved to the back, with Bard Cucino and Bard Pharren in the front, Steelsage Vesaart right behind them in chain covered leather and wielding a gladius with yellow runes sparkling along it's length.
The group inched down the row of book stacks, trying to avoid areas where the hook-hung bodies dripped blood. Kiko had a silvertipped arrow, complete with a compartment filled with Ishma's Water of Luck, drawn and at the ready.
Yet despite drawn weapons and readied scrolls, despite the anticipation of combat, it still forced indrwn breath, seeing the shadow of a tall, slender human in robes, backlit and limned in silver-blue fire round a corner and float towards them.
"Wretched Breathing ones", it hissed, "I seek thine end"
Wonderfully creepy! Undead are vulnerable to silver, eh?
Quote from: SteerpikeWonderfully creepy! Undead are vulnerable to silver, eh?
See here
Celtricia Mechanics thread (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?39632.last)
or
Celtricia pbwiki page (http://celtricia.pbwiki.com/Damage+Reduction+%28void-sourced%29)
getting behind on sessions again. Might have to tighten this ups a bit.
---------------------------------------------------------------------------
The white and blue nimbus crackled around the robed human figure as it floated towards them, and the chill in the air grew. In the tight confines of the row between bookcases that they stood in, there would be little room for any movement except forward....or back. As it floated closer, Pharren noted that the dread creatures eye sockets were completely black, and the snarl on it's face was quivering in anger or madness.
Kiko's bow sang out, breaking the fascination, and in turn spurring on the rest of the members into action. Quicker than thought the creature slid to the left, avoiding Kiko's shaft, but in doing so it nearly walked into Cucino's blacksteel broadsword. Vessart stood next to him, and the two tried to trap the creature in the web of their enhanced weaponry, with two voices mumbling spells behind them. The thing's claws rip back in response to the blade work.
Cyriel and Pharren finish reading scrolls of Source Charge (http://celtricia.pbwiki.com/Source+Charge) at the same time, and Vessart follows Cucino's lead bringing his weapon back over his head for a split second so a caster can impart the spell onto the weapon.
"Looks like you do this a lot". says the Librabrian.
"We try to keep it down to a few times a day", Rejoins Bard Pharren, as another scroll appears in his hands (http://celtricia.pbwiki.com/Present+Accepted).
The Banter is rudely cut short as Cucino's thrust brings him too close to the glowing undead creature, and it takes advantage of his mistake. Greying claws in a white-blue nimbus rip through Cucinos left shoulder and chest, gouging out chunks of flesh. Cucino falls to his knees and is surrounded by the sickly [note=Undead soul stealing] In Celtricia, Undead don't steal life levels, but any damage they cause can be permanent unless a will save is made. This scares the crap out of any and every player, as HP are hard enough to come by. Cucino has a ton of HP for the Guidschool game, 25 total as of this time. He took 24 hits, and made his will save by 3.[/note]nimbus...Pharren draws his Rapier of the Art, and rushes in front, grimly praying to Amerer that Cucino can resist the undead pull on his soul...
The Glowing spook tried to work past Pharren to finish off bard Cucino. "You cannot bar the way", it hissed as it bore down on Pharren "His end is nigh!" Pharren fought on doggedly, ignoring the throbbing in his still-ruined left hand.
The robed harbinger of death jerked backward suddenly, hissing as an arrow exploded in a gout of holy water, erupting on it's sickly chest. A beat later a huge puruple-blue spark ignited on the spook's side in a large 'pop', brighter still than the strobing white-blue nimbus, as Vessart's blade scores an enhanced hit, aided by the Source Charge.
The creature reeled back hissing, skeletal hands in front of it's hooded head as it sought to recoup. Pharrena and Vessart stood their ground in front of Cucino, who was slowly getting up. Then 3 orbs of firey light flashed by the swordsmen. In an instant they exploded upon reaching the undead creature, and for a brief moment the fiery burst mixed with the white nimbus...and then there was only a smouldering,ashy robe on the wooden floorboards.
"So convenient", said Bard Cucino through clenched teeth, "We avoid the crypts to come to the Library, and the undead come to us."
(more later)
Minor comment only (sorry)
I find it a little difficult to read your posts.
Could you please add a hard return (ENTER) before each paragraph at least when you write new updates?
Thanks! ~LD
(LD, I do like it when people post...so comments to make it easier to read are taken in the most positive of Lights...)
Anyway, I've had 3-4 Igbar sessions since the last time I posted on this. and much has happenned In the town and much has been done by the PCs. So I guess this will be an Igbarian Group Update.
There has been an internal coup at the Church of Ogleic the Tradelord, causing the Knights of the Armor of Trade (PCs Sir Tusnus and Sirrah Grobach) much consternation as all the various eclesiastic sides to try to claim their support. Secondi Hal Mcwain (Hobyt male)is claiming to be in charge, but Sir Vesselt Amiri (Huet Omwo~ Male) is also trying to gain support, and The Westerners, the faction now deceased Primus Gartan was from, is also jockeying.
The Unicorn Financiers (the taxmen) have been asking around about George's selling of old items. He was told by Terrible Billy of the Sweet Retreat. It has not occurred to him that it ias actually Vigor Sheering spitefully using his patrician connections to stir up trouble for the New Legion.
Cam Applerad of the Vissipee Traders (Trader Tercious, Telman Human) is moving his family into the new Manor he had built on the Tiche Plains between Igbar and Igtiche. He will be selling his three adjoining townhouses on the Mount of Iron, on the Hill.
Pacae Letsos, the Master Librarian of the Steel Libram, is still Missing. I am still waiting for the New Legion to search his desk, as there are many books dealing with the ancient records of the Anginarian Necromancy...if they do, they have a chance of finding a note sent to Pacae to look up Plague references. This is especially pertinent, as teh Vampyre, Kexiol Antroo, has already sent a totem of Disease Instigation to the Master Wraith (Og Antioper)in the Steel Libram Crypts. Vigor Sheering knows nothing about it, but the sicknesses will start on Dumotux 25, originating in Tentmeet and the Leper's Bastion.
Of course, the Note is from an agent of the Ambretton Hope, but I doubt they will figure that out.
Anyone who finds any of these ideas intersting for their own world and wants further info, please feel free, and anyone who has any advice is also invited. Anyone who just wants to comment, I'd love to hear. After all, the CBG is the the best audience in the world.
So the 2 major elements that are being introduced this week....
1) The Vampyre lord, Kexiol Antroo Anginar, is going to start to introduce a pair of plague totems in the Igbarian sewers in the Tentmeet neighborhood and the Leper's Bastion sectin of town. This helps in a few different ways for him, as it weakens the town, sows terror, and will eventually give him more corpses to work with for his Undead scourge. This type of magic will not go unnoticed for too long. It will be a few days after the Totem is placed before the PC's will hear some plague rumors, and maybe a Hawaak before someone notices a magical origin for this.
2) Kiko's parish (and she is a novice priestess there, to go along with her affiliation with the Karin Machination), the Church of Fortune (Ishma) (http://celtricia.pbworks.com/Church+of+Fortune+(Ishma)-iGBAR) is going to introduce her to their inner cloture, the Society of the Spider. It may take somre research, but this group was originally created back in the dasy of the Church of the Circled Snake and Spider, in Old Astrikon. This puts her karmically in especial opposition to the Terrors of the KNife..the Vernidalian Assassin group that almost killed her a Hawwak ago...
So we play Igbar tonight.
So far the PC's have not picked up on the clues about he plague. "another rotten nuisance", is what I have gotten from them. However, the players are on their way back to the offices of the MAster Librarian, to check out his desk.
The PC's are also trying to stay a little safer. Cucino and George are still at a point that they have overdone lesser healing and only powerful healing spells have any affect.
I'll try to post tomorrow after the session. I'm actually most interested in how the knights of the Armor of Trade respond to their shake up.
Quote from: Lord VreegSo we play Igbar tonight.
So far the PC's have not picked up on the clues about he plague. "another rotten nuisance", is what I have gotten from them. However, the players are on their way back to the offices of the MAster Librarian, to check out his desk.
The PC's are also trying to stay a little safer. Cucino and George are still at a point that they have overdone lesser healing and only powerful healing spells have any affect.
I'll try to post tomorrow after the session. I'm actually most interested in how the knights of the Armor of Trade respond to their shake up.
So much for safer.
The group was finishing mapping/exploring the rest of the top level of the Sheering family tomb, in the northern sunken boneyard. This was an important step, as the characters (playing very in-character tonight) decided to finish mapping the whole first level, so as to get a better handle on what was going on. For some reason, they were suddenly all aware that they had been going on, willy-nilly, from one situation to the next and leaving every job undone. So they decided since they were here, they would finish exploring the whole first level of the tomb.
The group did run into a small secret crypt, where the Squire Grobach fell into a small pit (George the Mysteriarch avoided it, of course), and then down the corridor, a greater wraith appeared. The Bard Pharren and Cyriel were pretty much out of spell points (down to a point where even scrolls cost too much), but Kiko managed to take it out with a lucky shot (and the silver tipped arrow with a small holywater compartment helped).
In the back of the crypt was a small pile of rags and a child's skeleton. Squire Grobach, Sirahh Tusnus, and Cyriel where hit by the psychic backlash of the child's last moments from 200 years past, when she was brutally murdered by her father's agent here and her body entombed. The Wraith was the soul and remains of that murderer. George and Cucinio remarked about the warm and fuxxy feeling they got from the the history of the Sheering clan they were uncovering.
There were crossbow traps behnd curtains in the north and south, but both mechanisms failed due to age.
The rest of the exploration of the top level of this tomb involved storage areas and some more common burials, though they did find a mass grave to the south that they initially wondered about. They they looked at all the skeletons, with a few empty spots, and realized this was also an ammunition dump for necromancers. So they bashed in every skull and made a jenga tower of the thighbones, complete with reflex rolls and an engineering CC.
The Casters had recovered a litle bit (Cyriel in SPirit, Chaos, and Artificer, Pharren in Spirit, Mentalist, and artificer, Pan Neverpipe (the new healer from the Church of the Hosting god) got back Spirit and restorative. The group then went all the way back tot he hidden area where they had fought the klaxik wight 6 days earlier, and took a couple piles of old argussian silver feng, loading up what they could carry. Getting it into town without anyone noticing, then getting it changed without anyone asking where they found a bunch of old argussian coins was a topic at this point.
The group limped out of the Sheering family tomb into the twilight, it being after 6pm in the cold moth of Tokush. There was a light snow falling, and the temperature was well below freezing. The snow on the boneyard made everything quiet and creepy, so the party was happy they were only a few hundred yards from the front gate, where the Bone knights of Orcus were encamped. The still moved cautiously, knowing that the Bone KNights had lost 2 members very recently.
Jaxom Har Anteraster, Klaxik captain of the Bone Knights, greeted them heartily, as the New Legion has done more supporting the Bone KNights than anyone, and has rescued 'taken' members before
(more later)
Notes from Igbar group, session 23, continued.
By now it was closing on Third Hour after noon. It was still barely 20 degrees outside, and there was a light nsow falling.
The Leader of the Bone Knights brought the New Legion to a large tent he had set up next to their small quarters, which had been a caretakers cottage for the Boneyard, before the undead began their rampage. Sirrah Anteraster smiled a haggard grin at them. The New Legion had been providing much of the actual 'oopmh' for his BoneKnights, who were seemingly locked in a struggle merely to hold on. "Sure, an another day in the park for you lot?", said the grizzled Bone Knight, as all crowded around a large bonfire.
Bard Cucino, with his ripped and bloody garments and bruised neck responded, "Well, it's hard to find any excitment these days, Sirrah Anteraster."
Bard Pharren grunted his approval as he took some bandages from Doorwarden Pan, their newly recruited healer from the Church of the Hosting. "Pan, any ability to cast healing magic yet? Scrolls, at least?"
The Shrum Hobyt moued back at the bard, "Singer, I can't help as much as a bruise right now."
Sirrah Tusnus strode up to the damaged bard, "Alas, I, too, have wounds. But I see Bard Cucino is more greviously damaged. I have little healing ability, yet I shall put forth the last of my skill to ease your greater hurt." At this, he starts to dig through his pack for a scroll.
(Pharren whisppers to Cucino, "Good thing we have all that old Feng an Prennell to dump on the loval economy. W're going to be short of healing scrolls...again)
"Tusnus", said Cucino, "You just want a bigger part in my songs. You don't fool me."
Pharren looked down his omwo~ nose at Cucino. "No, he wants a bigger part in My songs, Drummer."[note=scrolls] For those who are newer to the Guildschool-thang and scroll use, go here (http://celtricia.pbworks.com/Scrolls).[/note]
The handsome knight colored slightly, and behind him, the Klaxik Squire Grobach smiled at her much-loved Captain's discomfort. Sirrah Tusnus fished out a vellum scroll, tied in silver wire. "I, too, am beyond the point where I can cast any curative spells without the aid of a scroll."
"Don't bother yourself", said Bard Cucno resignedly. "I've used every basic type of healing spell there is in the last few days. Only the 'Big-Boy' stuff has any effect on me right now."
Sister Kiko, the tiny, young Hobyt priestess of the Church of Fortune (who also happenned to be the most adept at finding traps and picking locks, oddly enough), walked up with Clawed George, the Mysteriarch. "So, what do we do now? Isn't this the time we go back to town?"[note=Logic]
NOOO!!! PLAYERS USING LOGIC!!! IT BURNNNNSSSS!!!![/note]
George, who's only a few inches taller than Tiny Kiko, looks over to her. "I've been thinking about that. We're involved with five or six threads, possibly interconnected, that seem to come together here at the boneyard." George nonchalontly wraps bandages around the gashes on his chest. "Wouldn't it be bettter to at least try to figure out what is going on here, maybe try to find out where all these undead are coming from?"
Bard Cucino looked down at his friend, and cracked a little grin. "George, what are we going to do, bleed on them?"
Fun Little Milestone recently passed on the main Celtricia Wiki (http://celtricia.pbworks.com/FrontPage). Over 700 pages of information are now pasted, some large (Igbar is the best/worst example), some small. But as the storagehouse for my Magnum Opus, this was intersting to note.
Lately, I have been getting a little help from my players as well. So I need to thank tem, as well.
But I started the WIKI about the same time as I started here. The CBG remains my primary point of inspiration and feedback. No wonder I have a lesser planar named Ishmayl, a crazed druidic wanderer chasing a madman named only, "Nomadic", and a lesser crimelord in the Eye Of Igbar known only as the, "Steepike".
Miston Group
For those wondering about the dragonrider fight This was posted by one of the players finally.
1/6/895--group leaves on carpets, gets spotted by Anchal the Black and Horak Vos Intervok, ograk Dragonrider, of the Ginatclans Silverworth. This will be a fierce battle to the death...
The group stops and prepares for battle. Amber touches Grak's, Elm's, Snowpacker's, and her own weapon and envenoms them. She also drinks a potion of fire affect. Grak hides and shadow and moves silently. Morgan takes out her staff of thunder and lightning. Drono takes a potion of dragon breath immunity and a potion of heroism and hands it off to Morgan. Elm, Snowpacker, and Jolen also take doses of dragon breath immunity and heroism. As the dragon lands, it casts a spell that tries to ensnare people with thorns. This ends up slowing some people down. Iesu is also running around trying to cast preparation for combat. Amber also ends up getting frozen in fear from the dragon. Morgan uses her staff of lightning and damages the dragon and kills the ograc. The dragon uses its breath on Gaba, Amber, and Morgan. Gaba ends up dying. Amber casts a flame surge at the dragon and does a large amount of damage. The dragon casts a magma spell near Amber, Iesu, and Morgan. Iesu had just finished healing Amber from the last attack. Amber and Iesu get injured. Iesu heals herself. The dragon uses its breath on snowpacker, jolen and Angus. Angus is not immune to the dragon breath and dies. Snowpacker hits and damages the dragon. Xia tries to attack the dragon from the back and doesn't do any damage. Grak is also getting ready to attack the dragon from the back. Elm attacks the dragon and delivers a critical blow killing the dragon.
Iesu uses raise from the dead and full healing on Gaba. Drono uses his food preservation kit on Angus.
The Ograc had Dragonscale and ceramic armor. 48av/36 prot +10% on all elemental. Demilune of control +19% to hit +2 dam after divide. -2 sp -2 animist. Lizard tongue 2/day. Blessing of snake and spider 2/day
Quote from: Lord VreegMiston Group
For those wondering about the dragonrider fight This was posted by one of the players finally.
1/6/895--group leaves on carpets, gets spotted by Anchal the Black and Horak Vos Intervok, ograk Dragonrider, of the Giantclans Silverworth. This will be a fierce battle to the death...
The group stops and prepares for battle. Amber touches Grak's, Elm's, Snowpacker's, and her own weapon and envenoms them. She also drinks a potion of fire affect. Grak hides and shadow and moves silently. Morgan takes out her staff of thunder and lightning. Drono takes a potion of dragon breath immunity and a potion of heroism and hands it off to Morgan. Elm, Snowpacker, and Jolen also take doses of dragon breath immunity and heroism. As the dragon lands, it casts a spell that tries to ensnare people with thorns. This ends up slowing some people down. Iesu is also running around trying to cast preparation for combat. Amber also ends up getting frozen in fear from the dragon. Morgan uses her staff of lightning and damages the dragon and kills the ograc. The dragon uses its breath on Gaba, Amber, and Morgan. Gaba ends up dying. Amber casts a flame surge at the dragon and does a large amount of damage. The dragon casts a magma spell near Amber, Iesu, and Morgan. Iesu had just finished healing Amber from the last attack. Amber and Iesu get injured. Iesu heals herself. The dragon uses its breath on snowpacker, jolen and Angus. Angus is not immune to the dragon breath and dies. Snowpacker hits and damages the dragon. Xia tries to attack the dragon from the back and doesn't do any damage. Grak is also getting ready to attack the dragon from the back. Elm attacks the dragon and delivers a critical blow killing the dragon.
Iesu uses raise from the dead and full healing on Gaba. Drono uses his food preservation kit on Angus.
The Ograc had Dragonscale and ceramic armor. 48av/36 prot +10% on all elemental. Demilune of control +19% to hit +2 dam after divide. -2 sp -2 animist. Lizard tongue 2/day. Blessing of snake and spider 2/day
SO a few interesting notes here. This was written by Grakdung, one of the original PCs of Celtricia. This group has been played now for 14 years. This means that the above is a PC's view of how a combat feels and runs with a VERY powerful group.
A couple things to note.
1) the group has a lot of stuff. Frankly, I'd forgotten things like the potions of dragon breath immunity. I actually asked to see their character sheets. But is shows how tough a dragon is even for a 14 yr old group when they pull out all the stops. Potions are the most common form of artificed items, as you can see.
2) Dragonriders always get killed before their mounts. Always. His spell casting was fun for a the early part of the fight when he was gflying and each group was looking for an advantage. But anything tough enough to hurt a Dragon in Celtricia....
3) I know I offed a few PCs and NPCs, but I frankly expected the death toll to be higher. They were extremely smart, spread out, and expended a ton of resources. The use of the potion of fire affect reduces spell resistance, which is what allowed Amber to crush the Dragon with her Flame Surge, as well as max damage. Grak also forget to mention that everyone in the group either had been or was still below 10 hp at the end of the conmbat, except for Chicke Xia Du Ping.
4) my PCs are extremely humourous in their use of skills. Witness Drono the Former peasants clever use of 'Game Preparation/preservation' on Dead Angus.
Ugg
So we've had major attrition in Igbar lately.
Not Players, thank god, but 4 PCs and 4 NPCs in the last 3 sessions. Squire Tusnus, George the Mysteriarch, Bard Cucino...all 1-2 year old PC's gone due to player mistakes. And as a long-time GM, I just can't let them be injured or badly hurt, they were SO dead.
But the players immediately took responsibility. A little grumbling from one, but the drive to make new PCs (complete with the new soc acquisition chart) and the 6k base exp I gave them has them pretty excited.
Tough for me to do, as especially Bard Cucino was popular in ton and had made trhe most with the social rules...but it had to be.
And for those who feel fear killing off PCs and losing players, I won't be losing anyone. If the game is good enough, they may be frustrated, but they will stay.
Worse than running past a guy swinging a scythe on a bridge?
Must suck to loose a PC after a year, but I've got to say the social acquisition chart is nice thing to have (now).
Quote from: LlumWorse than running past a guy swinging a scythe on a bridge?
Must suck to loose a PC after a year, but I've got to say the social acquisition chart is nice thing to have (now).
Clark and Joe (the guys who lost folks last night) are very 'kinetic' players, in that they need things to be happenning and to be affecting the world around them. The group had bogged down in terms of options, so Bard Cucino (Joe), Undersquire Jonas (CLark), and Mage Ebeneezer (Thorson) decided to try to run across the large bridge above a huge room in the Tomb of the Steel Libram. Bridge is arching stone, 200' long (below are bridges going the other way, and 100' doewn, a strange idol on the south wall lit by fire).
Now, point of fact, the group had gotten 1/2 way over this bridge before when they found themselves hit by Firebolts (http://celtricia.pbworks.com/FireBolt) coming from 2 deep, concave opennings 30' up on the left and right sides of the room, which killed some NPCs. So this was something of a 'fuck it' move, and 2 of them died stupidly, thee other was knocked into negatives and was dragged back...Ebeneezer has a 60% fortitude roll, and started at -3, briefly rose to -2, then dropped to -3, -4, -5 (which is -50% on a roll, he could only fail one more and then he was dead with the others) but they finished dragging him back to the healers literally with seconds to spare.
Bard Cucino is a loss for the group, but also for me. He represents the 'stats and abilities don't matter, playing matters" school that I aspire towards. Cucino was Joe's first character, and he sort of max/min'd it, if that is thew proper opposite to Min/Maxing. He took the wrong amount of skills to do anything. His school derided armor use (so he ain't going to be front rank in GS), he was a BArd who did not take basic social, he only took one level in Mentalist and rolled 1 spell point, so he could not cast any of his spells...
Basically he survivced about 2 years on sheer chutzpa and great role playing, and a lot of HP. He was the one we said, "Took damage like it was his job." He networked well, spreading money and influence around. He brought Squire Tusnus' ashes back to the Armor of Trade and deeply moved them, and he became a popular performer at the Sweet Retreat, sometimes showing up with the rest of the New Legion in the Dockside (http://celtricia.pbworks.com/Dockside+area+of+Igbar)neighborhood of Igbar, still covered in gore and blood, and hit the stage with s few other members of the Martial School of Song, creating song that derided whoever in town was bothering the group or trying to use song sand verse to describe the harrowing nights spent in the Sunken Boneyard.
SO it sucks he got himself killed, -23 in HP from firebolts normally means 'pile of ashes.' But Joe will make a new character. And Bard Pharren will go to the Sweet retreat on the night of 2/25, with just his Lyre and a stool, and he will, in meter and time, tell the story of Brave Bard Cucino.
Quote from: LVAnd Bard Pharren will go to the Sweet retreat on the night of 2/25, with just his Lyre and a stool, and he will, in meter and time, tell the story of Brave Bard Cucino.
The best kind of happy ending.
Bard Cucino sounds like an awesome character. I am glad he will live on in rhyme and verse, immortalized.
Bleu Lantern of Ambretta
This wrought iron and silver-chased, circular, oil lantern is sought after by casters. It is small, 18" tall and 6" inches diameter, with oculars on opposite sides. The oculars are 5" tall, and are covered in a light blue quarts, and the top of the lantern is studded with beryls. The silver accents are brushes into circular culiques. It is a masterwork item of high quality, worth over 800 horn for the workmanship alone, with the jewelry worth adding another 1200 horn.
It's functions will operate only when lit, so a caster must open the top and fill the small (1 hr) reservoir as well as light it.
It has the following functions.
Bleu Lantern (http://celtricia.pbworks.com/Bleu+Lantern) on command, cast as lvl 10.
Bleu Eyes (http://celtricia.pbworks.com/Bleu+Eyes) 4/day, cast as lvl 10.
Enhance Detection, minor (http://celtricia.pbworks.com/Enhance+Detection,+Minor) 3/day, as level 10.
Lesser Eye (http://celtricia.pbworks.com/Lesser+Eye) 2/day, as level 10.
The Shared Word (http://celtricia.pbworks.com/The+Shared+Word) 1/day, as 10th level.
The lantern is delicate and can only take 3 HP of damage and has a protection value of 10.
Heh... so the group can hide in a pitch black room in total silence and prepare an ambush without being seen or heard while still able to see and hear their target and direct each other during the ambush.
Quote from: NomadicHeh... so the group can hide in a pitch black room in total silence and prepare an ambush without being seen or heard while still able to see and hear their target and direct each other during the ambush.
why yes, you get it.
it may not seem that useful, until you get that idea.
I just read the first page for the first time, and may I just say that this is amazing and you should be published. You and your players, who I am guessing helped, have created an amazingly original, interesting and aparrently very playable (since you've been playing in it for so long) system.
That being said, I completely agree with you on many topics, especially the one regarding hitpoints. It was something I could not stand. Stabbing somebody with a big sharp knife does 3 out of 24 damage? It's ridiculous.
I'm going to read more, but I just don't have time now.
Quote from: SurvivormanI just read the first page for the first time, and may I just say that this is amazing and you should be published. You and your players, who I am guessing helped, have created an amazingly original, interesting and aparrently very playable (since you've been playing in it for so long) system.
That being said, I completely agree with you on many topics, especially the one regarding hitpoints. It was something I could not stand. Stabbing somebody with a big sharp knife does 3 out of 24 damage? It's ridiculous.
I'm going to read more, but I just don't have time now.
Time is the Essence,
immutable, untamable, irreplaceable.
In photo-sepia or written remembrance
the pain is unescapable.
Tine is a resource that can be impossible to find or make.
HP, damage, armor, skill advancement, and lethality scaling all go hand in hand, as well as how heroic the game you want to create is (and what you believe makes heroes). It can be a hard balancing act to get the right mixture on all of these. How valuable do you want gear and magic to be? How will you feed the Player's undeniable Maslowian needs for expression and actualization/improvement without unbalancing the game (which is a BIG problem with most games).
Your big sharp knife should still scare the crap out of an unarmored warrior, even if they have been played for a few years. However, in many games, due to the other factors listed above, the mighty warrrior played for a few years might have enough HP/Life to get stabbed 10-20 times (including criticals etc). EEcchh...
I find it interesting how you balance encounters without some form of combat level system myself. Granted it's probably a pain to do with the steel isle group (thanks to kellik being a war beast).
Quote from: NomadicI find it interesting how you balance encounters without some form of combat level system myself. Granted it's probably a pain to do with the steel isle group (thanks to kellik being a war beast).
You know, it really isn't hard.
Because I actually don't try to hard to scale them.
Back in the olden days of yore, when we were deciding the merits to adding some of the rules of new-fangled AD&D to the white book rules we'd been using, no one worried about balancing stuff. The idea was that since you were trying to model some level of reality, and since you'd write the adventure ahead of time, the PC's would learn caution and investigate/survey the situation first to see if it was something they wanted a part of.
The whole idea of level-appropriate encounters and all of the bastard stepchildren since (that have frankly gotten worse and worse) is one of the primary changes that ruined most later versions of D&D games for me.
Metagaming is considered a bad thing in any games that attempt roleplay and immersion, and yet this most fundamental foundation piece of the later generations of the game, the 'Encounter Level', not only promoted metagaming but insists on it. The PC's KNOW that the whatever is coming will be suited to their level...built in-metagaming.
So when some of you hear me grouse about rules, a lot of the basis for me has been rules like this. Metagaming is the opposite of roleplaying, so don't add in rules that ENFORCE metagaming and try to call it a roleplaying game.
I'm not going to say that I don't try to set things up so that harder encounters are harder to find in Celtricia, or that I don't tweak things in game to try to tilt things in the proper direction. For example, I could have had both of the witches 'pet lycans' attack your group way back when. But especially for the adventures, I play them as I design them. The immutablity and consistency of the setting demands this, in my book, so I take very special care in creating each area.
However, my players all fear the unknown, as they should and is the feel I think most 'world-creators' want. I aim for verimilitude, so that things in an adventure make sense being there. Again, for example, in the Steel Isle game the placement of the Cultists and the humanoid guards in the ruins, when looked at in perpsective as to the entrance and proximity to the recent battle zone, all makes logical sense.
So you know what, my friend? I count on you to be the ultimate encounter-leveler. I count on you to use clever tactics and sheer chutzpa to overcome tough fights, and to know when to avoid the ones you may not be ready for.
amen to that Lord Vreeg. While i hate to bring a CRGP into this, that is the very reason Morrowind was awesome, and Oblivion was a piece of junk.
Quote from: Leetzamen to that Lord Vreeg. While i hate to bring a CRGP into this, that is the very reason Morrowind was awesome, and Oblivion was a piece of junk.
YESSS!!!
you get it...I wasn't even thinking about that connection now, but that was why I still play Morrowind and hate Oblivion.
Of course for a DM of your experience I doubt you actually calculate out if something is at least a little fair to throw at the players. You wouldn't need to when you probably do it automatically without even realizing it. That means that celtricia is an exceptional game to play, but it also means that a new DM would be hard pressed to give things to the players that would be hard enough but not too hard. Don't be too eager to call DnD or Oblivion or anything else crap because of metagaming rules. Most players and DMs need things like those to walk them through encounters and if they hadn't been added by the creators they would have had trouble ever reaching anything other than a minor niche market (and remember first and foremost from the creators perspective they were a source of revenue and thus needed that player friendly aspect). No insult intended of course, I do love celtricia, but it is not a player friendly game. It requires a VERY experienced DM and quick learning, roleplay focused players.
First off,
I didn't call anything crap. (this time). I said the inclusion of certain rules and their continued influence on a game ruined that game for me.
[blockquote=Nomadic]Don't be too eager to call DnD or Oblivion or anything else crap because of metagaming rules. Most players and DMs need things like those to walk them through encounters and if they hadn't been added by the creators they would have had trouble ever reaching anything other than a minor niche market [/blockquote]
Sure. Morrowind was niche. Right.
Nomadic, I may not have called it crap, I am calling it what it is. Metagaming is the opposite of roleplaying. Encounter levels is a rule designed to create a certain style and fit at the expense of roleplaying...and this is supposedly a roleplaying game.
I understand a game cannot be all things to all people, and this is certainly not the only rule I take issue with. But this particular rule assists the newbie at the expense of the heart of the game.
Better to have a chapter on encounter creation and logical placement vs. encounter difficulty, that recomend using EL, an intermediate ruleset, and a freeform sandbox version, allowing all levels of GM choose the type of game they want to run. I appreciate your sentiment, and I appreciate you incredibly as a player and advisor. I just think am not pleased with the direction, personally.
Morrowind was niche in that it was directed towards PC gamers.
In Oblivion, a lot of things were changed in order to make it more palatable to the console gaming audience, which has different ..tastes to PC gamers. Consolisation is really what's ruining PC gaming, and I could go on for awhile, but I won't.
Pretty much what TMG said, as an additional comment I will say that from my personal experience Oblivion was much easier to play. You can call it dumbed down if you like, but it was also much easier to play and follow for newcomers to the genre than morrowind. Whether morrowind or oblivion are superior storywise is of course up to the individual player.
As an aside my comment about calling it crap was more directed at Leetz claim that oblivion is a piece of junk. Anyhow I myself don't find encounter leveling something that breaks roleplay for the reason that I see it as a tool solely of the DM and not something the players should be allowed to know. It's helpful for a newer DM in giving them a handle on how powerful an encounter is and about when they should throw it at the players. As that DM grows they may find themselves ignoring it more in favor of their own intuition. It's there though as a sort of DM training wheel. Of course for celtricia such a thing is largely unimportant, but if someone wants to publish their setting it is something to seriously consider. Not everybody who uses your work will be a skilled DM.
A few random thoughts that do not fit well in other threads.
@Nomadic, there is a difference between guidelines and strictures. EL as a guideline would be useful, but it is not merely used as a tool in some systems, it is becoming the rule. And I don't like the effects this has on the roleplaying/immersion part of the game (roleplaying as defined outside the hobby, as the term existed before the hobby and can therefor be qualitatively judged as defined). I think you are right that is is great for beginning GM's, however, but that point needs to be made more clear.
I was conversing with James Wyatt online recently, and I was actually soft-pedalling for 5e to include alternate rulesets for advanced play that might bring back some of the players they lost during the more recent schism.
And I still don't know about publishing. It was a goal decades ago, but something I gave up before I joined up here. I will not lie, however, that the CBG has partially made me wonder. You are all at times so giving and helpful and brilliant that you give me pause.
But if I did, I'd do the game and world together, maybe with Miston or Steel Isle Town as beginning town modules (remember, character creation is very faction heavy, so I need a location to go with it). Miston has been the favorite for years, but damned if the online group isn't making me wonder about that area as a starter.
-------------------------------------------------------------------------------------------------------------------
On survival rate.
A lot of times we bandy about the issue of survival rate. And I agree that GS/Celtricia is run at a level that I expect good play; bad play gets you killed often.
And this is kind ogf against the tide the way games are designed in the last decade. Lots of factors spilll into this, but it is true at some level.
But something I also try to do is to try to reduce the reverse survival rate problem found in many games, whether online or live. This is the phenomenon in a game where depsite the fact that the monsters get tougher and the treasure can get better, the character's chances of survival go up dramatically as they gain power. I'm not saying a little of this should not happen, as the tougher they get the less mundane threats can bother them. But I think in most games this is a little overdone, sometimes very overdone.
Maybe I am a bit of a throwback, but my players seem to like the thrill of danger, of the unknown.
Quote from: Leetzamen to that Lord Vreeg. While i hate to bring a CRGP into this, that is the very reason Morrowind was awesome, and Oblivion was a piece of junk.
When I realized the dungeons were leveling with me I almost cried.
This setting is almost 26 years old. 35 players, 142 PC's. (edit--make that 37 Players and 144 PCs(re-edit-make that 38 players and 145 PCs))
((re-re-reedit...lots of play lately...Steel Isle and the new Igbarians bring this to 44 players and 154 PCs)
This deserved a repost of it's own.
44 and 154. that's a lot, to me.
QuoteThis deserved a repost of it's own.
44 and 154. that's a lot, to me.
I'm helping!
Quote from: Luminous CrayonQuoteThis deserved a repost of it's own.
44 and 154. that's a lot, to me.
yes, and I am frankly very excited after seeing your early notes. I'm going to have to step up my play with 4 creative geniuses on board.
Wait you recruited a crayon to join us? Well there goes the neighborhood.
Quote from: NomadicWait you recruited a crayon to join us? Well there goes the neighborhood.
Are you kidding? Last night IRC included Crayon character building, Llum and TMG plotting to spend loot from a red dragon that they really don't want to find, and the Igbar group player of Cucino guest starring and generally giving away secrets.
And Vreeg drinking wine. There was a little stability found therein...
Some 26 years into this thing. The current rules to-do list reads kind of as follows:
· Finish skill list
· Change format of attribs in skill list
· Change base ability to attrib based and make it the untrained ability mod
· Start skill descriptions.
· Finish racial descriptions, add Ograk, ½ Ograk,
—¦Maybe the FratreCanis
So lots to do.
As to the game as it is played, we need to get a Miston date set, we have Valentines Day gaming for Igbar, and the online Steel Isle game is zipping along with 6 players.
Quote from: LordVreegMaybe the FratreCanis
Change format of attribs in skill list[/quote]
What exactly does that mean?
Also, Ograk and 1/2 Ograk.... aren't they kinda big? I think they might break your weight formula ~~
EDIT: Don't forget spells! You can never have too many spells!
Quote from: LlumQuote from: LordVreegMaybe the FratreCanis
Change format of attribs in skill list
I'm thinking of making the FratreCanis (Dog Brothers) a playable race, but they are pretty rare and don't intermingle much. There are a few in pretty high positions in the Collgium arcana, due to their extremely high intelligence and pack mentality. There are a lot more of them serving as priests in the various humanoid tribes (Zyjmanese North, Zyjmanese South, BoneCrusher, Trollone, Silverworth, and a particularly high concentration in the Firehazers.).
As for the skills, the base is going to become the unskilled normal attrib bonus, and will be in a similar format to all of the atrib over stats. Lots of work, but hey...
I have to change the format in my access database, so that it can be used for crossreferential stuff.
Ograk and 1/2 ograks need to be done, at least the 1/2s. They are another partially integrated race; they live in towns and cities in small but growing numbers (Igbar has over a hundred, mainly serving in the Scarlet Pilums and Corobar's Iron Way, though there is a certain 1/2 Ograk bard in Bertrand's Bard School...).
The weight formula is broken slightly, I'm going to change it today.
And the spells will keep getting added to. Something that makes the game so internally balanced is the spell selection. Always fun when we add those on. Always makes me happy when someone 'discovers' a spell and starts using it.
Vreeg do you have that character sheet of Kellik's I sent you awhile back?
Quote from: NomadicVreeg do you have that character sheet of Kellik's I sent you awhile back?
i just sent back
Not ready from the real 'mechanics' page yet, but the FratreCanis and the Ograk-Strain are being added in slowly to the racial mix on the character creation page.
These are going to be playable races, as well as possible encounteres.
[ooc]
Half-Ograk (Ograk Strain)
Ogrillites of great size and ferocity, Ograks are huge cousins of the Giantkind. Many of their smaller cross-breeds have enough other genes to allow them to function in a more integrated culture, despite being a little more slow of wit and strong of back. It has only been in the last few decades that they have been seen in settled areas. PCs and NPCs of this race are considered to have the Ograk side be dominant enough to hide the main characteristics of the other 1/2 race.
Half-Ograks are often very gentle under their tough veneer, susceptable to peace and quiet, and value the ability of peaceful places to exist.
They are normally 6.5-8' tall, and broad with flat features.
FratreCanis
The Dog Brothers are slightly shorter than humans, and thinner. They have human hands, but their legs are more canine, as are their facial features. FratreCanis have mediocre sight, but excellent taste, hearing, and olfactory senses. They are very loyal and organized, and tend towards study.
They originated on the Steel Isle, a creation of the Mad Artifer Korang.[/ooc]
Celtrician Character creation page (http://celtricia.pbworks.com/Character+Creation)
see more at this link.
Igbar group gamed last night.
In-town session, with the group doing much political manouvering, tryin got sell or barter stuff, making friends, etc. Some interesting notes.
*When a group finds priceless-level items...no one in town is going to have ready cash to buy them. I took some flack for this as the PCs thought I was being inconsistent, in that they had always been avble to find buyers for items before, but I explained that they had never tried to move anywhere near that amount of money before, so of course it had not come up. Moving 10-30k electrum goodwives is still not easy for even a mercantile hub Like Igbar. 360k goodwives? Not happenning.
The group did not want to wait and barter and take offers and send emmissaries...which is what I told them it was going to take to get even decent value for the ancient skill scrolls of the Vicorian School of the Flame and Flower. In addition, some of the groups that might of come up with the cash were in opposition to some of the PCs.
Yes, there is a great range of earning capability, cash on hand, and general wealth in Igbar. But it would be inconsistent with the world to have that cash on hand, or frankly, some of the tiems the PCs wanted to barter for.
*Romance and sex can be good for a long term game. Not for every game, but I have PCs with decent social skills, big reputations, lots of wealth and high Social CCs. Letting them enjoy people staring at them, people trying to meet with them, people being jealous of them...priceless.
*Stick to your guns with your campaign arcs of all sizes.. Igbar/New Legion is finally closing in on closing the first story arc I thought would be done a year or so ago (bearding the local undead powers, Vigor SHeering and the Spectral 2nd Seeker of the Stel Libram), but it has been totally worth it. The group might actually be powerful enough to retrun to the wibble hills and fight the Undead and the Firehazers...the second story arc.
The Brewer's Quarter of Igbar
The Brewer's Quarter is the eastern part of two Streets, The Talleyrand Path and the Marcher's Hope. Here 4 major breweries and a number of smaller ones all contrive to best each other in their crafting of local brews. None really compete, however, with the Golden Bullette brewery and the gold and red brews it sends out on wagons labelled with their sigil. The Birchright Quaffer's Guild (named after the old, defunct brewery of the same name) is the largest brewer's Guild, but many of them belong to Chernow's Libations, a guild that covers many mead, wine, and other distillers as well as brewers.
Beer is amost always quaffed out of ceramic tankards in Trabler, like the Bright Lands, though metal tankards are sometimes used at the higher-end establishments.
There are 2 major bars in the area, and a few smaller ones. Gobar's Salty Breath is the bottom 2 stories of a three story building on the corner of The Tallyrand Path and Circumference street. It used to be another brewery, decades ago, but has become a large bar, with apartments on top. Gobars has almost all the town offerings, and also has fire eaters and other entertainment, such as a bardic exposition every Fastak and Bowwak. This gets VERY political, and add some alcohol...
Chittlebane is a mid-level eatery that makes some of the best pies and chicken pastries in the city. It is small-ish, with a good sized bar (of course), and has 6 long communal tables on the inside. The air gets dark and smokey, as there is only one window. Jier Jellenhal Klelen (hob male), a worshipper of Kiminus, holds parties almost every goesi.
Varkos The Redoubtable (klaxik male) of indeterminate guilds has a teamsters stalls set up on the Royal end of Marcher's Hope Road. He has a couple Orcash working for him as muscle, and he seems to get along well with all the right and wrong people. He moves a lot of kegs around the city.
The Broadbent is a kafee and shrum cafe on The Marcher's Hope Road, Near Kevlvin's Path. Cherend Coheodl (male Omwo~) is the proprieter, a very ugly and ver masculine omwo~ presence. The small shop is made of dark Farnumwood, with purple and black tapestries on the two main walls. Cherend is single and a lot of crude fun, but in some ways he seems to be a boorish Omwo~...
A grey and Blue brick and wood 2 story building on Talleryrand and west of Circumference Road bears the sobriquet of "The Wasted End", and it is actually a beggars shelter manned by the holy folk of Woerter, Kiminus, and Belial. Many a sad tale and angry drunk can be found their drying out.
The Silent Pit is a convex boneyard on the Marcher's Hope, where a group of Scarlet Pilums have to be on patrol. There are 2 large tombs in it, as well as hundreds of smaller one.
Froji - Demon Lord
Lord of smoke and wasting sickness. Many nurses and physicians are frequenters of his temples. Many Opium dens have icons of him placed prominently. He is also a lord of prophecy.
Froji typifies the ultra-powerful entropic lord, rarely counting the cost. Froji is a patron of dreams and a Lord of Prophecy; often when plans turn out right in the end, Froji is given some credit.
His symbol is three stylized gusts of wind moving in three separate directions, and his worship prefers ornate metalwork and white candles. His priests normally have decent mentalist, air and chaos ability.
Currently, the main centers of his worship are in Ambrell and Argus, though all who seek the gift of prophecy eventually find a shrine or font in his honor.
(//../../e107_files/public/1270676402_392_FT31806_froji.jpg)
Pretty interesting deity/faith. Is there a priesthood? If so, does it wield much influence?
Quote from: LordVreegCurrently, the main centers of his worship are in Ambrell and Argus, though all who seek the gift of prophecy eventually find a shrine or font in his honor.
Did you mean that they
found a shrine, or that they literally stumble upon one by destiny? Due to the prophecy theme I could see this working either way :)
Quote from: GhostmanPretty interesting deity/faith. Is there a priesthood? If so, does it wield much influence?
Quote from: LordVreegCurrently, the main centers of his worship are in Ambrell and Argus, though all who seek the gift of prophecy eventually find a shrine or font in his honor.
Did you mean that they found a shrine, or that they literally stumble upon one by destiny? Due to the prophecy theme I could see this working either way :)
Froji has almost no churches or religions of his own. He is worshipped in the southern areas as part of 'The Reborn Anteledar-the faith of the Six', a religion based on the Idea that there is a dream world below the 'Waking Dream' of Celtricia. He was a minor player in the Faith of the Entropic Overlords in the days of Old Venolvia.
And this is what I meant by finding a shrine. Many planars are not part of the major religions in a town or city, but over time small alcoves or shrines are often put up in related churches. And in this way, the individual parishes slowly change to reflect the needs of that locality.
In Igbar, there is actually a full Alcove with a font and small statuette dedicated to Froji in the Church of Chaos and Change (Jubilex). Those who seek his favor will go there, and the priesthood of that Church will tend to the needs of Froji, as well as the Shrines of Paz-Hazzle, Orcus the Shepherd, and Lesmick of the Word.
Thank you for asking
Random Updates
[ooc]Whiskil Tree grows in many arable climes. It has silver-white bark, and very circular, 'lolipop' leaves. It grows slowly, and is somewhat slender. This tree tops out at 40 feet.
Though mainly found out in the wild, Whiskil is sometimes kept near homes due to the very fragrant smell of the Whiskil Blossoms during the spring goesi. The wood, also is prized for this. Other than the fragrance, Whiskil is a light wood and the trees provide a small amount for the amount of land taken up. [/ooc]
[ooc]The Hawaak is the eight day week used in all of the Lambrian, Celtrician, and Triblian Continents. Most of the Islands and Archipeligos as well, though Ish Island and the Shattered Delvan Isles are exceptions.
The origin of the term is from the White Omwo~ term, which breaks done as '˜Ha' and '˜Waaki', or '˜Eight+ Day' This term goes back deep into the Age of Legends virtually unchanged.[/ooc]
[ooc]Chorm
Chorm is a cereal, a long dry reddish reed (2-4' high) that is topped with dark red seeds. It is a cold weather grain, so it is harvested at the end of spring and the autumn. It is used heavily in the cradle and central sections of Celtricia, and is often used to make a pasty, wet mixture called Chorman. Like most Celtrician Grains, Chorm has been changed over time and magic to grow twice in a season.
(//../../e107_files/public/1271091630_392_FT31806_036_02_3_sweet_sorghum_red_douentza_grain_fair_2008_jh_.jpg) (//../../e107_files/public/1271091630_392_FT31806_036_02_3_sweet_sorghum_red_douentza_grain_fair_2008_jh.jpg)
[/ooc]
I need to start separating threads again.
So, Igbar played last night. And while it happens all the time that PCs miss things and make me crazy, last night they were hitting on most cylinders. And big picture, as a result, they are close to finally finishing this first Minor Story Arc of the Igbarian New Legion Adventure.
I set up story arcs at different levels, and when most of the Grey Legion got offed (you can read that stuff somewhere in this disaster thread), I wrote up a new set of minor arcs. The Grey Legion had unleashed Kexiol Antroo Anginar, an ancient Vampyre servant of the Dreadlord who had escaped from the North and migrated to the Orbian Exiles as a priest of Mammon the Lawgiver, back just before 400 RON. The Antroo Vampyre frankly ate most of the Grey Legion except for Pharren (who he still damaged badly) amd Father Eodl the Healer.
So anyway, when the Igbarians made new characters and created the New Legion, due to the release of the power Vampyre, thus changed the makeup of the area. It also meant creating new minor story arcs.
Arc one is/was 'the New Legion opposing the Vampyre's attempts to infect Igabr with a new Anginarian Night'. Arc 2 is 'the New Legion retakes the Wibble Hills, destroying the Firehazer thralls of the Vampyre [note]The balance of power changed very quickly when the Antroo Vampyre was awoken. The Firehazers owned the Wibble hills; within a few Hawaak it became the Firehazers serving the Vampyre.[/note] Arc 3 will be 'bearding the Vampyre in his lair'.
Well, after a few years of play, the PCs actually went into the Basment of the Steel Libram and started to find answers. They played well, finding the hidden study of the Head Librarian, Discovered the books they found were missing from the Attic (that was over a year ago in real time). They realized the important book that was on Anginarian Necromancy held the key to the undead plague. They used magic to discover stuff and open locks, and they figured out how to open the book case in the study to bring them into the tombs under the basement.
And now they are poised to take on the Embalmed Second Master of the Steel Libram, the holder of the Second Anginarian Key in Igbar. If they defeat him, the holder of the third key (Vigor Sheering) will try to escape town to go to the Vampyre...and the town will be freed. Arc one is nearing the climax. Boy, sometimes these thngs take a while.
I'm working on an idea for a new Q&A thread, or an addition to one of the old ones.
Basically, it questions how GMs deal with the existence of traditional races and creatures. I was talking to someone about their new setting recently on line, and we were mentioning orcs...a staple for many fantasy game, and I mentioned my Ogrillite races, and I asked him what rationale he had for his world having orcs.
"Never thought about it.", was the answer. I don't want to get into it here, but to take your campaign to new pklaces, you need to know here things came from.
Expect more on this "who's your mommy' idea.
For Flavor, a few of the newer spells...
More of a flavor post, to see where my head is at in the newer spells. Guildschool has over 550 spells now.
[ooc]
Spell Name Greater Blacksteel Edge
Major Sphere Earth
Spell Source
Initiative 15
Range touch
Duration 3 hrs plus 1 hr plev
Save none
Save effect none
Spell Success -5
Area of effect weapon touched
Counter
Spirit cost 17
Earth cost 10
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 2
Animist cost 0
Total cost 29
Description
This spell temporarily replaces the outside of a weapon with an enchantred
Blacksteel. The weapon also glows a verdant green.
During the duration of the spell, the booming blacksttel edge add3 three more hits of
damage before the dividing die.
In adition, the earth power rips through the armor, giving a 5% chance of 'reaving'
through the armor. In addition, the three points from the spell automaticlly goes
through the armor, unless it is enchnted by earth magic.
[/ooc]
[ooc]
Spell Name Serpent of Smoke
Major Sphere Fire
Spell Source Fire
Initiative 10
Range 5' from fire source
Duration 10 seg+5 seg per lev
Save none/see below
Save effect see below
Spell Success -5
Area of effect 15' per lev
Counter water
Spirit cost 21
Earth cost 0
Water cost 0
Fire cost 14
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 2
Total cost 37
Description
This spell creates a long snake made of dark, thick smoke, with its baseattached to
the Fire source it was created from. It is 15' pleve of the caster long. The snake has
4+1d6 per lev hit points, with an av of 40 and a PRO of 20, but that is set to magic
to hit. The snake has a diameter of 5'.
The snake is toally under the command of the caster, but the caster must
concentrate on it. The snake has an init of 2 in combat, with a chabce to hit of
12+1% per HP, and does 9+2d6/d6+3 damage. In addition, the smoky nature of
the creature halves the protective value of normal armor. If the snake gets through
protection injects a Venom of the House of Fire that is No Longer, which causes
2d6/d6 damage if a fort CC-20 is made, 10+2d6?d6+2 s missed.
[/ooc]
[ooc]
Spell Name Water's Dark Side
Major Sphere Water
Spell Source
Initiative 5
Range touch
Duration perm
Save fort-20
Save effect see below
Spell Success 0
Area of effect 1 vial per 5 lev
Counter
Spirit cost 19
Earth cost 0
Water cost 12
Fire cost 0
Air cost 0
Life cost 0
Death cost 1
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 0
Total cost 32
Description
This spell allows a water caster to take a normal vial of water and turn it to a vicious
poison, suitable for 3 weapon uses (or 12 arrow uses)
This is a void-effect, so the poison is unusual. The effects are 2d6+1/d6 damage if
the fort CC is made, 3d6+5/d6 if missed, if the CC is missed by more than 20, the
target is also paralized (if human sized or smaller) for 2-12 segments.
[/ooc]
PDF of a Klaxik Necrotic Warrior for an encounter the Igbarians will have tonight. There are 4 of these as guards to the Preserved Undead (Mummy) of the second Master Librarian of the Steel Libram.
File: 1274030525_392_FT31806_newmon_undead.pdf (//../../e107_files/public/1274030525_392_FT31806_newmon_undead.pdf)
(//../../e107_files/public/1274030525_392_FT31806_skeleton_by_puawahine.jpg)
Looks pretty tough. I do have a couple questions.
His Blacksteel scale gives him 50/34 but his base prot are 60/46. Where did the other 10/12 come from? I'd say a shield but that doesn't seem to be mentioned anywhere.
Also, that clawed hammer looks beastly 60% to hit 2h with 18 str and 15 coord? Crazy.
Best of luck to the Igbar group, hopefully they roll better than us when we fought the Lamellar guys!
Quote from: LlumLooks pretty tough. I do have a couple questions.
His Blacksteel scale gives him 50/34 but his base prot are 60/46. Where did the other 10/12 come from? I'd say a shield but that doesn't seem to be mentioned anywhere.
Also, that clawed hammer looks beastly 60% to hit 2h with 18 str and 15 coord? Crazy.
Best of luck to the Igbar group, hopefully they roll better than us when we fought the Lamellar guys!
He's got some ruined, ancient padded armor under it (10/10)
And Something upper characters and Monsters both do a lot of at the upper levels is criticals. that 60% to hit means a 13% critical hit.
And by the half-assed way they prep, I think they are in for some casualties. The Mummy is tougher.
Quote from: LordVreegQuote from: LlumLooks pretty tough. I do have a couple questions.
His Blacksteel scale gives him 50/34 but his base prot are 60/46. Where did the other 10/12 come from? I'd say a shield but that doesn't seem to be mentioned anywhere.
Also, that clawed hammer looks beastly 60% to hit 2h with 18 str and 15 coord? Crazy.
Best of luck to the Igbar group, hopefully they roll better than us when we fought the Lamellar guys!
He's got some ruined, ancient padded armor under it (10/10)
And Something upper characters and Monsters both do a lot of at the upper levels is criticals. that 60% to hit means a 13% critical hit.
And by the half-assed way they prep, I think they are in for some casualties. The Mummy is tougher.
OK, 1 casualty, though they had 4 that went into negatives, and 1 more that was seconds from biting it, without a timely potion.
They also destroyed the skull focus on top of the Fount of Scrying they found, which was the Anginarian foci for the necromantic curse.
So at 4:32 PM, Dunsak, Tokush 28, the New Legion ended the Anginarian Necromantic Curse that had been deployed on Igbar. So Book 1/Story Arc 1 is over, after about 3 years of playing it. I can go back in this thread and see the first mentionings of this in this same thread, on page 3.
The next session is about consolidation and resetting, about enjoying the fruits of their work and mourning the many (6 PC and 12 NPC) who perished to free the city from this. If the group does it right, they will be able to take almost all the credit for this. They also have a chance of being writtin in the Book Of Bone, the Bone Knights history that is kept in their mother guildhouse in Recum.
Mike (Cyriel and Levy's player) needs to roll up a new PC, since Cyriel died. We are starting him with 7k experience, since the group has anywhere from 7500 to 18000 right now.
The next chapter deals with freeing the outlying areas and taking the fight back to the Wibble Hills. This will mean fighting the Firehazers and the undead, both lorded over by the Antroo Vampyre. Some of the former Grey Legion are also Vampyres now. Levy and Rumble Lou will be particularly tough.
Going to change the comm 1 skill "charge" to "Combat movement" , with "Charge", "Interpose Enemy" and "Defended withdrawal" as comm 2 dropdowns.
Charge will still have "Batter/Upend" as a comm 3 dropdown. "Interpose Enemy" is going to have a comm 3 skill for getting right in the middle of a group and getting them all in each other's way...I just need a name for it.
Wow.
Sometimes you just have to move your chair back and try to really see what you've done. I've run a lot of games in my time, but it is still amazing sometimes to step back.
The Igbarian New Legion just had thier 'Epilogue to Book 1' session last night. This included necessary tying up of data, an interesting pile of treasures, and researching the huge active scrying pool they found under the Steel Libram. It included bringing back Cyriel's body back to Samria and the Alternative School of magic.
[spoiler=treasure]
426 broadsword, masterwork with diamonds and amythist, bloodletting, wo 2700
427 blacksteel scyth of bonesmashing (fort save+15% or break bone, (3d6+10/d6, + penantlies)
Scale Armor Girdle of Air (as scale, -3 AV)
-2 spirit, -1 Air, 15% air MR
Lesser Wings, Air Platform 2/DAy
Arc, fog 1/day, (29000 gp)
6 diamonds, square cut, 1200 Goodwives
yellow potion of Enhance Turn (level 8)
Clear sparkly potion of Detect Hidden (Level 9)
A grey and green potion of Alibi (Level 16)
A red Potion of Mantle of Fire (level 8)
A blue Potion of Hard to Kill (Level 10)
A blue Potion of Patriarchs cure. (level 9)
Quill Pen of Scrolling, +10% success -3 Spirit, -2 Art for up to 2 scrolls a day, 11000 GP
Emreld Necklace of 12 Circular Emrelds in an Ambretton Brass chain, wo2800 goodwives
[/spoiler]
But much of this was the social maneuvering to be able to take credit for destroying the Anginarian curse of Undead in the town. And enjoying the fruits of their hard labors, trials, 5 PC and 12 NPC deaths in the past three years, as well as countless close calls. Squire Grobach was elevated to Sageant of Scales ( Sirrah). Priestess of Ishma Kiko is being elevated, as well. And Ebeneezer was excoriated for not protecting Cyriel. Oh well, not everyone was a winner. There is much still to do, and we laid some of the ground work for their next book/story arc. All the neat Igboniat, Venolvian, and Astrickon items they found will be needed and more in the next, harder section.
The next book is still up to the players, though I expect it will include some level of bringing the fight back at the Antroo Vampyre Lord, and maybe making the North (Recum) road safe again [spoiler=circling around] of course, the original Grey Legion games of 8-9 years ago started with them clearing this road of the Firehazers...before they let loose the Antroo Vampyre and were taken by him[/spoiler] for the caravans and wains coming from the North.
Quote from: LordVreegGoing to change the comm 1 skill "charge" to "Combat movement" , with "Charge", "Interpose Enemy" and "Defended withdrawal" as comm 2 dropdowns.
Charge will still have "Batter/Upend" as a comm 3 dropdown. "Interpose Enemy" is going to have a comm 3 skill for getting right in the middle of a group and getting them all in each other's way...I just need a name for it.
Divide Enemy perhaps? Are you going to counteract flanking in some way with that skill? Cause otherwise it would be VERY dangerous to ever use it.
Quote from: NomadicQuote from: LordVreegGoing to change the comm 1 skill "charge" to "Combat movement" , with "Charge", "Interpose Enemy" and "Defended withdrawal" as comm 2 dropdowns.
Charge will still have "Batter/Upend" as a comm 3 dropdown. "Interpose Enemy" is going to have a comm 3 skill for getting right in the middle of a group and getting them all in each other's way...I just need a name for it.
Divide Enemy perhaps? Are you going to counteract flanking in some way with that skill? Cause otherwise it would be VERY dangerous to ever use it.
Yeah, the idea with that skill is it assumes that whirling dervish thing, reducing exposure and adds to the fumble on the opposite side, becasue the skill assumes the ability to make the group attacking a single getting in each other's way and whacking each other. You know, that famous dodge where one guy skewers his own friend? So this skill would reduce flankings and AoO, as well as adding to the fumble % on the other side.
Spells help create the 'in-game logic' of the setting.
They create a mood for how the world works, how things get done, and an instant differentiation from reality.
Here are a few new examples from GS spell List (http://celtricia.pbworks.com/Spell+List).
[ic=Enhance Mechanical Understanding]
Major Sphere Artificer
Spell Source
Initiative 6
Range 1 foot+1 foot plev
Duration 30 min plev
Save none
Save effect none
Spell Success 11
Area of effect 3'
Counter
Spirit cost 12
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 7
Animist cost 0
Total cost 19
Description
This spell gives the caster or target a better understanding of items with mechanical
nature. It hekps understand traps, as well as mechanical devices.
It adds half again the casters level to the % of succcess for any such checks.
The material component is a pait of intertwined steel pins, held in the hands while
casting.
[/ic]
[ic=Greater Strike]
Major Sphere Life
Spell Source Gwynell
Initiative 7
Range touch
Duration 1 hr plev
Save none
Save effect none
Spell Success 6
Area of effect traget
Counter law
Spirit cost 15
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 8
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 0
Total cost 23
Description
This spell brings a huge amount of positive energy to the next succesful martial
attack made by the target.
This spell also has a stronger effect when used on the caster than when used on a
target, although both are very useful.
If cast on a target, they gain -2 divider on their next succesful hit, with the same
possible effects (bonus damage).
The caster also gets +4 damage before the divider.
The caster needs to mark the weapon used with a bit of silverized paint (2-3
goodwives).
[/ic]
Now that was a session last night.
Igbarian session, 2/29 (Tokush the 29th), last night, full attendance (7 players and a spouse), with dinner consisting of "Chicken 40 cloves of garlic", 4 cheeses, 10 loaves of bread to sop up the gravy, mixed greens salad, and cranberry walnut bread. Drank Giacomo Feniccio Cannubi Barolo 04, Silverado Reserve 02 Cab, Sterling 05 cab, Chappelet06 cab (Joe's Volvo, we call it), an 06 Aglianioco, a Rhone, and a Shiraz.
The New Legion finished splitting treasure shares, with each share coming to over 33k Electrum Goodwives (and remember, despite the huge discrepancy between the rich and all else, a wealthy, middle upper class Merchant does well to bring in 3k-5k goodwives in a year, and an unskilled workman generally gets paid a goodwife a day). Many of them owed from earlier treasure picks, but still, a huge sum. They decided on how much time they will spend in Igbar working on skill kits (http://celtricia.pbworks.com/General-Costing-of-Skill-Kits) (The Guildschool mechanic for studying and learning skills), which was decided to be 2 hawaak.
Ebenezer went to the Alternative school and met with Samria, the Maester, and promptly blew another social CC, despite tithing 3k goodwives. She's still mad at Cyrial dying, not too mention her husband still looking for thier missing daughter. Priestess Igli bought more scrolls of healing immediately, Paulina the Mysteriarch picked up the claws George had commisioned before he perished, Squire Grobach was officially titled Sirrah Grobach, moving into the lowest titled eschelon, and Cesuat checked costing on some spells with the Church of Belial the True and Clear. A few other things got done, but we roleplayed al
l of that which took a while.
Quote of the early night, "There is no non-martial character in Guildschool, Asshole!"
The group still has many loose ends to tie up while working on their new studies and requisitioning for their longer journeys soon to come. First on the docket was the promise to the new Master Librarian of the Steel Libram, to finish checking/clearing on the sub catacombs found beneath the hidden stair in the private study.
They get there half past the fourth hour, and are let through immediately by everyone (since they were just there in force the day before. The meet with the new Head Librarian, then go back down the hidden stair behind the bookcase.
Amidst all the first tombs and catacombs, The faced one loan skeletal Legionaire (I rolled on a 7% in all four burial areas, one had one), that was of course, demolished out of hand.
The level below did contain some doors they had bypassed the last time, and they found a laboratory/workspace in one.
Due probably to the skeletal legionaire incident, they were very casual when a thick humanoid in bits and pieces of armor started shambling towards them in the workroom. After it knocked an arrow out of the air with it's axe, they started to notice.
This was a Flesh Construct, [spoiler=Ouch] Human sized, slowed, immune to mind affecting magic, 30% MR, AV35, PR75(at+10% void-DR, so 115 vs normal weaps, etc) 10% parry, 6% reave arrmor, 60HP, Axe (20+2d8)/d5+10, sf7), multi attack 25% ).[/spoiler], which was slow, outnumbered, and REALLY hard to damage, as all constructs are. It took 39 seconds of combat with 10 on one odds to destroy it...It destroyed Sirrah Grobach's and Cesuat's armor, and kept the healers and casters totally busy trying to keep up with the damage (Ebeneezer was at -5 again, Cesuat was at 4, Grobach at 6) and buffing weapons to hurt the damn thing.
We ended at just after midnight with the end of that fight, one that would have been a lot more meaningful if they had tried it the same time they were looking for the holder of the second Anginarian Ring, but during a minor clean up, it was terrifying, but not so bad. The Flesh construct was worth 8900 exp total, in case anyone was wondering, with 400 being the smallest share, and three characters getting in the mid 1k for the combat.
Great night.
Miston, the group I speak about less, my grognards, is heating up.
First, a few Players were discussing some stuff in email, and they had an, 'AH-HAH!' moment. One of thse moments where they figured out ne of the older little historical puzzles, by putting 2+2 together.
Secondly, fueled by this, they've bee all about setting an itinerary for their meeting at the end of July. Getting a list of stuff that needs to get down, tying together some loose ends. (of course, they are aslo waiting for some people to recover from being Raised).
Thirdly, they've taken a very active interest in all the new spells and other rules listings we've made lately.
So, I am pretty stoked. The Mistonians are pretty much the hih-level group, most with 30-50k experience. So it is nice to see how the high-power rules hold together.
And...Igbar tomorrow.
1) Cesuat's Truthspeaker in the Church of Belial the True and Clear is looking for him to renounce his Wederlouse standing (member who is not in the active workings) and become more active in the hierarchy of the Church of the True and Clear path.
2) Sirrah Grobach of the Armor of Trade is being asked to speak to a knight of the Blue Turtles. The two knighthoods are allies, and the Blue Turtles are the group that backed to hidden fastness in the Wibble Hills that the defunct Grey Legion lost when they awoke the Vampyre Lord. The Blue Turtles are keen on knowing what happened. Of course, the PCs will probably know that Bard Pharren is the one putting the ideas in the Blue Turtles heads...
3) The Group has also not figured out that Fakil, the merc with convenient Thieving skills they picked up, is in reality an agent of the Terrors of the Knife...and is waiting for the right time to Poison Kiko and Pharren.
Quote from: LordVreeg3) The Group has also not figured out that Fakil, the merc with convenient Thieving skills they picked up, is in reality an agent of the Terrors of the Knife...and is waiting for the right time to Poison Kiko and Pharren.
and now I'm even more suspicious of cameleye...
Carmen, Kellik, or Nomadic? which one?
Vigor Sheering (http://celtricia.pbworks.com/Vigor-Sheering)
updated a few times due to the changes in Igbar caused by the New Legion.
[ooc]
Vigor Sheering
Second son of Harald, of the Vexian Sheerings, husband of Kelli Van Arrium, Master of the Collegium Arcana, Elixeriest of the Collegium Arcana, Priest of the Serpent Queen
Important Skills'"
Basic Chem
L16
46%
Basic Artist
L9
28%
>Sculpt
L4
18%
Basic Merchant
L9
26%
HP
L12
44HP
Basic Spear
L11
26%
>Damage Bonus
L7
44 (4 pnts)
Basic Def
L10
21%
Basic Meditate
L7
19%
Basic Priest
L8
24%
>Affect Undead
L5
49%
Spirit SP
L16
39points
Artificer SP
L10
30points
Mentalist SP
L9
26points
Necromantic
L10
31points
Vigor Sheering, Born in 852 RON, is a patrician of the first order in Igbar. Male, human, and whip-thin in his clear-edged gauntness, he comes from one of the oldest families in Igbar. Vigor is from the Sheering family, specifically from the Vexian side, the Branch of the Family that kept their business away from the dockside, but was very active in the old Argussian governments.
Vigor studied at the Collegium Arcana from 863 and graduated an Artificer and Elixeriest 'Tor Potum', which means 'above satisfaction' in Makerspeak. He studied under Kenter Dreddletartum while there, and spent most of a year studying Entropic magic, as well. He was in his Mid twenties graduating, and immediately became something of a rakish figure, travelling with Red Circle Knight Carson De'chian and the young sage, Pacae Letsos. They were part of many youthful adventures, travelling as far as Fabled Stenron, and into Argus many times. While not for public consumption, Vigor and Pacae met a very Young Heliopolis and Falathar in 874 RON, when the foursome, along with Shambar Eltrinio and Adam Warlock, searched for Payne's Viola.
Vigor's life was turned very much upside down in 870, when Trabler Aptor declared the UnicornStateand broke away from Argus. Though many of the Sheerings understood the reasons why and weathered the change well, Vigor had taken the side of the Double headed eagle rather than the unicorn. When things quickly went in Trabler's favor, due to Argus' total preoccupation with their southern issues, Vigor was one of the last to swear Fealty to the Unicorn Court.
Sir De'Chian was killed in a fight with a Devilkin during that time, and a sobered Vigor Sheering returned to Igbar. In a sudden turn, he followed his grandmother into the Church of the Green Mother, where she was the High Priestess. Vigor never stopped using his not-insubstantial skills from the Collegium Arcana, but buried himself in his new area of interest, using his family social position and his new popularity to move quickly into the church hierarchy. The Church of the Green Mother was then moving up on the Godstraat.
Vigor's interests took a turn later, after studying the necromantic arts from Telda Bgat Tennlilg, an Orcash shriver of the Green Mother. All churches have some level of Necromatic abilities, or close ties with a church that does, so as to shrive the souls of the dead and not leave them abandoned. Telda initiatiated Vigor into the hidden Serpent Queen Cult. The Church of the Green Mother decries the serpent queen aspect of Vernidale, but it is an old, hidden cult in many locations, and Igbar's upper hierarchy of the Church of the Green Mother is actually rife with them. He took his vows as a Priest of the Green Mother officially in 882.
In 881, however, he did meet Kelli Van Arrium, a human with Hobyt blood from the Bright Lands. Their 15 year marriage has resulted in 2 girls, born in 885 and 890.
The Terrors of the Knife is the name of the assassin's branch of the Serpent Queen Cult, and they have been hiding out in Igbar since 885. Vigor took over the leadership in 891. By then, he was dealing with Telling Homintworth, a very rich spice trader from the Winfire Trading guild. He was an ally of Goerges Coomi, the Horn Magistrate of the High Unicorn Council, who in 892 was elected leader of Tralm when Trabler Aptor dissapeared. Things were looking every good for Vigor here, as Coomi was in actuality a Blackstripe agent of Lord Falathar, a castelot mole who had pledged to Heliopolis and Falthar years before, and Coomi has already managed to use Baneo Tromb and Glasswar, the heads of the Blackstripes, to clear the docksides for a landing of Argussian ships. So Vigor was actually uising the Terrors of the Knife to surrpetitiously aid them, and was waiting for the moment of Argus' triumph, when he heard Palimar declare Coomi an agent of the enemy publically at the Upper House of the Unicorn. He had rushed to the Dockside, only to see Julian Sempre Lerianolies and his allies clear the agents of Coomi from the docks (which is a huge story in itself). Vigor cursed his poor luck, hating Palimar, but he had managed to hide his links to the failed coup.
Vigor soured here, leaving Grand Green Mother Cheriol to more of her own devices, while he used Telling Homintworth to trade with the Firehazer tribe in the Wibble Hills. When the Old Vampyre Kexiol Antroo Anginar was let loose by the Grey Legion, and his contacts with the Firehazer's dried up (due the the Vampyre's subjacagtion of the Firehazer'z gartier and fratrecanis leadership), Vigor started heavy scrying of the Wibble hills, and this is where he was caught by Kexiol Antroo. Vigor was too strong to be totally controlled, but he was impressed enough to offer himself up as a vassal of the ancient and cunning Vampyre Lord.
Vigor now has one of the three rings of Anginarian necromancy, sent to him by Kexiol. The Revanant Wight Wren the White held one of the other rings, and the most powerful ring is held by the ancient Undead Mage Og Antit Osteoper, the second keeper of the Steel Libram. Vigor is acting under Og's orders, as Og is a Greater Mummy of surpassing power, since being raised by Kexiol.
Vigor has been working and artificing out of his Family tomb in the Sunken Boneyard, but his workshop has been penetrated by the New Legion, and he has retaliated by sending the Terors of the Knife after them, already almost capturing Kiko and injuring George. Vigor's patrician edge and church position make the group, which has only a few days before realized that he is in some part behind much of their troubles, loathe to accuse him publically.
A confrontation is close: last time the New Legion ran from his greatest artifice, the Bone Golem. He has asked and received some more Necromantic aid from the Mummy Og, who hides in the catacombs that connect the Steel Libram tomb in the Sunken Boneyard and his own tomb in the Sub Basement of the Steel Libram itself, and in return he created a Flesh Golem for Og. Wrne the White was destroyed by the new legion 3 Hawaaks back.Please note that Vigor has access, through the sewers, from the Sheering tomb to the Steel Libram Underground.
Most recently, the New Legion has scrubbed clean the underlibram, destroyed Og and the Anginarian amplifier there. They destroyed the Flesh Golem, as well. Vigor has removed all his items from the Sheering Family Tomb, except for a few in a secret area. He has left with his Bone Golem, and has gone north to the Wibble hills, where he serves his master, Kexiol Antroo. He has agents in Igbar, reporting to him, and the Vampyre still trusts him as the main liason to the town.
[/ooc]
For some reason your link isn't working, Vreeg! I think it could be the al caps "LINK" in the code?
Quote from: SteerpikeFor some reason your link isn't working, Vreeg! I think it could be the al caps "LINK" in the code?
Thanks, man!
Try again. Looks better there.
New Compleat listing of Playable Factions in Igbar, Capital of Trabler.
FIGHTING
Archer
Bowyers of Ceminiar -- Martial order of the Ceminiarians
Calling Shot -- Quasi-military group; official martial order
Bard
Bertrand's Bard School -- Drummer warriors; very loud and annoying to others; proud.
The Frigid Song -- Warrior Bards from the frozen north
Breath of Truth--Small bardic hall allied with the Church of Belial
Dire Tones-Sage/bards, heavily into chanting.
Fighter
Terrors of the Knife -- Assassin/Fighters of Vernidale. As much Assassins as protectors.
Kulranik Swords -- Professional caravan guards, versed in travel and the sword
Hadjel Bonded mercanaries-Teque Guild of Travel's merchants, allied with the Platform of Trade and the Armor of Trade.
Tudzudian Bastards-The Tudzu Caravan Guild's own wide-ranging scouts
Hasturian Swords-The guards of the Winfire trading guild.
Kensai/Bard
Martial School of Song -- the "Archers are pansies" guild
Martial Arts
Brightblue Limbs -- Martial artists from Xamdu hold
Green Dragon Clan -- Draconian and sly martial artists.
Mysteriarchs of Lathe-Igbar -- Commando-monks from Gwynell
Ranger
The Hunters of the Shade -- Verbren's hunters, trackers non-pariel
Cobranic School -- Snake Rangers of the Serpent Queen
Ranger/Druid
Defenders of the Land -- of Madrak/Vernidale/Amrist/Ceminiar. 4 different branches.
Defenders of the Land, Vernidale- Ranger's of the Earth Mother
Defender's of the Land, Amrist-Small sect
Samurai/honorable warriors
Blue turtles -- The honorable enemy of the Red Circle
Unicorn Swords -- consiously multi-gender school of spear users...
Corobar's Iron Way -- By-the Book keepers of peace and bonded warriors to nobility.
Warrior/Knighthood
Caleb's Tactical-- Specialized vs humanoids, in small and large scale
Lance and Slay -- How to kill on the open plains, great individual horse and bow skills
Order of Stenron -- The largest military order in the North
Order of the White Paladin -- Wear white and like it! Heavily Armored warriors who are used to being outnumbered...and winning.
The Armor of Trade -- The Knights of the PLatform of Trade, the Church of Trade.
Toffler's Defenders -- Marines for the Navy
Trabler Scarlet Pilums -- Military School of Trabler, heavy into cavalry
Tristonian knights -- The knights of John of Triston, Neblerian
Bone Knights of Orcus -- Recently invited to town
MAGIC
Alchemical
The Green Flame -- Fire mages, and the eye's alchemical branch
Vasko's Brew -- The blackstripe's poison makers
Mage
Alternative School of Magic --Independent, Irreverent, and in money trouble
Collegium Arcana-Igbar -- The huge, multi national consortium
Red Witches -- Just Outside of Town, blood magic
Shell of Defense -- Igbar militia mages.
Fireblades -- Fire alchemists
The Tower -- Water mages
Sage
The Steel Libram-igbar--Ancient seat of learning
Greta's words-Language based school, Much Astrikon knowledge
Anueris Scribes - Finders of Knowledge, very explorer based.
Tuners of the Lute-Scholarly Songsters.
THIEVING
Assassin
Collegium Tortoris -- old and tiny (and weird)
Holders of the Straight Way -- Belial's Assassins, Ritualistic
Jocien's Knives -- The Blackstripes' warrior arm,
Karin Machinations -- The strong arm of the Eye.
The Scarlet Deductors - The newly formed investigative branch of the Scarlet Pilums
Restitution of Arlieng-The information network of The Sceding Tree
Thieves
Blackstripes -- Helipolian underworld centered on Coom Isle, in Devens.
Padisha of Pilfering -- independent, real thieves, not political
The Bully Boys -- The dock's underside, local and family-run.
The Eye -- Kasarack's boys, from the huge Stenron-based guild.
RELIGION
Churches
Church of Weaves, Igbar -- Bamik, weaver god, many Hobbits
Church of Belial the True and Clear -- Belialist believe in Order, and in getting what
Church of Change (Jubilex of Chaos) -- Very social, and Chaotic
Church of Direction -- Arlieng the guide,many sages worship here, contains a Shrine to Oblimet
Platform Of Trade (Ogleic) -- The Trade God, the scales, Mercantile church
Church of Fortune (Ishma) -- Goddess of thieves and the hopeful, lucky Ishma
Church of The Living Earth (Madrak the Mighty) -- Huge, solid and Popular
Church of the Green Mother, Igbar (Vernidale) -- Vernidale, the Green Mother Druidic and neutral
Church of the Autumn Harvest (Amrist) -- very small, Seasons, harvest, From the North
Church of The Hunt (Verbren) -- The warrior arm of nature
Church of the Lawful Triumverate -- Nebler the Defender, Rakastra the judge, Abradaxus the Harsh--very popular
Messianic Church of the Theocracy of Nebler -- Nebler the Shield Many transplants worship here
Church of the Wild Hunt (Geryon) -- Chaotic and wild, The mighty lawlessness of The woods and fields
Church of Hosting (Woerter)- -- Host, and hospitality. The Meeting god
Shrines
Shrine of Amerer -- very small, neutral mages and bureaucrats
The Shrine of the Whole (Kiminus) -- Very small, God of Heroes and fools, of the whole person.
Shrine of the Sailor's Rest-Travelers and the weather.
Pastor's Shrine of Knowledge-Small shrine to Saint Renikson of Amerer, Telekonese sage
Hendelic Pawns -Small Shrine of Bael.
MUNDANE
Builders
Jerian Fine Homes--Second generation designers and builders of homes. Specialize in Building in the NighTiche area. Under the Sceding Tree.
Cooking
Tolmar's Bakery -- 3rd generation, amazing cakes
Bamik's Soups -- Children of the Weave eat here often
Cooking, service
Hostem's Hospitality -- The huge and famous restaraunt, 3rd generation. Actual bar is upstairs (the Bowl'), eating halls downstairs.
Fen Tan Teas and Grappa--Harou school of Wastrian food
Parson's Wine and Dine--Omnian food, owned by Phidipiedies.
Saru Butcher's Hall--Meat men of Igbar, a serious school of butchery.
The Upper Crust--Very Well Known and well appointed eatery, with fresh seafood and Rascal Eggs.
Government
Ministry of the Unicorn -- School of government.
Painting
Goodeval Art school -- From the Stenron branch of painters.
Mosaics by Rentan --frescoes, mosaics,and other lifestyle artworks.
Tara Jeercourt-small school that does hisory of art and teaches the Stenron method.
Rettles Iron Sculpture -- new school of sculpture.
Sailing
Igbar sails! -- Sailing school, youth navy
Sheering Family Yacht Club -- Upper crust wealthy yachters
Smith
Collishaw's Ironmongery -- Great place to learn how to mend armor
Terviks Metalworks-Fine metalworking found in the best homes.
Social
House of Twazinia -- Harou hospitality school, old orbic version
Hostele School -- Large private school, mainly dealing with the sciences and trade, for boys 8 to 13. Room for just under 800 students.
Parshan House of Chance -- learn how to lose money like a pro
The Grounds of Dismissal -- Banneti's Coffee House
Capo Sheering Cavortment School -- University for math, science, and the classics. Normally for ages 13-18, mainly male.
Trade
Wello House of Adornment -- learn the value of everything!
Birchright Quaffers Guild-Brewery Guild out of the Brewers Quarter.
Winfire Trading Consortium -- Old Trading guild, very Large. Trabler Aptor came from this guild.
Sceding Tree -- Traders of commodities, one of the largest
Bren Fashions--Guild of many clothiers. Works under the Vissipee.
Chiller's Coats and Waether Gear--Works under Vissipee, very old and well known.
Chernow's Libations-Dockside importer and distributor of alcholic beverages, under the Winfires.
Teque Guild of Travelers -- Guild Clan specializing in inns, wagons, land travel. allied with Sceding Tree.
Vissipee Trading Guild- Large trading guild, financially strong. Competes with Sceding Tree and Winfire.
Pen-Wiggle Traders-moneychangers and lenders, Compete with Bank of Stenron, recently fighting with Vissipees.
Bank of Stenron-2 branches of the multinational bank.
Sol's Bank of Worth--Small bank and savings institute, 2nd generation, under Vissipees.
Sarku Weavers of Bamik--Blessed rug makers, under the Winfires.
Tudzu's Caravans-Omnian Caravan Guild. Allied with Vissipee in Igbar.
Cheling's Loggers--Guild of loggers and woodcutters, recently added Old Tanik Carving Guild, Allied with WInfires.
Brekham's Wright's--Stone cutters and Builders. Alllied with the Winfire Consortium.
I have faction envy.
Are the Collegium Tortoris... tortoise themed assassins?
Quote from: SteerpikeI have faction envy.
Are the Collegium Tortoris... tortoise themed assassins?
OK, I laughed...
"The Collegium Tortoris has been a favorite lately. The Guild of Torturers and Executioners started around 188 Reckoning of Nebler, in Winterloo (Later to become Stenron). The original Masters of Pain were Ger Torquas Heteritr and Celiois Hemedia. They presented a front of diplomatic talents and as bodyguards, they they also let it be known that they were versed in information recovery. They were also, unknown to all, in possesion of the Magic of the Shade, a void-borne source of power undiscovered since the Age of Legends. They stayed small at first, but were used in the North-west in many courts within a few years.
In 221 RON Winterloo had a backlash, and invaded their fortress on the Corpusmount, on the edge of the Necropolis. By 225 RON, Venolisia, the sole surviving Master of Pain gathered a few suporters, and left in secret to the eaves of the Miston wood, between the evolving State of Winter and the new coastal settlements of the expanding Venolvian empire. He imparted the ramparts with the power of Shade, so the fortress was not seen unless looked for. Being a full Hawaak's ride from the edge of the State of Winter, it was well secluded.
Over the next century, the trade road grew up to pass the Collegium, and a small community of inns and settlemets grew ther, which would become Miston. Due to the magic of Shade, only a few leaders were even aware of the Collegium existing on the edge of their growing forest settlement. At this same time, enough old patrons had been contacted so that many nobles had started to hire one of the masked, felt-cloaked Torturers for their court, as they were trained in diplomacy and strategy, as well as Poisons and the Arts of Truth and Pain.
However, as legends grew about the cloaked Shardreapers, as their outside agents were called, it became hard to maintain a veil of secrecy.
In 412 RON, Teffud Kartig IV, the Kartig Host Lord of the Northern Ambrell Court, whose Klaxik clan had employed Torturers for 3 court-generations, suffered a grave assassination attempt. The 3 assasins had gotten within the inner court, and thus had few and mainly ceremonial guards to deal with. They threw off their peaceful disguises, robes from Om, and with black-smeared scimitars dispatched the wide-eyed Ambrell Axemen, whirling to the Seat and Dias, and an axe flashed down onto the unarmored, upraised arm of Teffus Kartig II. The Lord of the Northern Ambrell Court saw his life pass before his eyes as the blade descended.
Said poisoned blade stopped noisily mere inches from that Noble by a thick, three foot rune-carved sword, spinning from under a black-felt robe, mere feet away. None had even seen the Torturer, Hiram, Steward of Pain and Shardreaper, standing feet away, in his Black cloak and mask. "Now you will know Pain.", came ther muffled voice from behind the mask.
The Assassins sent to kill the Host Lord were Masters of their Guilds, and recovered from their mistake quickly. They spun away, then leapt like sinewy snakes back into battle, turning and darting, working a triangle around the long cloak and mask that almost floated in front of them. Swords and daggers flashed, blades met and clashed. The Kartig Host Lord's deep voice roared for aid over the dim, as said lord, unarmed, had to stand back as his single defender discharged well his commision.
In less than a moment, it was over. Hiram bled from both arms where he had been sliced by the envenomed blades, but two of the Master assasins had been chopped expertly by the wide-bladed executioners weapon. The last Asassin gulped in air, as he had also been slightly injured.
"Feel your blood boil, fool. Feel the heat that will burn your blood away in seconds", he hissed through clenched teeth. "Black Sugar is in your blood, we took no chances." Teffud Kartig IV gasped from behind Hiram at the name of the very rare poison made from Black Dragon Acid.
Hiram looked down and as he put weight forward, he said, "I dined on your child's toy nightly by my 10th year, amateur."
Then Hiram buried the thick blade in the Master Assassin's chest, as fast as thought.
Well, you can imagine, once that story was spread, every High Warlock, every noble, every high priest, wanted a toturerer. For the next two centuries, every Assassin guild's worst enemy became the court torturer. Advisor, bodyguard, and extractor of Truth, all in one.
Yet suddenly, in 640, just as they were reaching a peak of influence, almost all the court toturers were called back to the Ramparts of the Executioner. The chapter Houses shut their doors, and no messenger could even find them to deliver messages.
Now, centuries later, Venolisi, Master of Pain, has once again sent a torturer out into the world. The invasion of the Giants into Miston has convinced him to unlimber the Bridge of Shade, and quietly, to no fanfare, The Guild of Torturer and Execution has rejoined the world. The outer branches left to their own devices have been called, and a ShardReaper has been let loose on the unsuspecting world again."
That is a BIG list! One nitpick: the 'Painting' group might be better named as 'Arts', seeing as it also covers mosaics and sculpture.
Quote from: GhostmanThat is a BIG list! One nitpick: the 'Painting' group might be better named as 'Arts', seeing as it also covers mosaics and sculpture.
Can't disagree with you there/
A) The list of an area that is played a lot keeps growing.Igbar was first used in 9185, and has been used a lot since then, but never more than the last 9 years of the Igabrian groups (Grey Legion and New Legion). I feel like I want a lot of options for PCs and NPCs, so once I have a few lines scribbled, I like to make them an option.
b) Good point. Might have to change that to Arts.
Tonight, the wheels moving towards book 2 of the Igbarian Groups continue.
Rumors swirl about a landing of Argussian forces; the Breadbasket of Igbar, Igtiche, sends nervous warning of humanoid incursions, and the North Road to Recum is crowded with the influence of the Firehazer Tribe.
Meanwhile, the New Legion discovers that 2 seemingly random
murders actually were the #2 and #3 in the Eye of Igabr...and someone is targetting the leadership of the activist underworld Guild...
And Pharren has let Cesuat in on the awful truth he has been hiding from the New Legion, so that if he perishes, the fight will go on. Can Cesuat bear the burden?
What is the New Legion to do?
Quote from: LordVreegTonight, the wheels moving towards book 2 of the Igbarian Groups continue.
Rumors swirl about a landing of Argussian forces; the Breadbasket of Igbar, Igtiche, sends nervous warning of humanoid incursions, and the North Road to Recum is crowded with the influence of the Firehazer Tribe.
Meanwhile, the New Legion discovers that 2 seemingly random
murders actually were the #2 and #3 in the Eye of Igabr...and someone is targetting the leadership of the activist underworld Guild...
And Pharren has let Cesuat in on the awful truth he has been hiding from the New Legion, so that if he perishes, the fight will go on. Can Cesuat bear the burden?
What is the New Legion to do?
Fantastic session last night.
Things were pretty peaceful from 02/29 (the destruction of the Mummy Og and his anginarian necromantic amplifier), until 2/40.
Pharren--Bard of the Frigid Song, one shriveled hand from an encounter with the Antroo Vampyre, the remaining member left from the Grey Legion
Priestess Kiko--Priestess of Lucky Isham and up-and coming star in the Karin Machination. Sneaky.
Sirrah Grobach--Knight of the Armor of Trade, well armored and with an artificed FLail. Prime Meat Shield
Priestess Igli--PLain little gnomic healer of the Church of the Hosting, heavily armored.
Journeyman Mage Ebeneezer--human mage of the Alternative School of Magic, in disgrace for allowing Cerial to perish.
GreenBow Pollina--Huge Human Female Bowyer of Ceminiar.
Journeyman Mage Trey--Omwo~ mage of the Alternative School of Magic.
Cesuat--Human Wederlouse of the CHurch of the Straight Way.[note=Of Course] Fakil and Travelocity are from a generation of mercs that was averaging a few dead a day for the New Legion at one point. The Kulranik Swords Guild was literally bonding 3-4 mercs every few days to the new Legion...total Cannon Fodder situation. A Garden Gnome with a 11:00pm name like Travelocity was NOT expected to make it through 2 sessions, let alone the 10 or so he's been around for.[/note]
Travelocity--Garden Gnome bonded Merc, on contract. Follows Sirrah Grobach blindly.
Fakil--Klaxik Bonded merc, lighter armor and some dodgy skills.
Kelli--Human Female ShellNeophye of the Blue Turtles.
Hajubin--Klaxik Female Shellnephyte of the Blue Turles.
Igbarians dealt with some politcail turbulence, and then the rumors came of the BBN (the Bardic Broadcasting Network, a network of connected menatist scrying pools) that the Argussians, after a few years of the war cooling, had landed a major force 40 miles south of Igbar on the coast, just west of Walker's Glory.
The Main Unicorn Forces are on the front lines to the south of that, below Wallingford. So Igbar stripped the town guards, the Scarlet Pilums and adds some knights of the Blue Turtles and the White Paladin, and sends them south in a delaying action.
At the same times as this (2/41-2/42), there have [note=Kiko] Kiko is told By Varconavitch Von Zap that 2 of these murders were actually to the Hidden Eye and the Red Eye, the #2 and #3 in the Eye of Igbar. There is more to this than meets the...Eye...[/note]been many high profile robberies/murders for some of the weathier mercantile residents of the Greensward, the Collar, and the Weaver's quarter. So there is a little unrest, and on the night of the 42nd, a unicorn effigy was burned on one of the parks on the Undeen neighborhood. On the morning of the 43rd, the remaining Pilums go to Corobar's Iron way and the Kulranik Swords and present a Unicorn Writ for the money to sign 90 caravan mercenaries into service of the Scarlet Pilums for the duration.
At the Noon Hour on the 43rd, the New Legion also gets news that Igtiche, the center of the farmed plains to the east of Igbar, is dealing with more tribal activity than normal. The Unicorn court sends it's blessings, but has no troops. [note=rumors] Cesuat, Polly, and Pharren all get word that Germatican, a subsidized group of adventurers, does head out to Igtiche.[/note] Though the pallor and fear of the undead plague has left the city, Igbar is right back into desperate straits. Igbar is said to be , "On the Wheel of Jubilex". To top it off, the Vissipee-backed caravan from Recum (with goods for over 12 trading guilds) is late.
The fan isn't empty, as late on the evening of the 44th, Kiko and Pharren get word that someone spotted smoke to the north, right along where the Recum Road should go, as the day came to a close. It's 20 or so miles out, but that places it right where the Teque Guild of travelers rest haven would be. The New Legion spends the next morning (the 45th) supplying up and pulling in a favor to get a few new recruits from the Blue Turtles...unfortunately, since the guild barracks was stripped to fight down south, ther are only some oldsters (sirrah Kay, a 370 year old Omwo~), and a few youger trainees. The group take a human female named Kelli and a klaxik female name Hajubin.[note]3900 exp a piece raw. Yikes[/note] It's rainy and cold on the 45th, something around 40 degrees.
The group tears out of the North (Recum) gate around 3rd hour, by good old Sgt Essen, who waves them out while drilling some of the new impressed recruits. They ride hard, but are not too fast not to notice a group of 8 Hobgoblin soldiers sitting around a fire around 5th hour (around 19 miles outside of town). The tribals have no one on guard. The group starts firing arrows and charging on foot quietly. Within 9 seconds, the leader and another Hobgoblin are pinned to the ground dead, and the remaining Hobgobs are banging around trying to get their weapons. A chromatic orb goes off injuring 4 of them (from Trey), and when the fighter's roll into them (including S. Gorbach's Critical for 72 hits that was ruled went through the head of one Trbal and into the chest of the next one), the one remaining Hobgoblin was quicky reduced to a burnt, begging prisoner. Roj was his name. I say, 'was', as while the knights were tying him up, his wounds turned black and he perished within 12 seconds as his wounds grew worse and he sufferend a very painful end.
Yummy.
The New Legion notes the Firehazer tribal markings and insignias in the arms and armor of the gnolls, then Pharren's longsite (a skill leftover from when he had 2 hands and was a Bowman of considerable ability) can see, in the dying, red-hued daylight, a plume of smoke a few miles more to the north. A band of Firehazers guarding the south road? This bodes ill. They ride quickly north, though with eyes out and Pollina and Kiko slightly ahead.
Around 7th hour, the come around a small stand of Vneersberry on a rise, to look down on a grim tableau. The stockade of the Teque Guild is still intact, but there are heavy fires in the North and south. There are bodies all round the west gate, and they are ringed by Firehazer forces. Mainly clustered around the West Gate, but they see movement in the north, and Pharren sees clearly a dozen Hobgoblins, [note=mass] mass combat? this could take a session or so...[/note]10 or so Gnollics, a pair of ogres, and a reddish, near-naked spastic creature running around the battlefield. There are also giant bonfires in the northeast and southwest corners of the enemy forces, ad a few huge arbelests trained on the west gate.
The New Legion draws a quick battle line with the mages and archer's behind near the top of the rise, and starts with the bowshots and some buffing spells. A hobgoblin and gnoll fall quickly, as a gnoll in laquered chain armor with a slightly reddish glowing falchion turns some the troops around to the north, while a few more arros pelt down...then one of the arows from Pollina ZAPS out a red-purple charge, that injures a bunch of hobgolblins and gnolls over a few seconds, as the charges zip and zap...
then
*CRACKABOOOM* , a gigantic lightningbolt is fired from Bard Pharren, train-wrecking down the hill and leaving a crater and smouldering pieces of armor and bone where the 2 eight foot tall, chain-mailled ogres had been standing [note](64/1)+8 damage..both missed their reflex rolls...[/note]. This gets the attention of all on the battlefield, and the southern Firehazer forces start toward the new legion ranks. Arrows fall as the advance is on, then Cesuat casts the 'Strict Blessing' as the clashdraws nigh, and Pharren preps up S. Grobach's flail with a 'Source charge, Thunder' from a scroll.
The lines meet, and hobgoblins and gnolls fall from the start!
And we ended the fight there....the next session is going to be about tactics, battle, and attrition. YARG!!!
Quote from: LordVreeg*CRACKABOOOM*
I'm curious... do you do these sound effects in-game?
*HISSBLURBLURB*
Yes, Vreeg does love his sound effects. I can only assume he does them for his live games too!
Quote from: GhostmanQuote from: LordVreeg*CRACKABOOOM*
I'm curious... do you do these sound effects in-game?
Yes.
Especially by 10pm, when I need to wake up sleepy players. I had to make it clear, also, how the whole battlefield was put on alert by the loud noise and the crater.
Risk and Reward, in terms of Game Design
Lethality is one of the most important decisions a GM has to make when creating a setting and deciding on a game style.
Risk and reward are part of the fabric of a Roleplaying game; and without one, the other is useless. Early RPGs, with their easier rulesets that allowed character creation in 10 minutes, had no problem with PC death, especially in the beginning of the careers of the characters in question. Killer megadungeons were stock in trade for many GMs then, and there was an accompanying thrill of achievement when a PC survived even to a moderate level. Because it was not a given or even expected. And that is one of the major differences from many of today's current game philosophies. In most games, characters are expected to survive; and in many, the GM has done something wrong otherwise. Even in more traditional groups, PC death is much less common than in earlier systems.
This is not a bad thing in all ways. Some of this is an outgrowth of the whole campaign mentality; where these games went from dungeon crawls, with time spent outside the dungeon barely glossed over, to a place where many games treat the time outside adventure as a critical part of the game itself. And in truth, the players are what makes the game happen, they are the enthusiasm and the lifeblood of it. So as the games become longer term, to some degree, the players need to be able to feel their affect in the game world.
Also, fairness and good play must be watchwords. I disagree with GM's who feel that they are playing against the PCs. I see the GM's roll as playing the rest of the world; responsible for all sense of reality and consequence; but still playing with the PCs.
Part and parcel with the lethality level is the level of implied heroism in a ruleset and setting. But it is still a seperate and deceptively important part of game design. More and more games today are set to be ultraheroic, even mythic, whereas GuildSchool and Celtricia is set to be very human. I will be quite honest and tell you that I am still scarred by seeing something called Master Rules and Immortals rules for D&D. For characters above 36 level, it said[1]. I don't want to ever claim that there were no high level characters in my D&D games, but I grew past that very quickly. Brian, one of our original players, will remember us watching a few kids playing a montyhaul version and scorning it back in 7th grade.
What's wrong with ultraheroic? Depends on what dimension you are talking about.
From a pure gameplay viewpoint, I designed Guildschool to alow for long games. I was brought into gaming with the ideal that the long campaign was the top level, and everything else was a step or so down. I might have been wrong, but that was an early design decision. This effects growth. I know from my studies, and more from my gaming, that players love to grow, it's a constant drug. I've always thought one of the secrets to the success of D&D was the clean level growth. So one of the very early design decisions was to break down growth, into smaller amounts. But still, when you plan for longer campaigns, in many systems, the characters get 'out of control; very quickly.
Ultraheroic also does not fit with the type of literature that influenced these games. Sorry, but I am of the belief that as one matures, one enjoys the struggle, the humanity, of more gritty, dangerous play. The literature that inspires Celtricia is Game of Thrones, the Black Company books, Elric, Hawkmoon, Fafhrd and the Grey Mouser, of course the Lord of the Rings[2]...all of these books had heroes, but none of them were tossing lightning bolts around or able to go head to head with a dragon or 2. Gandalf was one of the three toughest good guys in middle earth...he didn't go screwing around with Smaug. He needed to hitch a ride from an eagle to fly, which is a pretty simple spell in many systems.
And it is that maturity mentioned above where I think the largest change in this lethality and power curve comes into play. In Guildschool common folk all gain levels in what they are good at, and this means a player character who has been played for 10 sessions is not going to be able to take more damage than a sargeant in a local militia, because he is supposed to represent a professional.
Most gamers, as maturation kicks in, change their interests from the uber powerful level grabbing games to more textured, relatable ones. There is, after all, more achievement involved with a difficult undertaking. And to hearken back to the openning paragraph, adults are more able to deal with the risk part of the 'risk and reward' equation.
Footnotes
1.Which, by a game time calculator that was used at the time would have taken a minimum of 270 normal sessions, if everything went perfectly. They were basically saying that people wanted to cheat, but that was fine. –²
2.I realize more and more how I was under dichotomous urges, consiously making sure I was avoiding too much Tolkien, whilst subconsiously searching for similar chords. The ages of the world ARE very, very similar. No way around it. –²
Quote from: LordVreeg the UnsleepingWhat's wrong with ultraheroic?
Most gamers, as maturation kicks in, change their interests from the uber powerful level grabbing games to more textured, relatable ones. There is, after all, more achievement involved with a difficult undertaking. And to hearken back to the openning paragraph, adults are more able to deal with the risk part of the 'risk and reward' equation.[/quote]
There are good and bad roleplayers in any play style. Like I said before, I agree with you about "level grabbing" games but I think that you should separate the base power level of the campaign and the scope of the adventures from any of that. Otherwise you're just bashing someone else's play style, and that is the least mature of all.
Quote from: sparkletwistQuote from: LordVreeg the UnsleepingWhat's wrong with ultraheroic?
Most gamers, as maturation kicks in, change their interests from the uber powerful level grabbing games to more textured, relatable ones. There is, after all, more achievement involved with a difficult undertaking. And to hearken back to the openning paragraph, adults are more able to deal with the risk part of the 'risk and reward' equation.
Can I just tell you how happy I was that you posted on this? Thank you, before anything else.
No game has to fall into such monty haul dimensions. But there is the "what shall we use to threaten Superman with this week? Kryptonite or Kryptonite?" issues. I submit gladly that a very good GM and writer could create and run games that run at the uberpowered level, and maybe even keep them up for a while.
I asked the question 'what is wrong with ultraheroic' Becasue I beleive it needs to be answered. But not becasue I believe everything is wrong with it. Heck, every edition of D&D that comes out is more and more powerful, especially at the lower level. 4E certainly agrees with you, for all of their audience and for who they aimed it at, that the old idea of a 1st level character is boring. So the reason I ask the question and answer it is because I believe I am somewhat of a contrarian in the current modality of design; and that you are standing in a much more currently in vogue space.
I like having grand politcal and religeous oriented games as well, and I like doing it without having the characters having a lot to say about it, unless they earn it through socially intelligent play, not just by being more powerful than someone else. I consider this part of the cop out of a lot of high power games. It may take a character a long time to gain this influence, but many have.
Now as to changing the growth curve, You need to understand how it was changed. I make the point that character growth is like drug. This can be the personal power level, growth through acquisition, or social growth. But I did not want to remove growth, as I believe it is a valid motivator. I just changed the incrementalization in a primary (amount of growth that happens at a time) secondary (one needs basic skills, then sub skills, then sub-sub skills) and a tertiary fashion (magic use at even median level depends on mastery of more than one area).
And it seems to be working. I have characters over a decade old that seem pleased and validated with their growth who are still scared of being hit with an arrow while they are out of their armor.
And perhaps I do come across as bashing. I apologize for that. But I said nothing of good or bad roleplayers, that particular area you quoted was about risk vs reward. And while you can create risks for any level of power, and while keeping the power level nearer to mortal in scope may bore some people, characters behave differently when there is a plausible risk to certain behaviors.
As always, I love your stuff. And I appreciate this dialogue.
Quote from: LordVreeg the UnsleepingRisk and reward are part of the fabric of a Roleplaying game; and without one, the other is useless. Early RPGs, with their easier rulesets that allowed character creation in 10 minutes, had no problem with PC death, especially in the beginning of the careers of the characters in question. Killer megadungeons were stock in trade for many GMs then, and there was an accompanying thrill of achievement when a PC survived even to a moderate level. Because it was not a given or even expected. And that is one of the major differences from many of today's current game philosophies. In most games, characters are expected to survive; and in many, the GM has done something wrong otherwise. Even in more traditional groups, PC death is much less common than in earlier systems.
In addition to lethality level and implied heroism (as defined by you), I would raise the role of violence as one of the important decisions affecting game style.
Violence is inherenty terrible. It is cruel, ugly and can result in immeasurable tragedy. Yet humanity is wont to glorify violence, to conceal it's repulsive character and paint it anew in the bright colours of comedy, romanticism, justice, etc. A fatal knife-fight in a bar becomes a lighthearted scene of rowdyness to be cheered or laughed at. A band of young men suffering the horrors of war becomes a tall tale of patriotic heroism.
RPGs are no different from any other form of fiction when it comes to portrayal of violence. They can easily glorify the hell out of it, or play it's brutality to the hilt for shock value (one could argue this is a different kind of glorification), or aim for objective realism, or anything between. They can promote violence as an acceptable and viable solution to problems in general (or even take this for granted), or they might make it an unadvisable course of action to be avoided.
What ever the chosen portrayal, it will surely have a major impact on the tone of the game. It will also have implications on risk vs reward. The more glorified and viable as a solution violence is, the less thoughts players will have about making their characters engage in it. It can become just a tool in their disposal, to be used to confront the risk and get to the rewards.
Quote from: sparkletwistI guess this issue is a bit close to me because my own recent project, Asura, is pretty much squarely in this "larger than life" category. The whole concept of a "level 1 character" kind of bores me, and I'd much rather dive into action and intrigue on a larger scale. Not for any munchkin-ish reasons (I'd hope) but simply because this is the style of game I've come to like-- I like having grand political machinations and scheming religious hierarchies, but I hate having these things just be NPC-dominated affairs, and giving the PC's a lot of power and influence means that they can make a splash. To me this is nothing but a big plus!
Personal power does not have to be the only way to wield political power in an RPG, although game mechanics can easily end up enforcing this to be so (what with magic-users growing to godlike power and warriors that can take on small armies on their own...) But in a decidedly gritty and down-to-earth kind of system, it can be perfectly viable for low-level PCs to wield great influence and engage in large scale action and intrigue. They just need to be ones in positions of power, much the same as the big name NPCs.
[blockquote=Ghostman][blockquote=LordVreeg the Unsleeping]
Risk and reward are part of the fabric of a Roleplaying game; and without one, the other is useless. Early RPGs, with their easier rulesets that allowed character creation in 10 minutes, had no problem with PC death, especially in the beginning of the careers of the characters in question. Killer megadungeons were stock in trade for many GMs then, and there was an accompanying thrill of achievement when a PC survived even to a moderate level. Because it was not a given or even expected. And that is one of the major differences from many of today's current game philosophies. In most games, characters are expected to survive; and in many, the GM has done something wrong otherwise. Even in more traditional groups, PC death is much less common than in earlier systems. [/blockquote]
In addition to lethality level and implied heroism (as defined by you), I would raise the role of violence as one of the important decisions affecting game style.
Violence is inherenty terrible. It is cruel, ugly and can result in immeasurable tragedy. Yet humanity is wont to glorify violence, to conceal it's repulsive character and paint it anew in the bright colours of comedy, romanticism, justice, etc. A fatal knife-fight in a bar becomes a lighthearted scene of rowdyness to be cheered or laughed at. A band of young men suffering the horrors of war becomes a tall tale of patriotic heroism.
RPGs are no different from any other form of fiction when it comes to portrayal of violence. They can easily glorify the hell out of it, or play it's brutality to the hilt for shock value (one could argue this is a different kind of glorification), or aim for objective realism, or anything between. They can promote violence as an acceptable and viable solution to problems in general (or even take this for granted), or they might make it an unadvisable course of action to be avoided.
What ever the chosen portrayal, it will surely have a major impact on the tone of the game. It will also have implications on risk vs reward. The more glorified and viable as a solution violence is, the less thoughts players will have about making their characters engage in it. It can become just a tool in their disposal, to be used to confront the risk and get to the rewards. [/blockquote]
You know, the violence part is a really interesting angle. I have, a number of times, mentioned changing the morality of violence, at least to some degree, by working against racial archetypes. Also, it was one of the reasons I got rid of alignment, so as to trash the whole, "Well, I detect evil, so I can kill the orc babies" school of thought.
Good stuff. Good stuff.
Quote from: LordVreeg the Unsleeping4E certainly agrees with you, for all of their audience and for who they aimed it at, that the old idea of a 1st level character is boring. So the reason I ask the question and answer it is because I believe I am somewhat of a contrarian in the current modality of design; and that you are standing in a much more currently in vogue space.
players[/i]) feel invincible-- because the challenge will drain out of the game soon after and it won't be any fun for anyone.
Quote from: LordVreeg the UnsleepingAnd perhaps I do come across as bashing. I apologize for that. But I said nothing of good or bad roleplayers, that particular area you quoted was about risk vs reward.
Personal power does not have to be the only way to wield political power in an RPG, although game mechanics can easily end up enforcing this to be so (what with magic-users growing to godlike power and warriors that can take on small armies on their own...) But in a decidedly gritty and down-to-earth kind of system, it can be perfectly viable for low-level PCs to wield great influence and engage in large scale action and intrigue. They just need to be ones in positions of power, much the same as the big name NPCs.
[/quote]and influence[/b]." To refer to your example, someone who has that knowledge and those connections, even if they aren't super strong or good at magic, is still powerful. They may be low level in their combat skills, but they have significant advantages in other areas. As an example, GURPS makes you pay character points for those titles of nobility, contacts, influences, favors owed, stockpiles of wealth, and other trappings of political power. A character with a lot of influence will end up costing the same amount of character points (i.e., be "high level") as one who is super strong and an ace with a sword-- because they're both powerful. So, while I agree with your basic point, I don't think any game where the PCs start off as high priests or nobles (or admirals of the space navy, or whatever) are really all that different from the kind of "high powered" stuff I'm talking about. :)
[blockquote=Sparkletwist]I was picking up on was not so much the risk-reward aspect but more the implication that it was more mature (and thus, better, I would think) to take a certain slower-growing, low-level, realistic approach. My own opinion is that, except for the obvious part about keeping the monty haul munchkins out of it, level of maturity has nothing to do with it. If I misunderstood please let me know. [/blockquote]
I don't want to be denying the antecedent, so I need to state that I am aware (and want to make clear) that just because something exists in opposition it does not prove that opposite by it's existence.
However, please include in your thought process that younger, more immature games never have, "a certain slower-growing, low-level, realistic approach." This is something one develops over time; a mature taste, if you will.
But I should not say that a taste one acquires in childhood is always grown out of, or bad. Hell, I loved chocolate as a child, and as an adult, the taste has become more sophisticated, but I still love chocolate.
maybe you are just enjoying the more sophisticated, mature version of the chocolate game.
Bleah.
I need to break up the front page for Celtricia and the Worship page.
Just...too big and busy...
What Type of Games is Guildschool made for?
From a macro perspective, this entry is written for those who play the games as much as for those who run them. Often, players will look at the game or games they have played as the only games that are played, or as the style of games they have been part of.
And often this has to do with the GM. I often am influenced by the large-scale, epic works of Tolkien and his ilk.
However, some of the most satisfying games I have played have been much lesser scale. I played 2 espionage/intrigue games out of Igbar and Stenron that were tremendous, with one main character who had 75% of their experience in social and thieving skills. I've had games played by 3 characters that were mainly casters, that lasted 2 years, and encouraged me to make the rules for scroll creation, as well as the balance on the cost of learning magic. The Online Steel Isle game is an example of a game that has changed from what I thought it was going to be, becoming a roleplaying extravaganza with many of the PCs playing characters from mechant guilds.
As players learn the ins and outs of the system, they also learn how to take advantage of part of the game, and indeed, as a homebrew, there are still parts of the game that are 'under construction'. And every player complains that their first character would have been built completely differently. I subit that while this is true, and more true in GS than most games, it is true for every game.
And having watched many players and many games, invariably the normal arc of character creation is seen. As players learn the system, they learn how to make better characters, and they optimize more. And after they've built a few optimized characters, they start to build the quirkier, more individual characters that GuildSchool really thrives on.
So while many GMs tend to work on the epic level game, myself included, and while some familiarity with the rules leads to more optimized characters, the characters that survive and thrive are, interestingly enough, the quirky ones. While any ruleset can be optimized, Guildschool has more options for customization after the thrill of building cookie cutter combat monsters is over
Great Igbar game last night, using the heavier roleplay exp rewards that we've been stressing lately.
Inebriated players can mean interesting character decisions.
I promise.
The New Legion moved back to the Teque Guild stockade. Made friends, spoke to the Guild Master (an omwo~ Trader Tertious, Venolick PonPoi), integrated a new KNight of the Blue Turtle Honorable warriors (Yrtl). Helped heal folk at the Temple of The Hosting.
The other main temple in the stockade, the Church of Black Irony, took offence to Igli, Priestess of Heroes and Fools, and threw her from their steps. (The Pact veritus says anyone can go to any temple, BTW). And in Igbar, Igli does not know of any trouble between the house of worship. SO the New Legion gets pissed and comes to take the temple to task, tossing the temple guards from the steps and breaking down the temple doors, and Pollina rushes inside, using her martial abilities to throw around a grou pf fighting priests. She gets a little fried, (http://celtricia.pbworks.com/Flame+Surge) but as the clash really gets underway, on of the last remaining gurdsmen, Charles Rettick (human olde male) breaks it up, convincing all that they might suffer a great social stigma.
The the group went to the Black Boar inn, the last remaining unburnt bar, and Pharren played the Lyre well while others did less well entertaining.
Last night's Igbar session was rough.
Sometimes, Players take their roles very seriously, and playing an NPC who is wracked by guilt and has little faith in a PC he is speaking to is difficult. The PCs want you (the GM) to respond logically as yourself, whereas you have to respond in character.
I am referring to Pharren, who started as a PC Bard/Archer type, whose Player was very on/off (and who had a new baby, so no blame). The Character had a good, developed personality, so I took him on as an NPC. Pharren turned out to be one of 2 members of the Grey Legion that survived their waking of the Antroo Vampyre, and after that flight, he survived a night time visit from the vampyre into Igbar [note=Blood everywhere] that night was a bloody mess, as the Antroo Vampyre wiped out most of the apprentices in the School of the White Paladin as well as the Novice Strings of the Frigid Song. The other remaining Grey Legion Members were also killed messily, except for Father Eodl, since he was on very sacred ground.[/note].
Pharren lost most of the use of his left hand that night, now a blackened, shrivelled thing. He is no longer a bowman, and the near death event furhter scarred him, as well as 3 days of near death with some understandable nightmares. Pharren came out of this wracked with huge guilt, since he was one of the last survivors of the group that had woekn this ancient evil. This got worse as the undead scourge fell upon Igbar's area.
In his pursuit of creating a counterforce strong enough to challenge this Vampyre (yes, and he hasnightmares about facing this creature again), he has already watched over a dozen members of the New Legion perish, as the group goes throguh a transformative culling.
So when an extremely chaotic and irresponsible PC (Paulina), one that has almost gotten the group killed a few times recently and the one who attacked the Church of Black Irony, starts taking Pharren to task about not telling the group what is really going on [note=truth] the damn New Legion has barely asked Pharen word one about what their ultimate goal is[/note], the poor GM feels like it is bending a consistent reality not to have Pharren grind out a Chromatic Blast (http://celtricia.pbworks.com/w/page/14955412/Chromatic-Blast) at 12th level he has stored in a Ring on Paulina's ass.
At this, Paulina and Pharren come to a sort of agreement, where Pharren says he'll be more forthcoming if people ask, but he warns Paulina not to say anything to the rest of the group. They are still at the Black Boar inn, BTW.
Paulina gets drunk enjoying the attentions of a number of worthies (she's very amazonian, 6'5" human female), but someone passes her a glass of poisoned Brandy (someone affiliated with the Church of Black irony, Duh). Paulina makes her Fort CC, but then she passes it to the Bartender (who is toally innocent), and asks him to drink it, as it tastes 'off'. The bartender drinks, chokes, dies. In the Middle of the bar. In a sea of people. So this Paulina is now making even more friends, and is lucky that the few authrities left don't come after her.
The group gets up, and gets ready to leave to go to the Old Killraven Manor House, where the original Grey Legion actually started adventuring (then took it over as an outpost), when Paulina tells the whole group they should ask Pharren about where they are going. *sigh*
The group did eventually leave and go north on the Recum rd, and took the small path to the Wibble Hills areas, where the group was set on by an ambush of 12 Firehazers (hobgoblins and Gnolls, who they dispatched. But right now, between hired assassins and Pharren and regular adventuring, I don't give a plugged nickel for the chances of Paulina to survive.
Will someone fund Vreeg writing a book on gaming experience and design theory, already?
I think that's something that would make the world a better place.
Quote from: Ninja D!Will someone fund Vreeg writing a book on gaming experience and design theory, already?
I think that's something that would make the world a better place.
I am LordVreeg and I approved this message..
Re: Your earlier debate with sparkletwist about low level ==more mature than high level,
I'll disagree. Instead, I'll posit that the "maturity" level as you define it (and I do not necessarily accept that definition of maturity, but I will use it for the purposes of this post) is one of focus.
Players can focus on leveling-up and the system, or players can focus on interpersonal relationships... and those can happen at any power level as long as there is the potential for teamwork, struggle, and conflict (and possibly creativity).
In my opinion, all the power levels are really the same, because the GM can just make something more powerful-- what differs is that the characters have more options. This may or may not reduce chances for the players to invent creative solutions, but a good player is a good player and will have the potential to be creative at any power level.
Quote from: Light DragonRe: Your earlier debate with sparkletwist about low level ==more mature than high level,
I'll disagree. Instead, I'll posit that the "maturity" level as you define it (and I do not necessarily accept that definition of maturity, but I will use it for the purposes of this post) is one of focus.
Players can focus on leveling-up and the system, or players can focus on interpersonal relationships... and those can happen at any power level as long as there is the potential for teamwork, struggle, and conflict (and possibly creativity).
In my opinion, all the power levels are really the same, because the GM can just make something more powerful-- what differs is that the characters have more options. This may or may not reduce chances for the players to invent creative solutions, but a good player is a good player and will have the potential to be creative at any power level.
See, you're placing the power level question in a vacuum, depriving it of context.
it is not merely a question of power level, but power level vs the rest of the world, and vs the common person. Of course the Gm can always make up something more powerful...that;s what happens in the , 'well, you fight Orcus' campaigns. Which is what I am describing in the less mature games, the GM has to invent something tougher.
Same with the +6 weapons they find, the need for better treasure.
I would replace your term, 'Focus' and replace it with, 'Context', in that I agree with you if you can focus to the point that context is irrelevant, this can be achieved.
I agree that a good player will make due with what is in the setting and game around them. But that possibility and plausibility for the struggle you define is less of a stretch at one end of that spectrum.
But again, I could be wrong or only seeing what is available to my eyes. Go on.
Quotet is not merely a question of power level, but power level vs the rest of the world, and vs the common person.
Which is what I am describing in the less mature games, the GM has to invent something tougher.
Same with the +6 weapons they find, the need for better treasure.[/quote]
Hm. I'm still going to argue that this is one of game focus. Is the game's purpose about the items and tactics, or is it about the adventures and players' personalities?
A high-power game where the focus is just on +1 +1 +1 ad infinitum does seem like it would be less "mature"; since nothing is changing- the options for the players aren't expanding, and ultimately the players will tire of that.
But if it's a high-power game where the more powerful items present more OPTIONS for the players, I think that's suitably 'mature'-- people like unlocking new things.
Alternatively, the high-power game could be about the adventures and the quests and maybe it's more traditional in that the rewards are never much better than the previous time something was discovered. Then, the game is about the journey and the players' interactions. I prefer this type of game, but I don't think it's any more mature necessarily than the game where people are unlocking new things. Some people just like tactical games rather than story games.
-
Does that clarify? I think we agree on the +1 +1 point, but there is still a point of difference on the High Level game-changing items point.
Quote from: Light DragonQuotet is not merely a question of power level, but power level vs the rest of the world, and vs the common person.
Which is what I am describing in the less mature games, the GM has to invent something tougher.
Same with the +6 weapons they find, the need for better treasure.
Keep that contextual ideal in your head for a second.
How do you feel about communication and interaction with NPCs? You can callit focus all you want, but I, at least, am talking about Roleplaying gmaes as they diverge from Tactical wargames. The hobby's entire history is based on this differential.
This is where the caricature of the immature Powergamer comes from, the Min-maxer.
"In gaming, a Munchkin is a player who plays what is intended to be a non-competitive game (usually a role-playing game) in an aggressively competitive manner. A munchkin seeks within the context of the game to amass the greatest power, score the most "kills," and grab the most loot, no matter how deleterious their actions are to role-playing, the storyline, fairness, logic, or the other players' fun. The term is used almost exclusively as a pejorative and frequently is used in reference to powergamers and to immature players in general.
The term was applied originally to young gamers by older players[1], presumably because the connotation of being short and ridiculous (like the Munchkins in the book and film The Wizard of Oz) made it an apt label for the childish gamers it was applied to. However, before long it came to refer to anyone who engaged in a juvenile gaming style no matter their height, age or experience."
Quote from: LordVreeg the UnsleepingQuote from: Light DragonQuotet is not merely a question of power level, but power level vs the rest of the world, and vs the common person.
Which is what I am describing in the less mature games, the GM has to invent something tougher.
Same with the +6 weapons they find, the need for better treasure.
Keep that contextual ideal in your head for a second.
How do you feel about communication and interaction with NPCs? You can call it focus all you want, but I, at least, am talking about Roleplaying gmaes as they diverge from Tactical wargames. The hobby's entire history is based on this differential.
This is where the caricature of the immature Powergamer comes from, the Min-maxer.
"In gaming, a Munchkin is a player who plays what is intended to be a non-competitive game (usually a role-playing game) in an aggressively competitive manner. A munchkin seeks within the context of the game to amass the greatest power, score the most "kills," and grab the most loot, no matter how deleterious their actions are to role-playing, the storyline, fairness, logic, or the other players' fun. The term is used almost exclusively as a pejorative and frequently is used in reference to powergamers and to immature players in general.
The term was applied originally to young gamers by older players[1], presumably because the connotation of being short and ridiculous (like the Munchkins in the book and film The Wizard of Oz) made it an apt label for the childish gamers it was applied to. However, before long it came to refer to anyone who engaged in a juvenile gaming style no matter their height, age or experience."
Again, nothing is absolute and I agree a good GM can make a mature, thought-provoking game almost anywhere. Hell, there is a lot of fun in a challenge. But certain games lend themselves to certain playstyles.
Celtricia is supposed to be a balanced game, one where combat is not the be-all and end-all of the game.
So here is a work-in-progress look at the combat page.
Combat is part of RPGs. Pure and simple. It does not have to be the only focus, it does not have to be the only way to settle disputes, butit is a large part of the history of the genre, and it is part of the Celtrician/Guild school game, as well. How does combat feel, how does combat fit into the puzzle of the game, and how is it done are all questions that this page is designed to address.
The threat level of the game is one thing that needs to be addressed. Some people use the term grittiness here, as an opposite term of '˜Super-Heroic'. Celtricia and Guildschool are made to make combat dangerous. Both the critical hit system and the combination of High damage and low hit points reflect the desire to create a game where the decision to enter combat is not take lightly, as is the reward systems for other forms of resolution. In many games, an experienced, uninjured character can waltz into a combat with a certain level of impunity. In Guildschool, the closest equivalent would be that an experienced, uninjured, and heavily armored character can enter a normal combat with decent chance of survival. But getting hit by a 2 foot piece of metal can hurt, injure, or even kill a person.
Guildschool also has skill options, and spell options. Direct attack spells are not super common or totally effective in this system, but 'buffing' style spells are available in all sorts of styles and can be very effective. Social skills are powerful and varied, and since the mechanics of the game often give /14 to 1/2 experience for avoiding a combat through other skill use, it is a more attractive proposition. Combat is someties fun in the game, and there are times it cannot be avoided, but there are ways to increase the chance of surviving and often avoiding it many times.
In terms of game design, combat or even the encounter is not central to the game. In actual gameplay, we've had 3-4 sessions go by without a weapon being picked up.
Combat itself is, at it's most basic, a group of participants deciding actions, finding out when they can perform these actions, and the fallout from them. For over 20 yrs, we have used a continuous initiative system, as opposed to a round-based system. So particiapants decide what they are doing, and get an initiative for it, and once they do that, they get an initiative for the next action. If they change their minds based on other events, we move from the time of the other events.
Often, in combat, these actions involve trying to cast spells or strike other people. Every weapon has a chance to hit based on the skill of the user, and bonuses of the weapon, and the native attributes of the wielder. This is displayed as a percentage chance to hit. A character might have a +5% to hit based on their skill, a +7% based on their attributes, for a total of +12% t hit. This is applied versus the 'avoidance' of what they are trying to hit.
Clark, one of the players in Igbar, is going to play his first character that is a major spellcaster.
He has played Sam from the Grey Legion, Pollina, George, and Janos of the New Legion. All of which have died in some spectacular fashon or another.
(yes, Paul, George, and John...this one should be Ringo)
He's the player that has made me make some adjustemts in the combat system, moving Crit hit bonus to a level 3 skill, etc. He's probably going to cause similar grief to the spell rules.
Which is good, it makes the game better.
Full Spell Rules (http://celtricia.pbworks.com/w/page/14956286/Spell-Rules)
Since I have been reviewing and working with this, I thought the interested parites here, SIG players and other designers, might be interested.
Of special interest is how GuildSchool handles spell skills.
Rules For Spell Point Reclamation
Spell points also take a while to return to the caster. The caster's Spell point reclamation skill determines this. That skill is a 50% auto dropdown from the spell points, so until the caster grows in power, the spell point reclamation skill is normally ½ the casters actual skill in that type of spell points. This translates into the caster reclaiming at .05* their reclamation skill per hour while active, and .15* their reclamation skill per hour while sleeping.
Also, a caster can reclaim up to 3 different types of spell points back in a given hour while awake, but up to 5 different types per hour while sleeping.
So this means a character with 20 spirit points has probably a 10 Spirit reclamation skill. He will reclaim .5 points an hour awake, and 1.5 an hour while sleeping.
Obviously, since Spell Point Reclamation is a skill, it can be learned and improved. So a character who learns this skill in a spell type and starts putting points into it will pay dividends over time.
The Alternate rule I have been working with is a little more complicated, but I like the affect more. The top half of a PC's spell points come back at 10% of the SPell reclamation ability per hour. The last 50% come back at .2 of the reclamation skill. It adds some tougher decisions for casters, as they can cast some of their points easily, but after they get down to half, they came back more slowly. And the caster has to get the hard ones back first...
Rules for Spell Level
Some spells have an effect based on the level of the spell caster. Spell level is normally determined by the characters highest achieved level; normally spirit. However, there are mitigating factors. If the spell that is being cast's primary focus is a category the character has, they may add ¼ of that spell type's level onto their Spirit level. So if Joe Templar is L5 Spirit, L3 Order, L2 Water, and L1 Artificer, and was casting a Water based spell, he would be considered level 5.5 (5 for Spirit and .5 for Water).
This effect is increased if the spell cast comes from a in which the character is specialized or devoted, to ½ that skill level being added on. So if our friend Joe Templar was casting an Order base spell, his functional level would be 6.5.
Spell Success
Spells are not assumed to always work perfectly. The concentration needed to draw energies from the disperate source, the twisted logics that must be used, are all difficult. So every spell must be rolled for, to see if it succeeds. The players have a spell success dropdown skill at .5 of each spell skill they have, though as with all skills, the spell success skills can be learned and improved, adding onto the .5 dropdown from the parent skill.
Spell success for a skill is adjudicated as follows. Each spell has a natural spell success modifier, the lower level ones with positive modifiers, the more powerful ones with negative modiefiers. Enviromental factors also come into play, such as being in a caster's sanctum, trying to cast while being attacked, magic resistance can all play a part.
The player uses a variation of the spell level rules to determine their addition to the spell success. They get their spell success skill for their highest spell ability, plus 1/4 of the spell success of the type of spell that is being cast (water, Restorative, etc.). As before, if the type of spell being cast is one the caster is specialized or devoted in, the addition for that second spell type is 1/2.
Also note that if by some chance the caster is casting a spell of a type that has their highest spell success, the spell success is actually doubled. This is very rare, as normally spirit is the highest level for 95% of casters.
Spell casters can actually increase their chance of success by putting more power through the pipeline, so to speak. This can only be used with spell points that are needed to cast the spell. But there are many situations, especially when the caster is trying to overcome Magic Resistance, or if they don't plan on casting any more after a spell, where using more points to improve success is useful.
The spell success of the caster is added to a random roll from the GM, the envirtomentals and sucess% of the spell factored in, and the caster must roll under this to have the spell succeed.
Spell Resistance
Spell points of every type are skills, as we have mentioned, and they have a few drop-down sub skills. Spell resistance (and counterspelling) is one of these. The skill is an automatic dropdown at 1/4 the ability of the spell point ability, excepting Spirit Spell Points. In other words, if a person has 16 points of Fire Spell points, they have Fire Spell Resistance at 4% skill. The idea behind this skill is that if a caster is conversant in a type of magic, he will know better how to resist it.
This has 2 major uses. The first is simple, passive resistance. Whenever a person casts a spell that is in a realm the caster has points in, any CC gains a bonus of the 1/4 of the spell points. So if the caster above has a fire spell cast at them with a reflex CC needed, they have a 4% bonus on their CC.
The other use is to counterspell. Instead of casting, a caster can gain initiative, and wait for an opposing caster to work magic. They can try to agressively counterspell if they have 'Spell resistance' as mentioned above in the type of spell the caster is using. If so, they can subtract their spell resistance skill to the caster's success% (as Magic resistance ability), and it only cost them one Spell point in that type of spell[1]. Note that the point it lost whether the spell comes off or not. Also, please note that is with other casters, infering the actual casting of spells. This is often what casters do when they are low on points and trying to still be a little useful. Note well, One cannot counterspell the spell-like effects of an outsider as they cast differently, and it would be alien to a caster.
Spell Knowledge
This is the ability to see an item or a spell being cast and know some information about it, if it is of the same casting discipline that the user has the skill in. For instance, a caster with OrderSpell Knowledge skill can add this skill to a lore chance to know facts about a famous Order caster or about a magical item that was mainly Order based.
Very cool page; your wiki presentation is very polished. I'm glad to have the examples up, too; they're helpful.
Here's a question: Why have all the spell point costs in the spell writeups, for all the schools that aren't used? For Minor Kinetic Blast, why list the cost as
QuoteSpirit cost 10
Earth cost 0
Water cost 0
Fire cost 0
Air cost 5
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 1
Artificer cost 0
Animist cost 0
Total cost 16
Spirit cost 10
Air cost 5
Mentalist cost 1
Total cost 16[/quote], which would be (I think) easier to read, cleaner-looking, and maybe less "oh god wall of info!" intimidating, also. Is there some reason I'm not thinking of, which makes the specific listing of all the zero costs important?
Quote from: Luminous CrayonVery cool page; your wiki presentation is very polished. I'm glad to have the examples up, too; they're helpful.
Here's a question: Why have all the spell point costs in the spell writeups, for all the schools that aren't used? For Minor Kinetic Blast, why list the cost asQuoteSpirit cost 10
Earth cost 0
Water cost 0
Fire cost 0
Air cost 5
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 1
Artificer cost 0
Animist cost 0
Total cost 16
Spirit cost 10
Air cost 5
Mentalist cost 1
Total cost 16
Thanks LC, I am aware that due to the density of GS/Celtricia data sometimes it is hard to reply. I am glad you and others have played it so that it is familiar and not too alien.
I think I need to cut the page into pieces, the way I did with the Igbar page. it's just too much at once.
I listed the spells the way I did because that's the template I use on the spell pages. But I totally agree with you that the spells are a lot better looking cut down to what they do use. Which might take some work...
Yeah, you're absolutely at a point where the sheer amount of data you've posted makes it difficult to make those sorts of changes.
At the beginning of a project, it's difficult to foresee the kinds of organizational setup that'll be useful as it grows. And once the project has momentum, it's difficult to go back and make changes. Tough to win.
If it makes you feel any better, Vreeg, I know little enough as is but I'm still having tons of fun. :)
Quote from: The_Weave05If it makes you feel any better, Vreeg, I know little enough as is but I'm still having tons of fun. :)
Well, that's what we want.
Igbar was rough last night. 2 PC deaths and an NPC death. The NPC, Hajubin, a young female blue turtle warrior got nailed by an arrow, the PCs got it from a killer set of steps. PCs should remember their rope, as well as remembering their magic items. Falling in GS causes 3d6/d6 per 10' falling. It was a 400' ancient, icy set of steep steps with almost no handholds, making one roll per 100'. Kiko and Igli both missed at inopportune times. But Kiko forgot about her belt of air...which could have saved her.
New PCs being rolled up for new session. Too bad, Kiko was the longest lasting PC.
NOT KIKO! NOOOOOOOOOOOOOOOOOOOOOOOO
Tine to go home and get ready for Igbar.
I have a second half Ograk playing in this group now. What are the odds?
The wife chose a 'Hunter of The Shade', not great defense, but ass kicking offense, decent outdoors skill, and some spells.
At times, various and sundry may verbally accost the author (yours truly) as to why pile on layer after overdone layer onto this setting. Why not push a breath of fresh air past their jaded, setting-nostrils, something unique, or failing that, something different and less hoary. Perhaps something more witty or nouvelle, less standard?
While there are actually answers manifold and various, one particular answer is that through dint of familiarity and overwork, I can sometimes feel Celtricia. Feel how it is supposed to be, how it is, not as how I want it to be. I am in the trackless wastes and gigantic spaces between settlements, not writing it, existing in it and perhaps reporting on it. The complicated relationship between race and culture, mixing over the encroaching centuries and millenia, tastes astonishingly real to me. The layer and strata of ruinous history, of pathos and tragedy played and replayed, crushes down on my writer's psyche at times, not as a creation, but as an object I uncover, piece by voide-beast guarded piece.
I still remember the first time this feeling of being, of cross-referenceable logic as opposed to preference, overtook me during a session. Celtricia was by no means my first creation...but it was the first that I knew the answer to questions based on knowing what was already real, and what should come from it.
And unlike those that look back to their hallowed gaming days of their youth as unreachable heights, gaming in Celtricia just keeps getting better. Live and on the IRC, there are times when the reason the groups and your charming expedition-director get sucked into the finely grained detail of a hairstyle or the right clothes or the type of food being eaten is due to the shared unconsious urge to push that shared reality to that immersed level, or if one preferes, a more immersed level, as if the immersion is the actual, secret dirty satisfaction we are all seeking.
And what can one say when one can feel the unseasonable warmth of Tribin and Gerin as they rise over the Bazaar of Steel Isle Town, and can feel the this glory mixing with the sadness of lost comrades shared over an early drink in a rooftop cafe? One can only be glad of the road taken, and the strange solidity underfoot of this road as one delves deeper into discovering what is in Celtricia, together.
So me and several others always thought that the height and weight calculation was wonky if you got outside of the 5' to 6' range.
I did some work on it tonight and came up with a different formula:
((21.5 x (0.04 x (ST + HE))) / 703) x (height^2)
Here's some rationale: This formula is based off finding weight, given BMI and height. It allows for some variation based off of the character's Strength and Health; with a score of 12 in each, it is fairly close to average BMI (21.5). Average adventurers (with a score of 14 in each) are higher up, but that corresponds to more weight in terms of muscle.
The rest is merely finding weight given BMI and height.
Things it doesn't do well: you cannot really generate emaciated and morbidly obese characters like you used to. I'm sure this part is the most disappointing. :P
I also don't think it works too well for very small characters. The smallest possible GS character, a 2 foot Deep Gnome or Shrum Hobbyt woman with ST 14 and HE 14 would weigh, after gender and racial mods, 7 lbs. (However, without the mods, she would weigh 21 lbs, which is right in line with averages for infants/toddlers around 24 inches in height.)
I believe it doesn't suffer this same problem for very tall races (i.e. Ograk Strain); the racial mods should put them right up into the "correct" weight (as BMI and this formula would be a little too low for them anyway).
For comparison, Moss, my current character, is 6 feet, 2 inches tall, has 17 Strength, and 14 Health. Under the current formula, he weighed 209 lbs. Under my formula, he weighs 207 lbs. I am told Hamish would gain 20 pounds. For most characters, I think, this wouldn't really do much of anything. But for those outside of the 5-6 foot range, it might help some of the "oddities" that come up.
Hamish is 5'9" with 17 STR and 16 HE. He goes from 173lbs(Vreegs formula) to 193lbs(limetom's formula).
Quote from: LlumHamish is 5'9" with 17 STR and 16 HE. He goes from 173lbs(Vreegs formula) to 193lbs(limetom's formula).
Hamish goes from just overweight (BMI of 25.5) to the mid to high end of overweight (BMI of 28.5). With a ST and HE that high, Hamish would probably carry most of that weight in muscle, and these, I think, would be realistic numbers.
Thing is he isn't actually overweight, with 12 str as the base line and 20 str being olympian hamish is pretty well bulked up, I kind of view him as a younger looking marine with maybe even a bit of extra muscle definition. Something a bit like this:
(http://www.active.com/Assets/Fitness/Big+Weight+Lifter.jpg)
Carmen has a str of 18 which is pretty intense but she's of course female which means that her body is more round and less squarish like a guy like hamish would be. On top of that I imagine that as a bowyer the reason for here strength comes from constant use of a bow and thus most of it is focused in her back and upper arm muscles. On top of that she is really petite... if she ever got in fisticuffs with someone like hamish she would probably get flattened.
Anyhow back on topic I like the formula. Will have to bring up my character sheet later and run carmen (maybe kellik too) through your calculation.
Limetoml, let me play around with it...I really have no problem incorporating in other formulae, though I might tweak it a bit to give a bit more variablity.
More Igbarian Action tonight...
[spoiler=GM view] I have a really huge amount of work already done for this section of the world. Thw Wibble Hills adventure set was originally written for the Grey Legion. So much of it was already done or at least loosely finished. K1 was atop a plateau overlooking the Recum Road on the Eastern edge of the Wibble Hills. It included the ruins of the Killraven Manor house (Now held by the FireHazers), and the the basement/escape of the Old Manor (which is actually reproduced earlier in this thread somewhere). It was also a 'prep' adventure to make sure the surviving characters would have stuff, and would introduce them the the history of the Orbian exiles. [/spoiler]
The group is in the basement area under the old manor house. Since the Grey Legion already conqured this, and started building a new manor house to take over this plateau, things were somewhat different, with some of the Antroo Vampyre's influence (Like the uncompyre Harack Don Faden), but I decided to let the New Legion group replay the basement area as if it had not been cleared out. Most of the players have changed, and the 2 who were there will not remember from 2002.
It's more important that the threads of the adventure and the lore hold together, and that the newer characters (and there are a lot of those, my Kill rate is still pretty high) can find the old Orbic and Venolvian Whiskanis League armor and weapons. They should finish the basement this session (along with grilled salmon, Chicken 40 cloves of garlic, and the obligatory wine) and start to move on.
The rest of the Wibble Hills adventures will await them. I layered the new wrinkles of the Antroo Vampyre on top of the old 'Orbian Exiles' adventure set, that Kexiol Antroo ('ne Anginar, his orignal surname) the Vampyre used the Uncompyre's of the old Grey Legion and took over the Firehazer Humanoid tribes, which were living in the Old Orbian Exile Ruins.
There is an Old Road that goes by the manor, and continues to K2 (the Underworld of the Orbian Exiles)and K3 (The Fallen Temple Devilkin). In between, there is Ka1, Ka2, Ka3, and Ka4, the sub adventures. Last time I ran this with the Grey Legion, they went right by the blackened valley of Ka1 (the Vale of Erringt) and right to K2.
[spoiler= The Temple of the Orbian Exiles] Ok, I have issues. I do enjoy creating well built, well written adventures. The Underworld of the Orbian exiles is one of the bigger adventures I've written. The front part is the cavern areas where Clan Antroo and Clan Antroo (and more of clan Killraven) actually settled, included building structures within the caverns. In this front area, most of it has been taken by the Firehazers, though there are a few secret areas. The Back section, over a bridge, is part of the Oscatel and Clan Herald area, but is now mainly owned by a tribe of Scalik and trogs. Under this is part of an older Klaxik Mine. [/spoiler]
Ka2 is the Hole of the Worm Scylla, a literal dragon hunt. In K2, the group finds old notes about a caravan between the underworld and the Monastary that was set upon by a young Greeen Sauroid, back 500 years ago, and the location of his cave.
Ka3 is the Entrance to the Forge, a literal entrance that leads underground for miles, to the Ancient Forge under the Old Temple complex in Ocodig.
Ka4, the ancient Portage, is actually after the Fallen Temple Devilkin. It is the cave Port that the orbian tribes used, with a Trireme of Air, with 2 Frennis Air elemental magically bound to it.
Great session last night
chicken 40 cloves of garlic by Joe, soy glaze salmon and cayenne steak tips on the grill...6 bottles of wine, including some really nice cabs...
group mainly continued exploring K1.
Lines of the Night..."I still have pieces of Kiko in my crotch"
"you put your finger in there after you peed in it?"
In other news, thanks to Limetom's Page on the disbursement of treasure for the SIG, the Celtrician Wiki (http://celtricia.pbworks.com/w/page/14955575/FrontPage) just hit 1000 individual pages. (yes, Limetom had the magic post)
(//../../e107_files/public/1301760899_392_FT31806_celtricia3.jpg)
I actually cannot tell you how much of a milestone this is for me. There is still a ton to do, but that is something of an accomplishment for this old campaign.
He's to the future...
Quote from: 14pxIn other news, thanks to Limetom's Page on the disbursement of treasure for the SIG, the Celtrician Wiki (http://celtricia.pbworks.com/w/page/14955575/FrontPage) just hit 1000 individual pages. (yes, Limetom had the magic post)[/size]
(//../../e107_files/public/1301760899_392_FT31806_celtricia3.jpg)
I actually cannot tell you how much of a milestone this is for me. There is still a ton to do, but that is something of an accomplishment for this old campaign.
He's to the future...
As much as I would like to steal the credit, Llum created the page. I just fleshed it out a little more.
But onwards and upwards.
Quote from: limetomQuote from: 14pxIn other news, thanks to Limetom's Page on the disbursement of treasure for the SIG, the Celtrician Wiki (http://celtricia.pbworks.com/w/page/14955575/FrontPage) just hit 1000 individual pages. (yes, Limetom had the magic post)[/size]
(//../../e107_files/public/1301760899_392_FT31806_celtricia3.jpg)
I actually cannot tell you how much of a milestone this is for me. There is still a ton to do, but that is something of an accomplishment for this old campaign.
He's to the future...
indeed....I am more just thrilled that the site has grown that much...
The Dark Way (http://celtricia.pbworks.com/w/page/14956473/The%20Dark%20Way-Steel%20Isle)
More on the Cult of the Dark Way.
Igbarian Group played last night.
Hell of a good session. Finished up K1 (Killraven Keep), looted the outbuildings (and found the Body of Teque Quiderai, of Verbren's trackers) and then moved down the road, skipping over Ka1 (The Valley of Eeringt), the same as the last group. Something about a black valley, with black shadows and random gouts of flame, seems to put them off...
The group passed over the old ambush pit, then ran into a real ambush, with Vrotch the Vexed (4th rank Hobgolblin wtaer/mentalist) and Maxcase Klaxiktodjer (klaxik wererat, 4th rank warrior) leading a 2nd rank gnoll with an arbelest and a group of three hobgoblins.
From surprise, they put Sirrah Grobach down to zero HP through a combination of Water Whip and combat, and another main fighter was 'scared' into running, but the New Legion still cleaned up the floor with them.
Don't screw with Eeringt. The Twisting Flame will wreck your face.
Quote from: Luminous CrayonDon't screw with Eeringt. The Twisting Flame will wreck your face.
That's going on the front page of the wiki for a while, attributed to Gordin.
Speaking of which, we are moving to Tuesdays (And that is tonight)
Any chance of a reprise of Gordin?
Quote from: LordVreeg of TasticThat's going on the front page of the wiki for a while, attributed to Gordin.
Speaking of which, we are moving to Tuesdays (And that is tonight)
Any chance of a reprise of Gordin?[/quote]I'd really like to drop in again, but the whole thesis business is making it difficult to find the time for many extracurriculars. How deep is the group in Dark Way controlled ruins these days?
I apparently still have Gordin's character sheet, but Excel is screwing up on me, so currently I can't read it. Will take a bit of fixing, probably. Still, nice to know the data's still there!
By the by, the wiki is looking really good these days.
(Even now, after having seen firsthand how things go down in Celtricia, I'm still blown away to see the level of meticulous detail that's documented here.)
Quote from: Luminous CrayonBy the by, the wiki is looking really good these days.
(Even now, after having seen firsthand how things go down in Celtricia, I'm still blown away to see the level of meticulous detail that's documented here.)
The College of Torturers (http://celtricia.pbworks.com/w/page/39327133/The-Collegium-Tortoris-of-Steel-Isle), among the last people to fuck with.
Hey, P.S. - a lot of the links to your various Restoration spells are broken (they lead to page errors; can't actually access spell data).
Quote from: Luminous CrayonHey, P.S. - a lot of the links to your various Restoration spells are broken (they lead to page errors; can't actually access spell data).
[size=30]lllluuummmm!!!!!!!![/size]
It's official, llum is now vreeg's editor
Quote from: NomadicIt's official, llum is now vreeg's editor
No, there was just a spurt of mis-linked pages a while ago...
A while back, maybe two spell updates ago it broke all the links that contained aposthrophes. It being pbwiki, I've mentioned it before but I don't think anyone has gotten around to fixing it.
So, let's talk training.
Hypothetically, there's a character who might be interested in learning some healing spells, because his friends keep getting themselves snacked upon by dragons. What are the must-have spells for entry-level Restoration users? How does one go about learning them? How much do they cost in town?
Also, how about learning to use a new type of spell points (i.e., this hypothetical character has zero experience in Restoration SP; I assume that's a slight hurdle.) Can he take a class to get him started? How much does that cost?
For the sake of argument, let's imagine that this entirely hypothetical character has 16 Spirit SP (lvl 3, 0.81 multiplier), 7 Life SP (lvl 2, 0.574 modifier), 6 Mentalist SP (lvl 2, 0.34 modifier), and a smattering of other things I assume are irrelevant. Let us also assume that he has 155 unspent all-purpose XP, and an additional 106 unspent XP for spells only.
Let us also assume that he has no idea how much money he has, because his player apparently forgot to ever write that down anywhere.
Does he have the potential to be a passable auxiliary healer? Clearly he'll never be a Wurnick, but would it be totally futile (or cost prohibitive) to try to build him up in those areas?
Quote from: Luminous CrayonSo, let's talk training.
Hypothetically, there's a character who might be interested in learning some healing spells, because his friends keep getting themselves snacked upon by dragons. What are the must-have spells for entry-level Restoration users? How does one go about learning them? How much do they cost in town?
Also, how about learning to use a new type of spell points (i.e., this hypothetical character has zero experience in Restoration SP; I assume that's a slight hurdle.) Can he take a class to get him started? How much does that cost?
For the sake of argument, let's imagine that this entirely hypothetical character has 16 Spirit SP (lvl 3, 0.81 multiplier), 7 Life SP (lvl 2, 0.574 modifier), 6 Mentalist SP (lvl 2, 0.34 modifier), and a smattering of other things I assume are irrelevant. Let us also assume that he has 155 unspent all-purpose XP, and an additional 106 unspent XP for spells only.
Let us also assume that he has no idea how much money he has, because his player apparently forgot to ever write that down anywhere.
Does he have the potential to be a passable auxiliary healer? Clearly he'll never be a Wurnick, but would it be totally futile (or cost prohibitive) to try to build him up in those areas?
OK, Learning new skills and training has a mechanism called skill kits (http://celtricia.pbworks.com/w/page/14955580/General-Costing-of-Skill-Kits), which are the in-game mechanism for learning new skills and working on skills, as well. ( I am going to be egotisical for a momoent and say I love my rules for this).
"Kits are the generalized names for study aids a character can buy to learn a new skill or to become better in a skill they already have. Though we speak of them in a somewhat antiseptic terminology, a kit can contain practice items, small samples, and models as well as written material. Lots and lots of written material, sometimes volumes in mutitude for the harder skills. Similarly, kits may require practice and field work, not merely reading. In terms of the mechanical side, Skill Kits are the generic name for the rules mechanism for acquiring new skills and working on current ones."
SO learning a new type of spell points would entail making freinds with a guild with a good mod in Restorative (or seeing if one of your current schools does ok), and we see if your relationship is close enough for them to teach you this skill.
Restorative attrib mods are WI13-.02/HE14-.014 --20, so I need to know your Wisdom and Health to know if you'll be passable.
The Bright Lands Plutocracy (http://celtricia.pbworks.com/w/page/27766668/The-Bright-Lands)
This is the page that give the statblock and the data for the Bright Lands Plutocracy. It's cool to see the statblock as it works, and to see the data on this in particular.
IGBAR SESSION LAST NIGHT.
The New Legion cleaned up the mess in the mountain road created by the failed ambuscade of Vrotch the Vexed. They threw bodies off the left (west) side of the road, cleaned the blood and body parts, and though it was only in the middle of the afternoon (3:30 pm), they found the hidden divot up the hill where the Firehazers had hidden. Then, due to some blood loss and need to rest and recover, the group rested.
At the later part of the morning, before the slightest glimpse of Red Gerin existed that day, Winnowill and Trey were on watch. Trey had no idea, but Winnowill's forest trained senses picked up a wierd wind comeing from the top of the hill, and so they woke up the rest of the group. Ringo, the Grey March Human bowman, say a huge, winged shadow...that luckily left the group alone.[note=sauroid] Actually, Llum, It's Scylla[/note]
The group left the next morn, following the ancient brick-lined road around and through the hills. After 5 hours of travel through the winding hill road, they rounded a bend, and saw a valley in front of them, about 200' wide. To the east, another large, steep cliff face cut off that side of the valley, where two huge statues, ancient and strange, sit astride a dark cave.
And on the other side of the valley, a log building. the groups sees hobgoblins and a gnoll walking around in front of the cave entrance.
More later
Spell Name Root Nose
Major Sphere Animist
Spell Source
Initiative 11
Range 15'+3' plev
Duration inst
Save none
Save effect none
Spell Success 15
Area of effect diameter
Counter
Spirit cost 3
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 1
Total cost 4
Description
This cantrip gives the caster the temporary olfactory ability and subconsious animal
knowledge of roots and growing things to properly discern what plants in the range
are edible and not poisonous.
This spell requires a cleaned linen cloth (not dirty, a dirty one gives a -10% spell
success) for the casterto bury their face in for 10 seconds, before emerging to smell
the air in the area.
This spell is very useful in thw wilds and for those who gather and forage.
It loses all use in an area of strong odor, especially smoke.
A couple of the new spells. GuildSchool is up to over 630 setting-speciic spells now.
Spell Name Placid Water
Major Sphere Water
Spell Source
Initiative 10
Range 50'
Duration 5 min
Save none
Save effect
Spell Success 4
Area of effect 35'+4' pleve circle diamete
Counter
Spirit cost 18
Earth cost 0
Water cost 12
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 1
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 0
Total cost 31
Description
This spell allows a caster to reduce the swells and waves in the area of effect, even in
a storm or in the ocean. The reduction is 60%+1% plev, so that if the swells are 10',
they are reduced to 3'' in the area of the spell in the case of a 10th level caster , and if
these are waves, they reduce as if thet have hit a wall.
Spell Name Moment of Grace
Major Sphere Ment
Spell Source
Initiative 4
Range touch
Duration 10 sec+2 sec plev
Save will-10/will+10
Save effect neg
Spell Success -5
Area of effect target
Counter law
Spirit cost 15
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 2
Restorative cost 0
Necromantic cost 0
Mentalist cost 8
Artificer cost 0
Animist cost 0
Total cost 25
Description
This powerful illusion was created to protect those in combat. The caster must clap
their hands after the words to effect the spell.
This spell creates a second of invisibility and an illusionary double that shows up for 4
seconds. After the first pulse, the spell has an initiative of 3+d6, regardless of other
player actions. Anyone attacking the target during the pulse segment or the double
segment (the 4 seconds of the pulse) must make a will cc to keep track of where the
target is and which one is real. Each pulse creates another moment of invisibility, and 4 more seconds of a double.
The double will show up left, back left, behind, back right, or right of where the
target really is.(20% of each)
Those attacking from a distance have the -10% roll, those engaged in combat have
the +10%.
Those who miss the cc lose track of where the caster really is, and attack the double,
but this is only dring the 4 second of the double's existence.
Please note that the target can continue doing anything else they are doing. And
note well that this has no effect on area of effect spells.
The zen of interconnectedness.
The Celtrician Bestiary (http://celtricia.pbworks.com/w/page/14955341/Bestiary)
Celtrician Spells (http://celtricia.pbworks.com/w/page/14956149/Spell-List)
Celtrician Index (http://celtricia.pbworks.com/w/page/14955667/Index)
Somehow, I can work on these for hours, building up the web of how the world works...
Quote from: LordVreeg The zen of interconnectedness.
The Celtrician Bestiary (http://celtricia.pbworks.com/w/page/14955341/Bestiary)
Celtrician Spells (http://celtricia.pbworks.com/w/page/14956149/Spell-List)
Celtrician Index (http://celtricia.pbworks.com/w/page/14955667/Index)
Somehow, I can work on these for hours, building up the web of how the world works...
The setting is a better and more real place for it, too.
I was wondering -- What is the state of family and / or nepotism in Celtricia? Do individuals usually try to help their family members rise in their guild with them, or are more qualified people and the good of the guild always priority?
Quote from: Ninja D!Quote from: LordVreeg The zen of interconnectedness.
The Celtrician Bestiary (http://celtricia.pbworks.com/w/page/14955341/Bestiary)
Celtrician Spells (http://celtricia.pbworks.com/w/page/14956149/Spell-List)
Celtrician Index (http://celtricia.pbworks.com/w/page/14955667/Index)
Somehow, I can work on these for hours, building up the web of how the world works...
The setting is a better and more real place for it, too.
I was wondering -- What is the state of family and / or nepotism in Celtricia? Do individuals usually try to help their family members rise in their guild with them, or are more qualified people and the good of the guild always priority?
No, often the two are very interconnected.
whole family groups will often belong to a guild or grouping, or at least support the members that do.
Sometimes, the wealthier families will pour resources and investment into a merchant guild ( see the Istar of Igbar (http://celtricia.pbworks.com/w/page/14955892/old-families-of-Igbar) as an example). In that, I would say that nepotism is very large.
I would say that the guilds represent a newer and additional voice in the makeup of the celtrician conversation.
[ic] The Beginning of the Waking Dream.
The Age of Legends is the First Age in Celtricia. Shadowy, ancient, steeped in magic and half-remembered fragments, it marks the thousands of years from the Founding of the Music and the Song of Creation to the resolution of the Accords of Presence. There are no living beings that remember these times that dwell upon the Waking Dream.
Once Anthraxus the Decayed was thrown down and the vaults of the Cairnhold were torn open, the last of the Celestial Planars removed themselves from the Douh'is (or Douwis) were they had lived and taught, and left Celtricia for the homes they had made on the planar stations.
Once the Accords became formalized, the Celestial Planars could only work through their agents, and the Age of Heroes began. In terms of the common calender, the Age of Legends ended in -5994 RON.
Omwo~ born during this time could live up to a millenia, and were closer to the Planar power sources than today's Omwo~, who consider themselves a shadow of their former people. These earlier, less tainted Omwo~ flocked around the Douh'is of the Planars, learned form the directly, and were stunned by their leavetaking. Some say they changed after this, that the Planars left the Omwo~ behind in frustration. Today's Omwo~ generally live 200-300 years, though some a bit longer.
Another grim facet of the Age of Legends was Anthraxus' use of Necromancy, his interruption and perversion of the Migration of the Soul, and his first Night of the Undead[/ic]
[ic]The Age of Heroes is the second major epoch in the history of the Waking Dream. It folllowed the mythic and disputed 'Age of Legends', and gained it's name from the emergence of mortal agents as the prime movers. It also marks an era of written records become more common, especially towards the end, whereas most old written records dealing with the Age of Legends were actually written in the Age of Heroes, sometimes by Omwo~ eye witnesses, but more often they are examples of scholars putting down the words of an oral tradition.
The Age of Heroes is generally assumed to have begun as the last of the Celestial Planars left the Waking Dream, due to the Accords of Presence, right after the legends describe the overthrowing of the Cairnhold. This is placed at five thousand, nine hundred and ninety six years/cycles (-5996) before the beginning of Reckoning of Nebler calendar began. The current time is year 895 in the Reckoning of Nebler. The Age of Heroes is generally considered to have ended about fifteen hundred years before year zero, which means that it is generally considered to have lasted about 4500 years/cycles.
The beginning of the Age of Heroes also marks the coming of the other races into the Waking Dream. Humans, called Pablar's Toys, were first sighted in recorded history about thirty years after the beginning of the Age. Soon after this, the second generation of the Sauroids was born, and then within a Hundred years of that the Stunatu (the working folk) came into the Waking Dream. The Age of Heroes is considered the age where the other major races developed and joined the dream.
Much of the following decades (indeed, centuries) involved the integration of the new races (and their small, but growing populations) into the already ancient civilizations of the Omwo~ peoples (Silverwood, the White Deeps, the Diurnal Deeps, etc). in -5100 RON, the first of the Ogrillite peoples showed up, the new servants of Anthraxus, and a less than a hundred years later, Verkonen Vreeg founded the integrated Ambretton confederacy.
The Vicorian Confederacy started about -4200, and this was the first country to grow quickly and flower, entering into a full-scale renaissance within three hundred years/cycles. While this was transpiring, The Bard Numansongs was born in the White City, the ancient Omwo~ citadel, and a little after -3760, the Temple complex of Winterlou was really coming into it's being, which would grow into the large city of Winterlou, the City State of Winter, and eventually Stenron, Capital of the Grey March. The Age of Heroes is considered the Age where populations banded together, and the first Nation States really developed. But it is important to understand that these Nation states were created, championed, and often destroyed by mortal heroes.
The Sauroid civilization was also a thing of the Age of Heroes. In the Early part of this Age, the first clutches of Sauroid eggs hatched, and by -5100, the Sauroid population had grown to almost 300, in the northen settlement of Heret (Shells, white Omwo~). However, there was much fractiousness, and constant bickering made for a number of colonies elsewhere, including the Vernidalian Serpent Queen settlement on the Steel Isle.
But despite over four thousand years/cycles of growth and change, there is little contention that the theme of this large section of history is one of the mortal agents of the Planars. This was their time. And of these, none shine as brightly, in valor and villainy, in hopeless heroism and valiant despair, as the many-threaded tale of the Bard Himself and his fratricidal Brother, the arch-lich Arbor. Many of the events that mark the Age of Heroes, the fall of Dragonhome Heret, the renaissance and destruction of Vicoria, the second Night of the Cairn, Vreeg's Damned Choice (still a heroic dirge sung by scholarly bards today), and many more are tied up in this epic tragedy.[/ic]
[ic]The Age of Statehood is a term that describes a time where countries and their ideologies became venerated and sacrificed for by men, instead of countries worshipping the ideals of a few individuals. Most collegiumists agree that it started ~ fifteen hundred years before the founding of the Theocracy of Nebler (-1500 R.O.N.) As this age has worn on and the population of Celtricia has increased dramatically, 'God, Guild, and Country' have become the priorities.
Racial conflicts and the priorities of a select few heroes have receded into the past. While personalities and certain individuals may be focal points, the Age of Statehood describes the change from nations or cultural groups supporting a small group of people, to a time where the belief in a state or a government itself overrides other considerations. Marchers and Argussians, Brightish and Orbian, these state-descriptive titles and the ones that have come and gone before them define the people who live in this time. A time when the throne is more important than the person on it.
Some also call the founding of the Theocracy of Nebler (Reckoning of Nebler, R.O.N year 0) the beginning of the 'Common Age,' but this fourth division not consistently used. The Term "Age of Culture" has been used to describe the last few centuries, but is not in widespread usage or agreement, either.[/ic]
Been working on this lately, here and there.
[ic]Arcana Campaign-This is a campaign in my main gaming world that is set in the former main University of the Collegium Arcana. The players are all students of this ancient and huge School of Magic, all in their second-to-last year of study. The campaign as written so far includes a number of internal mysteries, some personality issues, a few testing missions, and using the curriculum to flesh out some historical parts of the campaign. It is also placed in the largest city in Celtricia, fabled Stenron.
As with 95% of my games, this will use my skill-based Guildschool rules.
Probably not going to have a chance to do this live for a couple of years due to gaming backlog.[/ic]
JoMalley heard about it, and is already woring out some stuff. PCs are going to start with 3500 exp, and I am building a new, collegium-based social ACQ chart. for it.
Now we are working out the details. I am only going to take 4-5 players for this one. not like the drop-in SIG fest. Jo has already secured a space.
Gotta say, that's a pretty cool premise for a game.
Quote from: Luminous CrayonGotta say, that's a pretty cool premise for a game.
Yeah, it keeps growing.
Jomalley termed it, "Hogwarts goes to Hell", and it is kind of apt.
All CA members from Cycle Quintus on recieve their traning wand (+2% to spell success), and their are a ton of subgroups, orders, fraternities, and honors to be won and earned.
Jo was alos talking about trying to take Basic Carnal, so one wonders what kind of prep school experience he is trying to achieve.
I'm going up to the house in Maine for a few days.
Not that the trip is news in itself. I'll have a mini and my ipad.
More to say that I'll be working on a few things while I sit by the lake and watch MiniVreeg try to drown himself.
#1 The CA game is really working in my head right now. On all sorts of levels. There are many implications of magic and such that I have written on privately but not really fleshed out. Stenron has almost a million and a half inhabitants, and the Collegium Arcana there is the single larest (and oldest), though the Mother Seat moved to the Mageocracy of Orbi a few centuries previous. By the normal odds, that means some 750,000 are void touched in Stenron, maybe more (for a few reasons). Out of those, the main campus of the Collegium Arcana in The Volderol houses some 8700 students, 1900 advanced studies magi, and 2600 faculty and researching magi, for over 13k void-touched all working and learning at one time.
Stenron is ancient. It was already an old town when it, as Winterloo, trader with the Ambretton City-States back before -3500 RON. It was already considered a major city back in -1260 when Goldust allied with it, and the notes from that time mention the 'College of the Arcanic' even in that time.
So the quarters in Stenron are old, ancient, built over, layered upon, and with trsadiotions and alliances almsot as old and storied.
Much to do.
#2 Steel ISle town is growing in my head in leaps and bounds, and tying all the historical ties from the Venolvian overthrow to the present needs more doing. I have really kicked some of the older guild and Istar notes into high gear to better represent the feel of that small city, but I have more to do.
#3 is som Accis work, since I am running a few PbP accis games. My beer & pretels game...
Added
The Arcana Standard (term)
ResinBlack (resource and Service)
Venolvian SteelSilk (resource)
to the Celtricia index (http://celtricia.pbworks.com/w/page/14955667/Index).
Some new spells added to the wiki:
Increase or Decrease Storm (http://celtricia.pbworks.com/w/page/43604967/Increase-or-Decrease-Storm)
Pen's Eyeball (http://celtricia.pbworks.com/w/page/43606414/Pens-Eyeball)
Pen's Eyeball, Extension (http://celtricia.pbworks.com/w/page/43608472/Pens-Eyeball,-Extension)
Sigil of Alacrity (http://celtricia.pbworks.com/w/page/43609698/Sigil-of-Alacrity)
Well of Life, Conduit (http://celtricia.pbworks.com/w/page/43609895/Well-of-Life,-Conduit)
Pen's Vision (http://celtricia.pbworks.com/w/page/43610282/Pens-Vision)
Healing Essence (http://celtricia.pbworks.com/w/page/43611298/Healing-Essence)
Essence of Healing (http://celtricia.pbworks.com/w/page/43611471/Essence-of-Healing-Altar)
More fun!!!
Also, some clarification and data added to the religions and Worship pages of Celtricia. I think I need to break this down more soon.
Worship (http://celtricia.pbworks.com/w/page/14955390/Celtrician%20Worship)
Excerpt...
"As such, different churches will focus on the aspects of the deity they feel are the real ones, and it is the incomplete earthbound understanding of these beings that cause this. The Igbarian Church of Grazzt the Redeemer has a very different view of their deity, and a very different focus, than Onacon's Church of the Sword of Grazzt."
(From Here (http://celtricia.pbworks.com/w/page/14956630/Venolvian%20Religion).)
The Faith of the Venolvian Empire.
--------------------------------------------------------------------------------
The Ancient Venolvian Empire really started with the Pirate Lords of Coom Isle, Grace Isle, and the Steel Isle. They called themselves the Sea Lords, but the plyers of trade on the seas bequeathed upon them the more notorious sobriquet. Settlements go back thousands of years on the islands. There were traces of earlier civilizations in the early Venolvian records. By -90 RON they were loosely bonded together as the Venolvians, an Anarch term that is translated as "Uniters".
(//%7Be_FILE%7Dpublic/1312130164_392_FT31806_statue_bllod_.jpg) (//%7Be_FILE%7Dpublic/1312130164_392_FT31806_statue_bllod.jpg)
In these ealy days, the Venolvians had a few primary faiths that they followed. There was the Church of Direction, the faith for those who wish a clear path to follow and to avoid losing their way, whose main patrons are Germain Vicis, Oblimet, and Arlieng. The Church of the Balance, where Amerer and Ogleic held sway, was popular migrated from Winterloo to the Venolvians, and a little clan-based devilkin worship were the primary faiths of the early Venolvians.
The Church of Direction was also something of a weather church, where bulls and doves were ceremonially drowned upon the blessing of a new ship, and where a seaman's family would eat only fish for 2 hawaak after the birth of a son or daughter, the proper offerring to create a child who could use weather magic.
The Church of the Balance in question always depended on how philosophical the particular parish was, or how mercantile. Ogleic the TradeLord always become ascendent in the areas of wealth; so bankers and traders often flooded to these churches.
Later, as the islands communicated more and the organization of the Venolvians became more clear, paradoxically, the worship of the Entropic Overlords (Jubilex, Orcus, Hewecar, and Pazuzu) grew in prestige. perhaps it was the need for release that let in such a strong entropic variation. And one thing the Demonlords are each known for is ritual and ceremony. During the centuries when the Etropic Overlords dominated the expanding Venolvian Empire, the days were thick with pomp and paegent. Births were filled with rituals to Hewecar, Lord of Blood, while deaths included sacrifice and prostration to Orcus, the Keeper of the Way.
In the last century and a half of the Venolvians existence, the Church of the Dark One came into existence. This worship was mainly popular in certain clans and organizations, and did not really supplant the Entropic Overlords for quite a while, as much as they were added into the churches. It should also be mentioned that the entropic churches and cults encouraged the arts and representations of their beliefs. It was the Entropics that started the artistic tendency towards wire and tube shaped, stylized sculpture. The Church of the Dark One, the worship of Thanatos the Ender,created hidden enclaves and monastaries, compared to the larger temples of the Entropic Overlords.
The Church of the Dark Way was a sombre, somewhat macabre form of worship, rife with saints and martyrs. The Cult of St. Arbor was the best known, and the Klaxik Chaosite priest who converted, Ben Holder Akerickat was also widely followed.
This was over quite a time period. There is eveidence that the Church of Balance was worhsipped as early as -390 RON, By 23 RON, the Entropic religion had become the dominant one. The Church of St. Arbor was founded on 290 RON. And it is a well known fact by those who study the effects of history that Jon of Triston put the last venolvian City, Kulranik, to the torch in 506 RON.
(//%7Be_FILE%7Dpublic/1312130226_392_FT31806_burne_jones_sir_edward_the_baleful_head-1886-87.jpg)
I love it when we have a great Igbar session, and the system (GuildSchool) helps create the right game experience.
Igbar played last night. Great game in general; in that they finally at least got back and discovered the same ancient temple to Mammon the Lawgiver where the old Grey Legion discovered the vampyre that they unleashed, 5 years ago in real time. So it was nice to close that loop, even though the Antroo Vampyre is gone.
Ate dinner as always, someone brought homemade gazpacho, we had local hearloom tomatoes from hanson's Farm drizzled with balsamic, grilled chicken with a honey bourbon glaze, homemade cookies, 7 bottles of wine...that was good.
group used Ringo, their sneaky type, to scout in front of them in the caverns.
I'll share this with you guys, since none of you are playing in Igbar right now. (http://celtricia.pbworks.com/w/page/38404374/K2%20map)
But sneaking is not that easy in GS unless you are built for it. However, combat's are very lethal and being able to set up combat's to go the way you want to is something that most groups learn after a while. GS is not the game to wander around in an adventure. I think the SIG is learning this.
They were sneaking around some of the ancient stone buildings left by the Orbian exiles...but they avoided 2 combats and found some really cool weird items.
They have also embraced the Bleu Eyes (http://celtricia.pbworks.com/w/page/14955351/Bleu%20Eyes) and Bleu Lantern (http://celtricia.pbworks.com/w/page/14955352/Bleu%20Lantern) combo. Most creatures with darksight have 15-30' of it, so this is a distinct advantage.
so they discovered the Antroo Vampyre was not there, and they decided to leave, they actually had the two 1/2 ograks wearing ancient Orbian armor bluff their way past. It was awesome.
Then, the group actually had a wyvern attack them a few days out...and one of the pcs whipped out a spinnerette spell and actually managed to tangle the things wings when it was swooping down on them...4 ton flying sauroid diving at 50 MPH casue a lot of self damage...love it when a PC uses the right choice and pulls it off.
The Ogrillites
[/size]
'The eight original Planars, called by the Alementary the True Gods, all had within them the creative spark, a part of the Song that allowed them to create. Even some of the Angels had within them that part of the song.
And in the depths of time, after the Omwo~, after the Stunatu, and even after the Humans, Anthraxus created his Servants of Woe, the Ogrillites'¦'-fragment of the Journey of the Chosen, found in Silverwood.
The Ogrillite peoples were created by Athraxus the Decayed at the end of the First Millenia of the Age of Heroes. Long after the other Iesueca were created, Anthraxus took and perverted the other races and made them into his own. The Brutal Orcash, the clever Goblins and Hobgoblins, the canine Gnollic, the powerful Ograks, the Huge Fomor , and the wise Gartier, all were made as his people and his forces. Bred for conflict and born to war.
For thousands of years, these creatures were seen as sub-cultural and bestial, inferior enemies of the other intelligent races. Yet as with all the races, time wore on and the original designs of the planars became less and less easy to determine.
In the current philosophical mindset of the Celtrician setting, the ability to integrate into a multi-racial culture is seen as one of the tenets of a cultured person. Over millenia, positive relationships between the various races had become quite normal. However, there had been a good amount of racism and discrimination practised, even among allies until very recently. Where the enemies of the various city-states and countries were of a different race, it was often outright ugly.
But a little less than 2 centuries ago, driven in particular by the bold, equalizing, racial independence that the now-powerful and multi-national guilds had brought to the scene, race ceased being a major discrimination point in the Celtrician Cradle area. The roots of this change can be found in the Bright Lands, where plutocrats in Hobyt Inn started trading heavily with their former enemy, the Blacknote Orcash Tribe a few days north of that city. By that time within the city of Hobyt Inn, Hobyts, Humans, and Omwo~ had been living with anti-discrimination laws for centuries, although the Orcash were not included.
Though there was great debate, a philospohical movement began in the North-West that was predicated on the idea that one of the primary determinants of a civilized society is the ability to become integrated in a multi-racial society.
Thus, the Bright Lands were the first to open up citizenship to the Orcash and Gartier and also to include Ograk, Goblin and Gnolls as well (this is incredibly rare because of the distribution of the races). However, in a world where Hobyts and Orcash are the most populous races, almost 10% of the Orcash of the world, and almost 25% of the Orcash in the Northern Celtrician 'cradle' area, are 'civilized' and integrated.
In the time since then, most of the Northern (cradle) countries have accepted and adopted this acculturation. The idea has also spread to the Lands of Om in the Far South and most of the west. However, the Ambrellian and Argussian Empires are combating the idea. Some rulers and leaders embrace this change and proselytize it, although many fear it, but nonetheless this tide of change has washed over the lands.
The above post, also found in the game wiki.
One of the themes of Celtricia, that has not been mentioned in years (whish is why I bring it up) is the purposeful twisting of the normal racial tropes, and the way racism is dealt with. Almost all races cross breed and almost all have, to some degree.
In the far past, celtricia was a more typical fantasy world, where the different races were still fulfilling the exact designs of their planar creators. Millenia later, the Omwo~ are in remmision, the humans are scattered, all the servant races are not only free, but in some cases (especially the Hobyts) runnin the damn place.
And added to this, the former 'evil' servant races, the bestial tribal races, have started to acculturate and create different identities. Orcs, bugbears, 1/2 ograks, and thanks to Llum, dog-brothers are all playable races, thoufh with certain levels of racism to deal with in different areas.
Amazing session last night.
Truly a tour de force on the NPC acting area.
the GM spent time as these, among others.
the 1/2 orcash-human SGT Hemptagon of the Scarlet Pilums, a Guard who does not like the New Legion at the Recum Gate.
Samria, headmistress of the [http://celtricia.pbworks.com/w/page/14955290/Alternative%20school%20of%20magic (http://celtricia.pbworks.com/w/page/14955290/Alternative%20school%20of%20magic)]Alternative School of Magic and Freemage. Witty and Sharp.
Krans the Boar, Orcash knight of the Armor of Trade, middle aged friend of Sirrah Grobach.
Tibor Transplen, Gnomic Professor (Air, Earth) and freemage of the Altenative School of Magic.
Terrible Billy, Orcash/Human owner of the[http://celtricia.pbworks.com/w/page/14956404/Sweet%20Retreat%2C (http://celtricia.pbworks.com/w/page/14956404/Sweet%20Retreat%2C)] Sweet Retreat, wild and crazy and old friend of the group...in a sort of way.
Rex Bin, Omwo~ professor (Death, Necxromancy) and Freemage of the Alternative School of magic. Frightening and gaunt.
Carl Brocester, of the [http://celtricia.pbworks.com/w/page/14955892/old%20families%20of%20Igbar (http://celtricia.pbworks.com/w/page/14955892/old%20families%20of%20Igbar)]Istar of Igbar. Omwo~ gambler and gentlman, snide and indirect.
Certainly a good time.
Also, thinking of doing an "intro to Celtricia" Thread....
nEW pAGES ON THE cELTRICIAN wIKI...
Inkmisa, the Green Goddes of Love
http://celtricia.pbworks.com/w/page/46041489/Inkmisa (http://celtricia.pbworks.com/w/page/46041489/Inkmisa)
The Rip-Cut Crucible Neighborhood of Igbar
http://celtricia.pbworks.com/w/page/45952578/Rip-cut%20Crucible%20of%20Igbar (http://celtricia.pbworks.com/w/page/45952578/Rip-cut%20Crucible%20of%20Igbar)
The Harou District of Igbar
The South-Eastern corner of the city is the Harou Disctrict of town, where the quaint, introspective social graces of the Harou cultures is observed. Tea service, outdoor porches, and piinut incense in the air are the staples of the area.
This section of Igbar is mainly very convoluted and close, with fewer really legal streets (at the minimum 30 feet wide), with many buildings having built on wooden and wicker porches with trellis' for vines and rotee. The buildings are low and flat, though sometimes with high cupula. Small tables and chairs of Shoefel Wood are highly prized, though almost all the wood in the houses of the Harou are heavily polished. Hegres, the small household shrines particular to Harou, are often visible from the streets.
Many denizens of this district wear the ceramic plaques of duty (Panars) of the Harou duties. They bear certain symbols of the Harou way, seen as characters of the Omnian or Gwynellian alphabets. Public assumption of duty is a staple of the Harou Way.
It is also one of the larger neighborhoods, mostly within sight of the south and east walls. There is a small waterway that wends through one corner of this neighborhood.
Many Klaxik and wastrian humans make this area home, and the scent of Piinut and Rotee is strong. The Blue turtles have a small chapter house in the Harou District, which is very empty right now. There is a large, 9' tall bronze statue of Ishma (in the ancient orbic style, so this statue was moved to this spot) in the middle of a circular boneyard/park. This is the spiritual center of the district.
There is an element of tourism involved with the Harou area. Many restaurants and shops, some authentic, some not so much, dot the large neighborhood and her twisted streets. Esaolio Cietu (Silverwood Omwo~, 'Drunken Beauty') Street has blackwood pedastles hung with old ceramic plaques all up and down it. That street is commonly called Drunken Lane, and has 4 Harou restaurants on it, all well regarded, like 'Fingers on Back' and 'the Silver Emin'.
As such, this district is considered exotic by deinzens of Igbar.
Though the Eye has some power here, this is a neighborhood where the Blackstripes are ascendant, and in the night, one must be careful of gangs of thugs looking to prey on the unwary.
It looks like this paragraph was abruptly cut off:
Quote from: LordVreeg
Many denizens of this district wear the ceramic plaques of duty (Panars) of the Harou duties. They bear certain symbols of the Harou way. Public assumption
Quote from: Ghostman
It looks like this paragraph was abruptly cut off:
Quote from: LordVreeg
Many denizens of this district wear the ceramic plaques of duty (Panars) of the Harou duties. They bear certain symbols of the Harou way. Public assumption
yep. time to find it. and fixed, thank you!
Just spent the last hour looking over your setting and system, and I must say I am rather impressed. I was reading the races section was wondering if you had any more written any more about the Sauroids and their fallen civilization?
Quote from: Steampunk Knight
Just spent the last hour looking over your setting and system, and I must say I am rather impressed. I was reading the races section was wondering if you had any more written any more about the Sauroids and their fallen civilization?
Thank you. We have a good time with it. We actually play online on the IRC every Tuesday night if you want to watch ever or dip your feet.
There is a good amount written, but most has not made it onto the wiki, and the pieces that are there are still protected. The Sauroids were never numerous, never more than a thousand, though they had many omwo~, human and other servants...there were a few other settlements as well, but there was always tensions based on the way that once a dragon changes colors, whatever temprament they have is excaserbated.
Ultimately, the carnage at the end of the Age of Heroes, with the Bard and his Brother, Arbor, enveloped the Northern Dragon settlements as well.
Quote from: LordVreeg
Thank you. We have a good time with it. We actually play online on the IRC every Tuesday night if you want to watch ever or dip your feet.
Yeah, I would like to lurk during one of your sessions. I do run a 4ed D&D game every other Tuesday, so it wouldn't be until November 1st. Let me know if that date is cool to lurk. Now I'll I have to do I figure out how to use IRC.
Quote from: LordVreeg
There is a good amount written, but most has not made it onto the wiki, and the pieces that are there are still protected. The Sauroids were never numerous, never more than a thousand, though they had many omwo~, human and other servants...there were a few other settlements as well, but there was always tensions based on the way that once a dragon changes colors, whatever temprament they have is excaserbated.
Ultimately, the carnage at the end of the Age of Heroes, with the Bard and his Brother, Arbor, enveloped the Northern Dragon settlements as well.
Very interesting. Please let me know when you unlock that information. I would be very interested in reading it.
Quote from: Steampunk Knight
Quote from: LordVreeg
Thank you. We have a good time with it. We actually play online on the IRC every Tuesday night if you want to watch ever or dip your feet.
Yeah, I would like to lurk during one of your sessions. I do run a 4ed D&D game every other Tuesday, so it wouldn't be until November 1st. Let me know if that date is cool to lurk. Now I'll I have to do I figure out how to use IRC.
The Steel Isle Game is the sort of thing you can just drop in and play on pretty short notice. Vreeg keeps a couple of ready-to-go characters that anybody can take over, so you don't even have to fuss with character creation ahead of time unless you want to.
Quote from: Luminous Crayon
The Steel Isle Game is the sort of thing you can just drop in and play on pretty short notice. Vreeg keeps a couple of ready-to-go characters that anybody can take over, so you don't even have to fuss with character creation ahead of time unless you want to.
I didn't know that, but I think for my first exposure to the game I would like to lurk. That is if it is still OK with LordVreeg.
Quote from: Steampunk Knight
Quote from: Luminous Crayon
The Steel Isle Game is the sort of thing you can just drop in and play on pretty short notice. Vreeg keeps a couple of ready-to-go characters that anybody can take over, so you don't even have to fuss with character creation ahead of time unless you want to.
I didn't know that, but I think for my first exposure to the game I would like to lurk. That is if it is still OK with LordVreeg.
Course. we often have lurkers. love to have you. otherworlders #celtricia.
Actually, Jomally and Clark often put the game on the big screen during their crafty nights. They don't want to miss another night of 'haunting' or another 'conversation with a dragon'.
exposure can be dangerous, however.
So, this is kind of a pre post.
Since I am not sure of what direction it should go in.
The irc game of the steel isle folk has been a fun experiment in a lot of ways. And both it and the igbarians have been dealing with the same GM effect, that of letting the players discover, in game, some of the idiosyncratic facets of the game world of Celtricia.
The setting detail is that of the way spirits need to move to the well of death to escape the waking dream. Undeath is a real fear among the people, and the abuses of necromancers and need for shriving makes them important in the world. Spirits, especially in areas with violent death, are very active.
also, is is interesting when party members perish, as both groups find that those spirits, when nOt shrived, the tortured spirits hang around.
And understand this was intentional. Undead are fun and cool elements, I like to have them feel like they belong and are an integral part of the cosmology. I like it when the players feel that this is not something tossed in by a rulebook they are supposed to have; instead they see the underpinnings of the cosmology in play.
Crunch wise, spells that effect undead and necromantic spells have a lot of in game reason and context. Necromancers have spells like 'Shrive the Spirit', ' Corpse Candle', etc that deal heavily with unready.
So I am working on the GM techniques and explaining them that make this happen. But it has been really cool as the players really grapple with shriving and necromancery and unready and spirits....all from a very intimate level.
One thing I noticed watching the IRC last session and talking to you last night is how organic the setting is, and I think a lot of that is letting the players interact with the setting and then incorporating it. It's a great way of handling it. You mentioned you weren't sure where to go with it - based on what I've seen, I'd play it and then develop it based off that. Sort of the reverse for typically handling setting development, but it's seemed to work for you for 27 years, so I'd handle it that way.
BTW, from what I've seen of your undead, they're an awesome take on the classics. I'm really interested in seeing you develop them further, because it's such an unique way of handling it that still feels like "undead."
Quote from: Xathan Of Many Worlds
One thing I noticed watching the IRC last session and talking to you last night is how organic the setting is, and I think a lot of that is letting the players interact with the setting and then incorporating it. It's a great way of handling it. You mentioned you weren't sure where to go with it - based on what I've seen, I'd play it and then develop it based off that. Sort of the reverse for typically handling setting development, but it's seemed to work for you for 27 years, so I'd handle it that way.
BTW, from what I've seen of your undead, they're an awesome take on the classics. I'm really interested in seeing you develop them further, because it's such an unique way of handling it that still feels like "undead."
Actually, undeath is quite developed in the setting, though always a work in progress.
From the Wiki...
"When death comes to end the time spent in the "Waking Dream", the soul flies through the void to rest in the Well of Death, before it is claimed by the proper patron for 'Recycling'. Souls can spend millennia there, or mere minutes. This depends on the strength of the soul and it's passions at the moment of demise...Also, understand that Necomancy and the undead are not always evil, though undeath is a perversion of the natural order. Many who use this magic now use it to fight undead.
Now, there are three main classifications of undead in Cetricia. The Mindless, the Cunning, and the Aware. There are also different classifications of how the spirit is taken or kept away from the Well of Death.
Mindless Undead
Mindless Undead are creatures that a necromancer ties a bit of a soul/spirit to. The necromancer reaches into the Well of Death, reaches a spirit that is not too powerful, and drags some of it back and ties it to a vessel he or she has waiting for that purpose. It is not the same body that the spirit came from, nor is a whole spirit ever pulled back, so while the automatic familiarity with a body keeps the soul tied to it,. there is no intelligence or motivation. This makes them perfect puppets, but mitigates the amount of information they can take in (See Raise Skeletal Servant). Mindless undead are also created when a bit of spirit from the Well of Death leaks through and attaches itself to a waiting vessell, some corpse. These types must adhere themselves to the same type of corpse as they were when they were alive. This is most common in areas with many dead or undead where the Well of Death is closer, like boneyards or crypts. This becomes even more likely when a caster uses a spell like Corpse Candle.
Mindless undead include animated skeletons such as skeletal legionaires, skeletal animals, skeletal warriors, crypt warriors, crypt captains, and others of the like. Mindless undead also include creatures with more fleshy content, like Zombies, Red Zombies, Rain zombies, and Zombic Slaves of Terror. They are by far the most common undead.
Cunning Undead
The Cunning Undead are creatures whose original soul either was tied to their own body for some reason or their soul was dragged back and imprisoned back in their own body. Due to the preparation and incompleteness of the soul's rest, these creatures have a modicum of reasoning and passion, but often have incomplete or completely missing memories. These creatures also have a great hatred for those fully alive, as there is a dim awareness of what they have lost. Also, some of these are created and some happen without plan, and some can be both. Ghouls and Ghasts (and their greater counterparts), for example, are normally the unshriven or poorly blessed bodies of creatures whose souls are not sped properly on their way, yet a necromancer can warp an area so that the dead around it are more likely to rise. These creatures normally have little memory or true intelligence, but are clever, quick, and hate the living.
Emotional and angst has a place here. A powerful person who meets their end with a large burden on thier soul can be tied to their body and rise as a wight or wraith, still with the urge to fulfill the conditions that were laid on their soul during their life.
Wights, wraiths, Spectres, Ghosts, and such are examples of greater, more powerful souls that stay with their corporeal forms, though the more powerful they are, the less of their bodies they actually need and keep. Understand that these, too, can be 'accidental' or planned. Though a powerful necromancer can draw back such a creature unwilling, sometimes a living creature with a great burden left undone can be tied by that urgency to the Waking Dream, and not all of these are malific.
Powerful necromancers and 'aware undead' can actually call back a soul that is still in the Well of Death. So while the Cunning Undead can occur naturally, they can be created as greater servants as well. Greater Servants such as this can also override older orders of mindless undead, and will often be found with a group of mindless undead as their minions. Often Cunning Undead that have been specifically created have some measure of their motivations and memories, and more wicked power to go along with this.
Aware Undead
Aware Undead are specially prepared before their death, specifically to lengthen and continue their time in the 'Waking Dream' past normal boundaries. They keep their memories and power and in some cases their power is enhanced by their new conditions. Mummies, Vampyres, and Liches are included here: creatures whose spirits are in their own keeping. Due to this, they cannot ever cast more than 2/4 of their own spirit in magic, as this will weaken their hold on the Waking Dream and start their delayed trek to the Well of Death. However, many Vampyres and Liches continue gaining power after their death. Four of the six most powerful casters in the 'Waking Dream' are undead, though two of those are imprisoned (the Dreadwing and the Brother).
Understand also that once the soul/spirit of a person has passed out of the Well of Death, nothing short of the Celestial Planar that is in possession of it can return it to the mortal sphere. Raise Dead style spells can reach a soul before it finds the Well of Death, and Ressurection can reach the soul and pull it back from the Well, but nothing short of the grudging will of the Celestial Planar that owns that soul can bring it back once it has left the Well of Death."Also, unlike some games, you can play a necromancer in GS pretty well. we have a few of them running aound in different games Llum played one for a bit. Many of the spells are there to support a necromancer.
One of the interesting things about how I like to work is that I do enoguh work to make a game or system or setting playable...then spend years and decades adding to it. I think I had about 20 spells when I first started with Guildschool, and maybe 30 skills.
Skill list (http://celtricia.pbworks.com/w/page/14956117/Skill%20Master%20spreadsheet)
here is the current version, 387 skills long.
As with many things, this is partially the result of playing the setting and system for decades, and making both match each other and support each other logically.
From Here (http://celtricia.pbworks.com/w/page/14955581/General%20Costing%20of%20Spells)
The cost of Magic...
The Celtrician world of magic has elements of common magic, at the lower levels, and rare, wondrous magic, at the higher ones. Due to the difficulty in getting to higher levels, and as most higher level spells need a caster to be fluent in more than one area, higher level spells are rare.
Magic being as versatile as it is in Celtricia, it is still difficult and VERY, VERY expensive to have spells put into a spell book. This is one of the major barriers to Magic really spreading into the general populace, that the ability to put spells in a spellbook is a midlevel spell in itself, which means that only a small portion of spell casters (maybe. Spell casters need to be bonded to a spellbook and spells need to be written into the bonded spellbook. It is only through guild or church relationships that any of the working class are ever able to explore their possible attachment to the Void. And these guilds and churches (the Collegium Arcana is the best example) use this as another means of keeping power.
The cost of spells is based on the amount of total spell points a spell takes to cast. The more spell points, the more complicated the spell, and the harder it is to cast or find. Also, teaching scrolls are used most of the time when a person 'purchases' a spell. If the person needs to have the spell put into their book, the cost of a write magic spell is added on (normally an extra 450 Horn for someone unconnected, often discounted though). This creates a sizable barrier to entry for gaining new spells, so casters in a group should learn the relatively inexpensive spell, Write Magic, Book.
Costing of Spells
Spells and the commerce of magic is a huge part of the economy of Celtricia. Like any service or talent, people and organizations try to control it and make money on it. And since the ability to scribe scolls or put them in spell books is held by 5% of the 10% of the population that can sense the voide...people make a lot of money on it.
•A Casting and Learning scroll costs 50 GP, plus 50 GP per spell point.•A Learning scroll costs 50 GP, plus 40 GP per spell point.
•A Casting Only scroll cost 25 GP, plus 20 GP per spell point.
•Having a caster writing the spell into a book...450GP
Note that these are mitigated by the following, on average.
Own school, in the same branch. *.75.
Own School *.85
Affiliated or allied school, *.9
Potions, since they can be used by anyone, cost between 90-150 GP per sp. Potions obviously cannot be be learned or anything, but they are created similarly by artificers, and have spell effects. Some spell cultures, such as ancient Venolvia or current Argus, were very predisposed towards making potions. Potions also often have very quick effects, and since the reagents are often added into the potion, most have minimal material components.
Selling any of these will be 25-40% of the total amount to purchase them. So a spell that mjight cost 1000 horn to buy may sell for 250-400 horn.
The Hill neighborhood is just east of the Collar, a long area built on a rise where many service business' are set up to take service the wealthier areas of Igbar (The Collar, the Uncicorn Vex, and the Greensward, most notably). Many Gnomes and Hobyts have low houses here, but the middle of the hill is built around the Potentiate of Iron, the Monastary of the Church of the Earth. North of the Iron Hill is the Open Markets, a semi-permanent meats and produce market with two dozen or more stalls. On Monak, there may be twice this many, and more on Lithe Days. Keen-eyed individuals will often see the buyers for the restaurants of Igbar here.
LandStreet, also known as the Street of Brokers, winds in a north-south path on the west edge of the Hill. It is a wide way, paved in a light-grey unlike the darker paving of the rest of it. This street is long, going north through the Brewers quarter, through the Lyambic park (the old Lyambic fairground with the old iron zoocages all empty) up to Bravotown. On the Hill part of the street, it is made up of real estate brokerages (Suitors of Three, Potious Grey and Hallencoons are local companies of note, Hosecal is a Recum based company also well know).
The North edge of the Hill looks down over the large Tentmeet district. NorthHill, as it is called, is filled with three-story, abutting wooden boxhouses, apartment houses of various levels. Towards the top of the hill it is a family area, the lower middle class, but the further down the hill one goes, the more tenement-like this area gets. There is a small branch of Hostem's Cooking school that opened up on Grand Way, an east-west(ish) street near the edge of Tentmeet. They do cooking school special nights every other hawaak, where the Tentmeeters clean out the gutters and rubbish bins well at night.
The Stunabit is the name of the south and west part of the Hill, where many low houses are built into the edge of the rise. 'Vnreeriary', the Hobyt-Omish restaurant owned by the Vestra (a small trading guild specializing in food-Chernow's Libation is an investor). Many Stunatu families make their home here (and where many malcontents of Pig the Red's pilferers also hide out) in this warren of low wooden houses, tunnels, and stone homes.
Guildschool Damage
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Part of the thrill of role-playing is the mortality of creatures. To make a pen and ink game thrilling, the threat of losing a character is helpful. Guildschool rules on combat and the Hitpoint levels are such that players often take a lot of damage. So we don't want to place too many rule-impediments to gameplay here. But there are a few.
Stunned
A creature is stunned when it takes more than 1/2 of it's maximum HP total in a single blow. This always slows down whatever the creature was doing, normally tacking 2 onto any initiatives that are acitve.
In the advanced rules, this also requires a fortitude roll to avoid an extraordinary damage result.
Walking Wounded
Any creature, regardless of starting Hit Points, that is reduced to 2 HP, is considered walking wounded. They suffer a -10% spell success, +10% to avoidance, and a -10% to any feats.
The alternate rule here is that any creature reduced to 15% of their total HP is 'walking wounded', with the same penalties as above. This is a little more realistic, but takes a little more book keeping.
In the advanced rules, this also requires a roll on their Fort CC at -10% to avoid an extraordinary damage result.
Going Negative
When a player or character goes to zero, they are considered unconsious. It is normally assumed that they will remain at 0 for 1 minute per Health point subtracted from 25., whereupon they awake with 1 HP, and possible suffer the "walking wounded' penalty.
When a player or character takes enough damage that they are below zero, they are considered unconsious and dying. However, they can possible stabilize. This is played as follows: A charcter who is in the negatives must make a fortitude CC to regain 1 HP, and if they fail they go further into negatives by 1. Once they rise to 0, they are unconsious, and the above rules begin. A player makes one roll per 10 segments. However, the further the character is below zero HP, the harder it is to recover.
There is a penalty on each roll, however. The fortitude CC is reduced by 10% for every 10% the character is below 0. So -20% for -2, -40% for -4, etc.
Obviously, there is a point where the negative penealty is higher than the CC%...this is where we consider an entity 'Dead', when this roll cannot be made. So in Guildschool, a hardier character is actually harder to kill, not just in terms of more Hit points, but actually more able to recover from debilitating damage.
In the advanced ruleset[1], and time a creature goes to 0, they have to make a CC on Fort -20 to avoid an extraordinary damage result roll, amnd this amount is reduced by 10% for every point of negative HP a person is at after being hit. In addition, in the advanced ruleset, when a character goes below zero, they must roll on the extraordinary effects table, and with a 10% penalty per negative hp amount.
• Example one--
•Penichuck the Omwo~ librarian has a ST of 8 and an HE of 8, and 4 HP. His Fortitude CC is 28% (St+(HE*2)+ HP), so going below 0 for this guy is dangerous. At -3, he's dead.
•Example two--
•Harman the Klaxik Knight of the White paladin has a ST of 15 and a HE of 17, and 25 HP. His fortitude CC is 74%. He can probably go below 0 and recover, and he is not considered dead until -8.
Nota bene that healing magics count for half if the recipient is in the negatives.
Critical hits and extraordinary effects.
As per the combat page, any attack has a chance to not only hit, but to cause extraordinary damage. The minimum chance to critical is 7% or half your actual chance to hit, which ever is lower. This amount in increased with the critical hit skill,. as well.
A critical hit increases the amount of possible damage by reducing the dividing die. After a roll that indicates a critical hit, the attacker rolls again. If the second roll misses, there is no critical hit, and the attacker rolls damage normally.
If the second roll is another succesful hit, this reduces the dividing die by 1. In addition, for every 25% under the needed amount to hit reduces the dividing die by another point. So if Karl the Klaxik needs a 30% to hit, and he rolls an 06%, he has rolled a possible crit. If he rolls 30%, or under, he criticals. If he rolls a 5% or lower, (as it is 25% under the amount needed to hit), he has a -2 on the divider die.
Now, what happens if he rolled a 1 divider die?
In the case of a critical hit, a divider value of '0' equates to double damage instread of a divider, a -1 divider is triple damage, a -2 divider is x4 damage, and so on.
Obviously, in a high damage system such as this, giving a relatively high chance to critical as normal equates to a few critical hits per combat. This reflects the lethality of combat in Celtricia, and is the way we want it. Combat is bloody, messy, and dangerous. the GuildSchool combat system tries to reflect this.
Extraordinary Effects Rolls
•Extraordinary effects are part of the advanced ruleset. When a character takes a massive amount of damage or is reduced to a very low HP amount, they might have to make a cc to avoid this table, or in the case of going negative, they will end up here. Note that the effects are only applied to the strike that brought on the roll or condition.
roll Effect
01-10 25% of damage from strike needs to use healer with better than 1 per hawaak use
11-50 25% of strike needs time or advanced magic
51-80 50% of strike needs time or advanced magic
81-00 75% strike needs time or advanced magic
100-up 100% of strike needs time or advanced magic
SO, I am tackling the skill list, in that I have been adding in individual entries for each skill.
this is the basic skill page.
http://celtricia.pbworks.com/w/page/14956117/Skill%20Master%20spreadsheet
I think we have over 400 skills. SO I'll be at this for a while. But everyone has mentioned it.
Here was today's entry.
http://celtricia.pbworks.com/w/page/50988574/Acid%20ID%20skill
Any opinions of the template?
The multitude of skills in your system is enough to boggle the mind. All the more impressive that you're planning on writing entries for them all.
Anyway,there's an interesting choise of words here:
Quote from: LordVreeg
When a player or character takes enough damage that they are below zero,
I guess being a player in a Guildschool game could be quite scary :wink:
Quote from: Ghostman
The multitude of skills in your system is enough to boggle the mind. All the more impressive that you're planning on writing entries for them all.
Anyway,there's an interesting choise of words here:
Quote from: LordVreeg
When a player or character takes enough damage that they are below zero,
I guess being a player in a Guildschool game could be quite scary :wink:
LOL.
Yeah. Subconsious slip. I can only think of a few players that should apply to.
The funny thing is, I like this all or nothing. IN my simpler games, I like that the lack of skills kind of allows people to say, 'Can I do this?'...while in Guildschool, skills are personality building blocks. I encourage them to find the skill equiv of a watergun filled with lube when the square peg meets a round hole.
ran Igbar last night....'
group started tying stuff together about the anginarian necromancy and the sheering family clan that I have been prepping for 5+ years....nice they finally got it...very satisfying
The Neighborhoods and Wards keep growing, as does the underworld, of Igbar (http://celtricia.pbworks.com/w/page/26850508/The%20Underworld%20of%20Igbar)....
Excerpt heard late at night in Igbar...
The room is large and box shaped, and far too large to be lit only by a few thick white candles and a banked fireplace across the room. The sparse light sources send crazy shadows racing across the thick, dark beams, some fifteen feet overhead. 'Upstairs at Bannetti's,' the room is called, and during the days it's fifty-one tables and all the places between them filled with people, talking over each other, sending messengers off with notes, and noisily making deals.
At 3rd hour of the new day, however, hours before the red dawn known as the Sui, the room is cold and the four seated inhabitants are masked by the lack of illumination, though they all know each other well. None of them sit at a table with another, though they are close enough to hear the soft voices each employs.
"My sources inform me that 'the Knife' has actually been operating here in Igbar for years, just under the window sill," says a small figure at a central table. He's the only one at a table between the others, without his back to a wall, and his voice carries a clipped precision. The flickering, insufficient light reveals a dark green, long satin robe, and greying hair. The robe has muted piping and a black lining, bespeaking a level of quality beyond the reach of many in Igbar.
"They've probably been here for decades, Prime," intones the long, lean figure seated at the table behind the hobyt. The golden-red light of the fireplace comes from behind him, outlining and disguising at once. The silver and ivory lute that stands upright on the table in front of him speaks more to his identity than any visual representation, and his voice is perfectly modulated, every word hinting at a mastery of tone and timbre.
At a table farthest from the fireplace, a very tall figure stands up, his darker-than-dark cloak hiding the chain mail the others know lies beneath. His Omwo~ face is artistically thin, with large, metallic violet eyes and upward swept eyebows; however, it is now warped in a snarl. "Years!?," he says, spitting the words at the floor. "Decades!?" His hand goes to his forehead and balls to a fist. "How could none of us have seen this? Have I been so busy focusing on the Blackstripes that it never occurred to me that there might be another major player hiding out?"
"Varkonovich, since they work under the auspices of a Vernidalian Sect," says the small first speaker to the angry Omwo~, "I think they might have been working more in the fashion of the Holders of the Straight Way...and for far longer than your more recent feud."
"I...Don't...Care..." intones the Omwo~ called Varkonovich, harshly biting off each word. He looks over at the human in the grey hooded cassock who has not spoken. "Palimar and I have interests that involve knowing everything that takes place in Igbar." He shakes his head at the others, his gold and jet black straight hair reflecting the fire. "Kasarack will have my head, thanks to these butcher-boys of the Green Mother, gentlemen."
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The Underworld
A sad thing, it is, that there are those who consider it their trade and occupation to avoid the Laws of the UnicornState in their pursuit of Horn and Goodwife. But it is a truism, and always has been. Pirates infested the oldest incarnations of this settlement, rogue traders, Kidnappers and cuththroats. Today's Igbar is much more formalized, with the various groupings of underworld figures holding turf, extorting, picking pockets, pimping and whoring, gambling and mugging. While in the nicer neighborhoods, the Scarlet Pilums keep crime to a controlled minimum, in the Dockside or the Leper's Bastion, keep one hand on your purse at all times.
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Fair Gertie took smile and mesh stockings,
To the Collar effusive and lush.
While inland, her port made a fair many dockings,
But the last captain, his boat was too much
--------------------------------------------------------------------------------
The Eye of Igbar is the biggest underworld guild in town, and the closest thing to a universal presence. The Assassin's guild of Heliopolis, the Blackstripes, are still in town, despite the drubbing they took during the failed coup of 3 years before. The aformentioned Eye, a rival guild from the north, was instrumental in the coup that brought Steward Julian to power. The Bully boys have been around for decades near the docks, and Hornug's Game runs many of the gambling dens in the Leper's Bastion.
Small, precise cults and guilds of death, such as the Holders of the Straight Way and the Karin Machination can be hired for exorbitant sums, and even the decrepit Collegium Tortoris has recently showed signs of life. These smaller groups work within and with the larger underworld operations.
All those and more being noted, the Eye and the Blackstripes are the largest, and are locked in a death-struggle. And anyone who gets in the middle of this clash between these two guilds will end up the worse for it.
Violence from the shadows is a feature of all cities, but is more apparent in this somewhat isolated city than in more civilized climes. It worth noting again that violence is a daily feature in Igbar, that the wealthy employ bodyguards (often off-duty Scarlet Pilums), that murder and death are a very common event. Whereas in Stenron or Hobyt Inn, violence is relegated to the night, in the corners, One never knows when blood might flow in Igbar.
And not just blood. There are beggars, pickpockets, whores, smugglers, and a dozen other ways the followers of the grey path intrude daily. Every house in Igbar is locked, every business, and most windows. It is said that the safest job to have in Igbar is that of a locksmith.
Though many drugs flow into Igbar, some illicit, some barely tolerated, Krrf and Shrum are the most popular by far. Shrum is the catch-all terminology for the different types of hallucinagenic muchrooms found and cultivated near the city of Shrum, in Hobyt Inn. Brown ones are the least expensive, followed by red, green, blue, and the sought after white Shrum. While they are frowned down upon and illegal in Igbar, a large percentage of the Hobyt and Omwo~ populations actually are users of these expensive mushrooms. The Eye of Igbar has begun to monopolize the Shrum trade in Igbar over the last few years. Krff is a narcotic powder that is normally ingested orally or smoked. It makes the user feel as if they are 'stepping back and seeing through other eyes', but it also enhances necrtomatic sight. The Padisha of Pilfering and the Blackstripes both peddle this rare and expensive drug.
The experience one might have with the underworld elements of Igbar really depends on which neighborhood one is in. The Dockside, The Leper's Bastion, Tentmeet, and Southtown are areas where the underworld and the Scarlet Pilums and other governmental agencies clash nearly openly, and where one expects an accomodation is often made with the latter. Whereas in the Greensward or Collar, the criminal element is hidden, controlled, more spohisticated and hidden.
New elevator pitch for Celtricia, the one page teaser.
The Feel of living in Celtricia
Imagine living on a continent that was so big no one you had ever met knew the size of it, with huge open spaces between settements. Imagine struggling in an existence where civilized folks crowd together for safety, where tribes of humanoids range around the wildlands between cities, where ferocious predators stalk herds of giant herbivores, and where the night is often terrorized by walking dead searching out the unprotected living. The space between settlements is huge, and except in the most civilized of climes, dangerous.
At the same time, this is no feudal world. Temples heal the sick as often as not, and magic replaces the need for some technology, and this magic, while not overly powerful, is present enough to allow time for the philosophies and political awakenings of an advanced society. And since only one in twenty can 'touch the void', as magic is called, this is a component in social class, though wealth as well as political and guild rank, create a web of social interaction.
The religions of the world compete daily; and the sacredness and protection of a soul after death is of great importance. Unshriven souls have trouble breaking the bonds of earth without help from the priests of the world, so undead and necromancy are all around the people of Celtricia...and everyone feels this, especially at night.
The last impression that Celtricia should give is the weight of ancient civilizations over everyone. The most indifferent farmer has heard legends from the past referenced while at temple, and has passed ruins or seen ancient buildings in a town, while scholars pour over the incomplete and patchwork written works of over eight thousand years of recorded history.
From a player's standpoint, the things that differentiate this game in terms of the setting is a system that focusses on skills, allowing for as much social gaming as combat. Character's grow in many skills, and mainly in just the ones they use, so the creation and development of each character is different.
Players all belong to various guilds, churches, organizations, or all of the above, with the social web thus woven being a tremendous starting point, and the player is expected to move from there, building relationships and alliances. Players who adventure do so as a means, not as an end.
Racial issues are real in Celtricia, as the tribal Ogrillite races such as the orcash have started to acculturate in some areas, yet not others. The ancient races such as the fey Omwo~ have shrunk and also have faced acculturation, and the prominence of the state over the race has become reality.
The Index (http://celtricia.pbworks.com/w/page/14955667/Index) has grown.
it does a good job of giving depth to the game and to give a central location where many terms can be found all together. Want to find some fo the foodstuffas and materials specific to the setting? This is where to look.
The Dire Tones Bardic Consortium of Igbar...
See here (http://celtricia.pbworks.com/w/page/54224570/Dire%20Tones%20of%20Igbar).
this is how each guild/school looks.
working on details in the Sheering Tomb, where the Igbarians will be playing.
Magic Items in Celtricia are very functional.
PLus, it is nice to sometimes put them on the wiki so people can see them ihn the middle of a game.
Crystal Decanter of Air (http://celtricia.pbworks.com/w/page/54401469/Crystal%20Decanter%20of%20Air).
Quote from: LordVreeg
working on details in the Sheering Tomb, where the Igbarians will be playing.
Magic Items in Celtricia are very functional.
PLus, it is nice to sometimes put them on the wiki so people can see them ihn the middle of a game.
Crystal Decanter of Air (http://celtricia.pbworks.com/w/page/54401469/Crystal%20Decanter%20of%20Air).
Again, Igbar is tonight.
Similar, Bhuj of Lightness (http://celtricia.pbworks.com/w/page/54417206/Bhuj%20of%20Lightness)
I love magic items.
Flamberge of Vitality (http://celtricia.pbworks.com/w/page/55210840/Flamberge%20of%20Vitality), for the very strong and willing to be slow.
PLayed Igbar last night.
First notation I want to make is that I was very aware how lucky I am to have games that go on this long. The Igbarian Story arc/group started almost a decade ago. So the pure amount of play and story that has been done and created is really getting huge.
Secondly, after years of fits and starts, moving ahead a bit and then falling behind a bit, making some progress and then a TPK, the New Legion is pretty solidly moving ahead with their social position, their character growth, and the storyline.
One thing about running a huge sandbox is that since things are placed logically (in line with the story arcs and the in-setting logic), sometimes people have the experience of wisely running from something and then coming back to it when they can solve (or kill) the problem that they could not do earlier. An ealier incarnation of the New Legion ran from a Bone Golem (http://celtricia.pbworks.com/w/page/14955364/Bone%20Golem%20(Death%20Walker)) a few years ago down in the Sheering tomb; the new group found it last night and destroyed it. The Sheering Family Tomb (built on part of a sunken old Astrickon estate) has been a source of trouble for the group going back to 08 in real time, I believe, on this very thread...nice to see them come back.
Another gratifying thing is the level of competency in the GS system the group has obtained. Hidey holes, source charges, source charge thunder, Greater source charge, Static Field, and Great strike were all used, as well as a few advanced combat tactics and a called shot. Everyone knew to the tee where their critical hit % came from. The group had a couple good rolls, but they also really, really played a very intelligent combat....though the look on their faces when it's armor started regrowing and it started regenerating was priceless...
Sirrah Grobach actually goes back to the end of 08, and has almost 27k total experience, with Yrtl about to hit 20k, and Ringo, Treygar, and Ebeneezer all closing on 18K. Oliver has 16k, but has 43 HP, which is bar far the most a PC has had in forever.
In 2 weeks they move on in the second level of the Sheering Tomb. Nice to see.
Circumstance checks (http://celtricia.pbworks.com/w/page/14955423/Circumstance%20Checks), slightly redone and cleaned up.
Circumstance Checks, or CC rolls, exist in various forms in almost all Roleplaying games. They represent a standard way to symbolize a character's response to a somewhat standard setting-specific condition. Since some situations apply to multiple attributes and skills, an aggregate that uses all of these must be used.
There are five major rolls we use in Guildschool.
They are:
Reflex, Fortitude, Will, Surprise, and Social.
Reflex is used when something must be avoided quickly through manual dexterity, coordination and swiftness. A sudden threat, avoiding a fall or a thrown object may require a Reflex CC roll. This roll is calculated by (INT+(CD*3)+'Dodge Skill')
Fortitude is a CC based on the combination of physical and mental ability to withstand discomfort and pain. Shocks to the system, sickness, and extraordinary damage are all reasons that might require a Fortitude CC roll. It is calculated by (ST+(HE*2)+'Hit Points Skill').
Will defines the ability of the character to resist mental attacks or to perceive a hidden or magical effect. It also is the CC used for checks against insanity. It is derived by ((IN+WI)*2.5+'Resist Skill'). This particular Circumstance Check is used heavily with undead fear and spell effects, and so the CC is a little higher than most.
Surprise is pretty self-explanatory. It is a little different than pure 'reflex', since knowing how to react, conditioned reflexes, and the ability to perceive threats and possible situations are part of this more narrowly defined Circumstance check. It is used primarily in a combat or ambush situation. It is derived similarly as reflex. (((INT+(CD*3)/3)+ 'Surprise Skill').
The Social Circumstance check is primarily used when a PC meets some creature/person for the first time. It is basically an initial reaction check, bit one that allows for a more suave and better equipped character to have a better chance. Please note that in an adversarial situation, the GM sometimes has the PC and NPC roll and the amount that one succeeds or fails by is used as an actual social skill modifier for any other skills used. (((CH+AP)*2)+(WI/4)+'Basic Social Skill') is the formula for basic social skill.
More details on how these are adjudicated are found under the individual CC skill.
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running Igbar tonight.
Some times I forgethow lucky I am to have 2 live groups and the online group.
Igbar group started back in 2002, and is now over 10 years old playing an average of 18.5 times a year. Oldest characters are now just 3 years old (lots of attrition) but no deaths in about 6 sessions. They currently are finally dealiong with a very old story arc, the rescuing of Salimar, daughter of Palimar and Samria. This particular arc ties into about three other larger ones and a few smaller ones, and is their first real 'megadungeon' adventure
Spell Name Transparency-cloth
Major Sphere Artificer
Spell Source
Spell Source
Initiative 3
Range 2' +1' plev
Duration 4 sec plev
Save none
Save effect
Spell Success 12
Area of effect 1"x1" cloth per lev
Counter
Spirit cost 5
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 1
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 3
Animist cost 0
Total cost 9
Description
This spell simply takes a small piece of fabric that is not magicked and makes it
transparent very quickly. The spell is something of a novelty and gag, though a few
fashionable garments have had this placed on it with charges.
Spell Name Lighten
Major Sphere Artificer
Spell Source builders
Spell Source builders
Initiative 25
Range 2' plev
Duration 1 min plev
Save none
Save effect none
Spell Success 15
Area of effect 3'x3'x3' +1' plev'
Counter
Spirit cost 9
Earth cost 3
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 7
Animist cost 0
Total cost 19
Description
This spell was created to manipulate items that are too heavy to move easily. It, and
versions like it, are considered the means that early Omwo~ were able to create some
of the architectural wonders of the Age of Legends.
This spell allows a caster to inscribe (with a silver stylus worth 20 horn as the base
point) a symbol in the item, and then at the end of the casting, the item becomes 25%
lighter+2% per level of the caster. This spell only works on non-animate items. The
maximim reduction is 65%
Spell Name Transparency -wood
Major Sphere Artificer
Spell Source
Spell Source
Initiative 5
Range 2'+1' plev
Duration 4 sec polev
Save none
Save effect none
Spell Success 3
Area of effect 1"x1" plev
Counter
Spirit cost 16
Earth cost 2
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 1
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 10
Animist cost 0
Total cost 29
Description
This spell is similar to 'transparency-fabric' (q.v.), It allows a caster to gesture at a
piece of wood and at 1" per level ability, it briefly turns a small sqaure of the wood
trandparent. It does not last and cannot be done on wood that has magic on it.
Spell Name Greater Lighten
Major Sphere Artificer
Spell Source builders
Spell Source builders
Initiative 30
Range 5'+5' plev
Duration 5 min plev
Save none
Save effect none
Spell Success 10
Area of effect 5'x5'x5'+2' plev
Counter
Spirit cost 17
Earth cost 8
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 1
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 11
Animist cost 0
Total cost 37
Description
This spell was created to manipulate items that are too heavy to move easily. It, and
versions like it, are considered the means that early Omwo~ were able to create some
of the architectural wonders of the Age of Legends.
This spell allows a caster to inscribe (with a silver stylus worth 50 horn as the base
point) a symbol in the item, and then at the end of the casting, the item becomes 35%
lighter+4% per level of the caster. These Spells are only useful on non animate
items. The maximum reduciton is 75%
Spell Name Unhealth
Major Sphere Death
Spell Source
Spell Source
Initiative 5
Range 1'
Duration 1 day/plev
Save fort
Save effect neg
Spell Success 10
Area of effect 1 creature/plant
Counter life
Spirit cost 5
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 3
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 0
Total cost 8
Description
This spell allows the caster to create a pall of unhealth that lasts for days on a living
thing. It casts a palpable pall on them, incthat they feel sick and under the weather,
and in that time, they have a -3% to all fort CC+1/3 caster's level.
Please note that the casting of this spell creates a slight greenish black cloud to appear
for a moment, and that the use of this spell is very, very frowned upon for non plants.
Spell Name Lighten, Earth
Major Sphere Earth
Spell Source builders
Spell Source builders
Initiative 19
Range 2' plev
Duration 2 min plev
Save none
Save effect none
Spell Success 14
Area of effect 3'x'3'x3' +2' plev
Counter
Spirit cost 11
Earth cost 6
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 3
Animist cost 0
Total cost 20
Description
This spell was created to manipulate items that are too heavy to move easily. It, and
versions like it, are considered the means that early Omwo~ were able to create some
of the architectural wonders of the Age of Legends.
This spell allows a caster to touch an itmem and then at the end of the casting, the item
becomes 25% lighter+3% per level of the caster. This spell only works on mineral,
earth, or wooden items. The maximum reduction is 75%
Spell Name Greater Lighten, Earth
Major Sphere Earth
Spell Source builders
Spell Source builders
Initiative 30
Range 10' plev
Duration 30 min plev
Save none
Save effect none
Spell Success 0
Area of effect 10'x10'x10'+5 plv
Counter
Spirit cost 27
Earth cost 17
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 2
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 10
Animist cost 0
Total cost 56
Description
This spell was created to manipulate items that are too heavy to move easily. It, and
versions like it, are considered the means that early Omwo~ were able to create some
of the architectural wonders of the Age of Legends.
This spell allows a caster to touch an itmem and then at the end of the casting, the item
becomes 40% lighter+4% per level of the caster. This spell only works on mineral,
earth, or wooden items. The maximum reduction gained is 80%
Spell Name Fist of Flame
Major Sphere Fire
Spell Source
Spell Source
Initiative 16
Range glove touched
Duration 1 hr plev
Save reflex-10%
Save effect 1/2 dam
Spell Success -3
Area of effect touch/punch
Counter
Spirit cost 16
Earth cost 0
Water cost 0
Fire cost 9
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 6
Animist cost 0
Total cost 31
Description
This enchantment may be laid on a glove or gauntlet. When cast, a tiny fireball is seen
to be absorbed by the glove or item.
However, after that,. The wearer may choose if they wish to have a soft red light
emnamate from the glove (5') or not.
Once cast, a fireball charge is laid on the glove or gauntlet (hobtaskulis, etc are
inlcluded) the caster must punch a creature or item to release the stored fireburst. The
fireburst does (2d6+level/d6) damage, and the recipient can try to dodge some of it.
Spell Name Deaden
Major Sphere Ment
Spell Source
Spell Source
Initiative 4
Range touch
Duration 10 min+3 min plev
Save fort if resisting
Save effect neg
Spell Success 12
Area of effect creature
Counter
Spirit cost 5
Earth cost 0
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 3
Artificer cost 0
Animist cost 0
Total cost 8
Description
This spell is often used for minor surgeries or when a person knows they will be taking
some damage. It lightens tactile response so that pain or sensation is less acute. A
person so affected does not feel as much, which means that any small motor skills are
affected,
it also measn that any cc rolls vs pain or hp loss are made at +15%. A good minor
spell when someone is going into a mass combat
I love building out the details.
Vneersberry, shrub, vine, wood and wine making (http://celtricia.pbworks.com/w/page/14956664/Vneersberry)
So, S-H and I have been hashing out a character concept.
And it is one of those times that it is reminding me why I love what we do so much.
The way one can get together and delve into the mechanics, to figure out how a character concept can be matched to the setting, is nothing short of magical.
We've matched his hopes to a number of guilds and schools, and this will create even more synergy.
Spell list is now up to 646 spells (http://celtricia.pbworks.com/w/page/14956149/Spell%20List).
A lot of additions to Hydromancy.
I expect that there CA game will cause quite a bit of increase as well. I have to add more divination, especially.
Limetom, don't worry, I made sure any I added into the parts you've done has kept the formatting. Do you think we should break the different types of magic into their own pages? This is getting pretty long.
If you'd like a suggestion, using categories would make them quite easily searched and sorted through. Each spell can belong to multiple categories, too, so it would avoid issues with choosing just where to put a spell that could fit into multiple ones. It also arranges them in alphabetical order for you, so adding new spells doesn't require much brainwork.
Material-wise, I'm still in awe of the breadth and depth of this setting.
Quote from: Humabout
If you'd like a suggestion, using categories would make them quite easily searched and sorted through. Each spell can belong to multiple categories, too, so it would avoid issues with choosing just where to put a spell that could fit into multiple ones. It also arranges them in alphabetical order for you, so adding new spells doesn't require much brainwork.
Material-wise, I'm still in awe of the breadth and depth of this setting.
I love suggestions.
I actually have these all on a master Access Database (along with weapons, armor, history, etc), but I have to output it to a PDF, select all, paste to word, then add the new ones to the wiki. Frigging long process to get it to the wiki.
But that is where the players need to find them, so your suggestion is along the lines of where we need to go.
Yikes, what a process! Yeah, at its core, a wiki is just a database, so I find sites that treat them as such tend to be far more navigable and user-friendly. Equipment, skills, monsters, etc. are also excellent candidates for categories. And as sparkletwist always harps about, templates are really useful (if you're not already using them). They cut down on a LOT of work, wiki-side. As for the Access/PDF/cut/paste, ouch!
Quote from: Humabout
Yikes, what a process! Yeah, at its core, a wiki is just a database, so I find sites that treat them as such tend to be far more navigable and user-friendly. Equipment, skills, monsters, etc. are also excellent candidates for categories. And as sparkletwist always harps about, templates are really useful (if you're not already using them). They cut down on a LOT of work, wiki-side. As for the Access/PDF/cut/paste, ouch!
Some of the players are planning a port over to a new wiki that is much more access friendly, but it might be a while. The wiki is 1153 individual pages now, so I am lucky that PB works grandfathered my membership.
Quote from: LordVreegI expect that there CA game will cause quite a bit of increase as well. I have to add more divination, especially.
Personally, I'd be hoping for more cantrips for the underserved schools, as well.
Quote from: LordVreegLimetom, don't worry, I made sure any I added into the parts you've done has kept the formatting. Do you think we should break the different types of magic into their own pages? This is getting pretty long.
I'm torn. On the one hand, it is long, but on the other hand, having a full index is nice as well.
Limetom, I added some Fire and water ones, will add more for the other schools as we go. I like cantrips, they really give the word more flavor
And I am still trying to decide about the spells. Nice to go back and forth, but we are getting a bit long to scroll
new spells added...up to 646now
WaterBall, SLush (http://celtricia.pbworks.com/w/page/66327431/Water%20ball%2C%20Slush)
Water of Chaos (http://celtricia.pbworks.com/w/page/66327416/Water%20of%20Chaos)
Steam Cloud (http://celtricia.pbworks.com/w/page/66327402/Steam%20Cloud)
Water's Way (http://celtricia.pbworks.com/w/page/14956674/Water%27s%20Way)...really improved, not addded
Liquid Hands (http://celtricia.pbworks.com/w/page/66327328/Liquid%20Hands)
Bone Staff (http://celtricia.pbworks.com/w/page/14955367/Bone%20Staff)
http://celtricia.pbworks.com/w/page/66326645/Know%20Last%20TouchKnow LaSt Touch (//http://)
CandleLight (http://celtricia.pbworks.com/w/page/66325751/Candlelight)
Comforts of Home, Light (http://celtricia.pbworks.com/w/page/66325751/Candlelight)
http://celtricia.pbworks.com/w/page/61603393/Declare%2C%20Roleplay%2C%20Roll%2C%20RecoverDeclare, Roleplay, Roll, Recover (//http://)
A GS mechanic, used now for quite a while, and we added a more formal ruling page to it. GS is a very social heavy game, so we have whole sessions where this is most of the game.
'Declare, Roleplay, Roll, Recover'
This is a mechanic GuildSchool uses to enable character skill to be used to affect and enhance roleplaying. The idea is based on the issue many games have with actually using skills during the roleplayed, social parts of the game. And the idea in GuildSchool is that we try not to interrupt the flow too heavily, and allow for the players to work with the results, instead of it being really absolute. The other issue we try to solve is that players cannot use mechanics to avoid roleplaying.
In the game, a player will declare what skills they are trying to use, based on the situation at hand, and the GM will respond whether the skills have any bearing on the situation. The GM will note what bonus or malus this creates, but not tell the PC. The player will then roleplay the event with the GM, and after about half of the interaction is over, the player will roll, (and the GM will make any rolls for skills by NPCs that may affect the outcome) and the GM will explain what effect the skills had, based on the roll, and continue playing out the interchange, recovering from the affects of the rolls.
Very importantly, this puts the onus, a huge burden on the GM, to allow the Roleplay to still dominate the situation, but to allow the skills to help or hinder. A good roll with a good skill can be awesome, and we've seen good roleplay hindered on many occasions from a bad roll, but the end result is normally that good, intelligent skill use helps the PCs along. Unless they get overconfident and forget that courtiers and politicians probably have pretty good social skills of their own...
Very Often, this leads to another set of 'Declare, Roleplay, Roll, Recover', and sometime these move naturally on through the interaction. Many, many games are merely social interactions with many of these sandwiched in, constantly moving the flow of the game very naturally.
Note well that knowledge based skills can be rolled before an interchange, whereas it is the skills that might affect a situation directly that use this dynamic the most. Artisan skills like haggling, bartering, basic jester, Actor, as well as social skills such as Bluff, bribe, flirt, exhort, and language skills are good examples of skills that normally use the Declare, Roleplay. Roll, Recover mechanic. Though I have seen a lot of cases with other skills it has been added in.
Things to look into from my on-going efforts to clean up the wiki:
Two Mentalist spells are missing. First is Dalamar's Cushion. Second is Comforts of Home, Charmer.
Another issue is that it looks to me like at least one of the Comforts of Home series of spells is actually an Artificer spell but is listed under Mentalist spells (specifically Comforts of Home, Recall). Didn't want to just move it as it may be there for a reason.
well, a and b are added and linked. SO that part is solved
igbar games tonight.
this group and campaign hit the ten year mark recently, with consistent play, averaging just less than once per three weeks. i consider myself quite lucky.
it is an interesting phase right now. the group rescued Salimar Samriadaughter a while back, a very early plotline they picked back up, helping them politically. Since that dramatic rescue, the group has spent 8 sessions in town, doing social and political gaming. Their knighting and subsequent land grant in the Tiche Plains has taken a lot of time, as has the fallout of their founding of full church of the Orphan on the Godstraat of Igbar.
The party, at least some of them, is aware of the enmity they have created with House Sheering and House Brockester (one of the PCs is a bastard of Brockester), but they seem to have forgotten their issues with the Winfire Trade Consortium and that they rescued Salimar from someone who is not going to be pleased....
I look forward to the next decade of play.
So we've done some work on some of the older pages, while we are working on some of the New Collegium Arcana stuff.
Ritual Casting (http://celtricia.pbworks.com/w/page/14956030/Ritual%20Magic) is a very important niche component to Celtrician Magic (especially now that some of the PC mages are looking at it). It was very carefully formulated to explain how some of the magic in the milieu could exist. It frankly is an important logistical piece.
Also, in between adding dorms and spells (yes, LT, there is another batch of spells coming), I redid the "who is guildschool" (http://celtricia.pbworks.com/w/page/14956702/Who%20is%20Guildschool) page.
Still working on cleaning up the spellcasting stuff on the wiki. Just finished with the necromancy costs, save two spells, which apparently don't have wiki pages. First is mask the flow, second is zombie servant, red zombie. Should eventually get all of these done. Maybe I'll just bang it out this weekend.
ok, do you need me to find those and upload them?
I can do that.
In other news, am working into the politics of Stenron, as that is about to become more germane.
http://celtricia.pbworks.com/w/page/73372199/The%20Politics%20of%20Stenron
also, i am looking forward to Thursday's session as the hidden exploration of Gronth Hall continues.
Unless they're uploaded and I just can't find them, yes.
If you have any suggestions for a busy-work project on the wiki for after this, I may be open to suggestions, because it looks like I'll be finished the spell list very soon.
a) more spells are coming.
b) we have to format skills better, and I can show you the form I've been using.
dropped some spells, will try to get more done tonight
The Politics of Stenron
Page history last edited by LordVreeg (NJM4) 1 minute ago (http://celtricia.pbworks.com/w/page/73372199/The%20Politics%20of%20Stenron)
In a city as vast as this, the political machination is huge, and in a city as truly ancient, the wells of passion and intrigue run deep. The Grey March is a representative Monarchy, with a King ( a matriarchal lineage) and Senatorial body known as the Hondurot that is elected. Similarly, the Governor of Stenron, the Consala, is dictated and selected by the King, but must be ratified by a majority of the Hundorot.
The King and Consala live in the same palace, in a larger and smaller wing. This palace is called the Wensale. In terms of the politics of the sprawling city, this area is a hub of excitement and intrigue, in the hills of the Jarminic neighborhood. All the city-provinces of the Grey March have a home for their Hondurs and their staff there.
The Jarmanic is an ancient district that sits on the foothills and mountain side of the huge Mount Coriel, the huge 'cork' on the eastern side of the valley. Half way up is the huge and hoary fortress Jarmin, the home of the Tarcleri~ Knights, just above the Wensale palace. As one moves up past the Fortress, one goes into some very old residences and estates, then strange elder temples and ruins midst older trails. This is where the cradle term, "I'm going up the Hill with it" comes from, when someone takes an idea or thought to be decided on.
The Hundurot normally number about two hundred and fifty, with some twenty six seats being taken automatically by other settlements and towns (Miston, Hopiton, Castle Ellis, etc), five seats being bestowed by the kIng, twenty nine seats being hereditary or owned by Guild or knighthood (three of these are owned by the Order of Stenron), one seat of each of the sixteen districts within the confines of Stenron herself, and rest being literally voted on, with about half being voted on in the rest of the country and half within the confines of the city.
The term is six years, but voting happens every other year, with roughly a third of the seats being up for re-election at a time. Since the Grey March, like many of the Cradle states, was once a collection of independent settlements, this means some eighty seats total are voted on outside of the city and tabulated through the use of the BBN.
And where the outer settlements sort of rule within their spheres (until the federal system intervenes), the Hudurot spends at the majority of their time governing the huge population of Stenron, which makes sense since almost half of the entire acculturated population of the country lives within the boundaries of the Great City.
For political movements and attitudes, there are plenty, some ancient, some new.
- Theocrats-this is a wide-ranging group of policies that think the Godstraat and the ancient nature of Stenron's background are under-represented in the government. The most common argument is about how many seats in the Hunderot are manned by these less-secular folk, though there are people who wish for much more.
- Milatarists-A rather nice name given to those that believe that it is the duty of the Marcher nation to lead the cradle, and that resistance to the Empire of Argus should be much more active. They tend to compare Argus to ancient Venolvia.
- Dademist - Those that tend to see progress as a cyclical and good thing. Much of the March is somewhat hidebound, and the Dademists are normally the progressives, but very based on the idea of a political and geopolitical cycle.
- Centrists-those that want to keep political power central to great Stenron and increase the amount of Hondurs coming from the city. Often tied to the Istar movement.
- Istar - The power of the old families, and in Stenron, this is huge, as there are 4 major Omwo~ families and many others right behind them that have held political power and mercantile power off and on for hundreds or even thousands of years. Nobody is really against these families; though many notice their immunity to the laws and their consistent influence. The positive side is the luxurious side of Stenron, the balls and dances and functions, and the parts of these old families that donate heavily, but there is also an undercurrent that they have outlived their use and that this small group that owns so much of the city.
- Concerted- The political thought that the 'Planars, Angels, and Saints' (as the phrase goes) directly nudge things in certain directions, in everyone's life, and affect the politics of the Grey March. This belief often goes with the Theocrats, but not always
.
- Guildist- the power of the mercantile guilds also continues to grow, and is also seen as the voice of the powerful 'middle upper class", and often seen as the voice of the middle class, as well. this group is often virulently annti-taxation and suspicious of war.
- Voider - the political idea that too much power is tied up in the ability to sense and manipulate the void.
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Combat Maneuvers
This has been on the site for a long time, but the recent conversation brought it to mind to post this.
From here..... (http://celtricia.pbworks.com/w/page/48258720/Advanced%20Combat%20Strategies)
Tactical Moves
In Guildschool, there are a number of tactical moves a player or GM can use to increase their chance of success in combat situations. Many of these can be made more effective with the use of skills, creating fighting styles that are harder to beat.
These also can aid to the immersion of the situation if used descriptively.
From the GM perspective, many of these need the PCs (or creatures) to expressly mention what they are doing. While in reality some of these would happen somewhat automatically due to sheer physics, in terms of gameplay, they need to be mentioned.
•· Full Parry
A character using this may forgo their attacking initiative to fight purely defensively, though they still roll initiative at -2 to determine when they can change their intent. This adds 20% of their weapon skill (or a minimum of 3, if they have no little skill or no skill) to their protection for that initiative phase, until they roll again. This can be added onto the parry skill, making a character a formidable fortress.
•Partial Parry
A character using this may still attack while putting some more emphasis on defense. They roll to attack with a -2 init penalty and -10% to hit, but they add 10% of their weapon skill to their protection (+1/2 parry skill). Please note this skill is sometimes used in combination/alternation with Riposte (below).
•· Riposte
This move requires a character to have an initiative the same or better than the person they face, and this action must be declared before rolling initiative. Please also note this skill can be used with a worse initiative, but the riposter must wait for the attack roll against them after the riposter's rolled initiative. A riposte assumes a parried attack and a quick counter attack. A player making this choice adds 10% of their weapon skill to protection (+1/2 parry skill), but their attack is delayed until the segment after their opponent's attack. The riposte attack gains no bonus to hit, but subtracts one from the damage dividing die. For a person with a decent parry skill, or a smaller weapon trying to increase the potential of decent damage, it is a gamble that sometimes pays off.
•· Charge
This tactic requires a user to have at least 10' of run up to use properly. A charging attacker uses their impetus to increase the force of their attack. A charging user uses readied initiative if their weapon is longer than a defenders. In either case, this attack allows an attacker to reduce their damage dividing die by 1. If the attacker has the charge skill, it is added to the attack roll in this case.
•Set to Receive
This move requires the user to have a longer weapon than the attacker, or using the move against a charging opponent, or it fails. Period. If a client declares this move and the conditions are met, they use their readied initiative -2, and gain a +2 to damage before the dividing die, and a -1 to dividing die if their opponent is charging.
•Full Shield cover
Obviously, this tactic requires a shield...
If used, the target does not make any attacks, but merely covers up 100%. Initiative is rolled normally, but the attack is forgone. This strategy does add 10 to protection. A user can move 1/3 normal, and this bonus only applies to attacks the shield would be valid for.
•Partial shield cover
This skill is similar to Full shield cover, but it does allow an attack. The user attacks at -10% to hit and this applies to critical hits as well. The protection bonus gained is 5. Movement is 1/2 normal when using this. This action simulates moving forward into combat in a guarded position, as well as a fighting retreat.
•Back-to-back
This declaration means that 2 fighters move back to back to increase their defense. It depends on near total trust, but the effect of this declaration means that neither combatant can be flanked or backstabbed. If both combatants have tandem fighting skill, they increase their protection by the amount of the average of the skills.
•Split defense
A player using this must be able to outnumber an opponent. They must be able to engage a combatant that is already engaged, and have range to get close to 180 degrees from the other person engaging. The affect of this is to negate the shield of the defender and add one to damage before the divider. Please note the attacker declaring it can continue declaring it until conditions change.
•Flank Attack
This is a single attack, similar to a split defense, where the attacker comes at an angle to the side or rear side of the target. This is not a total surprise back stab, but still an advantageous attack, in that shields do not come in. Shields do not come into play in terms of protection, and the attacker has a +15% to hit, +1% to critical and adds 2 to damage before the divider.
•BackStab (or total surprise)
Some skills or situations allow for a total surprise backstab. This attack, if the skill rolls or extreme circumstance are successful, mean that surprise was gained, and the attacker was able to hit an advantageous area. If the backstabbing attempts are unsuccessful prior to the attack, it is considered a flanking attack. If it is successful, the attacker has a +20% to hit, +2% to critical, +2 to damage before divider, -1 to the dividing dice and their backstab skill is added to their chance of critical. If the attack is a critical, the -1 to the divider is on top of this.
•Knock off Balance/Upend
A player can decide to forgo a slight bit of their own initiative and damage to try to move an opponent from their own initiative cycle. A user must declare this from the beginning of their initiative phase, and it adds 2 to initiative, but if the player successfully hits and their damage amount would penetrate protection, they can cause their opponent to lose 2 initiative if they make their reflex CC -10, or 3-8 initiative if they miss their reflex CC. The attacker only does 1/2 damage however.
N.B., that if the attacker has this skill, they can declare it in an attack and if successful in the skill roll, they do not lose the 2 initiative or extra damage as they are skilled enough to make this attempt in the course of an attack.
•Coup de Grace
This is an attack when the victim is helpless or the attacker is readied to kill, dagger up against the throat, pikemen surrounding a victim on his knees, etc. As always, the attackers still must roll, but if the conditions are met, the attacker has a +20% to hit, +2% to critical, +2 to damage before divider, -1 to the dividing dice and their backstab skill is added to their chance of critical. If the attack is a critical, the -1 to the divider is on top of this.
Milestone alert.
The Celtrician wiki hit 1200 pages yesterday. On a page about the fabled and riotous Steel Isle Dungeon Crawl...Which I miss...the wiki hit that milestone.
Most of the recent growth has been in the continued writings of the Collegium Arcana game, and in fleshing out Stenron.
Carry on.
ran Igbar last night, long session of mainly discovery and politics. Long night of play, but only 5 bottles of wine to go with 2 roasted chickens, pan fried root vegetables, and baccon-cabbage.
The group, after 12 years of continuous play, is well ensconced in Igbar, but recently, their apartments in the Sweet Retreat were ransacked, and indeed, everyone in the place was found dead, headless in fact. Even Terribly Billy was found thus.
the New Legion has made many enemies in their time, They have many business dealings to attend to, and this, added to trying to settle down their estates on the Eastern Tiche plains and iron out their next three trips kept the game busy, whilst they tried to find what happened to the Sweet Retreat.
Blood everywhere...the group is told by Rex Bin, Necromancer of the Alternative School that they are being scried regularly...might be time to leave town.
Igbar games last Sunday, 2 games since the last post.
Chicken 40 cloves of garlic, a huge bottle of Seralunga 2007 Barolo, and a bunch more (https://www.facebook.com/photo.php?fbid=809035362458773&set=pb.100000569516537.-2207520000.1398866270.&type=3&theater).
The chaos in town has continued, with the slaughter at Cylobars. This was very high end House of Ill-Repute in the Reginal Tine Block of the Rip Cut Crucible neighborhood (http://celtricia.pbworks.com/w/page/45952578/Rip-cut%20Crucible%20of%20Igbar), and where Sirrah Grobach was spending much of her time, taking Basic Carnal lessons. Poborian, a new recruit used to actually run the security at Fabled Cylobars, so this is the second mass killing attached to the PCs...who are feeling very pinned down. They have a number of enemies, and they realize belatedly that whilst they have won a few political battle, they have never really eliminated any of their political enemies of especially their larger picture foes. Their long-time apartments at the Sweet Retreat were looted a day back, and now this. And they have no idea who is doing it.
The New Legion retreated to one of the ancient and decrepit dorms of the Alternative School of Magic, where their knightly allies, Garcellenti' Euridios' Order of the White Paladin is patrolling, and where Rex Bin and Palimar's (two senior mages at the School) Occulomancy try to parry the scrying of their enemies.
The group has taken a contract from Vinivixias FoxFolloed (http://celtricia.pbworks.com/w/page/14956658/Vinivixias) to clear the NorthTag Fields (http://celtricia.pbworks.com/w/page/79464434/NorthTagFields) of the bands of ravening undead that have been terrorizing that area and the Recum Road in the last few goesi. Partially as they are fighting the undead's progenitor, partially as it is a good political move, and partially to remove the easy political bullseye from their back.
The collegium game is going very well.
But I have had it in my head for a while to make two HP tracks like we do in Accis, One is physical HP, the other is Subdual/status HP. Not totally sure, but I think this is the way to go.
Unlike Accis, where Physical damage does not accrue until Status HP are done, there will be times a character might suffer both, and sometimes both evenly. But Subdual/Status HP will be higher, but also have some effects during the track, such as once a person is below half here, any feat (skill attempt, attack, CC roll) is at -10%. They will be slightly higher, but represent wind and remaining endurance and current mental condition, while Physical HP remains that.
still working it out, but I prefer the semi-realism added in here. Physical HP will remain slow to regenerate without magic, while Status HP will normally return at the end of a night's sleep.
So a mechanics question:
How do CCs work mechanically? I assume they're a roll-under like most everything else, but what do the CC numbers on your character sheet actually mean? Are they a bonus? The number you have to roll under? Something else?
the CC's reflect commonly used rolls, Reflex, Fortitude, Will, Surprise and social.
do you mean where are they derived from?
http://celtricia.pbworks.com/w/page/14955423/Circumstance%20Checks
does this answer, or am I missing something?
I was more interested in how they were adjucated.
Hmm.
Circumstance Checks are rolled as a response to an outside, environmental event. Unlike skill checks, like combat or even detection (where the Player can ask for modifiers), this is purely a result of the situation, as opposed to rolls that come from the players decision to use a skill.
The numbers displayed for Reflex, Fortitude, Will, Surprise and Social are the base chance of success in an unadjusted situation. However, what success or failure means depends on the exact circumstance. And many, many of these checks are adjusted by the situation.
Also, whenever a character succeeds or fails by 25%, they are assumed to have had a substantially better or worse result, and as always, a roll of 93 or higher is a failure and a roll of 07 or under is a success.
Social is by far the hardest and most interesting in the game, and particularly the Collegium Game. Whereas the other CC rolls come from events where the results are pretty straight forward (Fear effect from undead, spell effects, trying to dodge something, etc), social is so much more loose and context specific. And more fun for the GM. Replay the session where Pholian critical failed social during the dance. Twice.
Added the new HP system in, a modified version of the Accis rules.
Why? Well, this is similar to an earlier 'advanced' system, but the idea is the same. That I want a system that is easier to translate into being winded, or bruised a bit, to actually being cut or damaged.
Taking Damage in the Collegium Game.
In the Collegium Game, we are splitting traditional Hit Points in half. The lower half are considered physical HP, real wounds and actual bodily damage. The upper half is to be considered partially stamina, endurance and ability. These are called Physical HP and Endurance HP, respectively. Hit Point in our game are low anyway, so this is designed to help the smart player manage them better. It is also to better represent the physical condition better. In most circumstances, characters are supposed to take Endurance damage until their Endurance HP are gone, before they start taking actual, Physical HP.
The upside is that players regain the upper half, the Endurance HP after a good night's sleep. All of them. They can also regain 1 endurance HP after a half hour break after a combat, And players can also roll their HP regeneration skill once per injury with a gulp of wine after said injury. The idea here is that these Endurance Hit Points represent loss of wind and adrenaline, knowing when to rest and how to take a shot (and knowing how to take a shot is a critical part of real combat). So they come back pretty quickly, and all of the Endurance HitPoints come back after a night of rest, which means 6 hours of rest in an 8 hour period.
The downside is that physical HP heal more slowly from rest, unless one uses by magic. A character must make a Fortitude CC to gain back one HP during the night, and only if they make that roll by 25 or make a critical success can they heal 2 points up that night. A failure means no HP returned, and a critical fail means that the wound actually got worse. Please note that healing skills can be used to improve these rolls.
So if Patricus the Warrior of Underearth has 10 HP, he splits them into 2 tracks, Physical and Endurance. HP 1-5 are physical, hp 6-10 are Endurance HP. Patricus can take up to 5 HP a day and still recover and be in peak form the next day. It is only when he takes more damage that he starts dealing with sprains, cuts, strains, wounds, etc.
If Patricus gains a few levels and has 15 HP, he would have 7 Endurance Hit Point and 8 Physical Hit points.
Please note that a PC can never recover more endurance HP then they have physical HP. So if Patricus Takes 7 hits of damage one day, 5 Endurance related and 2 Physical, if he misses his Fortitude CC the next day and remains at 3 physical HP, he can only regenerate 3 Endurance HP the next day. This has a long term affect, without the favor of the gods.
Also note that since a character cannot have more Endurance HP than Physical, in the case of an uneven number of Max HP, the extra one goes to Physical HP.
Please note that players and NPCs can decide if their shots avoid Physical HP. For most combat circumstances, the player takes Endurance HP until they are gone, then moves onto physical HP, though certain spells and critical hits go on both.
I like the way this separates what damage really relates to a player character, and has an in game effect of allowing the players to stay in a game longer. Maybe I am crazy, but I find this makes more sense to me, as well.
Basically, during the game, the players keep track of two Hit Point sets instead of one, or two damage tracks, if you prefer. The damage is always taken off the Endurance Hit Points first, and the Physical Hit Points are affected only after the Endurance Hit Points are gone. Healing works the same way in most cases.
After that, the normal damage taking rules take place.
Old School Goodness here.
Igbarian group is hunting a few groups of undead that the Vampyre they loosed years of realtime ago has sent to terrorize the plans north of Igbar,
This page is the encounter charts.
http://celtricia.pbworks.com/w/page/83048656/Notes%20on%20setting%20up%20encounters%20in%20the%20NorthTag%20Fields