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Messages - Tybalt

#1
Check out Lythia.com for examples. It's for Harnmaster which is probably one of the best Medieval era fantasy campaign settings.
#2
Homebrews (Archived) / The Academy of Lookinghaven
April 17, 2009, 07:24:15 PM
Discussion Thread: http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29274

On the sea cliffs in the southwest of New Edom is a walled town. This is a grey place, with mists, lonely cries of sea birds and during high tides the rumbling crashing of the waves against the jagged rocks beneath it. Curious steps formed before man ever came lead down to where piers of stone have been constructed by ancient and unknown means, that are used by fisherfolk that live along the cliffs. Lookinghaven is one of the several lonely places of New Edom, and is unusual in that it is not a center of commerce or government but of education.

Over the years of running this campaign various players have had their characters begin and even have their first meeting here. Whether they are aristocratic warriors training to be military officers or wizards studying ancient lore it is here that they form their allegiance to the Republic in exchange for skills. They can also return to teach or to gain more abilities and knowledge.

During the invasion campaign it was sacked and became a haunted ruin. It was claimed that the enemy Celts and Humanoids who overran it were cursed. Certainly some of the leaders went mad. Certain legendary magical devices or lorebooks are said to still be in the ruins. Scavengers, predators, rogues and cultists have come and gone from it. During the year or so of occupation of the western part of the Republic it became known as an accursed place to the enemy, but a place yearned for, dreamt of by the New Edomites themselves.

New Edom and the Pursuit of Magical Knowledge

The loremasters of the Republic chose a remote location in which to pursue their craft. One of the reasons for this was the need for a lack of distraction. New Edomite magic is largely based upon the discovery of ancient lore of a bygone civilization. Some detractors of this pursuit (some of the temples in particular) worry that this civilization may not have been human. (stating that for example there are disturbingly no images of the people who practiced it, and that the means of incantation and meditation largely involve the use of astronomy, mental detachment and dreaming)

Nevertheless this magic is part of what has made New Edom both powerful and coveted. The wizards of New Edom claim that they have only begun to glean the knowledge they have gathered from the peculiar ancient ruins in the region, and that if they only had such knowledge they could easily win the war...and now much of it is lost. In the suddenness of the attack on Lookinghaven much had to be abandoned as the original occupants of the Academy were slain or forced to flee.

#3
I did a media fast for a week (no movies, tv, secular music, books, etc). I've observed an hour of silence for Remembrance Day in prayer Nov 11th, I think the longest I've fasted was a day.

Regarding apocalypses: what do you think is the most horrifying movie/book about the end of civilization/the world?
#4
The Thieves Guild

There is a secret war going on in the city. The regular Thieves Guild mostly handles the following:
- prostitution (mostly of slaves owned by tavern keepers, but also some streetwalkers)
- stolen goods
- illegal weapons dealing (non-residents are charged a heavy extra fee for the purchase of weapons, which can only legally be done from established weaponmakers and armourers.)
- drugs (some narcotics and other substances are illegal in the city)
- gambling (it is illegal to gamble beyond a certain amount of money, or to bet on blood sports)
- thievery (cutpurses, burglars, etc)
- slavery (while there are licensed slavers there is a kind of 'under the counter' slave trade that goes on, involving anything from kidnap victims to slaves stolen by bandits.)
- city land and employment.  (petty landlords control housing in the lower city in particular. They often force the poor, who are sometimes simply poor labourers but also peasants who have lost their lands, ex slaves and so on, into work for almost no pay on the behalf of greedy merchants)

The Thieves Guild does not control ALL crime, simply most of it. A shrewd, genial and psychotic barber named Hakim controls it. He has contacts with two bandit gangs outside the city, deals with smugglers who ply the river and the sea, and has arrangements with illegal slavers, merchants dealing in stolen goods and so on. The actual thievery proper is more about control than the main business of the guild. The gang of thieves that haunt the marketplace for example pay him tribute and in turn keep things from getting so out of hand that the local merchants would raise a big fuss.

Rivals have come and gone--jealous lieutenants, people controlling businesses that wouldn't give in--but the worst has happened at last. Recently a dangerous pirate called Surock moved into town, at first just selling stolen goods, but then refusing to pay his percentage. Because his band is very well armed and skilled in combat the Thieves Guild is confounded--they have tough members but aren't really ready for an open battle. Of course they have members of the City Watch at their beck and call but to their consternation the pirates have successfully bribed enough of them that they won't take action.

Surock has gained a number of Hakim's former followers who simply hate Hakim; they don't realize they're simply exchanging one devil for another. The only real difference between them is manner--Hakim likes to pretend to be the cheerful local barber, and even has the bizarre habit of offering a shave or trim to those who come to petition him. Surock on the other hand likes to pretend he is an utter barbaric savage, even though he was originally educated as a priest. Now and then he makes jaws drop by tossing some philosophical phrases into a conversation between gulps of liquor or bouts of violence.
#5
NPCs

The Fence
In the guise of a simple grocer the fence seems witty, a local gossip of note with a small household of wife, two young daughters, two slaves who are like part of the family and a thriving business in preserved meat, fruit and cheese. He has good connections with farms outside the city. He is also a smuggler of note, high ranking in the Thieves Guild for his ability to move stolen goods along with produce and food for caravans, military operations and so on. Unbeknownst to the unwary or un-streetwise he also always has some urchins connected with the Thieves Guild on the watch, supposedly just playing, is an important property owner in the Lower City (though he hides his wealth) and is well connected enough that members of the city watch who are in the pay of the Thieves Guild will certainly act to protect him.

The Corrupt Watch Officer
An officer of great ability, he unfortunately came heavily into debt through no fault of his own--his young daughter being ill, requiring fees to apothecaries and priests that he couldn't pay. He lied to his wife about coming into an inheritance and now has to keep up the lie and a lifestyle he cannot afford. This makes him bitter and seemingly overzealous in the line of duty in some areas--he feels he has to make up for further lies and deceptions and corrupt acts he does on the part of the Thieves Guild.

The Evil Watch Officer
The Corrupt Watch Officer is partly in the thrall of a subordinate--a totally amoral ex-mercenary who found himself liking the idea of the city watch better. He acts as though he is a paragon of virtue but in fact is quite evil, unhesitatingly persecuting the poor and helpless, using his authority to enforce bribes and the surrender of virtue of women he fancies. He is sly enough to avoid being directly implicated, and uses his willingness to do whatever it takes to stay in the clear to make his superior need him to do dirty jobs he can't bear to.

The Magistrate
The Magistrate has no idea that members of the watch have been corrupted. He believes that the Lower City is simply a sink of crime but that it is being curbed, and that his men are (while a little venal from time to time) good men who are loyal to their city. He is pleasant enough to strangers but is a busy man and uses his secretaries to keep the public at bay while he busily works at perfecting the city's laws. He is not a bad man but is a trifle arrogant and pompous.

The Colonel
The Colonel resents the city's government for insisting that his troops camp outside. He is also infuriated that one of his soldiers was murdered. He will grow increasingly impatient at the investigation and when some of his troops run riot for vengeance he will seize this as an excuse to 'defend his own' and leads a body of troops into the city while the General is away inspecting the fleet.
#6
Have you playtested your combat system significantly? Generally I like the fact that you have an equation that adds up to your base attack number, that makes things fairly simple. So would you have one of those little charts on a character sheet that adds these factors in for different weapons? I found that this worked very well for example in games like Earthdawn and Twilight 2000, that the player could just glance at the numbers and make their rolls. In a way what you're doing is substituting range of effectiveness as in TW2000 for length of weapon. (for example in TW2000 a shotgun does less damage at long range than it does at short range; certain weapons are more accurate than others at longer ranges)
#7
Thanks for replying. :)

I was planning for there having been a witness to seeing beggars in the alley not long before dawn, and some identity of the beggars being given. This witness is one of the younger servants of the brothel who was very sleepily emptying some slops into the alley just as the beggars were leaving. The beggars can be found and questioned but are likely to flee from well armed or dressed strangers approaching them purposefully. A scrap of guardsman's tunic was found in the alley.

The body would look (on examination) like a fight had taken place.

Another piece of evidence: gradually items belonging to the dead officer are found being sold in unsavoury places.

#8
This is for an adventure I'm actually going to run. It has a number of different possible paths that it could take. I'd appreciate thoughts and feedback.

Background: The New Edomite Army is encamped outside a (semi) friendly city. The Governor has made it clear that he doesn't want them billeted in the city but has permitted them to shop in it. There are certainly political tensions; one of them is the New Edomite dislike of slavery, while this city in Siluria has slaves as a major form of commerce. (sold to plantations and mines mostly)

The pcs have recently captured an enemy warship and want to sell it in order to get the money and also buy a smaller ship that would be more useful to them. (it's a huge war galleas and requires a crew of about 200) Along with some other officers and fleet leaders they are among the few New Edomites staying in town, at an inn near the harbour.

Adventure:

- The pcs are approached by an officer of the watch, who wants to know if they can identify a murder victim. This is a New Edomite (recognized by the distinct army haircut) lying nude in an alley. It is a woman, a female officer known to at least one pc. The body was found outside a low class tavern/brothel; no gear is found near the body. The patrons of the tavern/brothel claim never to have seen the person before.

- The pcs may volunteer to take up the cause of investigation; at the very least they will be expected to deal with the body respectfully. How they handle things will determine a great deal of what happens in this phase of the campaign.

Possibilities:

- Investigation is announced. The pcs' reputation in general soothes some unease but there are plots and intrigues about this. The pcs encounter byzantine city politics, the criminal underworld and insistent on urgent action by senior officers in their own army. A talented but pompous and naive wizard tries to get involved 'on their behalf'.

- The pcs either don't investigate or insist on their involvement being a secret. In this case grief stricken comrades of the dead officer try to avenge her and in so doing create violence that results in escalation until an overzealous colonel takes over part of the city. Riots break out; violent clashes between the city guard and the New Edomite army take place...

The Truth:

is that nothing occult or sinister took place. The young officer left her friends, slightly drunk, in disgust as they were drooling over tavern dancers. Then she encountered three city guards who found her very charming and tried to persuade her to come to their room. The discussion got violent; insulted by their behavior she slew one of them and then was killed in turn. They came out of their rage and realized in horror what they had done, and decided to try to hide the body while they decided what to do. As she lay in the alley her body was stripped of gear and clothing by beggars who then crept away.

#9
The gods of my campaign world vary--really there are a number of beings called 'gods'.

1. Ancient creatures from a bygone age that are worshipped by the ignorant. For example one cult worships the Kraken, but there isn't really a Kraken. There are just giant squid that on certain nights come up to the surface to breed. At this time they are also dangerous but can be appeased by food. The cult leaders have learned strange ancient magics that have nothing to do with giant squid at all.

2. Superior races. These are the most common deities; they include the Tuatha de Dannan (who are essentially beings who once lived in the world and now live in another one but can still be contacted) dragons (who are a very powerful and solitary race that are more revered than worshipped outright) and the En, a similar family to the Tuatha de Dannan of powerful beings that really live in another world and enjoy the benefits of the earthly one. These creatures have various and often individualistic reasons for dealing with humanity, and sometimes whimsically help or torment them. The wise know that 'the gods toy with us'. While they live in 'another world' the truth is that it is more like another dimension that is part of our own. Humans and other mortal creatures can ascend there with sufficient knowledge.

3. Otherwordly beings. There are few of these with earthly contact, none of them pleasant. They are otherworldly horrors, nightmares that slumber. The mad, ignorant and power hungry worship them, but the truth is that they are accessing power that might turn on them.
#10
1st Adventure:

A group of talented people are needed (with so many soldiers and people of rank busy with the siege) to sneak upriver to one of the abandoned towns as escort to a sage who will be searching for a magical book in the tomb of a fallen hero. There was no time to investigate the tomb properly (it had not been opened in centuries) and it was believed to be well sealed enough to deny it to the enemy. According to Lord Aholibamah it will be needed, but he cannot journey there while the enemy seems to be mustering to attack. It should be a simple mission--in and out with the book.

#11
This is a game I'd like to run as an introductory campaign set during the Second Goblin War in my New Edom campaign.

It is set in the City of Fineberg, which is partly besieged though the Silver River that borders it is contested. On one side of the city is a Celtic Army led by Duke Anderman. His warships threaten to blockade the city on the coast and river side. On the other side of the river is a ruined city (Nala) occupied by goblinoids of the Theocracy of Tiamat. The villages and towns nearest Fineberg on both sides ofthe river were evacuated and razed by the New Edomite Army and are ghost towns.

PCs for the New Edom campaign have the following choices:

1. Choice of race (dwarf, elf, lizardfolk, human)

2. Choice of class (fighter, ranger, barbarian, sorceror, mage, commoner, aristocrat, rogue)

3. Choice of profession (partly determined by above, for humans these include: guildsman, council policeman, politician, soldier, priest, scholar, dilletante, mariner, criminal)
dwarves (artificer, warrior, craftsman, delver)
elves (loremaster, elementalist, shape shifter, seer, warrior, beastlord)
lizardfolk (hunter, shaman, rivermaster, warrior)

These choices determine basic wealth, social standing and so on.


For More Info: Link to main campaign thread: http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?24252

#12
Homebrews (Archived) / The Bronze Setting
April 08, 2009, 10:46:53 AM
Are the gods known universally or are some particular to regions or tribes?
#13
Here's a question: magic has a strong effect on Celtrician culture and technological development (which is one of the main points about your setting--you have deliberately made clear that magic has a profound effect on the kind of society that exists) and so how does that effect the financial industry in its details?
#14
Hey Vreeg. I really like how you're fleshing out your setting. Details about what the city is like are very necessary for a gm like me for instance to start getting really interested in what it would be like to run it.

One thing I love is your use of names. You have a great mix of names that are made up and are easy to imagine saying and yet sound exotic. (Igbar, Omwo, etc) On the other hand you also add in names that are in fairly common fantasy use that you put to other uses like Unicorn. Your names also reflect history, like the mention of there once actually being a leper colony in the city. It's really nice to see a campaign world in which names aren't just chosen because it's based on a novel or at random just because.

#15
Meta (Archived) / Social Clashes
April 03, 2009, 09:46:09 PM
Wow guys, thanks a lot for the responses! Three main things I'm getting here:

1. The idea that the thieves' guild do have a code of sorts and that it is in a way just as lawful and clear to them as what the paladin follows.

2. The notion of a more evil thieves' guild, a rival group of some kind.

3. The fact that not only are they more lawful but that they are in fact connected to perfectly legitimate authorities.

I should add a bit more background. The church in question is the Temple, an organization of priests and priestesses who are semi-monastic, serving the regional pantheon. I'm wondering if perhaps the supposedly pious and upright temple is the real danger while the thieves ironically are almost like a group formed to fight off oppression, using their ability to keep crime in order to have the merchants prefer the evil they know. (if this rambling sentence makes the slightest sense.)