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Grindelrath (W.I.P)

Started by O Senhor Leetz, February 09, 2012, 08:16:07 PM

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Stryker25B

Quote from: Señor Leetz
For the artifact magic, I just need to figure out where these items came from - extinct elves or dwarves? (much like the Dwemer in the Elder Scrolls) Times when mankind could still use magic? Forged with the assistance of darker beings?

If I'm following the setting correctly, Grindelrath has already gone through an age of heroes where adventuring wizards roamed the world much like in most Fantasy settings, so it seems only natural that the artifacts of today were the commonplace magical items of ages past. No one race need have created it all; these artifacts are merely pieces of history that still exist and function in the world. Given the public's view of magic these items would be considered dangerous so it would make sense that PCs be hired to retrieve/destroy them.
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O Senhor Leetz

Quote from: Stryker25B
Quote from: Señor Leetz
For the artifact magic, I just need to figure out where these items came from - extinct elves or dwarves? (much like the Dwemer in the Elder Scrolls) Times when mankind could still use magic? Forged with the assistance of darker beings?

If I'm following the setting correctly, Grindelrath has already gone through an age of heroes where adventuring wizards roamed the world much like in most Fantasy settings, so it seems only natural that the artifacts of today were the commonplace magical items of ages past. No one race need have created it all; these artifacts are merely pieces of history that still exist and function in the world. Given the public's view of magic these items would be considered dangerous so it would make sense that PCs be hired to retrieve/destroy them.

Good point.

Now, the next thing on my mind is how to deal with the monstesrs. I"m leaning towards the Northern/Central European staples like goblins, trolls, witches, fairies, some undead (wights, ghouls, and ghosts) and maybe dwarves and elves, taking them back to their mythological roots. Each monster will be mostly unique, although the more "race-like" monsters - dwarves, elves, goblins - may exist in small bands or tribes, but trolls or witches or undead will be mostly solitary but extremely dangerous.
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Stryker25B

Quote from: Señor Leetz
Good point.

Now, the next thing on my mind is how to deal with the monstesrs. I"m leaning towards the Northern/Central European staples like goblins, trolls, witches, fairies, some undead (wights, ghouls, and ghosts) and maybe dwarves and elves, taking them back to their mythological roots. Each monster will be mostly unique, although the more "race-like" monsters - dwarves, elves, goblins - may exist in small bands or tribes, but trolls or witches or undead will be mostly solitary but extremely dangerous.

I guess the only real questions you need to answer here are where have the more dangerous of the monsters gone and how many of them have survived. They can't be very numerous or roaming the entire countryside, else the heroes would not be restricted to their remote guild areas. The more run-of-the mill creatures have likely become manageable by the common folk, else there would be more adventurers around or a very large military presence to deal with things. Are the more powerful creatures of the world simply manipulating politics from behind the scenes? Have they fled to another realm altogether or have they just come close to extinction?
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Xathan

Quote from: Señor Leetz

Now, the next thing on my mind is how to deal with the monstesrs. I"m leaning towards the Northern/Central European staples like goblins, trolls, witches, fairies, some undead (wights, ghouls, and ghosts) and maybe dwarves and elves, taking them back to their mythological roots. Each monster will be mostly unique, although the more "race-like" monsters - dwarves, elves, goblins - may exist in small bands or tribes, but trolls or witches or undead will be mostly solitary but extremely dangerous.

I love this idea, especially taking some of those monsters back to their mythological roots (though I would also branch back to greco-roman mythology, since some pretty iconic monsters that wouldn't be out of place here come from that). However, something to carefully consider: many of these creatures, in their mythological roots, were kind of...dull or lame, at least as threats for adventurers. It depends on which version you're talking about, of course, but in some versions elves were nothing but crafters, goblins were little more than mischief-makers, Faeries basically were the medieval Ashton Kutcher "Punking" people, trolls were only a threat if you regularly cross bridges, witches lived in houses made of candy, etc. The goal, I think, should be to find a medium between the actual lore and the modern danger. Part of this will in large part depend on which interpretation of the mythological creatures we're going with - are you talking central European elves, Norse elves, or Western European elves? Some combination thereof?

One example that I felt did a great job blending myth and danger and cool was the Harry Dresden series - if you haven't read it, I would.

The idea of the more dangerous creatures (witches, undead, etc) largely working alone while the weaker ones existing in tribes fits perfectly in my opinion - I'd go with it, and I also agree that keeping Demons (and Angels) out of the picture as actual beings and instead myths perpetuated by the church to keep people under control works very well.

Also, I think Stryker has an excellent point about the more powerful creatures - dragons, giants, and sea-creatures - are all staples of myths at this time, but might ruin the feeling you're going for, so I'd carefully consider what I'd do with them. (Personally, I'd have them as extremely rare and near extinction but very long lived so a single one won't go away anytime soon, if ever - but they are hiding as much as possible and working as subtly as possible to avoid drawing attention but holding a deep hatred for those humans that drove them to their current state)
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O Senhor Leetz

Quote from: Xathan
I love this idea, especially taking some of those monsters back to their mythological roots (though I would also branch back to greco-roman mythology, since some pretty iconic monsters that wouldn't be out of place here come from that). However, something to carefully consider: many of these creatures, in their mythological roots, were kind of...dull or lame, at least as threats for adventurers. It depends on which version you're talking about, of course, but in some versions elves were nothing but crafters, goblins were little more than mischief-makers, Faeries basically were the medieval Ashton Kutcher "Punking" people, trolls were only a threat if you regularly cross bridges, witches lived in houses made of candy, etc. The goal, I think, should be to find a medium between the actual lore and the modern danger. Part of this will in large part depend on which interpretation of the mythological creatures we're going with - are you talking central European elves, Norse elves, or Western European elves? Some combination thereof?

I'm definitely going to take liberties, but I just want to avoid using the D&D stereotypes of each monster, especially the stereotypes that have been taken so far beyond their original ideas, like the dwarves and elves especially. More myth, less Tolkien.   

Quote from: Xathan
Also, I think Stryker has an excellent point about the more powerful creatures - dragons, giants, and sea-creatures - are all staples of myths at this time, but might ruin the feeling you're going for, so I'd carefully consider what I'd do with them. (Personally, I'd have them as extremely rare and near extinction but very long lived so a single one won't go away anytime soon, if ever - but they are hiding as much as possible and working as subtly as possible to avoid drawing attention but holding a deep hatred for those humans that drove them to their current state)

Well the Big Ones could be hiding, could have been hunted to extinction, or never existed at all. A fantasy setting doesn't have to have dragons. I think monsters that are too big and overt will ruin the tone.

I was walking my dogs in the woods today, and just thought about the players having to hunt down a single troll (or what have you) that's snatching children from a remote marsh village. They'd have to prepare to hunt trolls somehow, get to the village, learn what they can from the villagers, then delve into the marsh, hunting the troll as it hunts them, and to characters of that relative level, a troll means serious business - one unlucky roll and a character is dead.
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O Senhor Leetz

#50
A quick thought on weapons: considering this is a late Medieval/Renaissance setting, it seems most likely that the characters will only train in a handful of weapons, specifically swords. While it would be silly to limit the characters to only swords - as axes, hammers, and maces would also make sense - I think the players should be "limited" to a small pool of weapon types to be good at. While the armies and guards of Grindelrath are armed with pikes and halberds, I can't see our monster-hunters using them.

That being said, and being combined with the likely use of E6 or E8, I think it would be fun for the players to start with weapons they will not want to part with - ancient blades or axes with histories and names that they have trained with since childhood.

While they wouldn't be magical, they could come with bonuses anyways.

Ex. Marrowbane, an ancient silvered long-sword, would give basically a +2 bonus to Gaston, but only to Gaston, because he is so familiar with the blade.

EDIT: And a quick thought on armor. I also can't see the players stalking a ghoul in the catacombs of the city of Ghendt in full plate. While I know that armor of incredible quality did exist around this time, I don't think it fits with the PCs. Soldiers - sure, guards- sure, but not the players. Leather, chainshirt max. I'm sure there is a defensive bonus rule out there somewhere...
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Stryker25B

Don't rule out pikes and halberds; there may be some things that even the toughest warrior may only want to fight with a blade at the end of a 10-foot pole.
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O Senhor Leetz

#52
Quote from: Stryker25B
Don't rule out pikes and halberds; there may be some things that even the toughest warrior may only want to fight with a blade at the end of a 10-foot pole.

That may be true, but historically, pikes were only useful when they were used en-masse in a block. A single pikeman would be fairly easy to take down once you got around the single point, not to mention it would be difficult using a 3 - 7 meter long weapon in the tight areas adventurers often find themselves in - crypts, caves, dungeons, etc.

And in effect, I suppose that explains why adventurers are still around to hunt monsters, as they can go places that armies cannot. A party of 5 adventurers would most likely get wrecked by a pike block and crossbow army, but that same army would likely get eaten one by one if they marched, heavy footed and frightened, into a bog to hunt down a pair of trolls.

However, you're right about getting some distance. Maybe shorter pole-arms, like a bardiche, spear, or pollaxe, could be used. But I think swordsmenship should be key to players, as it represents the pinnacle of martial and culture sophistication, and seperates them from the pike-wielding, dagger-waving, club-shaking masses.

[spoiler=Note]http://en.wikipedia.org/wiki/Historical_fencing , http://en.wikipedia.org/wiki/German_school_of_fencing[/spoiler]
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O Senhor Leetz

#53
Writs

In so many words, writs are requests for the adventurers guild to hunt down a monster. In Grindelrath, adventurers do not, and cannot due to law, meander through the country side, armed and armored with all manner of weaponry, slaying and killing all that stand in their way. Writs are also a license for the adventurers (Harbingers) to carry weapons and the occasional magic item through Grindelrath. There are several types of writs, each with a set price and goal, usually bound by tradition. Payment is always collected after the monster is slain, but must be seen before the hunt begins. If the Harbingers fail - which is exceedingly rare - they refuse payment. It is punishable by death to refuse payment to the guild. But few, if any, are reckless enough to refuse them their fee.

Red Writs - The most basic and cheapest of writs, Red Writs are called such as they are sealed by red wax. Red Writs consist of a simple hunt, the location of the monster is known. The nature and usually quantity of the monster(s) are known as well. Discretion is not required from the Harbingers. Red Writs are usually requested when a village already knows the nature of the threat and they just want it gone. Red Writs cost two-hundred silver coins, one ingot of gold, seven red bird feathers, and a white wolves pelt.

Violet Writs - A Purple Writ, called so because it's sealed by purple wax, is basically a Red Writ with discretion preferred. This is usually requested by a town elder or duke who wants the problem kept under wraps and hidden from the populace at large. A Violet Writ costs fifty-nine knives made of copper, two ingots of silver, twelve pounds of salt, a lock of blond hair, and a single dried violet flower.

Gilded Writs - A Gilded Writ, called so as the wax seal - usually of basic, colorless wax-  is dusted with gold leaf immediately after it has been poured, is similar to a Red Writ, but the location of the monster is not known. If discretion is required, a small black feather is inserted into the hot wax along with the gold, if discretion is not required, no feather is used. A Gilded Writ costs two ingots of gold, eleven ingots of high-quality steel, fourteen crowns of woven grass, and a puppy or foal of good breeding.

White Writs - A White Writ, sealed with clean white wax, is requested when an area is known to harbor some form of monster or evil, but beyond that, nothing is known. Whit Writs often involve clearing out old ruins, catacombs, or caves. If discretion is required, the writ is wrapped in black cloth, if not, it is left as is. The price of a White Writ is four ingots of silver, six recently killed bucks, fifteen white candles, two rare books, scrolls, or tomes - the guild decides whether the books are sufficiently valuable - and a year of sworn service by a towns person of the guilds choosing.

Black Writs - A Black Writ, the most expensive and vague of writs, is requested when investigation is needed. The nature and number of the monsters are unknown, as is where they reside. If discretion is required, a fox tail is attached to the writ, if discretion is not required, a bell is tied to the writ. The price of a Black Writ is high: five ingots each of copper, silver, and gold, the cured and treated hides of two bulls, and a drop of blood, from the requester, staining a small white cloth. In addition, the requester of the Black Writ must swear to do a single favor for the guild in the future - no matter the circumstances nor request. Failure to complete the favor results not only in the death of whoever refused, but a black-listing of the area. Never again will the guild help said realm.

The Rule of Woe - Sometimes the price of a writ cannot be afforded, especially by small, poor, or remote villages and lands. In this case, the Rule of Woe may be invoked. The Rule of Woe changes the price of any Writ to a healthy orphan, no older than twelve, no younger than five, who's parents were slain by the monster or monsters the Harbingers are hired to slay. Sickly and weak orphans are not accepted. Orphans who's parents died by other means are not accepted either. The guild accepts both boys and girls. The orphans are then trained either as future Harbingers if they show the aptitude, or work as stewards, squires, smiths, or scholars within the guilds keep if they.

The Rule of Woe, because of the human price, is rare and only used in the most dire circumstances. Also, within the Rule of Woe is a clause that gives the Harbingers the right to execute any who knowingly lie, falsify, or cause the deaths of the parents in order to create an orphan to pay the price.
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sparkletwist

I like the writs, though I think the whole thing about adventurers not being legally allowed to meander through the countryside armed and armored would cramp a lot of groups' style. They're quite colorful, though! Would PCs expect to collect these? (And what would they do with orphans?)

I should also point out that in certain times and places, human life isn't given nearly the value as it is to many modern societies. The Black Writ and the Rule of Woe seems like they could be abused. Orphans are cheap, why part with any gold or anything expensive?  A corrupt nobleman who wants the problem solved could just wait for the monster or whatever to ravage some poor village that would have to invoke the Rule of Woe, rather than pay up for a red, purple, or whatever writ.

O Senhor Leetz

#55
Hmm, you have a good point about the value of life, and all I can do is argue that Grindelrath is slightly more "modern" than most settings, but I think I'm just going to have to with hand-wavium.

As for the law against walking around with weapons, I think it only makes sense (even if it does cramp style) that the powers that be don't want these guys walking around messing up things. But that doesn't mean PCs can't walk around armed, they just have to be subtle about it and be prepared to take the severe consequences.

As for the Rule of Woe, I think that the guild would know when the requester cannot pay the price and when he can. Plus, I'm going to say that only the most arrogant, ignorant, and border-line mad ruler would intentionally mess with the guild. While they keep themselves out of most outside business, they will move if they are threatened or, more importantly, their honor is insulted. Perhaps, in the charter that defines what the guild does, is an article that gives them powers of retribution if they are taken advantage of to keep such a thing from happening. Actually! That would be a good reason for the PCs to fight other humans instead of monsters: attacking a baron's fortress in order to dispense justice after he cheated them.
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Stryker25B

Doesn't this bring us full circle back to the question of if the guild is powerful enough to overtake anyone who cheats them, how do the powers that be keep them in check in the first place?
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O Senhor Leetz

#57
I would say that the powers as a whole can keep them in check, but for the most part, it's in the powers best interest to keep the guild, as they can do things normal humans, regardless of numbers, can. But if one rogue ruler starts playing with the guild for his own gain, I don't think the other lords and dukes and princes will look too kindly on that, and look the other way when an obvious transgression has occurred.

The guild who definitely be able to covertly kill a single ruler no problem, but wouldn't stand a chance against the full might of Grindelrath if the guild wished to really flex their muscles and upset the balance.

EDIT: Plus, people are generally afraid of the guild, despite what they do. Maybe I should write a quick summary of the Pact that established the guild and the laws that govern both them and the nobility.

Or perhaps once they have been cheated, they are done with that realm for seventy-seven years. And after a few duchies were left to fall under the ravages of werewolves or trolls, most rulers toe the line now, more concerned of the consequences than they are about the price.
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Superfluous Crow

Love the Writs as written. Especially the fees. You seem to be unable to decide whether it should be the Violet or the Purple Writ though. I'd go for purple, personally. 
To circumvent the orphan problem, what if the village had to hand over one of their own as of yet unaffected children? That would be a pretty terrible prize for any community, add to the general fear of the guilds and make it almost impossible for rogue rulers to cheat the Guild of their usual fee by waiting and invoking the Rule of Woe.
If you really want to get the orphan into the picture, maybe the family giving away their blood child must simultaneously adopt a monster-orphaned kid as well. That'd probably result in some rather dysfunctional families ("You are the reason our son is gone, you bastard!"), but the Guilds don't seem entirely rational to begin with (considering their normal fees), so it seems likely they might associate this exchange with some sort of mystical meaning or tradition and leave it at that.

I love the 77 year quarantine as a way of keeping the Guild in power.

Can the Guilds be bought for anything? What about transportation of relics or suspects (a la the-not-that-good-but-applicable Season of the Witch)? Or simple assassination? What if a man is accused and slain, but later turns out to be innocent (assuming here the Writ-buyer didn't know), e.g. a village convinced their new neighbour is a witch, warlock or curse-monger? Is it part of their job to protect their clients from the menace or are they only there to track and slay, consequences be damned?       
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O Senhor Leetz

#59
Quote from: Superfluous Crow
To circumvent the orphan problem, what if the village had to hand over one of their own as of yet unaffected children? That would be a pretty terrible prize for any community, add to the general fear of the guilds and make it almost impossible for rogue rulers to cheat the Guild of their usual fee by waiting and invoking the Rule of Woe.

Yeah, I think that would work much better, if they got to the choose the "best" child from the village - healthiest, strongest, most intelligent. Perhaps the guild could have all these strange tests and measurements and rituals to determine which child is the best (whether these tests are accurate is besides the point).

That also brings up the point that I want the guild to seem very ancient and old and strange compared to the rest of the world - relics of another age with strange beliefs and rites. 

Quote from: Superfluous Crow
I love the 77 year quarantine as a way of keeping the Guild in power.

Why thank you, but is that sufficient reason not to mess with the guild? Fear and mystery aside?

Quote from: Superfluous Crow
Can the Guilds be bought for anything? What about transportation of relics or suspects (a la the-not-that-good-but-applicable Season of the Witch)? Or simple assassination? What if a man is accused and slain, but later turns out to be innocent (assuming here the Writ-buyer didn't know), e.g. a village convinced their new neighbour is a witch, warlock or curse-monger? Is it part of their job to protect their clients from the menace or are they only there to track and slay, consequences be damned?        

Monster and sorcerer hunting only. Hunting sorcerers and other users of black magic also gives me the chance to throw human opponents against the guild, ala thralls and dark cultists. I suppose monsters could have human servants as well - wild, mad men who worship trolls or werewolves.

As for consequences, they're pretty nonchalant about protecting the clients, and usually do not get involved in anything aside from killing the monster. The ideology of the guild is to keep the world of the supernatural and unnatural at bay, consequences and other duties be damned.  
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