Saturday, December 17, 2016

5e Game: Tul'zen Proper [& PCs]



Tul'Zen
Fed by rivers around with the various towns and villages tied to Tul’Zen,Tul’Zen is a large town aspiring to be a city-state. The towns and villages around it are in a tacit agreement and each ruling body has sworn to be vassals of the monarchy of Tul’Zen. The ruling line of Mordrin are human though there are some half-breeds in the royal family. The distaff branches of the royal family are not allowed to be Lords of the other towns etc. and mostly take on varied diplomatic roles after brief stints in the military. Few members of the royal lines have practised magic, and it is generally considered taboo for ruling Lords as well.
The PCs are sent to the proto-city upon reaching level 3 as Tul’zen wants the area clear of bandits and wealth in the ruins scattered about the area explored. They had one group hired several months about but the Brotherhood of Steel* vanished into a dungeon and never returned; enough funds have been raised to employ another group. Tul’Zen is making no demands on the name of the group being tied to this place or that you must remain in Tul’Zen proper for your adventuring careers - they would prefer at least a few levels of effort dedicated to helping them. The  3 towns and 5 villages connected to it are aware of who is coming and you can expect at least cheap room and board, becoming free once the PCs prove their worth.
King Mordrin is not expecting you to remain here forever - he’d be stunned if you all did - but clearing out bandits and making your superiors aware this is a good place for adventuring and to send adventurers. Helping the city in their goal will earn his graces.
* Who a) weren't brothers and b) didn’t all use steel.


Tul’zen In Depth
Boasting over 15,000 people, Tul’Zen desires to be a city-state and the surrounding towns and villages are in broad agreement with this goal as being a collective (like Pilkath) does not have the same draw to travellers and merchants.
Towns
Warmor: An average town of some 4,000 people, Warmor is defined by a large wooden palisade and governed by a human male named Riffin who was an archer in his youth but lost his right arm to a hungry giant. Or so he claims. Warmor has a large cavalry who patrol most of the area.
Earsgrove: The largest of the towns, Earsgrove has almost 10,000 residents and boasts an old grove of trees in the middle of town that most of the elves live in. A female elf named Erdanis governs the town but takes little care to hide her dislike of submitting to Tul’Zen as the dominant power in the region. It is protected by a solid stone wall and the guard are all archers.
Khela: A town of some 3,500 people, Khela is governed by a gnome named Filix Buckle. A male dwarf named Stef is his vice governor and the PCs first point of contact. Filix was an adventurer briefly in his youth but now mostly deals with merchants and trade routes, as does Stef. The town wall is a 10’ mix of stone and wood.
Villages
Alronde, Bereth, Olcot, Sharvik and Zastow are the five villages. Each boasts about a thousand people living in them, very poor wooden walls and the first goal of Tul’zen being a city-state is their proper fortification using the resulting wealth, traders etc. that would come to the area.


PCs

Armand Algeria (kentari): Human Fighter 1, Wizard 2
Krommar Ironweaver (aslhk): Mountain Dwarf Barbarian 3
Lukan Galanolden (chaos): Wood Elf Cleric 3
Marker (thistle): Half-Elf Rogue 3




Thursday, December 08, 2016

5e: campaign house rules

Backgrounds

Backgrounds will be used as presented in the game. Pick a Trait, Ideal, Bond and Flaw according to each (or invent your own for the character). The traits are not meant to be straight-jackets and I fully expect the characters to alter and change theirs as the campaign goes on; I will not be checking each sheet and making sure people follow their bond and such - that will be entirely up to the player. If you want to work out additional background stuff/flavour, talk to me and we'll see what fits.


Starting Level

PCs will begin at level 3 and fast-track 1 level every 1-2 sessions. At some predetermined group point they'll leave Tul'zen, have downtown and gain a few levels during that and meet up again.


Alignment

Alignments will generally be classes as Good, Neutral and Evil. Both intents and actions matter in terms of alignment and a good person can do evil deeds and remain a good person. The latter is, of course, true as well. Alignments aren't to be straitjackets as much as the Idea the character is moving toward and becoming. (This can be more important for clerics and paladins as their god may be quite displeased if they alter alignment and/or the god they serve.) Breaking alignment should be considered a role-playing action as much as anything else - the extent to which the necessities of adventuring and the greater good forcing questionable acts on people. The question of why so many evils seem necessary may rear its ugly head as a result.


Rules Fun

If you have Advantage or Disadvantage and get critical hits or failures on both rolls, the result will be extra impressive indeed. A 1 will often result in a fumble, dropped weapon, or a spell going off in the wrong way. A critical fumble will likely harm an ally or yourself.

For magic: we're ignoring material components for the most part. (Exceptions like the cost for scrolls etc. will be in the game.)

Encumbrance is being ignored unless it gets a bit absurd :)

HP starts at max for level one; for the levels after, you can roll or take the average.

As we're not using any battle mat, some classes may feel more limited - expect things to be in the PCs favour generally in terms of 'can I do/try X?' within reason.

If there are things you figure we should house rule or add, let me know.


Dungeons etc.

A key component of the world/campaign is that adventurers possess a certain socioeconomic importance in society that, as they leave, brings prestige. (This is true even if higher level magics etc. are pretty much rumour/myth/unknown to the world - this may even be a factor in it.) Being an adventurer means one has been trained to be one, and also that it is not safe. The great empires and kingdoms of the past have fallen and left behind - along with common/undercommon and a society without widespread 'race X is Evil' stuff among the PC races - a lot of old ruins, scattered towns, old keeps etc. that need to be explored, delved, mined, made safe and so forth.

The reason for this is partially for city-states to safely expand and because all the coins etc. the PCs find can be turned into new coins, weapons and so forth far, far easier than anyone can attempt to mine for such things. The present exists via pillaging the past. A function of this, however, is that the 'safe' dungeon-style locations were all emptied out years ago. In game terms, this means that a dungeon will not necessarily be level-specific. The characters will run into things far outside their pay grade and have to retreat, make plans etc. accordingly.

It also means that levelling will be a case of every X sessions (1-2 early on, 2-4 later on) based on what characters face and how they deal with it, etc.

Tuesday, December 06, 2016

5e game: as told to the halfling bard Bebo

The oral record of the Kobold warrior Kensh Bloodspring

“The thing of it, you see, is that we don’t talk about it. Some things you never say, not unless you want to be Noticed. And there are things that - well, there are Things. It’s like them Adventurers, see? No one sane goes into the empty cities, down into the ruins and the tunnels that have never seen sunlight. No one at all goes into the old magic towers unless they want to die.
"But some do the former. Some seek treasures, follow myths, or they’re running from something bad. And so they go into the old places. And they change. I’m not saying goblins are *nice* - we ain’t got no time for nice, y’ ken, but spend enough time in those places and it twists you up inside. Everybody has some good in them, like everybody has some evil - or lots of it, depending. But too long in those places and there’s nothing good left inside you.
"And when they come back, they bring something of that awfulness with them. It’s why we kill them on sight. There are bodies even trolls won’t eat. We don’t have a word for it. Don’t want to give it power with a name. But Adventurers meet those things that look like goblins, and that sticks with them something fierce. And then they meet us, and treat us just the same. Not saying we’re favoured by the gods - nothing like that - but the gods listen to us the same as to everyone else.
"No god listens to those who dwell in the broken places. At least not any god we’d care to know.”

Monday, December 05, 2016

5e game: The World

The map is a) incomplete and b) large-scale, covering only larger city-states and important places but not, for example, where the ruins of empires are or the towers of wizards. Most of the accurate maps are owned by sailors and more concerned with coastal locations. As per the DMG, most towns have ~1K people, villages around 5K and cities are 25K+. There are no mammoth cities with 100,000+ inhabitants and such at present and most city-states are at least 500 years old.  
(This means players are free to add their own city-states and towns for their characters to come from if they want to.)

No proper kingdoms or nations exist due to lack of raw materials to field vast armies and the varied dungeons, ruins and monsters that exist just outside the boundaries of civilization make expansion difficult on that kind of scale at present.

Note: The classes all maintain secret training facilities to train people up to level one; these are generally away from civilized areas and kept safe by being relatively difficult to find. Finding them is part of what sets the PC on their path towards level one in essence.  

(Map via here.)

Aria: The city-state of Aria has one strange claim to fame: while most spells to raise the dead are almost unknown (and very, very rare), citizens of Aria who pay the 1,000 gold price  can be Reincarnated within a week after death. The ungents and oils for the spell are well-known there but require a) the body and b) don’t travel well for purposes of being taken to other city-states. The weird benefit of this is that Aria boasts the strangest and most complicated family trees and is widely considered the most cosmopolitan place in the world. Those who try and come here just to get someone reincarnated alone are charged double the standard price since there are only so many ungents and oils available at any one time. The downside of this is that many adventures end up coming from Aria and seeking their fortune to get their families out of crippling levels of debt this magic can lead to.

Aragzar: A city-state ruled by arcane magicians, Aragzar has long been at war with Arknurdvik over magic and its uses. Attempts at diplomacy have only led to the deaths of any magic-user sent to the other city and the cold-war between them has been a grim affair for at least three hundred years. That Aragzar has not been able to win the war is, wisely, something travellers to the nation don’t bring up.

Arknurdvik: Once ruled by a tyrannical wizard, this city banned all arcane magic on penalty of death and working magic in the city is quite difficult due to ancient artifacts in use within it. A spat with an order of paladins in the last century has also led to a ban on all clerical magics. The gods have yet to respond though no one living can say why. The city is somehow still holding its own in the war against Aragzar and quite a few non-magic using adventurers end up here and become leaders of the city. The city is ruled by various noble families who worry that without the anti-magic propaganda holding it together, the city might collapse. Using magic here is naturally punishable by death.
[In game terms, no spell requiring Concentration works in Arknurdvik]

Cambia: A large, sprawling city, Cambia is a city-state ruled by strict patriarchal law. All power and authority reside with men though a wife is to be accorded at least the same respect that a husband gives to his cattle. As females count as property, harming anyone else’s property is a hangable offense and women have used this to make a large secret network of thieves that are, technically, not punishable by law. The male head of each household is dominant over all the other man (and their women) though the women who are yours (wives, daughters, in-laws) mean punishment is meted to you more than the head of the household proper. The villages and towns outside the city-state are less strict but still bound by Cambian law. In an effort to ensure the royal family remains intact, kings tend to have enough children that a civil war happens every century or so.

City / City (2): The only known cities on the Shattered Isle. their names lost to history.

Cuheath: One of the largest militocracies, Cuheath is ruled jointly by their army, navy and airforce (who fly on Hippogriffs) while magic-users form their special ops who function in any part of the arm as needed. The city has been ruled thusly for over two hundred years after a disastrous diplomatic incident with Gundinal almost saw the city razed to the ground. It is a very heavily taxed city-state but every town and village is walled with the same thick stone as the city and all buildings are solid and fortified as well. The streets are narrow and winding to limit invasion, even towns have more of an armed guard than other villagers and it is generally one of the safest city-states to live in as long as you don’t break their strict laws.
The military guard have the authority to execute any criminal on sight for theft by word or deed (this included deception in any form) and if there is doubt about the legality of their actions, truth spells are used to determine if they were out of line.

Davisham: No one visits Davisham if they can avoid it. The ruler is a dragonborn sorcerer named Minys who is the absolute and only authority in the entire city-state. Some say she has become a dragon, or that even dragons fear her, but her magics rule the entire area and she is considered the most powerful magic-user in the world and quite likely no longer mortal as she has ruled for over 1,000 years.

Dolone: An important trade-route, Dolone is a plutocracy ruled by the wealthy for the wealthy. You can buy anything in Dolone’s famous markets if you can afford it and caveat emptor is the rule of the day - if a merchant screws you over, that’s your own fault. (Granted, if a merchant does this too often no one trades with them.) The city taxes the merchants, and the city guard keep merchants safe from harm. Threatening a merchant is the fastest way to leave the city, and unless you’re very lucky you don’t leave alive. The ruling council of merchant-nobles have enough magic items paid to them as taxes that no assassin will even try to kill one. Who is one is unknown as their true identities are kept secret.

Dread Wood / Dread Wood: There are two Dread Woods. One between Jamoor and the Waysham Mines, the other between Pilkath and Gul’Drun. Both areas take fierce pride in how deadly the woods are and how their wood is far more Dread than the other wood that dares to take that name. In extreme cases, adventurers who drastically reduce the perceived level of ‘dread’ in a wood can be driven out of the area by mobs of outraged citizens. Outsiders, rather used to not travelling through forests that try to murder them as a hobby, find the situation utterly baffling.

Feywild: The feywild is possibly the original home of the elves. Displacer beasts come from it, along with dryads, owlbears, pixies, satyrs, sprites and even treants are found among it. If you make it there, or even back out alive. Feywild is larger than it appears on maps, hidden behind powerful illusions protecting it against the undead - and the living as well, often enough. No one who leaves ever has safe passage to return.

Gul’Drun: The easternmost city in the known world, Gul’Drun is also one of the most famous as 90% of the population are bugbears, goblins, hobgoblins and  kobolds all living together. The city is also famous for bloody gladiatorial matches and boasting more dangerous back alleys than it has actual streets. The people are dangerous and breaking the few laws even moreso but they do welcome any traders of any race. Adventurers are often advised to go unarmed and tread carefully.

Gundinal: A newer city-state with a halfling monarchy, it is largely famous for the war against Cuheath when the old royal family of that city made the grave mistake of thinking that the ruling queen of the time, Aya, was a human child. Gundinal boasts a large number of dwarves, gnomes and halflings and much of the city is not sized for larger visitors except at the edges. This also helps defend them in case of war, but no one has sought out a war with them in some time.

Hamura: Situated between the wildness of the Feywild and the terrible undeath of Shadowsfell, the island of Hamura is not the place people plan to visit. Which is rather a pity. A true democracy, every citizen of the island is linked in a telepathic field and group consensus determines all laws and customs. Any race is welcome as long as they are part of the Democracy. The island is rather self-sufficient and makes calculated use of all resources at hand to deal with threats from Shadowsfell. People only journey from it to find items of power they require for use back home and often find other cultures baffling and half-mad.

Jamoor: Situated next to the Dread Wood (thank you very much), the city of Jamoor takes a terrible pride in how evil and nasty the Dread Wood is. Just about anyone is welcome in the city though those who dare weaken the Dread Wood will face mobs of irate locals. The trade routes are well guarded so that travellers to the city-state can safely view the Dread Wood and get told tales about it. The city is ruled by an oligarchy with a ruling family of humans as a figurehead through which the council operates.

Kibaram:  Home to many elves, Kibaram is a gerontocracy ruled by the elders. This consist of elves and a few others but you need to be over 500 years old to be an Elder so it is largely only the elves. A deep vein of elder-respect runs through the city-state and it is generally considered conservative and slow to change with the times, taking decades to make many decisions and weighing every aspect of them. As a result of this, it is also one of the oldest and most stable of the current city-states and also home to the oldest library in the known world, the aptly named Library of Kibaram.

Klof: The city-state of Klof is a republic ruled by an elected king. A new royal family is elected every decade and only landowners who are native to the city and have a certain amount of wealth are part of the voting process. If the ruler dies, their spouse takes over. If they die, it is one of the children or an early election happens. The royal family has power that varies depending on the strength of the ruler and the state of the city-state at the time and it is generally considered a relatively safe place to be so long as you do not insult or assault a Voter.

Macot: The city of Macot is ruled by a half-orc royal line. As half-orcs don’t often breed true, this often leaves a vacancy that is filled by other half-orcs in the city. In at least one occasion, a half-orc adventurer was press-ganged into becoming the queen. The reasoning is that half-orcs have a low life expectancy so the other, long-lived races, can simply outlive any problematic rulers. The historical reason was apparently a very nasty gnome ruling the city-state for almost three centuries that led to the current system. The city is generally considered a decent place to live if you avoid any royal attentions and many longer-lived races dwell here.

Nalukkhol: Nalukkhol is named after the vampire-king who rules it. A human who desired power over death, he made terrible bargains with Shadowsfell and gained awful powers. Some say the undead only reach as far as Dolone because he acts as an anchor in the known world for Shadowsfell itself, and they are probably not wrong in this. With a massive army of the undead and the alive, Nalukkhol is a stain on the world that at least seems to be content to be a small one perhaps because it is mostly contained by a veritable army of clerics and paladins out of Kibaram and Cuheath who are stationed just beyond the borders of the city-state.

Neford: A fortified and walled city, Neford is ruled by hierarchical bureaucracy where the heads of each branch form a ruling council of elders. The city is matrilineal in nature and men cannot hold power - including military power and any use of magic. Strangely, they have never been at war with Cambia and both city-states diplomatically pretend the other one doesn’t exist. Unlike Cambia, males are citizens even though they have no real power in the city.

Northern Barrens: The north-most point of true civilization, even if it is mostly inhabited by barbarians. The barrens boasts only small towns who trade with the Oreland Mountains for supplies and the inhabitants know more about the undead than most of the known world.

Old Port: The oldest port in continuous use, Old Port is worn and battered but still in use. It is ruled by a dragonborn monarchy who keep uses of sorcery to a minimum to avoid comparisons with Davisham and their light taxes on trade vessels make it a popular stop, the city making up the revenue in sailors visiting various brothels and inns. It is one of the only city-states without any villages or towns beholden to it and survives via merchant traders.

Oreland Mountains: The only mountains with readily accessible mineable ore left in them, the dwarves (with the aid of gnomes) guard them with their lives. It is said that half the world's dwarves live there and the rest would return if summoned. The mountains aren’t old, relatively speaking, which is why the ore exists in them but they are quite dangerous at the best of times.

Pilkath: Pilkath is a town-state, a collective of towns and villages bound together for mutual defense rather than having any central city to call their own. The Pilkath Collective has survived for over a hundred years with only the loss of a few small towns to show for it, and given their location beside the one true Dread Wood that is likely more impressive than outsiders believe.

Shattered Isle: A long time ago, a monster ruled the northern end of the Shattered Isle. Only it died and became an undead monstrosity owing to the proximity of Shadowfell. A wizard summoned another of the creatures to do battle with it their war has been waging for centuries with all who end up on the island drafted into an undead army or charmed into a living one. Both creatures believe themselves to be perfect and seek the destruction of their rival by any means necessary.

Shadowfell: The land of undeath, domain of the vampires, shadow dragons and all undead underneath them. It is said to be vast, with the barest edges of it on any maps and there are far more undead in the eastern half of the world than the western just due to its influence. No one travels there by choice and it is a place of monsters and madness.

Shifting Isles: The shifting isles used to be the basis for various pirates until a band of adventurers unleashed a magic on them that alters their state. The islands change from jungles to swamps to deserts and all things between overnight, making survival for most creatures quite, quite difficult indeed.

Tul’zen: Detailed below; the starting location for the game.

Tythorp: Ancient springs supply this landlocked city with water. It is ruled by the wealthiest families, who in turn pay for various guards and merchants to take goods to and from the city. Any coinage is welcome in Tythorp and the artisans are famous for their skills in spotting cursed items and will often tell whether items are cursed or not for a very small free, or take the item and keep it, removing the curses and selling them at a later date. Adventurers are welcomed into the city with open arms but are still expected to obey the rule of law.

Uldiz: Perhaps it is proximity to the north or being between a Dread Wood and two odd city-states, but after the Shifting Isles were formed, the city-state of Uldiz became the go-to location for pirates and thieves in the known world. The result is a kleptocracy of breathtaking scope, where the ruling guilds elect five members who serve as the ruling council every five years. Uldiz has no taxes per se, but bribes and corruption are necessary to get anywhere and even barbarians call it as unsafe as a city can be and still be called civilized.

Underdark: Not on any maps, the underdark is an area of vast caverns and underground rivers below the world. The remnants of a terrible Illithid empire exist down there and the Drow did once until the ‘white wyrm’ arrived some centuries ago. No one knows if it is a dragon or something far more loathsome but it claimed the entire underdark for its own, slaved creatures to its will and drove everything else out. Only the Drow and the Flumph properly escaped.

Waysham Mines: The Waysham Mines are the only old working mines that aren’t infested by monsters or the underdark creatures at present. The mines are heavily guarded and linked to every major trade route. The owners identities remain a secret but the workers are very well-paid for their labours and the mines are surprisingly safe, all things considered.

Weebluff: The city-state of Weebluff is situated on a bluff. The Wee part comes from long ago when it was a small port but a magical accident raised the entire area up and what was once a port is now ruins and jagged rocks the ocean collides with. Weebluff is ruled by a ruling family of human lords who don’t call themselves anything more; they tend to just keep to themselves, trade with other city-states as needed but mostly guard the towns and villages under their protection and tell stories of the old Empire that Weebluff was part of long and long ago.

?: Everyone agrees there is a city-state here, but no one can recall the name of it.



Tul’Zen

Fed by rivers around with the various towns and villages tied to Tul’Zen dwell,Tul’Zen is a large town aspiring to be a city-state. The towns and villages around it are in a tacit agreement and each ruled by a local lord who has sworn to be vassals of the monarchy of Tul’Zen. The ruling line of Mordrin are human though there are some half-breeds in the royal family. The distaff branches of the royal family are not allowed to be Lords of the other towns etc. and mostly take on varied diplomatic roles after brief stints in the military. Few members of the royal lines have practised magic, and it is generally considered taboo for ruling Lords as well.

The PCs are sent to the proto-city upon reaching level 1 as Tul’zen wants the area clear of bandits and wealth in the ruins scattered about the area explored. They had one group hired a year ago but they vanished into a dungeon and never returned; enough funds have been raised to employ another group. Tul’Zen is making no demands on the name of the group being tied to this place or that you must remain in Tul’Zen proper. The  three towns and five villages connected to it are aware of who is coming and you can expect at least cheap room and board, becoming free once the PCs prove their worth.

King Mordrin is not expecting you to remain here forever - he’d be stunned if you all did - but clearing out bandits and making your superiors aware this is a good place for adventuring and to send adventurers. Helping the city in their goal will earn his graces.

Friday, December 02, 2016

5e game: history & society

HISTORY

A long time ago, several mighty nations went to war. Their names have been lost to even myth but it was a mighty war between races that threatened to lead to all-out genocide. The problem is that each side, desperate for advantages, ended up encroaching on the homes of the few wizards in the world in their desire to gain weapons that could end the war. The eight wizards, roused from their studies, called upon their magics and ended the war.

This took them under an hour and reshaped much of the world at the time.

Even the gods took notice of that.

There are those who say the wizards were the progenitors of all modern races, or the first heretics. Some claim that races had gods of their own, until the wizards wiped them out. No one knows. What is known is that, in time, the wizards grew in power and ego and several of them banded together to challenge the gods.

The gods did more than take notice. The towers of the wizards were destroyed in the resulting conflict along with the eight wizards themselves. The downside of this is that the magic the wizards had stored and harnessed spilled out all over the world akin to a traumatological bomb going off. Magic ran wild and tree but was eventually tamed into varying different strands of power.

Centuries past, and magic continued to change. The great magics became lost and forgotten, some magics worked differently in differing areas but the vast storehouses of supplies needed for magic vanished as well. Some time ago there was, perhaps, a war against the gods. It’s not talked about by them, but since then there have been few empires of note and the servants of the gods are less seen in the world, apparently busy defending the seen and the unseen in other realms.


In game terms: Non-clerical spells above level 5 are almost never in use. Most everything higher is rumour more than anything else. Few warlocks, wizards or sorcerers become powerful enough to even learn or master such magics and most clerics and paladins etc. retire to teach the next generation of adventurers long before potentially reaching those levels of power.



SOCIETY

The world is currently made up of a wide variety of city-states of differing size and power. Some are impressive and widely known, others generally known locally. Cities are large affairs supported by towns which in turn are supported by villages.

Villages contain homes, small shops etc. Adventurers can expect to find basic supplies and rarely too much more in them. They’re way-points and rest-stops by and large.

Towns generally have an adventurer-based economy. Adventurers explore ruins, find treasure and bring it into the town, trading items with local merchants for things they need and heading out again. Trips into cities are rarer simply because city guards get twitchy around adventuring types and local laws and taxes tend to be higher. As well, some city-states only accept their own coinage while towns and villages are seldom as strict at all.


Adventuring In Society

In general, a surprising amount of the economy results from adventurers. Much of the easily minable and smeltable material has been accessed over the centuries, so the various treasures and trinkets recovered from the Underdark, dungeons, ruins and old cities are valuable more for raw material parts than anything else. Taxes on such items go to the local government, the city-state … and the various adventuring schools/training/hubs in the world.

There are not that many adventurers about, simply because it is that risky and dangerous of a business and few people have the stamina (or stats :)) to become one. A village might serve three bands of adventurers over the space of two years and consider that a large amount. The benefit of this is that the PCs are known (once they’re at about level 5 or so) to be Adventurers, Experienced and gain status from that.

Each class keeps the fruit of the training secret from others, but adventurers in good standing (and often recommended by a member of said class) can multiclass. Classes could be seen as akin to specialized and secretive guilds to some extent though characters pay no kind of tithe and aren’t expected to hide abilities/talents from allies though the unwritten rule is that one doesn’t question too much how another class can do certain things and so forth.

(Note: Ideally this means each player knows the Path their character is going to take in a class and it’s assumed the PC has been prepped/trained toward that in the run-up to reaching level one. This isn’t some hard or fast rule, however, mostly existing for flavour.)


Supplies

Adventurers trade items for other items. Depending on the groups rep and character, they get better deals etc. with merchants they trade with often and can use competing merchants for their advantage.

Potion Hut, for example, supplies only potions. Which means they have quite a few, but take less items in trade (beyond empty bottles, alchemical supplies, raw coins etc.)

Potion World has fewer potions (and at a slightly higher cost) but will trade for other items as well and, being the newcomer, make more deals if it means repeat business.

The surly shopkeeper is rare, in other words. Adventurers are good business and good for business, and towns and villages treat you accordingly. (Wiping out orcs/goblins etc. around the local area is, of course, a boon as well.)  PCs are expected and encouraged to trade for goods more than hold onto items and vendors in towns they frequent often can serve as banks as well - additionally, a lot of inns offer free room/board to adventurers. Especially at higher levels; would you say no to someone who can destroy your inn with a single fireball?

(Note: the game is not intended to be about Business (since that != dice fun, but it’s more that this aspect is some of the rewards the characters get for the risks they take.)

Thursday, December 01, 2016

5e game: gods and magic

GODS

There are seven gods (two good, three neutral, two evil) but every god can embody any domain, An evil god with a cleric of the Life domain might be rare, but terribly useful for torture. The gods generally interact with the world via clerics and paladins - many of them are chosen by the gods to serve them and their magic often aids adventurers who protect the world from varied threats.  

It is said that there were more gods once, and a war, but this was long ago, even before the fall of the eight wizards, and has become mostly myth. The gods are all concerned with the preservation and safety of this world, though methods and motives differ among them.

Most villages and every city contains a temple to the gods, which is largely a gathering place for locals as well as training for clerics, paladins, scholars healers etc. Smaller towns have shrines to specific gods and shrines can be found commonly during travels. The gods are said to respond to prayers spoken in shrines more often and it is rare - though not unheard of at all - to get audiences with at least one god in such places.

OOCly the stories about there being other gods is represented by the fact that infernal entities, the language and realm(s) are almost unheard of. The inhabitants of those realms are often old gods and the servants of them seeking a war back into the world. Much of the celestial-class monsters and entities are pretty much in a constant battle with them on the higher planes. It is, perhaps, also why high-level adventurers are rare, since many tend to be drafted into this war and vanish from the normal world.

Atien and Caldor [Good]
Atien is the god of Creation. It was she who brought the world into being even though the power of all the gods is necessary to sustain it. She is deeply concerned with the preservation of the world and many clerics of the Life domain are drawn to her.

Caldor, her husband, is the god of death. It is he who made the world beyond this one for the dead, though little is known of it by the living. His rule of the afterlife is generally seen as benevolent since spells to bring the dead back to life exist. He is the most beautiful of the gods, and some say the kindest as well.

Muan, Ranbir, L’tosh [Neutral]
Muan is the deity of birth and agriculture. All cities have at least one shine to Muan and no two depictions of the god are the same.

Ranbir is the god of trade, luck, and travel, beloved and feared by merchants. Travellers who do not put some token into the common roadside shrines to the god tend to have more problems befall them than otherwise.

L’tosh is the goddess of knowledge, which some say compasses magic as well. History is within her purview and all scholars venerate her above the other gods.


Ashkatan, Seshan [Evil]
Ashkatan is the god of war. He can be called upon to make and end war, and tends to revel in chaos - though this includes disruptions to social orders and other acts more subtle than detractors of the god might suppose.

Seshan is the trickster, and doesn’t even call themself a god. Seshan appears as any species, neither as male nor female and pretty much takes the piss out of everything, though often with a dark intent.

Clerics serve one god of their choice (unless they are chosen by the god into service). The same applies to paladins.  


The nature of magic:

Wizardry remains the most common (and safest) application of arcane magic. Sorcerers are generally considered dangerous (and sometimes scary, esp. with the stories about wild magic) while Warlocks are less trusted because of the Pacts they make that are poorly understood by others, and sometimes even by the warlocks themselves.

Clerics are generally trusted - depending on the god they serve, of course, and the way in which they serve Them. Clerics can recognize other Clerics - and Paladins - on sight and know what god they serve, though it is rumoured that followers of Seshan can trick this ability if they have to.

Bards and Druids are said to have magic sourced in the world itself, though how that makes it different from divine or arcane magic is often a debate for scholars.

Other-Class magic is generally held to be the result of exposure to magic as far as the common people are concerned, rarer but generally considered less powerful or scary. Most people would be unaware a rogue or fighter could use magic at all in the general run of things - which can be quite useful.


In general, most villages have at least one healer and a few people with cantrips at their disposal though it is often just the mend one. Potion-makers are relatively common because of adventurers, however.