The city of Zengul has lasted alone of
the old empires into the Second Age of Man. Built upon old dwarven
caverns and compassing several old woods of the elves, the vast city
houses teeming masses who plunged into its walls to escape the war
between the gods and men – most simply never left and the city has
grown and sprawled beyond the ancient stone walls. Scattered vassal
towns supply trade, whole sections of the city are devoted to farms
and gardens while the rest is towering towers of stone mixed with
newer wooden structures. They say that Man will last until Zengul
falls and there are those who think it true and yearn for nothing
else.
A city of crowded streets and deeper
shadows, Zengul is largely human though a scattering of dwarves,
elves, half-breeds and other races can be found if one knows where to
look. Trade is never turned away so long as one has gold to bargain
with and one night of drunken revelry can make or break the mightiest
of those who walk within the cities walls. There is coin to be mad
and reputations to be made if one knows where to look. So, too, are
their cults to the old gods and the new, and even in this age
secretive wizards practise their forbidden arts, half-made and driven
by desires the sane cannot understand.
It is a city of old secrets and ancient
powers, everything held together by the city guard, the royal guard
and that each district of the city polices itself – or is simply
razed to the ground. Living isn’t cheap, even though life is, and
to survive the cunning and skilled employ secret magics, sneak items
about their person and learn strange, weird abilities that give them
a slight edge against the world. Sometimes it’s even enough.
YOU: you are part of a motley band of
For Hires, the simple term for people who are for hire to do various
strange and odd jobs throughout the city. Based out of the Broken
Pony, an old tavern in the Rickshaw district. The district
is the usual narrow, winding affair that is now almost entirely
devoid of the rickshaw’s popularized in it decades ago; a few shops
built them for the wealthier districts and this one is close enough
to the river and the ports that the appearance of non-humans is
sometimes less of an Issue than it might be in other places. You have
your table – the back wall, left side, beside the one fire place –
and pay ‘rent’ for it to the mostly absentee owner, in term
getting slightly cheaper drinks sometimes.
Life isn’t cheap: Rickshaw trades in
gold and silver coins like most of the city. (The squalid districts
outside are poor enough to use copper and none of you have even been
to the wealthy districts were gold and platinum are the only currency
of choice.) Meals start at 1 sp for poor meals, Ale at 2-4 sp,
lodgings at least 1 gold. In general, expect your PC to pay out 2-5
GP/day in living expenses. Given the PCs spend a lot of free time in
the tavern, this is likely closer to the 5 GP mark. [We’ll pretty
much use the D&D costs, though expect all living, food etc. stuff
to be at least double the book cost; weapons are the same as ever.]
Life In Zengul
Zengul is vast and sprawling, the
largest city in the known world and the only one to have survived the
First Age intact. It has a deep history other cities do not. Dwarves
live in it, and rarely under, as smiths and traders. There are still
three forests in the city claimed by the Elven kind and goblin-kin
scurry unnoticed below the city as the vermin they are. You can find
anything in Zengul, and often enough anything can find you as well.
Most people just live their lives trying not to be noticed and hoping
to eke out a decent living in a city as expensive as Zengul. Others
want more, or know they deserve more. You’ve seen narrow towers
inhabited by occupants to pay no rent because landlords are terrified
of them, the vast airships that only the nobility have access to,
heard stories of the mighty adventurers who tamed the Twisted Ones
underneath the Cloven Lady Inn. You know the world offers more, and
you’re determined to make your mark upon it – one way or another.
The city is divided into a variety of
Districts that pretty much run themselves. The city guard proper are
cruel but considered fair(ish) and only involve themselves in
district-level affairs if the bodies pile up or taxes are not paid.
If the city guard cannot deal with a problem, the Royal Guard are
called in. In addition to protecting the districts of the city owned
by the wealthy and the palace of the Sable Emperor, they protect the
farming districts that supply the city with foodstuffs etc. and no
one tries to interfere with those. (They take up ~1/4 of the city, at
the northern tip.) If the Royal Guard have to deal with a problem,
they often simply burn the entire district to the ground and have it
rebuilt – no one wants them involved, so districts police
themselves via wealthier merchants and citizens hiring For Hires to
deal with any problems before any authorities have be invoked.
Inspirations
This game is inspired by the Conan novels, the city of Lankhmar in terms of tone. Dark mysteries, weird horrors and magic is generally alien and evil in nature. This is not a safe world, but adventurers and heroes slowly but surely help make it safer.
General Note
The game will use the Cypher System (with PCs starting at tier 1). You’ve had a few adventures, met the other PCs before, made a small name for yourselves and begin based out of the Broken Pony. The setup is intended to allow for and take into account player absences and the like from week to week. Urchins deliver messages rapidly and with uncanny skill borne from the desire to survive. Characters can be called to a scene, summoned away etc. by such machinations as needed.
MAKING YOUR PC
This game is going to use the Cypher
System (and Rulebook). If you only have access to the Numenera one,
it can be used just fine but you won’t have as many options for the
character as other players will. Type options are: the Warrior
(geared toward combat), Explorer (your jack of all trades, focused on
adventuring), Speaker (more about success using brains and
personality) and the Adept. Starting as an Adept is not wise
since there is a great deal of fear, mistrust and hatred where magic
is concerned and you’d have far more difficulty hiding your nature
than other PCs would.
Relevant
Types and Foci are on pages 238 and 239 in the book. Flavours are
encouraged to fit a PC idea and you will be able to alter your
characters Descriptor and even Type and Focus if need be as the game
progresses. For example, if your PC starts out as a Brash Thief
[Explorer flavoured with stealth] who Works The Back Alleys they
could in time become more a Clever Thief who Murders, for example, in
terms of character progression. Changing
your descriptor during the game does not
change stats, though it may affect your skills and abilities and
inabilities. Changing your focus is a conscious RP effort and will be
worked out with the GM.
The
more esoteric foci – Bears A Halo of Fire etc. – will be viewed
as magic and with the relevant fear and suspicions they engender.
Magic is feared and hated, but clever use of such a focus and bluff
enemies into thinking your PC is far more dangerous than they are and
keeping you alive – so long as you don’t use it too often and get
known for it, after all. No one trusts workers of magic if they have
any common sense to them at all.
You
can, of course, make a human. If you make an elf or dwarf, that
becomes your PCs descriptor. (If you want to make a half-elf
(human/elf cross) or halfling (human/dwarf cross) talk to the GM and
we’ll work out how the descriptor works for that. Being
not human will impose Racial Intrusions in terms of NPC views and
actions at times.
Magic
and Cyphers
Cyphers are items left over from the
war between the wizards and the gods. They tend to blend in and take
the form of rings, wands, strange stones etc. but those who study
them can learn their secrets and use them but once. The downside is
that the wizards – often hiding in strange places, cowering in
ancient towers and underground hovels – want them very much, since
they can learn the spell and use it more often than mere plebeians.
Having too many spells about your person can cause the magics to
interact and is generally a recipe for suicide.
Mad wizards have ways around this but
are a) mad, b) NPCs and c) the very real reason people are scared of
magic. Not that wizards are anything like gods, and if the stories of
the end of the First Age of Man are true even the gods can die.
Surprise a wizard, or have a clever trick or bargain and they die as
easily as anyone else. Sometimes easier given they tend not to be the
healthiest bunch in general.
Divine magics exist, but gods only
provide aid to those who follow that god. (This can be an explanation
for a foci, if you wish.) The exception is healing potions. These
count as 1 cypher and act as a single free recovery roll (regain d6
points+1/tier). The varied cults in the world can be as dangerous as
wizards – even more so, in many cases – but the relative amount
of ‘here is healing’ sways the public more in their favour a
little bit.
PCs each begin with 1 healing cypher
and another one. They can choose one that fits their PC – which
you’re assumed to have bargained and traded for – or one will be
randomly rolled.
Note: PCs cannot
begin the game with any form of Noble background. Those who rule the
city may as well live in another world for all you know of them.