Sunday, May 21, 2017

Terminologies

Because I’m playing fast and loose with some Cypher System concepts, some notes for players.

Adepts. Adepts tend not to use this term to describe themselves at all. The best one can be considered is adept at convincing others not to kill you out of a fear of magic. (Note: the same can apply to some Speakers, whose abilities can overlap a lot with the adept.) Hedge wizard, learned one, wise one etc. and such terms tend to be used instead, and the general idea is that this person has some scrap of magic to them but it shouldn’t be held against them – that they will be better than others at helping destroy sorcerers and wizards, and if they die in the process it’s less of a loss. In-game, what separates Adepts from others is that they know more about how magic really works and how one becomes a sorcerer or wizard. Not that many of them would ever want to, but know thy enemy and all of that.

They can leverage the fear of magic in their favour – as can anyone with a foci that has a more magic feel to it – but this is generally quite risky as fear can lead people down many different avenues and there always comes a time where fear is a luxury that can’t be afforded any longer.

Sorcerer. Sorcerers, in game terms, have the ability to make a cypher function for them as an artifact. So they can not only use more but also get more bang for their buck – using them as spells they cast rather than physical items. This does mean they get a bit squirrelly over people just casually using and wasting cyphers they could get more use from and the resulting hoarding of cyphers does little for their sanity. Most noble families have one in-house or on retainer to try and get an edge over their enemies but also keep them on very tight leashes and have no compunction with throwing them to the wolves if needed.

This does little to help the sorcerer feel safe. Or sane. How one advances to a sorcerer is a secret, but it often take years of effort and always requires obsessive focus that tends to push away everything else in the eventual sorcerer’s life.

Wizard. In game terms, they are sorcerers but with power-shifts. In story terms, they tend to be quite thin, older and driven by desires that aren’t sane or healthy at all. Wizards are driven by a desire for alien knowledges and powers that have nothing to do with nobility or material gains. They have all paid a deep price for their power and often are trying to find ways around it that sorcerers or old had while also avoiding the attentions of any gods. Very few people have met a genuine sorcerer. Fewer still have lived to tell about it.

Items


Cyphers and Artifacts work as normal. (One-shot or many-shot things that do Weird Stuff). But there are also tools.

Tools are items like the Light Globes uses underground along with the water-powered motorized rudder on skiffs. These items are not used as weapons and most are based on designs from dwarves and the like from previous ages as well as human crafting from the last age. These items can be used for a set amount of time before needing a recharge – so the Light Globe supplies light until it is drained and then needs to sit a few days in sunlight to recharge. Tools tend to be items used by specialized trades, guilds and the like and are not in common usage. While technically magical, they are not considered magical and attempts to weaponize them etc. is immediate dismissal from a guild and the like, often via death.

Generally, the group supplying them also knows how to make more, or repair existing onces, so trade in them between varied groups is relatively common. More specialized ones – like Boots of Silence so no one hears you – are not traded at all and their existence a secret known only to high-end thieves and likely made available to PCs only at higher tiers.

(In game terms, a tool is 1/4 of a cypher in terms of adding to cypher limit or so one two can be used without a problem.)

Saturday, May 20, 2017

Zengul Proper

(Map source: here.)

1. Rickshaw District
2. The Market
The Docks: The main docks. Shipping, trade etc.
3. Farmlands within the city
4. Sable Emperor’s Palace
5. Walled Nobility
6. The Menangerie
7. Siphon District. Merchants.
8. The Shambles. Famously unsafe.
9. Ni-Sal District. Famously split into two warring factions a decade ago.
10. The Tower. Possibly a wizards; entrance unknown.
11. Amber District. Glass.
12. Clover District. Many inns.
13. Ostiel District
14. North Dock District. Merchants, well off.

Res. Purely residential areas.

A Elven Wood
B Elven Wood
C Elven Wood


And for reference, the Calendar.

SeasonNameMonths
Spring Planting Mar, Apr, May
Summer Ripening July, July Aug
Autum Harvest Sept, Oct, Nov
Winter Dormant Dec, Jan, Feb

Each ‘season’ has 3 months (aka moons).



Tuesday, May 02, 2017

The Rickshaw District

(Map source: here.)

RICKSHAW DISTRICT

The Rickshaw district lies in the poorer southern end of Zengul. The rich leave near the middle and to the north (away from the river, pollution etc.) but the major roads in the city allow them quick access to the south – along with airships and an underground train system. The southeast houses the farmlands, cross the river is the overflow beyond the walls. The district is well situated in the middle of the city though is now too crowded to be the hub of transit it was years ago. Many merchants store wares for the nearby bazaar and a scattering of inns, taverns and homes fill the district wherever there is room or space.

A dozen merchant Traders run the district in terms of being the law and order in the area, though their concern is more than merchants wares and livelihoods are secure more than anything else. Which merchant traders are part of the Trade Council isn’t kept as common knowledge and fluctuates as it stands. Their agents wear white and silver livery and mostly make sure things are functioning correctly in the district. If they are not, they often hire For Hire’s to deal with problems. For Hire’s who discover problems and subsequently report them – with proof, after dealing with an Incident – can gain monetary reward and favourable recognition toward future jobs.


Places and People

The Broken Pony

This is a medium-sized tavern in the west side of the District situated on the ground floor of a three-story stone building. The second floor contains rooms for rent – at high rates – while the staff and owner live on the third. The tavern had over 20 tables scattered generously apart, one bar with little seating and all food, drink and such stored and made in their basement. The food is nothing to write home about, but the drinks are slightly cheaper than other places and the ‘rent’ the PCs pay for their table is more than reasonable.
      The owner, a rarely seen halfling named Kush, spends most of their time dealing with getting new stock etc. in their office on the third floor and dealing with guests renting rooms the rest of the time. The tavern boasts three barkeep, one of whom is basically their backup.
      Omar is the longest-serving barkeep: tall, with a head of white balding hair, a large beard and prominent pot belly, Omar is quiet unless one is a regular and even then tends to listen more than talk. On quieter nights he also asks as the bouncer and slams the heads of those who would cause him any grief with a skill borne of long practise. He’s served under Kush for over 30 years in two different taverns and is considered generally peaceable but any insult to halflings (or half elves) leads to immediate ejection from the tavern.
      Lauri is the other barkeep. Almost as tall as Omar, she keeps her cropped hair short in an ever-changing braid she colours differently every few days. Qick with words as well as drink, she defuses problems with them rather than her fists. She’s worked for the Broken Pony since it opened here twelve years ago and never talks about the scar and accident that cost her the sight in her left eye.
      Deshaun is the youngest bartender, and when not serving bar the youth cleans rooms upstairs and helps make sure things are functioning smoothly. He is very short – about 4’5” tall, thin, with a worrying grey-green tinge to his skin and entirely hairless. Despite that, he’s affable enough and uses a stool when working behind the bar, joking about it as much as others do.
      The help – the term for the kid who gets drinks and food from the basement, cleans tables and sometimes brings drinks to regulars – are far less regular. The barkeeps and owner tend to hire those down on their luck but if any of those so helped trys to cheat them, they have been known to send For Hire’s after them. The tavern normally has no bouncer proper, with regulars dealing with problems in exchange for a free meal or money put toward their tab.

Tabs at the Broken Pony don’t work like they do in other taverns: you pay ahead for drinks you haven’t yet had, so that when you’re down on your own luck you have several ‘free’ drinks waiting for you. If you happen to die or not show up in a while, they’ve given to someone else who needs them.


Other Locations of Note:

The Demon’s Respite: A large inn famous for its important wines and beers – nobility have been known to demean themselves to frequenting it for the beverages – the Demon’s Respite is run by a young merchant Trader named Legom who is amazingly reluctant to talk about his past. Or what trading family he hales from. Or what is behind the name of the inn, which until it was bought and transformed was a decrepit brothel.

Owin’s House of Favours: A proper brothel. Two floors, many discreet doors, stairs and rooms. The staff are all ex-prostitutes who remain there and the owner – a woman named Razelu – was a famous escort in her day who retired to run the House, which has had many owners but always retains the same name.

Zambinis!: the closest thing to kind of clubs the nobility own and run. Zambinis! is an after-hours gathering place for the rich and well-off in the district with membership being invitation-only and guests seldom allowed beyond the main foyer. At least half the traders in Rickshaw District use it, or have alliances with those who do. It is owned by the Hildago merchant Traders and they do not so much trade as facilitate trade with others.