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=The Adventurers=
 
=The Adventurers=
 
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==Basic Wiki Practice==
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I'm used to keeping information on my campaigns on a wiki. Some of you may not be used to this. Your character sheet is the first challenge you will face! Please ask for help on the discord if you aren't familiar with this stuff. So here is what you do, in order:
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*Make a wiki account if you can't just log in with your regular RPGnet account, I can't remember.
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*Anyway, be logged into the wiki.
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*Open the sample character sheet in a new tab.
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*Then hit "Edit" on this section (The Adventurers.)
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*You can see the double-brackets around "Fill This In Yourself." Those double brackets will make a link to another wiki page, and the title will be whatever is the text inside the double brackets. You're going to put your character's name in there. Your character's name should be sufficiently unusual that there isn't already a PC somewhere on the wiki with that name. A good formula is something like (Name) the (Descriptor), where the descriptor is either some literal or figurative detail about the character. Maybe your character is Jeanette the Ravensworn, and you don't know what Ravensworn is yet. That's fine, maybe we'll find out!
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*Save your edit and click on the new link that is your character's name.
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*Now, hit the Edit button on the sample character sheet.
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*Hit CTRL-A to select all text in the editing window. Then CTRL-C to copy it. Then close the window on the sample character sheet because you don't actually want to change it.
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*Now hid the Edit button on YOUR character sheet, and paste in all the text from the sample one.
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*Now fill in all the details.
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*This sounds like a lot when I break it down like this, but honestly it takes seconds and I will probably do it for you during Session Zero.
 
==Dramatis Personae==
 
==Dramatis Personae==
*[[Kastalos the Untouchable]]
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*[[Fill This In Yourself]]
*[[Yacob Muleskinner|Cob Muleskinner]]
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*[[Fill This In Yourself]]
*[[Pei Feverfew]]
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*[[Fill This In Yourself]]
*[[Merida the Mellifluent]]
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*[[Fill This In Yourself]]
 
*[[Fill This In Yourself]]
 
*[[Fill This In Yourself]]
 
*[[Fill This In Yourself]]
 
*[[Fill This In Yourself]]
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What makes Nibiru so wealthy and influential, such a center of knowledge, is that it moves. Every week, the city disappears in vast cloud of opaque fog, and reappears somewhere else on Terminus. The engines that accomplish this have been carefully maintained for centuries, so that it has functioned without interruption. It peregrinates along a semi-regular trade route, with space built into the schedule for necessary or opportunistic deviations, and a cadre of mages, merchants, and scholars of economics carefully plot its course for maximum advantage. Wherever it lands, the vast trading apparatus fires up into action. Enormous loads of commodities and rarer goods are sold to local merchant houses, wherever the city might land. The vast caverns of the undercity can carry an amount of cargo beyond imagination. The limiting factor is how much of it can be hauled out and traded for new goods, which must in their turn be loaded within six days.
 
What makes Nibiru so wealthy and influential, such a center of knowledge, is that it moves. Every week, the city disappears in vast cloud of opaque fog, and reappears somewhere else on Terminus. The engines that accomplish this have been carefully maintained for centuries, so that it has functioned without interruption. It peregrinates along a semi-regular trade route, with space built into the schedule for necessary or opportunistic deviations, and a cadre of mages, merchants, and scholars of economics carefully plot its course for maximum advantage. Wherever it lands, the vast trading apparatus fires up into action. Enormous loads of commodities and rarer goods are sold to local merchant houses, wherever the city might land. The vast caverns of the undercity can carry an amount of cargo beyond imagination. The limiting factor is how much of it can be hauled out and traded for new goods, which must in their turn be loaded within six days.
  
You are natives of this city - you have the invisible, UV-reactive tattoo of a citizen in at least three places on your body. This marks you as one of the exalted, an individual with the right to enter the city's gates and remain within the confines as it peregrinates. Even the meanest beggar who is a citizen of Nibiru has something that the wealth of an emperor might not purchase. And, like all natives, you know the rule - the first six days are for business, but the seventh is a day of rest. No one leaves the city on the seventh day, or lingers outside for even one second beyond midnight of the sixth. The risk of being left behind is just too high.  
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You are natives of this city - you have the invisible, UV-reactive tattoo of a citizen in at least three places on your body. This marks you as one of the exalted, a citizen. Even the meanest beggar who is a citizen of Nibiru has something that the wealth of an emperor might not purchase. And, like all natives, you know the rule - the first six days are for business, but the seventh is a day of rest. No one leaves the city on the seventh day, or lingers outside for even one second beyond midnight of the sixth. The risk of being left behind is just too high.  
  
 
Guess how you fucked up?
 
Guess how you fucked up?
  
 
==The Local Environment==
 
==The Local Environment==
It's early spring and you're probably going to be stuck here for about the next year, until Nibiru returns and you can get home. The city-state of Amarna is located on a fertile river delta that empties into a sea. That's where Nibiru came to rest. The area around the great river is a green and well-developed valley, with large towns and farming villages served by a regular geometric pattern of irrigation channels. To the east, about a day's walk down the coast, is a small semi-fortified city named Tjaru, in an undesirable and swampy region. It is used as a place of exile for criminals and the disgraced. That's where you've currently ended up. And you've heard rumors of a recently-discovered Deep, one of the vast underground fastnesses built by various ancient civilizations.
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It's early spring and you're probably going to be stuck here for about the next year, until Nibiru comes back and you have the ability to get back onboard. The city-state of Amarna is located on a fertile river delta that empties into a sea. That's where Nibiru came to rest. The area around the great river is a green and well-developed valley, with large towns and farming villages served by a regular geometric pattern of irrigation channels. To the east, about a day's walk down the coast, is a small semi-fortified city named Tjaru, in an undesirable and swampy region. It is used as a place of exile for criminals and the disgraced. That's where you've currently ended up. And you've heard rumors of a recently-discovered Deep, one of the vast underground fastnesses built by various ancient civilizations.  
 
 
Deeps are dangerous, in ways both mundane and exotic. However, they frequently contain raw wealth left behind by the Ancients. Also, the even more precious sorcerous, alchemical, or technological artifacts that they seem to have had such a panoply of. This would be an outstanding way to support yourselves for the next year. And, if you're lucky, you might go beyond supporting yourself in reasonable style, and find that you've recovered something valuable enough to earn a higher station in Nibiru.
 
  
Note: Tjaru and other nearby settlements are all part of the same Amar "city-state," ruled over by the central city Amarna. It is also styled as Amar-Na in more formal writings. The people that live here are Amars. The adjective form is Amaric.
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Deeps are dangerous, in ways both mundane and exotic. However, they frequently contain raw wealth left behind by the Ancients. Also, the even more precious sorcerous, alchemical, or technological artifacts that they seemed to have such a panoply of. This would be an outstanding way to support yourselves for the next year. And, if you're lucky, you might go beyond supporting yourself in reasonable style, and find that you've recovered something valuable enough to earn a higher station in Nibiru.
  
 
==Distance & Timekeeping==
 
==Distance & Timekeeping==
I'll eventually post a hexmap with some local points of interest and so forth, but I don't envision hexcrawling to be a major component. You're going to be in a relatively civilized area, albeit on the very edge of it. You won't need to make wilderness encounter checks to get to the dungeon and back.  
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I'll eventually post a hexmap with some local points of interest and so forth, but I don't envision hexcrawling or the like to be a major component. You're going to be in a relatively civilized area, albeit on the very edge of it. You won't need to make wilderness encounter checks to get to the dungeon and back.  
  
 
My assumption is that you'll be largely based in Tjaru. My thought is that rather than keep strict track of days, a single delve (which might span multiple sessions) will just cross a week off the calendar, and we'll assume that resting, re-equipping, and so forth takes about that long. The dungeon is going to be maybe two hour's walk from Tjaru, so you can go out there, screw around for a while, and still get back before dark.
 
My assumption is that you'll be largely based in Tjaru. My thought is that rather than keep strict track of days, a single delve (which might span multiple sessions) will just cross a week off the calendar, and we'll assume that resting, re-equipping, and so forth takes about that long. The dungeon is going to be maybe two hour's walk from Tjaru, so you can go out there, screw around for a while, and still get back before dark.
 
In-town intrigues and investigations likely WILL be a component of this game. It's not pure dungeon-crawling. And there's a significant amount of factionalism and other interesting stuff going on inside the Deep itself. It's not just dozens of rooms full of combat encounters.
 
  
 
==Questions for Session Zero==
 
==Questions for Session Zero==
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==Character Creation & Advancement==
 
==Character Creation & Advancement==
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*Don't come with a character concept, we'll create characters in a session zero. It's okay to have a few vague ideas just so we don't have to look up too much.
 
*For attributes, arrange the following array to taste: 14, 12, 11, 10, 9, and 7. See pg. 8.  
 
*For attributes, arrange the following array to taste: 14, 12, 11, 10, 9, and 7. See pg. 8.  
 
*When you pick a background, you get a free skill associated with it at level 0. Then, make a total of three rolls on the growth or learning table for your background.  
 
*When you pick a background, you get a free skill associated with it at level 0. Then, make a total of three rolls on the growth or learning table for your background.  
*Choose a class. We're only using the classes available in the free version.  
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*Choose a class. We're only using the classes available in the free version. However, the odder partial classes are available.
*Assume you roll a 6 on your first hit die.  
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*Note that I don't like the Cleric class in D&D for complicated reasons, so please don't try to emulate one in terms of being a dedicated servant of a god. If you want to play a Healer (one of the partial classes) you certainly can, but I don't have a sense as to whether one is strictly necessary. PCs can die in this game but I'm probably going to tone down the "if you fail this save you die" kind of stuff.  
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*Assume you roll a 6 on your hit die.  
 
*Skip the equipment step, read up on the languages stuff on this wiki.
 
*Skip the equipment step, read up on the languages stuff on this wiki.
 
*Everyone levels up twice. We start at level 3. Assume you roll a 4 on these two hit dice.  
 
*Everyone levels up twice. We start at level 3. Assume you roll a 4 on these two hit dice.  
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*For ready cash, you each start with 3d6 gold, 3d20 silver, and 1d4+1 gems worth 50 sp apiece.  
 
*For ready cash, you each start with 3d6 gold, 3d20 silver, and 1d4+1 gems worth 50 sp apiece.  
 
*Your first month of living expenses is prepaid, at a Common standard of living. After the first month you need to pay that much, which amounts to 80sp per month, due on the first of each month. Adventurers cannot voluntarily spend less than this, because they are intolerant of living in more straitened circumstances. Note that this includes rations - it's not any more expensive to buy rations than it is to eat at the tavern. You do still have to determine how many you're carrying, for encumbrance purposes.  
 
*Your first month of living expenses is prepaid, at a Common standard of living. After the first month you need to pay that much, which amounts to 80sp per month, due on the first of each month. Adventurers cannot voluntarily spend less than this, because they are intolerant of living in more straitened circumstances. Note that this includes rations - it's not any more expensive to buy rations than it is to eat at the tavern. You do still have to determine how many you're carrying, for encumbrance purposes.  
*We're using fast advancement, pg 54. Additionally, a full continuous month lived at a Rich lifestyle (200sp per week, or 800 for the whole month) gives 1 bonus XP to any character below 6th level. A full continuous month lived at a Noble lifestyle (1,000sp per week, or 4,000 for the whole month), gives 1 bonus XP to any character below 9th level.  
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*We're using slow advancement, pg 54. However, a full continuous month lived at a Rich lifestyle (200sp per week, or 800 for the whole month) gives 1 bonus XP to any character below 6th level. A full continuous month lived at a Noble lifestyle (1,000sp per week, or 4,000 for the whole month), gives 1 bonus XP to any character below 9th level.  
 
*You will each start with one or more rumors about the nearby Caverns of Thracia.
 
*You will each start with one or more rumors about the nearby Caverns of Thracia.
  
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It is believed by some scholars and most small children that there are inhabited cities on the moons.
 
It is believed by some scholars and most small children that there are inhabited cities on the moons.
 
==A Hypercompressed Timeline==
 
So as not to engage in the fantasy world designer's great sin of just adding a bunch of zeroes onto a reasonable timeline, I'm not providing any numbers here. Think of these as the approximate ages of the world, liberally seasoned with disinformation, misunderstanding, propaganda, temporal anomalies, and genuinely antique texts from different planets that were improperly mixed into the local historical record.
 
 
*'''Era Zero: The Precursors.''' There are occasionally objects or devices (such as the Cidrian Gates or the Sublunar Machinery) which seem to correspond to some time or people before the era of the Lizard Kings. Anything that old which is still operational can be presumed to have unimaginable power and sophistication. They may have been built by prior human civilizations or by entities even further removed from our understanding. It is presumed that human colonization occurred during this era due to the fact that some of these devices appear made for beings on the approximate size and body plan of modern humanity.
 
*'''Era One: Early Human Colonization.''' During this period, large numbers of humans arrived on the planet via means which are not known for certain, and engaged in widespread terraforming and genetic resequencing of themselves and everything else they could get their hands on. The early colonies “failed,” in that C&C with whoever sent them was lost, and whatever early governments were established collapsed. Humans went through a period of barbaric savagery, and then got it out of their systems. There is little evidence of heavy industry during this period, indicating a break from the precursor era, which did engage in large-scale engineering.
 
*'''Era Two''': '''The Lizard Queens'''. The Lizardfolk were for a time the apex sophont on the planet. They built crystalline devices that ran on psionic rather than technological or magical principles, subjugated humans when they felt the need, and built ziggurats, pyramids, and canals. They revived the precursor habit of constructing Deeps, or at least cleared and restored to use a number that were already ancient. These enormous underground spaces were considered proof against enemies approaching overland or from the skies. It is believed that airborne attacks must have been a major hazard at the time. The decline in cognitive capability among lizardfolk is most likely what allowed humanity to eventually overtake them.
 
*'''Era Three:''' '''The Amaranthan Empire'''. This human empire rose out of a small but wealthy kingdom by a bay, where innovative magicians laid down the foundation-stones of modern sorcery. It was a darker, cruder magic that they practiced, and they were insatiable for more power. Within a handful of generations, the leaders of the Amaranthan kingdoms had as much magic in their veins as blood, and they conquered the vast majority of the world. Between their spells, and pre-Saurian technology and learning they recovered from the Deeps, they easily brought to heel the feudal human societies that arose to fill the vacuum left by the Lizard Kings.
 
*'''Era Four:''' '''The Hubris.''' The Amaranthans declared war on everyone and everything that would not bend the knee to their Emperor. After a hundred years of blood and fire, they lost.
 
*'''Era Five:''' '''The Long Dark.''' Little enough of this era is recorded. Vengeful beings of every sort preyed on humanity and dominated their cities. Much awful tribute was extracted, and the lore of the Amaranthans was destroyed whenever it could be found. The tech level at this time was definitely more medieval in character, as humans were lucky if their masters allowed them pointy sticks, in most places. This was the era of the Lex Sanguinis, codified by the Vampire Regents who ruled so many city-states. Much of the current law and custom is descended from these dark times, with appropriate adaptations.
 
*'''Era Six: The Thracian Hegemony'''. The Thracians began as a small group of seafaring city-states, in which a few privileged human servants formed a conspiracy. They managed to throw off the yokes of their inhuman masters and institute democracy. They rapidly became masters of the exchange of goods. Thracian civilization avoided reliance on direct sorcery, since they didn't wish to repeat the mistakes of the Amaranthans. They pursued alchemy, artifice, and technology. While they never approached the sophistication of Precursor technology, they could produce much more sophisticated machinery at scale than is possible in the current era. They were able to free most of the rest of human civilization via a combination of disaster capitalism and laser-armed airships. They also standardized weights, measures, and coinage, which standards are still used today. Currency from pre-Thracian cultures is often extremely non-standard.
 
*'''Era Seven: The Decapitation'''. The leaders of the Thracian Combines attempted to make treaty with the various Lunar civilizations, just as they had done to the monstrous kingdoms that had existed on the terrestrial sphere. For whatever reason (but probably because the Lunatics weren't ignorant of how this had worked out for the vampire princes, etc.), negotiations fell through, and ended in several nights of orbital bombardment. When the smoke cleared, the Thracian civilization came apart at the seams. They had always kept their leadership and industrial base centralized, to maintain their hegemony. Unfortunately, that meant it was all destroyed by the swarm of large iron meteorites that turned their five greatest cities into a morass of smoking, flooded craters. Bereft of leadership and centralized industrial production, the Thracians were raided into nonexistence by tribal or feudal peoples, monsters, and various nonhuman intelligences. Their society disintegrated, and the lore of operating their great machines and mysterious facilities became lost.
 
*'''Era Eight: The Age of City-States'''. You are here! Over much of the world, humanity has reorganized itself into independent and semi-independent city-states. There is trade and communication between the various civilizations, but vast waste-lands full of ruins and ancient roads occupy the space between them. Human civilization seems to be somewhat drowsy at this time in history, and the people of the world are plagued by hedonism and sybaritic boredom. Greed takes the place of ambition, and everywhere men and women take the low and easy road to comfort. Globe-spanning ambitions are distinctly out of fashion. Non-human intelligences have many thriving civilizations of their own, and so far there's so much room that large-scale conflict hasn't broken out.
 
  
 
==Contemporary Material Culture==
 
==Contemporary Material Culture==
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The essential difficulty is that the creation of an industrial economy is a great deal of work, and nobody is really inclined to go to that kind of effort. Anyone with the resources, ambition, and will to build a steam train or an air conditioner factory is probably better off becoming an archmage and obligating their neighbors to appease them.  
 
The essential difficulty is that the creation of an industrial economy is a great deal of work, and nobody is really inclined to go to that kind of effort. Anyone with the resources, ambition, and will to build a steam train or an air conditioner factory is probably better off becoming an archmage and obligating their neighbors to appease them.  
  
Further, Precursor humanity genetically engineered a variety of plants to be unnaturally useful, and those strains are still cultivated. A wide variety of food plants and several types of mushroom are known to be results of the original sequencing project; they can be easily and rapidly farmed, and are tailored to human dietary needs. For this reason, simply supplying the population with food is not the crushing burden it was in real-world medieval societies, and even impoverished areas have sufficient time for leisure and social or intellectual pursuits. There are other examples, as well, such as the Library Trees with leaves uniquely suited to paper-making.
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However, Precursor humanity genetically engineered a variety of plants to be unnaturally useful, and those strains are still cultivated. A wide variety of food plants and several types of mushroom are known to be results of the original sequencing project; they can be easily and rapidly farmed, and are tailored to human dietary needs. For this reason, simply supplying the population with food is not the crushing burden it was in real-world medieval societies, and even impoverished areas have sufficient time for leisure and social or intellectual pursuits. There are other examples, as well, such as the Library Trees with leaves uniquely suited to paper-making.
  
 
Advanced alloys, both alchemical and mundane, are still manufactured, although not in modern quantities.  
 
Advanced alloys, both alchemical and mundane, are still manufactured, although not in modern quantities.  
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Devoted servants of deities may have some special power or another, which is typically minor and has a cost. For more serious exertions of divine power, if such a thing is desirable, the cultists will likely need to conduct some ritual. This will involve an offering, and a Pray roll from their leader. Note that the offering need not be a material object or bloodletting - some gods might look favorably on a night of frenzied dancing by at least twenty or thirty dervishes. It depends on the god and the ritual undertaken. This isn't something I expect to see a lot of in-game, since divine intervention is generally not an effective way to obtain human goals.  
 
Devoted servants of deities may have some special power or another, which is typically minor and has a cost. For more serious exertions of divine power, if such a thing is desirable, the cultists will likely need to conduct some ritual. This will involve an offering, and a Pray roll from their leader. Note that the offering need not be a material object or bloodletting - some gods might look favorably on a night of frenzied dancing by at least twenty or thirty dervishes. It depends on the god and the ritual undertaken. This isn't something I expect to see a lot of in-game, since divine intervention is generally not an effective way to obtain human goals.  
  
Anyway. Expect weird and inhuman genius loci, snake cults, and sui generis beings of cosmic horror, not some kind of benevolent god of farming with an organized and hierarchical temple structure.
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Anyway. Expect weird and inhuman genius loci, snake cults, and sui generis beings of cosmic horror, not some kind of benevolent god of farming with an organized and hierarchical temple structure.  
 
 
==Alignment==
 
These game rules don't make use of alignment, so it's not a thing on the character sheet. You should know that my preference, though, which informs the cosmic background of the world, is law vs. chaos rather than good vs. evil. Conditions of extreme law or extreme chaos are not survivable for human beings - the large central curve of neutrality is the only zone humans can inhabit. As such, PCs don't need alignments. The gods and other beings may be aligned with law or chaos. Their machinations are equally dangerous to human life.
 
  
 
==Known Deities==
 
==Known Deities==

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