Editing DRYH: At The Crossroads - Setting Details

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Old Scratch's Pain rating is not known.
 
Old Scratch's Pain rating is not known.
  
==The Devi - Pain 3 [5 At The Crossroads]==
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==The Devi - Pain 3 [5 at the Crossroads]==
 
It is rumored there are seven of these temptresses beholden to Old Scratch. They appear in whatever form is most appealing to the one they appear to and ply virtue and vice alike. The Devi are Scratch's collectors and enforcers.
 
It is rumored there are seven of these temptresses beholden to Old Scratch. They appear in whatever form is most appealing to the one they appear to and ply virtue and vice alike. The Devi are Scratch's collectors and enforcers.
  
==The Hound Master - Pain 4 [6 At The Crossroads]==
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==The Hound Master - Pain 4 [6 at the Crossroads]==
 
The Hound Master is a tall gaunt man with the image of a skull painted on his dark face and a green glint in his eyes. He always manifests shirtless in a tattered black suit with tails and top hat. Two great Black Dogs accompany him at all times, increasing his effective Pain rating to 6. The Hound Master commands the Black Dogs of Hell and can summon as many as he likes at will.
 
The Hound Master is a tall gaunt man with the image of a skull painted on his dark face and a green glint in his eyes. He always manifests shirtless in a tattered black suit with tails and top hat. Two great Black Dogs accompany him at all times, increasing his effective Pain rating to 6. The Hound Master commands the Black Dogs of Hell and can summon as many as he likes at will.
  
'''Special:''' The Hound Master has a terrible reputation both in and out of the Mad City. Minor Nightmares will avoid the Hound Master and his Black Dogs, fleeing from his presence for dear life. Lieutenant level Nightmares not directly allied with Old Scratch will viciously and immediately attack him on sight. When being attacked by other Nightmares, the Hound Master's Pain increases by 2 (+ 1 for each additional Nightmare beyond the first) to a maximum Pain rating of 12.
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'''Special:''' The Hound Master has a terrible reputation both in and out of the Mad City. Minor Nightmares will avoid the Hound Master and his Black Dogs, fleeing from his presence for dear life. Lieutenant level Nightmares not directly allied with Old Scratch will viciously and immediately attack him on sight. When being attacked by other Nightmares, the Huntsman's Pain increases by 2 + 1 for each additional Nightmare beyond the first to a maximum Pain rating of 12.
  
 
If a major Nightmare attacks the Huntsman, he can blow his Horn to summon Old Scratch himself.
 
If a major Nightmare attacks the Huntsman, he can blow his Horn to summon Old Scratch himself.
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'''The Hound Master's Horn:''' The Huntsman bears a bronze bugle etched about with runes that seem to devour any light that touches them. At need he can blow this horn to summon Old Scratch. It is rumored that his ability to add pain against other Nightmares comes from this Artifact.
 
'''The Hound Master's Horn:''' The Huntsman bears a bronze bugle etched about with runes that seem to devour any light that touches them. At need he can blow this horn to summon Old Scratch. It is rumored that his ability to add pain against other Nightmares comes from this Artifact.
  
==Black Dogs - Pain 2 [3 At The Crossroads]==
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==Black Dogs - Pain 2 [3 at the Crossroads]==
 
Massive black hounds with slavering jaws and glowing green eyes, Black Dogs hunt at the behest of the Hound Master. They can scent guilt and fear and track their prey tirelessly. When they have brought their prey to ground, their Howls call the Hound Master to their location.
 
Massive black hounds with slavering jaws and glowing green eyes, Black Dogs hunt at the behest of the Hound Master. They can scent guilt and fear and track their prey tirelessly. When they have brought their prey to ground, their Howls call the Hound Master to their location.
  
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==The Clock Tower==
 
==The Clock Tower==
The Clock Tower acts as the Headquarters for Sheriff Tock and his Coppers but also doubles as a maze of cells and dungeons that go deep into the earth below. Set in the corner of the Square, the Tower is topped with a giant clock that chimes the Thirteen Hours.
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The Clock Tower acts as bot the Headquarters for Sheriff Tock and his Coppers but also doubles as a maze of cells and dungeons that go deep into the earth below. Set in the corner of the Square, the Tower is topped with a giant clock that chimes the Thirteen Hours.
  
 
=Paradox Square Nightmares=
 
=Paradox Square Nightmares=
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Coppers are clockwork policemen made entirely out of gears and struts of copper and act as Tock's Lieutenants.
 
Coppers are clockwork policemen made entirely out of gears and struts of copper and act as Tock's Lieutenants.
  
==The Headsman - Pain 5 [7 On The Gallows]==
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==The Headsman - Pain 5 [7 on the Gallows]==
 
The Headsman performs all Lawful Executions in the Mad City. Appearing as a burly shirtless man in simple wool pants and a black faceless hood, the Headsman is only encountered during a Lawful Execution or when summoned by Tock. Though Executions in the Mad City are done exclusively by hanging, the Headsman is never seen without his massive black axe.
 
The Headsman performs all Lawful Executions in the Mad City. Appearing as a burly shirtless man in simple wool pants and a black faceless hood, the Headsman is only encountered during a Lawful Execution or when summoned by Tock. Though Executions in the Mad City are done exclusively by hanging, the Headsman is never seen without his massive black axe.
  
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Home to Mistress When and her Menagerie, the Tower of the Moon is not a neutral place for Nightmares, but outside the Bazaar it is the most neutral-ish. It's Mistress has no laws against violence or duplicity in her Tower - so long as those things aren't turned against her - but the Nightmares who frequent the Tower of the Moon have, if not an actual truce, at least an understanding.
 
Home to Mistress When and her Menagerie, the Tower of the Moon is not a neutral place for Nightmares, but outside the Bazaar it is the most neutral-ish. It's Mistress has no laws against violence or duplicity in her Tower - so long as those things aren't turned against her - but the Nightmares who frequent the Tower of the Moon have, if not an actual truce, at least an understanding.
  
==Hammerwall and Tinkertown==
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==Tinkertown==
 
Tinkertown is a district of crafting and dark sciences on the very edge of the Labyrinth hard against the Hammerwall that divides Rattown from the city proper.
 
Tinkertown is a district of crafting and dark sciences on the very edge of the Labyrinth hard against the Hammerwall that divides Rattown from the city proper.
  
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==The Broken Ones - Pain 2==
 
==The Broken Ones - Pain 2==
 
Male Night Callers who survive Mistress When's tortures flee, broken in body and spirit, their animal flesh torn away, never to regrow, open wounds exposed to the air, faceless faces terrifying to behold. Beast shaped masks of blood. Gone are the nights leaping between the Rooftops of the Peaks. The Broken Ones live only to visit the same torture that was visited upon them on others, though they are often too weak to manage it effectively.
 
Male Night Callers who survive Mistress When's tortures flee, broken in body and spirit, their animal flesh torn away, never to regrow, open wounds exposed to the air, faceless faces terrifying to behold. Beast shaped masks of blood. Gone are the nights leaping between the Rooftops of the Peaks. The Broken Ones live only to visit the same torture that was visited upon them on others, though they are often too weak to manage it effectively.
 
'''Special:''' Denizens who ally with a Broken One have a Pain rating of 1 instead of 0.
 
  
 
==The Eyeless - Pain 0==
 
==The Eyeless - Pain 0==
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==The Fallen - Pain 0==
 
==The Fallen - Pain 0==
 
Many who meet their end in horrible circumstances find their way into the Mad City just before that last moment, escaping one horrifying end for another.
 
Many who meet their end in horrible circumstances find their way into the Mad City just before that last moment, escaping one horrifying end for another.
 
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Special: No matter how hard you kill them to death, the Fallen always get back up.
'''Special:''' No matter how hard you kill them to death, the Fallen always get back up.
 
  
  
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=The Catacombs=
 
=The Catacombs=
Beneath the Labyrinth of the Mad City lies the Catacombs, a warren of sewers and tunnels that burrows deep beneath the Mad City and plays host to fiefdoms that do not recognize Tock's authority above.
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Beneath the Labyrinth of the Mad City lies the Catacombs, a warren of sewers and tunnels that burrows deep beneath the Mad City and plays host to fiefdoms that do not recognize Tocks authority above.
  
 
==The Nethers==
 
==The Nethers==
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=The Catacombs Nightmares=
 
=The Catacombs Nightmares=
 
==One Eyed Jack - Pain 8==
 
==One Eyed Jack - Pain 8==
The Jack is a wispy black figure with one eye that glows like embers in the skeletal head that floats above his shoulders, the other socket dark and empty. Brands tattoo every inch of his hide, glowing and fading like red-orange coals, echoing his every breath.
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The Jack is a wispy black figure with one eye that glows like embers in the skeletal head that floats above his shoulders, the other socket dark and empty. Brands tattoo every inch of his hide, glowing and fading like red-orange coals, echoing the Keeper's every breath.
  
 
The Jack bears no weapons, and for all that his form takes on the vital aspects of a spectre, he has never been known to directly assault any. A confrontation with the Jack is a confrontation of subtlety and magics. Whispers of the mind, a snort of breath, a flick of his fingers; the elements of earth and ice and fire are the Keeper's to command.
 
The Jack bears no weapons, and for all that his form takes on the vital aspects of a spectre, he has never been known to directly assault any. A confrontation with the Jack is a confrontation of subtlety and magics. Whispers of the mind, a snort of breath, a flick of his fingers; the elements of earth and ice and fire are the Keeper's to command.
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==Inklings - Pain 1==
 
==Inklings - Pain 1==
Denizens of the Shadow Nethers, inklings resemble children in form but with huge hands and feet and great grinning maws full of shadowy teeth. Inklings are three dimensional in form, but being made of the stuff of shadow they are somewhat translucent, except for the inside of their mouths beyond their shadowy teeth. That is black as never.
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Masters of the Shadow Nethers, inklings resemble children in form but with huge hands and feet and great grinning maws full of shadowy teeth. Inklings are three dimensional in form, but being made of the stuff of shadow they are somewhat translucent, except for the inside of their mouths beyond their shadowy teeth. That is black as never.
  
 
Silent as death, Inklings are never seen unless they wish it, but they are everywhere, watching from the shadows and seeing everything that happens beneath the the Mad City.
 
Silent as death, Inklings are never seen unless they wish it, but they are everywhere, watching from the shadows and seeing everything that happens beneath the the Mad City.
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==The Catspaw - Pain 4==
 
==The Catspaw - Pain 4==
Slinking humanoid figures with feline heads, tails, and claws, the Catspaw function like an organized gang, collecting 'protection' and hassling transients for tolls of passage through their tattered fiefdom. On the other hand, they mercilessly root out any other criminal element in the Wharf and will fight off encroaching Nightmares and Awakened alike if they feel they are a threat.
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Slinking humanoid figures with feline heads, tails, and claws, the Catspaw function like an organized gang, collecting 'protection' and hassling transients for tolls of passage through their tattered fiefdom. On the other hand, they mercilessly root out any other criminal element in the Wharf and will fight off encroaching Nightmares and Awake alike if they feel they are a threat.
  
 
The Catspaw can leap great distances and always land on their feet.
 
The Catspaw can leap great distances and always land on their feet.
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==Raggle Taggles - Pain 1==
 
==Raggle Taggles - Pain 1==
Mischievous denizens of the Bazaar, the Raggle Taggles flit about the crowds in scraps of colorful billowing silks and sashes, never stopping long in any one place, and are ubiquitous simply by virtue of the fact that they are literally everywhere. Though newcomers to the Bazaar might be tempted to worry about thievery, the actual purpose of the Raggle Taggles is more subtle, and often more dangerous. Anyone entering the Bazaar with even one current exhaustion die is subject to become a target for their antics.
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Mischievous denizens of the Bazaar, the Raggle Taggle Gypsies flit about the crowds in scraps of colorful billowing silks and sashes, never stopping long in any one place, and are ubiquitous simply by virtue of the fact that they are literally everywhere. Though newcomers to the Bazaar might be tempted to worry about thievery, the actual purpose of the Raggle Taggle Gypsies is more subtle, and often more dangerous. Anyone entering the Bazaar with even one current exhaustion die are subject to become a target for their antics.
  
Converging on their mark in packs to gain the cumulative affect of their Pain, the bulk of the Raggle Taggles act as a whirling distraction while one of their number places a stolen item on the protagonist's person. Infused with the bizarre madness unique to their kinds, the rightful owner of the stolen item immediately knows who has it and believes that they stole it.
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Converging on their mark in packs to gain the cumulative affect of their Pain, the bulk of the Gypsies act as a whirling distraction while one of their number places a stolen item on the protagonist's person. Infused with the bizarre madness unique to the Raggle Taggle Gypsies, the rightful owner of the stolen item immediately knows who has it and believes that they stole it.
  
'''Special:''' The First Rule of the Raggle Taggles is Do Not Talk About the Raggle Taggles. Any attempt to describe these ubiquitous denizens of the Bazaar will be met with amused disbelief and appreciation for a fine tale that might earn a mug in a friendlier place than the Mad City. Despite the fact that they seem to be everywhere, apparently only the Awakened are actively aware of them.
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'''Special:''' The First Rule of the Raggle Taggle Gypsies is Do Not Talk About the Raggle Taggle Gypsies. Any attempt to describe these ubiquitous denizens of the Bazaar will be met with amused disbelief and appreciation for a fine tale that might earn a mug in a friendlier place than the Mad City. Despite the fact that they seem to be everywhere, apparently only the Awake are actively aware of them.
  
 
==Hagglers - Pain 0==
 
==Hagglers - Pain 0==
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==Clockwork Insects - Pain 0==
 
==Clockwork Insects - Pain 0==
Delicately wrought of copper, brass, and iron to perfectly resemble and mimic actual insects - flies, roaches, locusts, centipedes - Clockwork Insects can be found in abundance everywhere within the Bizarre Bazaar, flitting about, examining everything, suddenly there and suddenly gone. But it is when they are spotted outside the Bazaar that they are most valuable. If a Clockwork Insect is seen outside the Bizarre Bazaar it means that a hidden entrance to the Bazaar is close at hand. The Awakened can use these sightings to enter the Bazaar. This does not require a dice roll, merely a willingness to follow the Clockwork Insect where it leads.
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Delicately wrought of copper, brass, and iron to perfectly resemble and mimic actual insects - flies, roaches, locusts, centipedes - Clockwork Insects can be found in abundance everywhere within the Bizarre Bazaar, flitting about, examining everything, suddenly there and suddenly gone. But it is when they are spotted outside the Bazaar that they are most valuable. If a Clockwork Insect is seen outside the Bizarre Bazaar it means that a hidden entrance to the Bazaar is close at hand. The Awake can use these sightings to enter the Bazaar. This does not require a dice roll, merely a willingness to follow the Clockwork Insect where it leads.
 
 
 
 
 
 
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=Portals and Ways=
 
Between the Mad City and the City Slumbering wind the Ways, paths in the earth that can be traversed between the two realms in any but the Thirteenth Hour. Ways may have multiple openings at either City or only one, but each opening is covered by an artifact known as a Portal. A Portal might be a window or a door or a drain pipe or the mouth of an ale mug. The only way into a Way is to find and handle it's Portal.
 
 
 
The Awakened always recognize a Portal if it is near but Portals don't always connect to the same Ways or consistently anchor themselves in the same places in either City. They move about.
 
  
  

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