Editing DRYH: Shadow of the Raven King - Setting Details

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Whatever the hour, however, the Menhir stand sentinel. Set in the center of each of the three sides of Paradox Square, the standing stones provide the only means to enter the open triangle, though no walls bar entrance on any side or corner. The smallest of the Quarters can only be accessed by passing beneath one of the three massive stone doorways - each of which marks the grave of one of the elder Nightmares that anchors the Mad City in the minds of men.
 
Whatever the hour, however, the Menhir stand sentinel. Set in the center of each of the three sides of Paradox Square, the standing stones provide the only means to enter the open triangle, though no walls bar entrance on any side or corner. The smallest of the Quarters can only be accessed by passing beneath one of the three massive stone doorways - each of which marks the grave of one of the elder Nightmares that anchors the Mad City in the minds of men.
 
[tip o' the pen to Pandorym for providing the inspiration for this Quarter]
 
  
 
==The Iron Keep==
 
==The Iron Keep==
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What Denizens petition the Slain God for, no one knows, only that they drop a single item - it may be any item: a broken doll, a rock, a scrap of parchment with faded ink - into the well beneath the Slain God, stand still facing one of his eyes for a long moment, and then walk away.
 
What Denizens petition the Slain God for, no one knows, only that they drop a single item - it may be any item: a broken doll, a rock, a scrap of parchment with faded ink - into the well beneath the Slain God, stand still facing one of his eyes for a long moment, and then walk away.
  
Awakened who approach the Slain God as Supplicants have to offer more. It is said the Slain God is able to seek ''that which would remain unfound,'' but his price to pass this vision to one of the Awakened is a steep one. The Awakened must look into one of the Slain God's eyes; the eye of the Present, the eye of the Past, or the eye of the Future and see what is to be seen. One Madness die must be added to the roll (permanent madness is never enough), but the player can choose to add up to the full six. This roll is against a Pain rating of 9 if the character has no Exhaustion dice in his pool. Each Exhaustion die in the pool, however, represents one more Pain die added to the Slain God's rating.
+
Awakened who approach the Slain God as Supplicants have to offer more. It is said the Slain God is able to seek ''that which would remain unfound,'' but his price to pass this vision to one of the Awakened is a steep one. The Awakened must look into one of the Slain God's eyes; the eye of the Present, the eye of the Past, or the eye of the Future and see what is to be seen. One Madness die must be added to the roll (permanent madness is never enough), but as many madness dice as desired can be added in by the player. This roll is against a Pain rating of 9 if the character has no Exhaustion dice in his pool. Each Exhaustion die in the pool, however, represents one more Pain die added to the Slain God's rating.
  
Whether the character 'wins' or 'loses' this roll, they see the vision the Slain God imparts. If they win, a Coin of Hope is paid into the bowl without first going through the GM's bowl as a Coin of Despair, and they understand the vision immediately. If not, a Coin is paid into each bowl, one of Hope and one of Despair, and they must ponder the vision to prize its meaning free. The GM does not get to add a consequence to a failed roll.
+
Whether the character 'wins' or 'loses' this roll, they see the vision the Slain God imparts. If they win, a Coin of Hope is paid into the bowl without first going through the GM's bowl as a Coin of Despair, and they understand the vision immediately. If not, a Coin is paid into each bowl, one of Hope and one of Despair, and they must ponder the vision to prize its meaning free.  
  
  
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[For more information on common details of the Bazaar, see pp 49-50 of <u>[http://www.evilhat.com/home/dont-rest-your-head-2/ Don't Rest Your Head]</u> ignoring any reference to the Wax King and his coins as he has not yet manifested as a Power in the Mad City during the time of the Raven King].
 
[For more information on common details of the Bazaar, see pp 49-50 of <u>[http://www.evilhat.com/home/dont-rest-your-head-2/ Don't Rest Your Head]</u> ignoring any reference to the Wax King and his coins as he has not yet manifested as a Power in the Mad City during the time of the Raven King].
 
==Old Scratch - Pain ?==
 
Old Scratch appears as a shrewd, dark haired fellow with amber eyes, perfectly white teeth, and a finely groomed goatee. He is always seen in an impeccable white shirt, and matching vest and trousers of dark worsted wool and a fobbed pocket watch at his belly. His black leather shoes shine like glass.
 
 
Old Scratch can only be found in the Bazaar during the Thirteenth Hour and he will only talk Deals. He wastes time on nothing else. He offers no goods or services, only asks what is desired, then names a price to obtain it. Scratch never fails to fulfill a bargain. But he also never fails to collect its price.
 
 
Old Scratch's Pain rating is not known.
 
 
==The Haggler King==
 
The Haggler King is an Awakened cum Denizen who rules the Bazaar, lets out Places for trade, and keeps the peace. He has no Pain rating, but he has protectors and enforcers enough that this has never mattered. Nothing remains of the Haggler King's exhaustion talent and little of madness, but he has the ability to take on any physical appearance he chooses, constrained only by his own personal mass.
 
 
====Bookies - Pain 1 (+ Varies)====
 
Throughout the Bazaar, leatherbound tomes can be found lying open on small Persian style rugs. The books do not speak, but can communicate via writing that scrawls delicately across their blank pages. Bookies offer bets on nearly any occurrence within the Mad City. It offers a Pain rating as Stakes based on the Payout of the bet. If the bettor accepts the stakes, a drop of his blood is required to lock in the bet and the player sets the dice pool and makes the roll.
 
  
 
====Raggle Taggle Gypsies - Pain 1====
 
====Raggle Taggle Gypsies - Pain 1====
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=Nightmares: Rattown Wharf=
 
=Nightmares: Rattown Wharf=
==Cat O'Nine - Pain 9 (- Special)==
 
Cat O'Nine is the leader of the Catspaw [see below]. Towering head and shoulders over his Paws, Cat O'Nine is a monster of red fur and mangling scars, his left ear and eye long ago ripped away and his tail bobbed. He wields a roman style scourge of nine braided whips of human skin tipped and studded with bone and iron hooks.
 
 
'''Nine Lives:''' Defeating Cat O'Nine doesn't necessarily take him out of the fight. When defeated, subtract 1 from his total Pain rating for each character who had a hand in his defeat. He can immediately force another confrontation at his new Pain rating if he chooses, but he will never willingly risk dropping to Pain 0.
 
 
'''Special:''' In any confrontation with Cat O'Nine where the character loses the confrontation, the GM can introduce the consequence of Cat Scratch Fever instead of adding exhaustion or forcing a response. This has the mechanical effect of making only 1s and 2s successful on the character's discipline dice on their next roll.
 
 
 
==The Catspaw - Pain 4==
 
==The Catspaw - Pain 4==
 
Slinking humanoid figures with feline heads, tails, and claws, the Catspaw serve as both the law and the chief gang of Rattown. They collect protection from the locals and hassle transients from other Quarters 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.
 
Slinking humanoid figures with feline heads, tails, and claws, the Catspaw serve as both the law and the chief gang of Rattown. They collect protection from the locals and hassle transients from other Quarters 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.
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=Quarter: The Canals=
 
=Quarter: The Canals=
The Canals are a labyrinth of waterways that crisscross the seaward side of the Mad City beneath the towering stern facade of the Mad City's Guild Halls and the crazed skyground of the Spires. Walkways flank the waterways and arched bridges frequently span them even as dark stone stairs lead down to the flat inky surface of the Canals themselves.  
+
The Canals are a labyrinth of waterways that crisscross the seaward side of the Mad City beneath the towering skyground of the Spires. Walkways flank the waterways and arched bridges frequently span them even as dark stone stairs lead down to the flat inky surface of the Canals themselves.
  
The Canals interconnect or run adjacent to multiple Quarters.
+
While the Canals themselves are considered a Quarter on their own, the buildings, bridges, and walkways above cross and interconnect multiple minor Quarters, most notably the Spires.They also run hard against the Hammerwall.
  
  
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=Nighmares: The Canals=
 
=Nighmares: The Canals=
==The Guildmaster - Pain 7 (9 when enforcing Guild Contracts)==
 
The Guildmaster is a tall, skeletal Nightmare in the finest grey suit and top hat that Pain can buy (rumor says that his attire is pure Barnacle Boy hide). Severe in the extreme, the Guildmaster manages Trade and Manufacture in the Mad City - well not the Bazaar, but don't bring that up in his hearing. The Guildmaster is more apt to deal exclusively with other nightmares than with the Awake, but if it is important enough, he might stir himself if one of the Awake threatens (or can be leveraged into an advantage for) a Guild Asset.
 
 
'''Special:''' The Guildmaster is unable to step foot into the Bizarre Bazaar. It is rumored he is unable to even see the bits of that realm that creep openly into the Quarters.
 
 
==The Journey Men - Pain 5==
 
Bare wisps of lean, tall, man-shaped shadows in shadowy finery, the Journey Men are the emissaries of the Guildmaster. Nine in number, the Journey Men travel the Quarters on Guild Business and, much like the Raven King's Court, treat whatever Quarter they are in as Home Turf [particularly in the matter of the ''Call of the Awakened'' and ''Parting the Veil'']. Nightmares who gain an increase in Pain for being in their own Quarter (including the Court of the Raven King while in the Iron Keep) do not gain this advantage when dealing with the Journey Men. The Huntsman is the only Nightmare known to be immune to this effect.
 
 
'''Special:''' Physical barriers are no obstacle to the Journey Men. They are able to flow up and over and through cracks to get where they are going. They are, however, still unable to enter the triangle of Paradox Square except via the Menhir, and the power of the Slain God will still cast them back should they try to enter the Grove. Like their Master, the Journey Men are also unable to enter the Bizarre Bazaar.
 
 
====Guilders - Denizens====
 
In the Guildhalls above the Canals the denizens of that Quarter live and work their crafts under the watchful eyes of minor Nightmares, providing goods and services for the whole of the Mad City.
 
 
 
==The Gondolier - Pain 3==
 
==The Gondolier - Pain 3==
 
Gondola is the preferred conveyance for passengers and cargo through the Canals, a task usually handled by the Drowned of Rattown. Nevertheless, a single towering Nightmare can be seen sliding through the mists in an ethereal Gondola of intricately carved bone. Clad in heavy robes and broad brimmed hat the color of ash, his face is a mask of crisscrossed scars and his mouth has been stitched shut, but he can speak in whispers in the minds of those he encounters, and for a price take passengers to any Quarter touched by the Canals - even if the Canals do not normally offer access to the Quarter they touch. Passengers of the Gondolier step from his vessel into the new Quarter seamlessly.
 
Gondola is the preferred conveyance for passengers and cargo through the Canals, a task usually handled by the Drowned of Rattown. Nevertheless, a single towering Nightmare can be seen sliding through the mists in an ethereal Gondola of intricately carved bone. Clad in heavy robes and broad brimmed hat the color of ash, his face is a mask of crisscrossed scars and his mouth has been stitched shut, but he can speak in whispers in the minds of those he encounters, and for a price take passengers to any Quarter touched by the Canals - even if the Canals do not normally offer access to the Quarter they touch. Passengers of the Gondolier step from his vessel into the new Quarter seamlessly.
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'''Special:''' The waters of the Canals ground the Call of the Awakened. When Parting the Veil, their exact location is revealed only to the Wisps (and perhaps the Gondolier). Other Nightmares will only sense the Awakened as somewhere within the Canals.
 
'''Special:''' The waters of the Canals ground the Call of the Awakened. When Parting the Veil, their exact location is revealed only to the Wisps (and perhaps the Gondolier). Other Nightmares will only sense the Awakened as somewhere within the Canals.
  
 +
====Guilders - Denizens====
 +
The Canals Quarter is home to the guildhalls, and the denizens of the Canals live and work in those guilds under minor Nightmares - no longer minions, not quite lieutenants - they provide goods and services throughout the whole of the Mad City.
  
  
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=Nightmares: The Spires=
 
=Nightmares: The Spires=
==The High-Way Man - Pain 3 (5 when Playing)==
+
==The Black Bard - Pain 3 (5 when Playing)==
Master of the Spires, the High-Way Man is a lithe rogue clad in close fitting leathers with a long, long hood pulled up on his head and trailing down his back that flares out behind him as he runs. His lean face is rough with stubble and a wicked slash of a smile, but his eyes and nose and brow are covered by a stark mask of black boiled leather portraying the visage of a raven in open mockery of the Raven King.  
+
Master of the Spires, the Black Bard is a lithe rogue clad in close fitting leathers with a long, long hood pulled up on his head and trailing down his back that flares out behind him as he runs. His lean face is rough with stubble and a wicked slash of a smile, but his eyes and nose and brow are covered by a stark mask of black boiled leather portraying the visage of a raven in open mockery of the Raven King.  
  
On his back he carries a fine lute of black wood worked with silver and a great black sword.
+
On his back he carries a fine lute of black wood worked with silver.
  
The High-Way Man is a Nightmare of Nostalgia and Dreams. With a word or a song or the thrust of his sword, he can cause anyone to recall something precious from their past, whether real or in a dream, and he can steal it. The High-Way Man's Pain rating goes up if he gets a chance to play his Lute while he sings.
+
The Black Bard is a Nightmare of Nostalgia and Dreams. With a word or a song, he can cause you to recall something precious from your past, whether real or in a dream, and he can steal it from you. The Black Bard's Pain rating goes up if he gets a chance to play his Lute while he sings.
  
'''Special:''' All the memories stolen by the High-Way Man collect in his Lute. If defeated the High-Way Man can be forced to return a single specific memory - an Awakened's own, or another's. The one who defeats him must demand the memory to receive it and must allow the High-Way Man to play the lute as the means of retrieving that memory. Once imparted the memory is indistinguishable from the character's own memories, as if they lived it themselves.
+
'''Special:''' All the memories stolen by the Black Bard collect in his Lute. If defeated the Bard can be forced to return a single specific memory - an Awakened's own, or another's. The one who defeats him must demand the memory to receive it and must allow the Black Bard to play the lute as the means of retrieving that memory. Once imparted the memory is indistinguishable from the character's own memories, as if they lived it themselves.
 
 
If the High-Way Man steals a memory with the tip of his great black sword instead of his lute, that memory is destroyed forever and cannot be retrieved.
 
  
 
====The Night Callers - Pain 1====
 
====The Night Callers - Pain 1====
The Night Callers crowd the rooftops of the Spires, leaping from one to another, shouting to one another as they go through their constant game of motion. They are of a size and shape with little children but have the faces of birds and beasts and might have fur or feathers or tails to match the face, though their main limbs remain more human than beast. For instance while one might have feathers on it's arms that hang down like wings, they are still arms, not actual wings. Not that that makes them any less mobile as they flit about from spire to spire.  
+
The Night Callers crowd the rooftops of the Spires, leaping from one to another, shouting to one another as they go through their constant game of motion. They are of a size and shape with little children but have the faces of birds and bests and might have fur or feathers or tails to match the face, though their main limbs remain more human than beast. For instance while one might have feathers on it's arms that hang down like wings, they are still arms, not actual wings. Not that that makes them any less mobile as they flit about from spire to spire.  
  
In particular, when the Night Callers spot one of the Awake in their domain, or other surface dwellers climb up, they let out an odd warbling cry that brings more of their kind and - perhaps more importantly - alerts the High-Way Man.
+
In particular, when the Night Callers spot one of the Awake in their domain, or other surface dwellers climb up, they let out an odd warbling cry that brings more of their kind and - perhaps more importantly - alerts the Black Bard.
  
 
==The Nightling Gale - Pain 7==
 
==The Nightling Gale - Pain 7==
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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. The soldiers and killers among these escapees from Death tend to gravitate towards the Hammerwall.  
 
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. The soldiers and killers among these escapees from Death tend to gravitate towards the Hammerwall.  
  
No one knows why, but none of the Fallen Legion will approach the end of Hammerwall where the Tower of the Moon stands vigil over the Deep.
+
'''Special:''' No matter how hard you kill them, the Fallen always get back up.
 
 
'''Special:''' No matter how hard you kill them to death, the Fallen always get back up.
 
  
 
==The Smiths of Hammerwall - Pain 4==
 
==The Smiths of Hammerwall - Pain 4==
The great convex face of the Hammerwall that bulges into the Labyrinth is a hive of industry and metalwork. It is here that the Smiths of the Hammerwall ply their trade. Most of the mundane work done there is performed by Cogs, but the special workings, the mad workings, are forged by one of the five Smiths. Stout and bearded constructs of every known metal meshed together in clockwork perfection, the Smiths are fearless when wielding their great hammers.
+
The Labyrinth-side face of the Hammerwall is a hive of industry and metalwork. It is here that the Smiths of the Hammerwall ply their trade. Most of the mundane work is performed by Cogs, but the special workings, the mad workings, are forged by one of the five Smiths. Stout and bearded constructs of every known metal meshed together in clockwork perfection, the Smiths are fearless when wielding their great hammers.
  
In any conflict with one of the Smiths, should Pain dominate, regardless of success or failure and in addition to any other applicable complications, the Awake is considered Armorlocked. One or more limb (depending on the number of Smiths actively acting against them), is encased in a thick sleeve of iron by the Smiths' hammers and immobile.
+
In any conflict with one of the Smiths, should pain dominate, regardless of success or failure and in addition to any other applicable complications, the Awake is considered Armorlocked. One or more limb (depending on the number of Smiths actively acting against them), is encased in a thick sleeve of iron by the Smiths' hammers and immobile.
  
 
====Cogs - Denizens====
 
====Cogs - Denizens====
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=Quarter: Guardians of the Deep=
 
=Quarter: Guardians of the Deep=
 
At either end of the Hammerwall, overlooking Treacher's Deep, stands a Tower - the Towers of the Moon and the Sun - collectively known as the Guardians of the Deep. The Tower of the Sun stands empty and broken, a haven or horror for lost denizens and Nightmares alike. The Tower of the Moon is a more . . . active place.
 
At either end of the Hammerwall, overlooking Treacher's Deep, stands a Tower - the Towers of the Moon and the Sun - collectively known as the Guardians of the Deep. The Tower of the Sun stands empty and broken, a haven or horror for lost denizens and Nightmares alike. The Tower of the Moon is a more . . . active place.
 
Though categorized as a single Quarter, the whole of the Canals and Rattown Wharf and the inner curve of the Hammerwall lie between them.
 
  
 
==The Tower of the Moon==
 
==The Tower of the Moon==
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To her horror, he simply replied that he had come without expectations. Then he turned and walked away, the implication hanging in the air like judgement.
 
To her horror, he simply replied that he had come without expectations. Then he turned and walked away, the implication hanging in the air like judgement.
 
It is rumored that Mistress When cursed his voice with the spectre of death that day in retribution.
 
  
 
====The Menagerie - Pain 1====
 
====The Menagerie - Pain 1====
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The girls are another story. They remain mostly young but grow tall and straight where they ought and plumply curved where she demands. Their animal faces become idealized porcelain masks of the same animal, but can never be removed. Tails and feathers and fur become part of a costume made more of skin than anything else.
 
The girls are another story. They remain mostly young but grow tall and straight where they ought and plumply curved where she demands. Their animal faces become idealized porcelain masks of the same animal, but can never be removed. Tails and feathers and fur become part of a costume made more of skin than anything else.
  
This is Mistress When's Menagerie, traded, loaned, even gifted to Nightmares to do with as they will, to butcher and harm, to flay alive and subject to all manner of torture until the bell chimes the Thirteenth Hour, at which time the contract ends and the Menagerie returns to Mistress When, broken but terribly, terribly whole. Ready to be given to new Nightmares at the chiming of the first hour.
+
This is Mistress When's Menagerie, traded, loaned, even sold to Nightmares to do with as they will, to butcher and harm, to flay alive and subject to all manner of torture until the bell chimes the Thirteenth Hour, at which time the contract ends and the Menagerie returns to Mistress When, broken but terribly, terribly whole. Ready to be given to new Nightmares at the chiming of the first hour.
  
 
====The Captive Raven - Pain 1====
 
====The Captive Raven - Pain 1====
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Technically two separate Quarters, the Labyrinth and the Catacombs are twisted mirrors of one another, the Labyrinth at and above street level, the Catacombs below.  
 
Technically two separate Quarters, the Labyrinth and the Catacombs are twisted mirrors of one another, the Labyrinth at and above street level, the Catacombs below.  
  
On the surface, tall structures of stone and wood and daub cluster close and high, constructed canyons boxing in the mazelike cobblestone streets of the Labyrinth. Only the light of torch and lamp and candle makes it down here into the musty stifling damp.
+
On the surface, tall structures of stone and wood and daub cluster close and high, constructed canyons boxing in mazelike cobblestone streets of the Labyrinth. Only the light of torch and lamp and candle makes it down here into the musty stifling damp.
  
Below the Labyrinth, through weird entrances via sewer grates, drain tunnels, and secret root cellar traps, lies the twisted wreckage of the Catacombs. Echoing the maze above in eerie silence, walls of brick give way to walls of hewn stone give way to walls of peet slabs which eventually give way to walls of skulls and bone fitted tight together with a mortar of rendered memories and fear. The deeper one travels into the Catacombs the more tomblike and macabre they become.
+
Below the Labyrinth, through weird entrances via sewer grates, drain tunnels, and secret root cellar traps, lie the twisted wreckage of the Catacombs. Echoing the maze above in eerie silence, walls of hewn stone give way to walls of hewn peet which eventually give way to walls of skulls and bone fitted tight together. The deeper one travels into the Catacombs the more tomblike and macabre they become.
  
 
==The Raven's Eye==
 
==The Raven's Eye==
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To enter the Raven's Eye is to come under the Scrutiny of the Raven King himself.
 
To enter the Raven's Eye is to come under the Scrutiny of the Raven King himself.
 
[tip o' the pen to Pandorym again, my Mad Cities have always had a Labyrinth, but it was fun to see the same feature spring up in your Mad City]
 
  
  
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=Nightmares: The Labyrinth and The Catacombs=
 
=Nightmares: The Labyrinth and The Catacombs=
 
==The Keeper of the Maze - Pain 7==
 
==The Keeper of the Maze - Pain 7==
One Nightmare claims rule over both Quarters, controlling more of the Mad City than any but the Raven King. The Keeper of the maze is a hulking black figure with eyes like embers and the skeletal head and horns and hooves of a great bull. Brands tattoo every inch of his hide, glowing and fading like red-orange coals, echoing the Keeper's every breath.  
+
One Nightmare claims rule over both Quarters, controlling more of the Mad City than any but the Raven King. The Keeper of the maze is a hulking black figure with eyes like embers, and the skeletal head and horns and hooves of a great bull. Brands tattoo every inch of his hide, glowing and fading like red-orange coals, echoing the Keeper's every breath.  
  
Piercing his bone nostrils is a ring of etched iron that allows him to determine his physical size. In the cobbled streets of the Labyrinth he towers over men and Nightmares alike. In the Catacombs he is smaller, at once denser and yet made of seeping mists.  
+
Piercing his nostrils is a ring of etched iron that allows him to determine his physical size. In the cobbled streets of the Labyrinth he towers over men and Nightmares alike. In the Catacombs he is smaller, at once denser and yet made of seeping mists.  
  
For the Keeper of the Maze is also a Keeper of Secrets. He bears no weapons, and for all that his form takes on the vital aspects of a great bull, he has never been known to trample or gore. A confrontation with the Keeper 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.
+
For the Keeper of the Maze is also a keeper of secrets. He bears no weapons, and for all that his form takes on the vital aspects of a great bull he has never been known to trample or gore. A confrontation with the Keeper 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 Hartshorn - Pain 3==
 
==The Hartshorn - Pain 3==
Three shadowy figures, the robed figures of tall men with the skulls of great stags hovering where their heads should be, wander the Labyrinth and Catacombs, doing the Keeper's bidding. No one knows if the Hartshorn are real Nightmares born from the souls of men or if they are creations of the Keeper, but their loyalty and devotion is uncanny and unquestioned. Tricks of the mind are the demesne of the Hartshorn, weaving the mists and damp into illusions of loss and pain in the minds of their prey.
+
Three shadowy figures, the robed figures of tall men with the skulls of great stags hovering where their heads should be, wander the Labyrinth and Catacombs, doing the Keeper's bidding. No one knows if the Hartshorn are real nightmares born from the souls of men or if they are creations of the Keeper, but their loyalty and devotion is uncanny and unquestioned. Tricks of the mind are the demesne of the Hartshorn, weaving the mists and damp into illusions of loss and pain in the minds of their prey.
  
 
====Bully Boys - Pain 2====
 
====Bully Boys - Pain 2====
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====Molly Rags - Pain 1====
 
====Molly Rags - Pain 1====
Molly Rags are pretty little girls with pock marked faces in tattered dresses made from scraps and old rags dragging a little rag doll in one hand as they skip and dance about chanting vile versions of Ring Around the Rosie that seems like it might be as much about various venereal diseases as plague. Otherwise they seem mostly harmless until they are right upon their marked prey, whom they will follow for blocks with no hint of threat. But when they draw nigh their rag dolls dissolve into wickedly sharp tools of rusted metal in their grubby little fists and their faces become something translucent that shows the sharp and empty outline of the skull beneath the skin.
+
Molly Rags are pretty little girls with pock marked faces in tattered dresses made from scraps and old rags dragging a little rag doll in one hand as they skip and dance about chanting vile versions of Ring Around the Rosie that seem like they might be as much about various venereal diseases as plague. Otherwise they seem mostly harmless until they are right upon their marked prey, whom they will follow for blocks with no hint of threat. But when they draw nigh their rag dolls dissolve into wickedly sharp tools of rusted metal in their grubby little fists and their faces become something translucent that shows the sharp and empty outline of the skull beneath the skin.
 
 
[tip o' the pen to Pandorym again, again . . . these aren't yet the Little Sisters of the Labyrinth in the ''Mad City That Is'' . . . but they plainly one day will be]
 
  
 
====The Kept - Denizens - Pain 1/2/3====
 
====The Kept - Denizens - Pain 1/2/3====
 
The shopkeepers, craftsmen, lawyers, cooks, etc, of the Mad City's largest quarter simply refer to themselves as the Kept. The Kept fulfill their purposes within the Quarter, but they also have a strong attachment to the Keeper and are to be considered directly in his service at all times. The Kept are the only Denizens of the Mad City with a Pain rating [1-3 depending on whether it is a few, a gang, or a mob].
 
The shopkeepers, craftsmen, lawyers, cooks, etc, of the Mad City's largest quarter simply refer to themselves as the Kept. The Kept fulfill their purposes within the Quarter, but they also have a strong attachment to the Keeper and are to be considered directly in his service at all times. The Kept are the only Denizens of the Mad City with a Pain rating [1-3 depending on whether it is a few, a gang, or a mob].
 
==The Bone Bane - Pain 5==
 
The Bone Bane prowls the Catacombs, a haphazard creature made of the interconnected bones of men and beasts that are constantly rearranging, reorganizing, and reconstructing themselves into different configurations as the creature moves. At any given time it will have the skulls of four or more different creatures, each one with eye sockets ablaze with white unholy light. Any bones the creature encounters become part of it, rolling up into the creature if already void of flesh or tearing from the flesh of their corpses if not.
 
 
'''Special:''' The Bone Bane cannot take bones from living creatures, and it cannot take bones set into the walls of the Catacombs.
 
  
 
====Skulls of the Fallen - Pain 1====
 
====Skulls of the Fallen - Pain 1====
Deep in the Catacombs, where the walls are made of skeletal remains cleverly fitted together, can be found the Skulls of the Fallen. These Nightmares seek to confuse, distract, and mislead any who enter their domain. When first encountered they seem to be normal skulls, but when they begin to speak they glow with a sickly green light that pulses oddly.
+
Deep in the Catacombs, whee the walls are made of skeletal remains cleverly fitted together, can be found the Skulls of the Fallen. These Nightmares seek to confuse, distract, and mislead any who enter their domain. When first encountered they seem to be normal skulls, but when they begin to s peak they glow with a sickly green light that pulses oddly.  
  
 
====Blood of the Slain God - Discipline 1====
 
====Blood of the Slain God - Discipline 1====
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----
 
----
 
 
=The Nethers=
 
=The Nethers=
Throughout the Quarters there are pocket regions known as the Nethers, tiny alcove Quarters carved out of the major Quarters and ruled over by median or even minion level Nightmares. The most famous of these is the Shadow Nether, populated entirely by Inklings. Inklings in the Shadow Nether at the Thirteenth Hour do not lose their Pain rating or turn to flesh during that Hour. The Straw Nether is likewise well known among Nightmares, but they never speak of it.
+
Throughout the Quarters there are pocket regions known as the Nethers, tiny alcove Quarters carved out of the major Quarters and ruled over by median or even minor level Nightmares.  
 
 
[Out in the Nowheres pp 62-64 of DRYH should provide good inspiration for how you might create and run Nethers in the ''Shadow of the Raven King'' setting].
 
 
 
 
 
----
 
=Quarterless Nightmares=
 
Quarterless Nightmares have no Quarter that they can call home, shifting restlessly between Quarters as either nomads or refugees. The Quarterless  are mostly low Pain rating Nightmares, but many have Specials that more than make up for the lack.
 
 
 
====Scampers - Pain 1====
 
No one has ever seen a Scamper, but many have heard them, their little feet skipping or dragging across the cobbles, childlike laughter or sobs ringing out from the gutter, the alley, the next street over, the alcove just passed. Investigation will never turn up a Scamper, but will instead lead to a toy set in the middle of a street or gutter or alleyway siting in the middle of its own little  puddle of light all alone as if under a streetlamp that just isn't there.
 
 
 
The toy might be anything - a teddy bear, a doll, a jack in the box - battered and well loved and oddly compelling. Picking up the toy will have one of two effects; characters with Discipline equal to or exceeding their current Exhaustion dice are transported instantly to the City Slumbering. If, however, the character's current Exhaustion exceeds their Discipline, the toy summons an appropriate Lieutenant-level Nightmare from nearby. In fact, the toy will be physically replaced by that Nightmare in the Awake's grasp.
 
 
 
====Night Render - Pain 2 (4 in the City Slumbering)====
 
Night Renders are scaly black humanoids with lizardlike feartures, vicious claws, and razor sharp teeth. In the quarters they are child sized beings with dense scales and a tendency to bite and run. But then the Quarters aren't the only place Night Renders roam.
 
 
 
'''Special:''' Night Renders can enter and leave the City Slumbering as easily as they traverse the Quarters. Only, in the City Slumbering they change, not to something more subtle, but to ravening monsters taller than men, and their Pain rating doubles. Their skin stretches thin as scales pop and loosen to accommodate their new size and their claws and teeth perpetually drip blood. Night Renders stalk those who have recently experienced great loss. If they can, they devour their essence, leaving behind only mumbling husks.
 
 
 
Physical wounds inflicted in the City Slumbering do not heal. In fact, they continue to rot, eating away at the flesh until it blackens and atrophies. This effect is suspended if the one so scarred Awakens.
 
 
 
====Leaping Lepers - Pain 2====
 
It is equally likely that Leaping Lepers will be encountered singly or in small groups. Wrapped in scraps of soiled and rotting cloth and leather, the Lepers reek of infection and decay. They walk hunched over with heads up and mouths split huge and filled with black tongues and rotting teeth. Their knees cant inwards even as their feet and ankles splay wide. Their skeletal arms are awkwardly bent and their fingers are impossibly long bone claws, reaching and scraping as they shuffle along.
 
 
 
Despite their scraping, shuffling gait, however, the Leaping Lepers earn their name. When they are within range they can hurl themselves at their prey with ferocious savagery that is brutal to behold. If one can see a Leaping Leper it is a fair bet that the creature is close enough to pounce.
 
 
 
'''Special:''' If pain dominates in an encounter with the Lepers, the character is treated as if they Parted the Veil. If the character loses the confrontation, the GM can skip adding Exhaustion or forcing a Response to choose the complication Veil is Torn, which is treated like Parting the Veil except that the character does not have the power to immediately close it. Until they manage to Mend the Tear they are a screaming beacon to whatever Nightmares are near.  
 
  
<u>The following things can Mend the Veil:</u>
+
[Out in the Nowheres pp 62-64 of DRYH is good background reading for how you might create and run Nethers in the ''Shadow of the Raven King'' setting].
* Plunging into one of the Canals, Rattown Harbor, or Treacher's Deep
 
* Entering the Bizarre Bazaar
 
* Entering the Catacombs
 
* Consuming an Inkling
 
* Entering the City Slumbering
 
* The Chime of the Thirteenth Hour
 
 
 
====The Hermit - Pain 1 (+ Special)====
 
The Hermit is an old balding man in a simple robe with bushy mustaches and liver spotted scalp and hands. Those huge, impossibly bony hands clutch a gnarled staff crooked at the top like a shepherd's staff, from which crook hangs a simple bronze lantern. In any confrontation, the Hermit may dash his lantern to the ground encircling himself and one other in a ring of fire. Other characters are unable to add their discipline to the character in the ring of fire and the Hermit's Pain rating increases by whatever Exhaustion dice are in the character's pool before the encounter (if the character adds an exhaustion die for the encounter itself, that die does not count towards the Hermit's Pain rating).
 
 
 
'''Special:''' Speaking the Hermit's secret name banishes him.
 
 
 
====Gibbering Prophet - Denizen====
 
Gibbering prophets are broken denizens who wander the Quarters aimlessly, endlessly, shouting out broken truths that may or may not be truths for the ones being shouted at. Gibbering Prophets know neither fear nor bravery, neither hesitation nor resolve. They approach beings as their madness demands and scream what they see out of some desperate instinct.
 
  
  
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=The Thirteenth Hour [pp 49]=
 
=The Thirteenth Hour [pp 49]=
During the Twelve Hours of the Watch the Mad City is in sync with the City Slumbering and Nightmares and the Awake both can cross between the two realms if they have the means or know the Ways. But during the Thirteenth Hour the gateways between the worlds remain fast. During this time the Awake are trapped within the Mad City.  
+
During the Twelve Hours of the Watch the Mad City is in sync with the City Slumbering and Nightmares and the Awake both can cross between the two realms if they have the means or know the Ways. But during the Thirteenth Hour the gateways between the worlds remain fast. During this time the Awake are trapped within the Mad City. Even the Raven King is subject to the Rules of the Thirteenth Hour. It is rumored, however, that Mistress When is not.
  
Even the Raven King is subject to the Rules of the Thirteenth Hour. It is rumored, however, that Mistress When may not be.
+
In the ''Shadow of the Raven King'' setting there are some other specific effects tied to the Thirteenth Hour.
  
 
==Mists of Time==
 
==Mists of Time==
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No Pain rating is given for the Mists because no conflict or struggle is possible.
 
No Pain rating is given for the Mists because no conflict or struggle is possible.
 
Rumor has it that the Mists are the minion of the One Eyed Jack.
 
 
Note: GMs are advised to use the Mists sparingly and specifically, as a way to introduce new story elements or to change what version of the Mad City the characters are in altogether. It is not inappropriate to rule that the time in the Mists is equivalent to - or even the trigger for - a flashback or other opportunity for a break from the stress of Exhaustion and Madness.
 
  
 
==Other Aspects of the Thirteenth Hour==
 
==Other Aspects of the Thirteenth Hour==
These are discussed in the descriptions of individual Quarters and Nightmares but are recapped here for convenience.
+
Most of these are discussed with the individual Quarters and Nightmares but are recapped here for convenience.
  
 
'''The Iron Keep:''' The Iron Keep vanishes during the Thirteenth Hour.
 
'''The Iron Keep:''' The Iron Keep vanishes during the Thirteenth Hour.
  
'''The Grove of the Slain God:''' The Grove appears in the place of the Iron Keep during the Thirteenth Hour.
+
'''The Grove of the Slain God:''' The Grove appears in the place of the Black Keep during the Thirteenth Hour.
  
 
'''The Iron Chime:''' The Iron Chime of the Grove chimes the hours of the watch from beyond the Mad City and can be heard by their echoes off the walls of the Iron Keep within the Mad City. It chimes the Thirteenth Hour clearly within the Mad City. The Chime can be heard in all the Quarters.
 
'''The Iron Chime:''' The Iron Chime of the Grove chimes the hours of the watch from beyond the Mad City and can be heard by their echoes off the walls of the Iron Keep within the Mad City. It chimes the Thirteenth Hour clearly within the Mad City. The Chime can be heard in all the Quarters.
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'''The Raven King:''' Is rumored to be trapped outside the Mad City with the Iron Keep during the Thirteenth Hour
 
'''The Raven King:''' Is rumored to be trapped outside the Mad City with the Iron Keep during the Thirteenth Hour
  
'''Inklings:''' These minor Nightmares take on flesh and lose their Pain rating during the Thirteenth Hour. [Inklings in the Nether of Shadow are immune to this effect]. Inklings can become trapped in this form of flesh if they are caught in the Bazaar at the end of the Thirteenth Hour. Awakened who consume the substance of Inklings gain their Shadow power until the Thirteenth Hour.
+
'''Inklings:''' These minor Nightmares take on flesh and lose their Pain rating during the Thirteenth Hour. They can become trapped in this form of flesh if they are caught in the Bazaar at the end of the Thirteenth Hour. Awakened who consume the substance of Inklings gain their Shadow power until the Thirteenth Hour.
  
 
'''The Bizarre Bazaar:''' Is busiest during the Thirteenth Hour and has more ways to enter more visibly displayed in the Quarters.
 
'''The Bizarre Bazaar:''' Is busiest during the Thirteenth Hour and has more ways to enter more visibly displayed in the Quarters.
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'''The Nightling Gale:''' Scours the Spires during the Thirteenth Hour.
 
'''The Nightling Gale:''' Scours the Spires during the Thirteenth Hour.
  
'''The Captain and the Watch of Hammerwall:''' Resonate with the Iron Chime at the start of the Thirteenth Hour. Captain gains 2 Pain for the duration of the Hour; Watch gains 1 Pain for the duration of the Hour.
+
'''The Captain and the Hammerwall Watch:''' Resonate with the Iron Chime at the start of the Thirteenth Hour. Captain gains 2 Pain; Watch gains 1 Pain.
  
 
'''The Menagerie:''' The Menagerie's contracts end at the Thirteenth Hour, and their flesh is restored from whatever torture they endured during the Hours of the Watch (including the Captive Raven, though she is never under contract).
 
'''The Menagerie:''' The Menagerie's contracts end at the Thirteenth Hour, and their flesh is restored from whatever torture they endured during the Hours of the Watch (including the Captive Raven, though she is never under contract).
 
'''The Torn Veil:''' The Chime of the Thirteenth Hour ends the Torn Veil effect.
 
  
  
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I bring that up as a means of evaluating odds. Any player can match or exceed a Nightmare of Pain 9 or less, but is unlikely to see one of their pools consistently dominate against a Nightmare with Pain 6 or higher. And Discipline will generally only dominate against small pain Nightmares where the player hasn't started adding in too much exhaustion.
 
I bring that up as a means of evaluating odds. Any player can match or exceed a Nightmare of Pain 9 or less, but is unlikely to see one of their pools consistently dominate against a Nightmare with Pain 6 or higher. And Discipline will generally only dominate against small pain Nightmares where the player hasn't started adding in too much exhaustion.
  
Note: This will always be a ballpark guess. GMs will not always use the suggested Pain rating. Where appropriate, which will usually be always, I personally prefer to explain in the OOC block containing my dice roll any applicable reasons I might have for moving Pain up or down based on situational conditions, etc.
+
Note: This will always be a ballpark guess. As GM I will not always use the suggested Pain rating. Where appropriate, which will usually be always, I will explain in the OOC block containing my dice roll any applicable reasons I might have for moving Pain up or down based on situational conditions, etc.
  
  
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* '''Major Nightmare -''' Replaces ''Boss Nighmare''
 
* '''Major Nightmare -''' Replaces ''Boss Nighmare''
 
*'''Median Nightmare:''' More than Minion level, less than Lieutenant. Usually not affiliated with a specific Major Nightmare.
 
  
 
* '''Denizen -''' Replaces ''Local''
 
* '''Denizen -''' Replaces ''Local''

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