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-everything in the RAW account of what happened to drown Caribdus stands, BUT-  only as a tale spun by the story's villains and believed the vast majority of Masaquani/human survivors. the truth:  
bassim speaks with some pride of his direct ancestor, who won favour under the banner of the Caliph in the old wars. He expounds the feats of this warrior at some length.
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-Years earlier, members of Caribdus' Council of Arch-Elementalists became bored of their privileged lives and began magical experiments to view other worlds, especially Earth --the closest to Caribdus in the Tree of Worlds
 
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-seeing the beginnings of science beyond their own, the jealous Council planned to 'gate' in lost (therefore magically 'spare') Earth mariners USING A TUNNEL THAT LINKED THE WORLDS' OCEANS VIA THE PLANE OF WATER  
He tells also of the family that descended from the brave ghazi. How through the same zeal his descendants established a wealthy village, dealing honourably with their neighbours to maintain their family’s name.
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-they opened the tunnel in Ograpog Bay, in view of the capiatls plazas and palaces so as to surpise and impress the people 
 
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-The gate opned, the tunnel collpased, water exploded in from the Plane of Water, causing huge torrents and storms that drowned Ograpog.
 
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- terrified earth mariners arrived one by one through the gate, the storm-tossed Devils Cross, bewlidered and confused-most died in the whirling Flotsam Sea
 
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-the Coucil (led by the Oracle) covered up: twisting survivors' confused memories of three sisters, the War Archon's three daughters, who had been drowned in Ograpog Bay at nearly the same time
They admit that they have been pursuing the monster. Is it not their duty to do such? But to their shame they cannot catch him. For the beast can change form. Not only from hyena to jackal, but also to fox and crow. In this last form the creature has always managed to effect an escape.
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-the Oracle's version  blamed the girls. they had learned Ugak Black Magic, killed their father, ciursed Ograpog and later risen as giants (three daughters of the War Archon WERE executed as tratiors and witches soon before the disaster, but had merely prformed a forbidden Ugak dance to protest Ograpog's invasion of Torath Ka )
 
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-Ancient octopns called on the inter-dimesnaionl Furies/ Erinyes to to destro the council in revenge for the destruction of their ocean nurseries. The trio appeared to sea-going Ograpogans as the giant Sea hags, to the Ugakn as the Flying Sisters, the Ocopons as the Sea Queens, etc.  
 
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-To try to eliminate their destroyers , the craven Council ordered the remaining  Ograpogan battle fleet into attacking the Sea hags  
Yet the family has a means of catching BH, and now deliberate about how to use it. The largest
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-those in the Council who survived the battle scattered and hid. the Furies summoned the ghost of BB to help hunt them
 
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--If last of the Council (the Oracle) dies, the tuneel through the Plane of water will close because its is keyed to the summoners life force
 
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-Tressa beloned to the Council but did not take part and need not die. She belives herself resonsble nevertheless for failing to stop the expereiment, vowing to drink hemlock once she knows the Oracel is dead 
 
 
Wazo and Mother Cave come up with some suggestions to avoid head on conflict with the monstrous giants.
 
 
 
-sneak into the cave lair in Second Day, while the gronks  rest, though one at least may keep an eye on the main entrance . The plan would suit a stealthy party.
 
-abandon the mission and leave the district; there are hundreds of other cities and patrons after all
 
-recruit goatherds from Wazo’s clan, use them as massed slingers to assist in the battle
 
-apart from its main entrance, the gronk’s cave lair can also be accessed via a warren of passages that riddle the hill  below. Brave the trogs, ghouls or whatever and perhaps catch the gronks resting
 
 
 
- recover the remains of a Wanderer slayer known to carry arrow(s?) of slaying. He disappeared on nearish Moon Hill after slaying a harpy there. The arrow(s) would slay gronks, too.
 
 
 
-adopt a combination of these plans
 
 
 
Get Common for free.
 
 
 
 
 
Celestial:  ecclesiastical lingo of prayers and invocations, sacred Lammasu, ki-rin. Tablets of Law in this
 
 
 
High Talk: verbose dialect used by most high caste (Holy, Skilled) folk
 
 
 
 
 
Common : dialect used by Farmer, Wanderer, Drudge caste folk. No written form- Common only speakers are illiterate.
 
 
 
Wanderer Cant: like hobo code, a cant and  system of gate, tree, etc. codes
 
 
 
Scribe Code: hexadecimal tablet inscription code permitting intense packing of data for admin, communication and other purposes.
 
 
 
Secret speech: used by druids , witches et al. Has a runic written form. Used also by dryads, nymphs, hags, etc.
 
 
 
...
 
 
 
Hill Speech
 
 
 
Oceanic: trade language, needed by traders in coastal cities communicating with ocean cultures
 
 
 
Steppe
 
 
 
Gnollish
 
 
 
....
 
 
 
Ancient: pre-Fall language found in ruin inscriptions, still spoken by monsters like manticores, dragons, djinn, greater ghouls
 
 
 
Dead speech: slurred, backmasked low talk, used by ghouls, lesser undead and necromancers
 
 
 
 
 
Dagonic: Deep One lingo
 
 
 
 
 
Zogolog: alien langauge spoken only by Green Star wizards
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Have a look at the big map. As you can see Kiera is almost directly north. Plain sailing across open sea where there the only likley encounter (once clear of the Savage Sea) would be a storm.
 
 
 
 
 
 
 
You know that Kiera is a bustling metropolis --the largest in this world--built on several tiers with the palaces, etc on top. Two 'poor' tiers are already underwater. New docks have been established that bustle with trade. Iron ships from the Cloaker mines, timber  from the east of the island, produce from every corner of Caribdus.
 
 
 
 
 
 
 
As you cross the ocean to Kiera, do you develop a plan as to how you will present yourself at the docks? Without a Super you will have to pay extorniate -30%-tarrifs on imports, but at least these will be the
 
 
 
 
 
 
 
 
 
..........................
 
 
 
 
 
A friend and I were looking at some art produced by Erol Otus, in particular this pic:
 
 
 
We thought about running a D&D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at: 
 
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.
 
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory
 
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour
 
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).
 
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel.
 
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs.
 
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  "Experts" like wizards , scribes next down; most adventurers belonging to a fairly overlooked "Wanderer" caste that gives them the right to wander the land
 
 
 
 
 
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?  Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC).
 
Oh-usual housekeeping rules too.  Players keep track of own hps, spells, money. Post character info on-site (when ready) not with off-site link. Record name, AC, hps at post head.  Use ooc blocks when IC.
 
 
 
More setting notes  (if you are interested):
 
 
 
More on the classes:
 
 
 
*The world has six Castes:
 
**“Holy” Priests, itinerant ‘Judges’ [=bad-ass wandering Clerics]
 
**“Expert” scribes, wizards [=Wizards], some highly skilled trades
 
**“Farmer”  landed farmers 
 
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors
 
**“Drudge” labourers, urban rabble
 
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]
 
 
 
 
 
Judges:  [=Clerics]  well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers.
 
 
 
Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions
 
 
 
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc
 
 
 
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats
 
 
 
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue. 
 
 
 
Witches: [Druids, sorcerers, etc] underground users of the Old magic-
 
 
 
Players could pick archetypes to build these; avoid using class names where these don’t fit
 
 
 
Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members
 
 
 
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons
 
 
 
Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls. 
 
 
 
Currency: iron bolts instead of gps.
 
 
 
Fiction points: awarded for humorous or evocative gameplay
 
 
 
Bronze age gear: wooden cups,copper and bronze utensils . Chariots rather than horses.
 
 
 
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers
 
 
 
Races: humans, maybe non-Tolkien races like goblins or reskinned others.
 
 
 
 
 
Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
*Priests-law makers and ceremony performers: above the law
 
*Judges-clerics on chariots , elect a Judge King
 
*retainers -temple guards, judge servants, scribes, officials
 
*guilders- artisans, wizards, slayers and merchants
 
*farmers: form the bulk of the army
 
*drudges, have guaranteed rights, some might be entertainers, thugs or landlords
 
*Wards-pows, convicts
 
 
 
*Outlaws, below the castes
 
 
 
 
 
*Ziggurats, obelises inscribed with the laws and castes
 
*turkey-sun baked coasts, chilly mountains, forested uplands, steppe
 
*three day nights,
 
*ghouls, live in dungeons
 
 
 
 
 
*Taverns are Grapes of Bacchus, Golden Lute, The Monkape
 
*the o has three kieran bodyguards -gladiators. Same stats but all three wild cards with one trick
 
*has palace, temple of the elements, country house,
 
* goes to the arena, has his own box.
 
*goes to symposia, visits other nobles to dine
 
 
 
* could be killed on the street
 
*could invite him to see the goods- ignt send an agent first to check
 
*could catch him in public place eg the temple or stadium
 
*could raid one of these places
 
*wears a ward-sign of Chrmos, reduces wounds but two
 
 
 
 
 
Tressa will advise pretending to be colonists who were given the AES gear by Ugaks. Want some poe for the stuff.
 
 
 
Offers all her magic items:
 
 
 
 
 
Must reserve some items in case the assassination fails. But will give TWO of the following:
 
 
 
*Cap of the Five Oceans. Gives a ship's captain a +1 on boating rolls.
 
*Symposium Cup. Once only (per owner?) wine drunk from it increases Smarts /CK/Science, etc by 2 die for an hour
 
*Blade of the Champion Gladiator. Increases fighting by one die when used.
 
*Lens of Daedaelus: a telescope that allows amazing magnification and has other unknown minor affects
 
*Flask of Roc Blood: allows flying for 1 hour. Has three drafts.
 
*Indulgency of Athena: reading the prayer gives the owner a free permanent Edge. Scroll crumbles of course.
 
 
 
 
 
 
 
 
 
 
 
Everything stands in the RAW account regardng the causes of Caribdus' drowning, BUT only as the version believed by the majority of Caribdeans. The truth:  
 
*Years earlier, bored members of Caribdus' Council of Arch-Elementalists began magical experiments to view other worlds, especially Earth as the closest to Caribdus in the Tree of Worlds. The Oracle of Xanthos was the leader of the experimenters. 
 
*seeing the beginnings of science beyond their own, the jealous Council planned to 'gate' in lost (therefore magically 'spare') Earth mariners USING A TUNNEL THAT LINKED THE WORLDS' OCEANS VIA THE PLANE OF WATER  
 
*They opened the gate in Ograpog Bay, in view of the capital's folk so as to surprise and impress them
 
*The gate opened, the tunnel collapsed, water exploded in from the Plane of Water, drowning Ograpog. Terrified earth mariners arrived one by one through the drowned gate, dubbing it "the Devils Cross". Many died in the whirling Flotsam Sea
 
*the Council covered up, scapegoating three sisters who had been drowned in Ograpog Bay at nearly the same time.The Oracle, twisted survivors' confused memories: the three daughters of the victorious War Archon had learned Ugak Black Magic, killed their father, cursed Ograpog and later risen as giants. In reality their only crime had been to perform a forbidden ugak dance to protest Ograpog's cruel slaughter on Torath Ka  
 
*Someone--perhaps the ancient octopons-- called on the inter-dimensional Furies/ Erinyes to wreak vengeance on the destroyers. The trio appeared to sea-going Ograpogans as the Sea Hags, the Ugaks as the Flyers, the Octopons as the Sea Queens, etc.  
 
*To try to eliminate their pursuers, the cunning Oracle persuaded the Ograpogan fleet to attack the Sea Hags. The hags, freshly summoned and powerful, scattered the fleet and pursued Council survivors across Caribdus in their various guises. As their power waned, the Furies summoned the ghost of BB to help in the hunt  
 
*Now only two Council members survive: Tressa and the Oracle. Tressa is innocent , having opposed the gate experiment. But if the guilty Oracle dies, the gate --which is keyed to the summoners' life force--will slowly close.  
 
*Even though her death is unnecessary, Tressa blames herself for permitting the experiment and plans to drink poison once the Quest is completed.
 
  
  

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