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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.
 
 
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.
 
 
 
 
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.
 
 
 
Yet the family has a means of catching BH, and now deliberate about how to use it. The largest
 
 
 
 
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:  
 
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:   
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We thought about running a D&D-ish game that evoked the art’s  mood (exotic, strange, humorous, other-worldly) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjur the feel. We arrived at:   
 
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.
 
*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  
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*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour
*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
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*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 (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.
*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).
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*Physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe, snow-capped mountains and bone-chilling cold uplands. Extra moons for an alien feel.  
*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.  
 
*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
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*Classes that relate to the  aforementioned six Castes:  
 
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**“Holy” Priests, temple guards [=Fighters], itinerant ‘Judges’ [=bad-ass wandering Clerics]
 
 
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
 
**“Expert” scribes, wizards [=Wizards], some highly skilled trades
**“Farmer” landed farmers 
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**“Farmer”  
 
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors  
 
**“Wanderer” Magicians [=Bards], slayers [=licensed Fighters, Rangers, Rogues] , Ghoul-Hunters [rascal Clerics], merchants, sailors  
 
**“Drudge” labourers, urban rabble  
 
**“Drudge” labourers, urban rabble  
 
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]
 
**“Outlaw” Bandits, convicts [=Rogue], heterodox wisefolk [=Druids, Witches, etc]
  
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Other classes possible, obv. Typical adventurers are Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members
  
Judges: [=Clerics] well -meaning but harsh, itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields and hammers.  
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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 to conjur a non-standard fantasy  world setting  ( e.g. using currency names, avoiding reskinned class terms like ‘Bard’ or ‘Paladin’ when IC).  
 
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Oh-usual stuff too.  Players keep track of own hps, spells, money. Post your character info on-site (when ready) not off-site link. Record name, AC, hps at post head.  Use ooc blocks in IC posts.
Wizards [=Wizards] self-serving, shrewd magic-peddlers belonging to rival guilds, sell expensive scrolls and potions
 
  
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More setting notes  (if you are interested):
 +
More on the classes:
 +
Judges:  [=Clerics]  well -meaning but pompous itinerant dispensers of stern justice. Possibly chariot-borne? Wear fearsome helms, shields  and hammers.
 +
Wizards [=Wizards] self-serving, belonging to rival guilds, peddlers of expensive scrolls and potions
 
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc  
 
Magicians: [=Bard] reskinned bard class-street magicians, storytellers, etc  
 
 
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats  
 
Slayers: [Fighter, Ranger] mercenaries dealing with low level threats  
 
 
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.   
 
Ghoul-hunter: [Cleric] paid scoundrels using religious scrolls, paraphernalia for profit rather than virtue.   
 
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Witches: [Druids, sorcerers, etc] underground peddlers of the Old magic-  
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  
 
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
 
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons
 
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Gear: OTT high fantasy winged helmets, robes. Add to intimidate and persuade rolls.   
Gear: OTT high fantasy winged helmets, long beards, robes. Add to intimidate and persuade rolls.   
 
 
 
 
Currency: iron bolts instead of gps.  
 
Currency: iron bolts instead of gps.  
 
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Fiction points: awarded for humours or evocative gameplay  
Fiction points: awarded for humorous or evocative gameplay  
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Bronze age gear: wooden cups,copper and bronze utensils . Cahriots rather than horses.  
 
 
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
 
Weapons and armour : full range available but most found will be lameller armour, spears, kukri-like crescent daggers
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Races: humans, maybe non-Tolkien races like goblins or reskinned others.
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Traveller-like patron rolls?
  
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.
 
  
  

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