Editing YKAdventures:Rignariom

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
[[Category:Stormbringer Fifth]]
+
That’s more than senibsle! That’s a great post!
[[Category:Elric]]
 
 
 
{{YKAdventures}}
 
 
 
{{YKAdventuresNorth}}
 
 
 
The NPCs, Locations and Items in this article are intended to be set
 
in the city-state of Rignariom, in the country of Vilmir (see ''Atlas''
 
pg. 22-23).
 
 
 
==Background Information==
 
 
 
Like all of Vilmir's cities, Rignariom is a place of lawful order. It
 
was once the capitol of the entire country, and its history is a
 
honorable one. But, the order of Rignariom is slowly starting to break
 
down; refuges from the growing wasteland, Dinner-of-Dust, line the
 
roads leading in to Rignariom, and gradually trickle into the
 
city. Grey Defenders stand watch more vigilantly than ever. Heretics
 
preach in the market. Slowly the lawful strictures of four hundred
 
years are descending into chaos. See ''Atlas of the Young Kingdoms Vol. 1''
 
pg. 22-23 for more
 
complete notes on the Duchy of Rignariom, with the city itself
 
highlighted on the last page. See ''Atlas'' pg. 27-33 for notes on
 
Vilmirian society in general.
 
 
 
==NPCs of Note==
 
 
 
This section includes notes on a minor NPC located with Rignariom who
 
can help provide interesting adventures hooks. Also take note of the
 
following NPCs detailed in ''Atlas'': Prince Hervis (pg. 34) and Estele
 
Regardus (pg. 35).
 
 
 
===Roclin Silverblade===
 
 
 
Thirteen generations ago Roclin Silverblade's ancestor fought in Vil
 
Valario's army, to help drive out the Melnibonean oppressors. After
 
the rebellion ended he settled in Vil Valario's new capitol,
 
Rignarioum, and served as an honorable Grey Defender. As did his son,
 
and his son, and his son. Even when the capitol moved to Jadmar in 106
 
Y.K. the Silverblades stayed in Rignarioum and each son pledged his
 
sword to the Grey Defenders when he came of age. So the tradition has
 
passed down to Roclin Silverblade.
 
 
 
Roclin served well in the Grey Defenders for eight years, rising to
 
the rank of Tensword. Then came the Night of Black Sands when a score
 
inhuman creatures entered the city from the direction of
 
Dinner-of-Dust and wreaked havoc among the populace. Roclin was
 
gravely hurt fighting one of these creatures, and his wound was
 
infected with the dark sand that flecked the skin of those
 
monstrosities. The wound took months to heal, and even after the
 
physical hurts were gone Roclin began to notice changes in his mind.
 
 
 
At first Roclin could resist the urges that came upon him, but they
 
grow ever stronger, especially at night. He has found himself drawn to
 
certain secret ceremonies to the chaos god Slortar the Old. He has
 
found himself participating in debaucheries, disfiguring innocents,
 
and even aiding in murder. Roclin is completely aware of his actions
 
but he fears too much for his life, and for his family's reputation,
 
to do anything about the doom that has set up him. The recent spate of
 
suicides among warriors who fought on the Night of Black Sands implies
 
that others do not have the same qualms.
 
 
 
<pre>
 
Description: A robust looking-man in his mid-twenties. Always
 
clean-shaven and neat, Roclin appears a pillar of the community.
 
Roclin's brown hair and eyes would make him indistinguishable in a
 
crowd if not for the neat uniform of a Tensword that he typically
 
wears. Several decorations for bravery are sewn on to it.
 
 
 
Chaos 39*, Balance 7, Law 37
 
 
 
* Increases by 1 a week. The further it exceeds Roclin's Law score,
 
  the more deeply he falls into the thrall of Slortar the Old.
 
 
 
STR 14          CON 14          SIZ 13          INT  9          POW 10
 
DEX 12          APP 10                                          HP  14
 
 
 
Damage Bonus: +1d4
 
 
 
Weapons:
 
Silverblade** 90%, Damage 1D8+3+1D4
 
Small Shield 90%, Damage KB+1D3+1D4, 20 hp
 
Dagger 75%, Damage 1D4+2+1D4
 
 
 
** A family heirloom. This finely made broadsword normally does 1D8+3+DB
 
  damage. Against demons it does 1D8+3+1D8+DB. The blade of this sword
 
  is extremely reflective.
 
 
 
Armor: Leather & Rings 1D6+1
 
 
 
Spells: none
 
 
 
Skills: Bargain 40%, Dodge 52%, Hide 43%, Insight 59%, Lead Troops
 
54%, Move Quietly 33%, Oratory 57%, Search 75%, Track 24%, Young
 
Kingdoms 27%
 
</pre>
 
 
 
'''Story Ideas:'''
 
 
 
* Roclin becomes obsessive about destroying the handful of other people who share his affliction but have opted to live. He hires the adventurers to slay certain "chaos cultists" in the cities. Most of these are indeed people doing despicable things, but Roclin wrongfully assumes that everyone wounded on the Night of Black Sands was infected by this chaotic disease, and thus some of the people he wishes killed are actually innocent.
 
* Rightfully believing that Dinner-of-Dust is more than just the result of mismanaged crops, Roclin hires adventurers to go into the area. Deep in the wasteland they will find a portal to a chaotic realm. However even getting to the portal will be difficult, for chaos monstrosities are moving into the area of Dinner-of-Dust, among them the infectious Black Sand Men, and the Sand Giants (see below). And afterward the adventurers will need to determine a way to collapse the portal.
 
* Eventually the other infected men will be slain, and Roclin will be left alone to practice his ever-increasing atrocities. The city government of Rignorium will hire the adventurers to find the culprit behind a particular gruesome slaying in the Nobles District. What will they do when they find a Grey Defender is the culprit? Will city officials believe them? Roclin will be so corrupt by this point that he will not be above using all of his power, reputation, and prestige to defeat those who are attempting to unveil him.
 
 
 
==Places of Note==
 
 
 
As is noted in ''Atlas'', Rignorium was the capitol of Vilmir until 106
 
Y.K. Thus it is an place of old and important history. Beyond the
 
large Ducal Palace and the associated Nobles' District, ''Atlas'' also
 
makes specific note of the Temple of Goldar (p. 23) and Valarion Park
 
(p. 23). Special note should also be made of the Dinner-of-Dust
 
(p. 26) a wasteland lying near to the city of Rignorium. Below is
 
detailed one more place of interest in Rignorium: The Vision Chamber
 
of Vil Valario.
 
 
 
===The Vision Chamber of Vil Valario===
 
 
 
Some histories report that Vil Valario was mad, but in truth he was
 
only touched by the gods, acting out their desires upon the Earth. He
 
often had visions sent to him by the Lords of Law, but they were
 
erratic and irregular until Vil Valario constructed his capitol in
 
Rignariom. Deep below the city Vil Valario made a Vision Chamber, and
 
it was the perfect place for communing with his gods.
 
 
 
The Vision Chamber lies far beneath the Ducal Palace, which was in
 
turn built atop parts of Vil Valario's original "palace" (which was
 
small and cramped, in honesty). Most passages down to the chamber are
 
unused, even bricked up, but a few paths to the chamber still exist,
 
taking tortuous and labyrinthine routes. Some of these passages end in
 
the Ducal Palace, while others emerge into the basements of houses in
 
the Nobles' District. No living man knows of the Vision Chamber or its
 
properties.
 
 
 
The actual Vision Chamber is shaped as a perfectly regular pyramid,
 
with a three-sided base. Each edge is precisely nine meters. There are
 
three entrances to the pyramid, one in the center of each triangular
 
wall. The fourth triangle, forming the floor, is unbroken. The walls
 
and floor of the Chamber are all made of odd, shining metals, not
 
native to the Young Kingdoms. A metallurgist could determine that each
 
wall is made from a subtly different substance.
 
 
 
'''Properties of the Vision Chamber:'''
 
 
 
* The chamber has abnormal gravity, abruptly heavier and lighter in different parts of the pyramid. Any physical exertion will require Dexterity rolls every round; failure indicates the round was wasted, and with a failed Luck roll the individual takes 1d3 damage from striking a wall or floor. 
 
* When an individual achieves an unconcious state in this room, gravity's hold on him weakens then disappears. The individual slowly floats to the precise middle of the room and becomes the focus of all of its energies. This usually is the result of meditation (a skill), but may also result from sleep or excessive damage. If the individual is awakened too quickly (always the case with sleep; never the case with meditation) he will fall, taking 1d6 damage.
 
* An unconscious person becomes the focus of the energies of the pyramid, and thus the focus of the thoughts of the Lords of Law. If he successfully rolls Luck he is visited with a vision straight from the White lords. It is most frequently a quest or a geas, but may also be a piece of necessary information. This increases the individual's Law association by 1 point. If the individual chooses to ignore a quest/geas he is cursed by the Lords of Law; treat his POW as -3 for all future Luck rolls. If he chooses to attempt it and succeeds, his law association increases by another 2 points, and the Lords of Law may decide to reward him further.
 
* The unearthly metals of the pyramid are drawn from four different planes of law. Each metal could be used as a necessary component in a spell to open a gate to its plane of origination; a spell would need to be found on its own, but once it was located that same spell could be used on each of the four metals. The metals may have other Lawful properties as the gamemaster desires. Taking the metal from the pyramid will destroy its properties of Vision.
 
 
 
'''Story Ideas:'''
 
 
 
* A noble in Rignorium is hiring adventurers to explore the strange hole in his basement. It leads through the labyrinth of old passages under the palace, and eventually to the Vision Chamber of Vil Valario. Adventurers might accidently stumble into the Ducal Palace, and be forced to explain themselves with their blades, could stumble across old traps left by Vil Valario, or might discover ancient items, creatures of Law, or Melnibonean relics.
 
* A noble of Rignorium discovers the Vision Chambers and decides it is a perfect punishment for criminals, for it forces them to do Good Works. For whatever reason the adventurers are thrown into the chambers. Afterward they are faced with a set of quests for law. Alternatively, they may turn to the Lords of Chaos in order to try and break their geases.
 
* A vision in the chamber portrays Vil Valario slain by crony of the young church of Law in Vilmir and demands he be avenged.
 
 
 
==Items of Note==
 
 
 
===The Regalia of Vil Valario===
 
 
 
In the middle of Valarion Park stands a statue of Vil Valario. Only
 
the Duke and the most trusted nobles know that, buried just a few feet
 
below that statue, are ancient, historical artifacts, the Regalia of
 
Vil Valario: his Sword of Smiting, his Whip of Scourging, and his
 
blood-red Circlet of Rulership. The Circlet was taken from the dead
 
Valario's own brow, and the Sword from his weapon belt. The triad was
 
completed when an old sage came to Rignorium bearing the very Whip
 
which Valario had once used to scourge himself when he was a hermit.
 
Using great rituals of Law, these three items were buried beneath the
 
statue, to bring strength, penitence, and righteousness to the city of
 
Rignorium.
 
 
 
Unknown to any the "sage" was a spy for Melnibone, and the whip he
 
bore was in actuality an artifact of his masters.
 
 
 
'''Properties of the Regalia:'''
 
 
 
Great rites of Law were conducted when the Regalia were buried, and as
 
a result each item of the triad exudes an influence over the entire
 
town. The actual effect of the items on any one person are minor, but
 
on the population as a whole they have a great impact.
 
 
 
* The Sword of Smiting gives strength to the people of Rignorium. It increases their bravery, and makes them unafraid to face danger. In addition, it makes them indomitable, able to bow beneath even the worst burden without breaking.
 
* The Circlet of Rulership gives justice to the people of Rignorium. Nobles decide rightly when peasants approach them for justice; peasants behave lawfully.
 
* The Melnibonean Whip of Torture gives cruelty to the people of Rignorium. While the people of Rignorium are just, due to the Circlet's influence, they are also uncaring and cruel -- as proscribed by the law.
 
 
 
A great deal of the power of these items is bound up in the rituals
 
that interred them, but they still have some power of their own. If
 
the items were moved elsewhere they would retain their effects, but at
 
a much reduced level. The wielder of any item and his companions would
 
definitely be influenced by its aura. If the items were interred
 
elsewhere, they might affect a city block or so, but not an entire
 
city unless the rituals of Law were learned and conducted.
 
 
 
'''Story Ideas:'''
 
 
 
* The adventurers learn of a great "treasure" beneath the statue of Vil Valario in Rignorium. How exactly do they acquire these sacred relics, hidden in the middle of a busy city? Further, if the items are recovered what do the adventerers do with them, and what affect do they have on the adventurers?
 
* The nobles of Rignorium have learned of the malignant effect of the whip. It must be utterly destroyed in order to forever remove its taint from the city. Adventurers will be hired to take it to a certain oasis deep in the Sighing Desert. It must first be cleansed in that oasis, and then burned, all while certain lawful chants are sung over it.
 
* Having destroyed the Melnibonean Whip of Torture, the nobles now seek Vil Valario's true Whip of Scourging, for with only two items of power the magic that once influenced the city is weakened considerably. Unfortunately, though the Whip still exists, it lies in a treasure chamber in Melnibone.
 
 
 
==Creatures of Note==
 
 
 
Though some blame the wasteland, Dinner-of-Dust, upon bad farming,
 
drought, overgrazing, or even goats, this is untrue. Through they
 
would be surprised by the revelation, the clergy of Vilmir speak the
 
truth when they say Dinner-of-Dust is the result of Chaotic magics. A
 
hole exists in the middle of the desert, a gaping wound in the fabric
 
of reality. It leads to another plane, one of chaos ascendant, and
 
that is the true source of this wasteland. Many creatures seep through
 
from that other place. The Black Sand Men have already been mentioned,
 
but much worse lies beyond the portal, waiting to get in.
 
 
 
===Dust Giants, Monstrosities from Another Plane===
 
 
 
''At first it seemed just an eddy in the growing sandstorm, a patch of solid black outlined in grey, but then it began to take on distinctive features, utterly inhuman. It was a great giant, made of sand, and as it lurched forward a dry thirst fell upon the entire camp...''<br>
 
--The Chronicle of the Black Sword
 
 
 
The Dust Giant is a powerful entity from a chaos plane of dry, parched
 
deserts, utterly without water. It is not unique, but the number of
 
Dust Giants is thankfully small. They seem uncontrollable even to the
 
Lords of Chaos, and thus the few of these creatures that have stumbled
 
upon the Young Kingdoms have done so utterly by accident.
 
 
 
At a distance the Dust Giant appears as a dark patch of sand. Since a
 
sandstorm tends to surround it, it is typically hard to make out. The
 
form of the Giant is inhuman. Its main body is a barrel-like torso. A
 
varying number of long limbs emerge from both the bottom and top of
 
this torso, roughly forming arms and legs. Sensory apparatus is
 
scattered chaotically across the Giant's torso, orifices and lenses
 
giving the impression of eyes, noses, and ears, though none appearing
 
precisely like their human equivalent. They tend to move about the
 
Giant's changing, sandy exterior. The Giant has no mouth; it draws the
 
watery life from people with its tentacles.
 
 
 
Though Dust Giants are not mindless they are quite single-minded.
 
Their prime desire while in the Young Kingdoms seems to be to collect
 
water: from lakes, rivers, and even the bodies of men.
 
 
 
<pre>
 
Dust Giants, Single-Minded Destroyers
 
 
 
Character.      Rolls  Averages
 
 
 
STR            10D8    45
 
CON            10D8    45
 
SIZ            10D8    45
 
INT            1D8    4-5
 
POW            5D8    22-23
 
DEX            2D8    9
 
MOV lumber-2D8          av. HP 45*
 
 
 
* Adventurers may attack individual tentacles rather than the main
 
  body. Each has 5 HP, but damage done to them does not hurt the main
 
  body (the Sand Giant just regrows them). Still, this may free a
 
  grappled victim.
 
 
 
Av. Damage Bonus: +5D6
 
 
 
Weapons**: Grapple 50%, hold for next round
 
Suck Water 100%, only if held - drains 1D4 CON, which is restored at 1
 
  point per day if the victim survives
 
 
 
** At any time a Dust Giant will have 2D8 "arms". Each one may attack,
 
  though no more than two may attack any individual foe.
 
 
 
Armor: may only be damaged by magical weapons or weapons of
 
  law. Against them, has 8 points of armor.
 
 
 
Skills: Sense Water 75%, Track 50%
 
 
 
Magical Powers: SANDSTORM. At all times the Sand Giant is surrounded
 
  by a great sandstorm. This cuts visibility almost to zero, reducing
 
  all visual-related skills (including combative ones) by half. In
 
  addition, the sand may get into delicate items and destroy them, at
 
  the gamemaster's whim -- items of law are particular vulnerable due
 
  to their intricacy.
 
</pre>
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: