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Mr. R

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Posts posted by Mr. R

  1. I just had an idea for warriors!  D&D had the Book of Nine Swords.  Different styles that gave you almost magical abilities with your weapons.  There were Stances, Strikes, Boosts, Blocks, Counters.  Blocks are already in FH.  A Counter is what it seems, a counterstrike when someone attacks.  It is the strikes, boosts, and stances that almost go over the top.   Some I remember:

     

    Fire Wurm- a full move that leaves a trail of fire behind you! (FH 2d6 RKA only along run path + Extra Running)

    Fire Sword - for the rest of the melee, your blade is on fire and deals extra damage (FH +1d6 RKA, no range linked to HKA)

    Healing Stance- you regen 1d6 hp per round of combat (FH Heal 1d6 At post 12 recovery)

    Healing Strike - Hit an opponent, heal yourself (FH 2d6 Heal linked to HKA)

    Diamond Strike - do a touch attack, hit for full damage (FH hit opponent and disregard any armour-PD-ED.  So it turns your attack to a NND does Body)

     

     

     

     

  2. Killer Shrike has a bunch of Abilities for warriors.  Some I liked:

     

    Quote

    10 Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack  (Trigger: when current opponent is killed in battle and there is another opponent  in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs 1 END to use; Note: takes a Half Phase Action to "Reset Trigger"

     

    10 Kill Them...Kill Them ALL!!!!: +5 OCV with Sweep {allows four strikes with almost no penalty}

     

    4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)

     

    4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Heavy Armor (-1/2)

     

    6 Passive Blocking: +3 DCV; OIF: Weapon of Opportunity (-1/2), vs HtH Only (-1)

     

    5 Active Shield Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield; -1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END per Phase

     

    10 Behemoth Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)

     

    10 Last Gasp: Healing STUN 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger; Reduced To Negative BODY; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); 1 Charge (-2), Self Only (-1/2)

     

    15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10)

     

    10 Missed Me!: Missile Deflection (Arrows, Slings, Etc.)

     

     

    There is even one that allows a shield bash and you don't lose the +3 DCV (Depending on size) that the shield gives.  

     

    Just the following is making a warrior tough

    Second Skin (+3/+3 to PD/ED)

    Active Shield Defense (+4 to PD if using a shield)

    Behemoth Recovery (+12 to Rec )

    Last Gasp (Add a Healing Body on top for that "It's only a flesh wound!" feeling)

     

    I am not sure about your armour values, but assume Plate at 8/8.

    Now we have 15/11.  And it isn't enchanted yet!

     

     

     

     

     

  3. 8 hours ago, Doc Democracy said:

    I have been thinking about Fighters.  These are the easiest of D&D classes to play and the safest at low levels as they whack up the AC and have decent hit points.  They are the class that allows the magic-user to survive and the rogue to get their flanking bonus.

     

    And then, at higher levels, get overshadowed in melee damage by those rogues and everything else by the wizards. 

     

    The question us, how much of that is game system and how much setting. 

     

    To me, the setting is rife with "heroes" and that they exist in greater numbers than rogues and wizards. 

     

    I am also inclined to group all of those martial types into this warrior class, so fighters, barbarians, paladins etc are those that exist to fight in melee, will be at the point of any martial conflict, stick around in situations that would kill others.

     

    The idea should be that there are multiple martial traditions, knightly orders, barbarian brotherhoods,  fighting schools and military academies that give different look and feel to warriors.  To learn certain things requires time and investment in those organisations.

     

    I am inclined to use reasonably strict long term endurance for non-fighter types, to give fighters better recovery options, options to manage the battlefield, ways to dominate opponents, ways to minimise the impact of magic and to be impervious to roguish trickery.

     

    Other character types should be nervous about taking on fighters on the battlefield and high level fighters should be readily recognised as such.  I think I will also have fighting styles which confer advantages against opponents unless they recognise those styles and have practised counters to them (simple knowledge skills).

     

    Thoughts?

     

     

     

    I think we should remember that the Linear fighter trope was from DnD 3rd.  

     

    In DnD 2nd Fighters were NASTY.  Why?

    Best hp

    The Best THACO progression

    Best Saving Throw table

    Access to weapon specializations

     

    Yeah Wizards were scarry, but they were purpose built glass cannons.  There is a thread on RPG net about a guy describing their all wizard campaign.  Everyone was 15th to 18th level with appropriate gear.  And all those spells didn't help at all when a group of trolls ambushed them.  CLAW-CLAW-BITE results in dead wizard.  

     

    So play up the Warrior's toughness and Combat Prowess.  AND at the same time play up the Squisheyness of the Wizards.  And the BIG SPELL has ONE USE.  Yeah he can blow his load of spells, then he becomes a glorified normal.  Some see the forgetting of spells as a bug, NOPE it was a feature!

  4. 3 hours ago, Lord Liaden said:

    Canada has three western "prairie provinces" stretching from the US border to the Canadian far north: west to east, Alberta, Saskatchewan, and Manitoba. The first two each have pairs of major cities, one to the south closer to the border, the other in the north on the Saskatchewan River. Edmonton in Alberta is the northernmost city in North America with a population of 1 million+, while Saskatoon is Saskatchewan's largest city at over a quarter-million, and over 300 thousand in its metropolitan area (and growing fast). Both are at roughly the same latitude. The growth of those cities in the modern era has been spurred by development of natural resources in the north, namely oil and mining, to which they're both called "gateway" cities.

     

    Manitoba has only one city in that class, Winnipeg in the south on the shore of the very large and long Lake Winnipeg (around 750,000 population), a major rail and air hub. In the north on that same latitude the Saskatchewan River flows first into Cedar Lake in the west, then on to Lake Winnipeg. In between there's a three-mile stretch of rapids which in the past was a serious block to water travel. Today there's a major hydro-electric dam on the site. The town of Grand Rapids, on the shore of Lake Winnipeg, has a bridge crossing the Saskatchewan River for the province's main highway. There are also several Cree First Nations in the region.

     

    I propose a couple of "what if" changes to the history of that region. First, a "smoothing out" of the Saskatchewan River between Cedar Lake and Lake Winnipeg, freeing up water transport and facilitating expanded construction where Grand Rapids is now. There would undoubtedly be considerable road, rail, and water traffic between a new city there, and Winnipeg. Second, the discovery of some valuable mining resource in the Canadian Shield to the north. I would suggest high-grade uranium, although in a "super" world you could substitute something more exotic. Uranium would spur the growth of high-tech industries in the city diversifying its economy, as well as provide excuse for all kinds of criminal hijinks. ;)  A nuclear power plant could also replace the hydro-electric dam. I would think all of that would justify a city of at least half a million.

     

    Besides science-related plots, the city can be the jumping-off point for wilderness adventures to compromised mines, hidden villain bases, and the like. The presence of First Nations can weave in native spiritual traditions, as well as conflicts over land development and aboriginal land rights. As the province was originally settled by France and still has a substantial Francophone minority, the city could also be functionally bilingual (both languages have official status in Manitoba), as well as having representation from the distinctive Metis community (descended from mixed French and native).

     

    As this was jelling in my head, a name suggestion popped into it for the new city: Northgate.

     

     

    WOW!

  5. I remember reading an idea, Yeah from M&M AotW, about a retirement home in Toronto for supers (Yes some were of the villainous variety).  I can see Legacy Heroes and Old Secrets and even an attempted kidnapping of Gramma (Now known as Granny Judo who in her prime was a black belt in about four different styles)

  6. M&M had an Atlas of the World and in it's description of Canada was the City of Dominion.  It was from an alternate timeline, very advanced (Nano tech in everybody)  But the Security Chief of the city (A very powerful cyborg) wanted to take over Canada and later THE WORLD!  So the AI running the city exiled him and set the city TPort device to random.  It now will randomly appear somewhere over Canada for anywhere from a day to a week and sometimes a month.  (It is basically a Plot device for new heroes to be created in its shadow due to tech or the nanos reacting or... what ever)

     

    HOWEVER

     

    Tone down the extremely high tech, make it about 100000 natives, and set it down in Norther Saskatchewan.  You have a ready made town, with infra structure, and locals flocking to cash in on the tech boom.  This could easily push the population to pass 500000.   Go from there! 

     

    Adventures

    Stopping illegal sales of high tech

    Preventing Villains and Villain organizations from stealing said tech

    Local Ecology

    Nanites gone wild

    Spirit beings take umbrage at this new city, high tech vs magic

     

     

     

     

  7. I made two NPCs as an experiment for Steam Punk Supers:

     

    Princess Alladina- From New York, she was going to be sacrificed by (insert cult) when a mystical being bonded with her, basically her Genie.  She is basically a normal with two abilities.  The first is she can summon a Genie (a 200 pt flying brick with resistant defenses and some regeneration).  The second is she can go invisible, but only after summoning her Genie (it is a SFX of people forgetting about her because they concentrate on the Genie).  Change the origin a bit, make it a spirit animal....

     

    Voyantte- A precog with no conscious control.  BUT she can see short term into the future to make her a great gambler (she can see the roll before it is done, she is barred from many casinos) and investigator.  She also knows Savate and carries a re-enforced umbrella at all times (it acts as a club).  Also he precog makes her extremely hard to hit in combat as she can see what is about to happen (+5 to DCV).  Change the background a bit.....

  8. On 4/10/2023 at 1:52 PM, Khymeria said:

    I have to agree with those who feel bronze allows you to keep a lid on technology as we believe things to have been and to have developed. I’m not a fan of firearms and such in a fantasy setting so I’ve a definite bias. 

     

    This is what I want.  Also I find Bronze age more mystical.  And since my main opponents are Goblyns/Giants!

  9. Just to let people know this is NOT forgotten, but I am watching those videos about fantasy worlds and where to place resources and trad routes.  BUT I will use DShomshak's Thalassene guide as a template and will start populating my main city, Aerelios, Jewel of the Gefting Sea!

  10. 21 hours ago, Doc Democracy said:

     

    While I am all for taking foci from people, inconveniencing and frustrating players depending on the discounts they sought when building their characters, I was never in favour of them losing experience points.

     

    Items should come and go, unless points are paid for them.  If XP has been used then SOMEHOW that item finds its way back into their hands.   The reason that some weapons are part of the character sheet and others exist purely in the equipment list.

     

    I didn't word it properly, sorry.  So you want a magic item made.  OK pay the Exp Pts, and then you can have it made.  But in the last expedition to the dungeon you found a pair of +1 swords.  So we will DISenchant them so we can farm their magic to make your own Special Weapon.  Basically the lower powered weapons are ingredients in the new weapon.  

  11. I think when it comes to Magic items we should remember that there is a LONG amount of time here.  Though the Apprentice/ Master type is done, that does NOT mean one Master - one Apprentice.  I can see multiple apprentices at various learning levels, so the number of mages may be larger than you think.  This also means that the number of low level items they can make because they are low level is a large amount.  It just that a +1 weapon is extremely common, most likely because it was a test just to see if they could make it.  Or a suit of armour, or a ring or a wand or..... 

     

    Also lets not forget that the various gods will be asking for items to be made for their members.

     

    So items of +1 or equivalent common!  That +4 defender sword, yeah that is NOT that common and most likely has a history and story attached (can we say plot hooks).  

     

    To this you can add those items made from a splash of Inspiration (Bruennor made Aegis Fang that way).  

     

    Also DnD 3rd had his leveled item, where you pay exp and the item gets more powerful (sot of like Earthdawn's thread Weaving).  Allow PCs to do the same, IF they are willing to undergo the tests!

     

    Finally if you are using Hero, then Items are Independent and PCs must pay points for them, UNLESS they can get some certain items that can be used in their place, like some low level magic items that can be harvested for their magic.  

  12. 11 hours ago, Duke Bushido said:

    And just as commentary: I rather _liked_ the crumbling ancient Empire as individual cultures and city states came into their own.  It was a rather oprimistic background that suited my own visions at the time.   Besides, I live in 2023.  I have had more than enough dystopia; thank you.

     

     

    YES!  YES!  YES!

  13. Two suggestions:

     

    1) Make the elves, dwarves, gnomes, and halflings be a larger part of the world.  Out of all the countries in the Gazetteer, I think four and not human lead.  I realize part of this was the level limits of the OG.  But you can just remove that (Whiteout is made for getting rid of pesky ole stoopid rulez)

     

    2) The city of Greyhawk (like it or not) is going to be the center of everything.  All the trade going N-->S and E---> W,  ALL goes past the city.  It is THE trade hub.  

  14. 1 hour ago, DShomshak said:

    My on-hiatus campaoign set in the city of Thalassene is pretty setting-intensive: The PCs met because they live in a particular neighborhood, Pillatrs, and they continue to interact with the people of that artisan-heavy neighborhood. There were enough NPCs that eventually I made a list for my own reference. Since the campaign is unusual, I am not sure how useful this list would be as inspiration, but, well, it's an example of populating a Fantasy city. So here it is:

     

    PILLARS PEOPLE LIST

     

    Religious

    Flamen Orsilla: Female human cleric of Holy Family.

    Donatus: Half-sahuagin son.

    Flamen Skrog: Male orc cleric of Lamideck. Former city guard, watch member.

    Ostiary Edricus: Male human notary (esp. wills); shrine of Maion.

    Ostiary Laxus Taruntius: Male human caretaker, Goldsmith shrine.

     

    Military

    Centurion Garicus: Male human (Macrine) wall guard commander.

    Llyrdis: Female elf (Rhovistae) wall guard.

    Rovaldus Nolti: Male human wall guard; Dionna’s grandfather.

    Scoffle: Male human semi-retired wall guard, gatekeeper.

     

    Commerce

    Agnellus Carthus: Male human cooper; brother of the late Agapetus.

    Alalcomeneus: Male human pet’s-meat vendor.

    Amphictyon: Elderly male tailor.

    Barsophilus J. Quingle: Male gnome tinker/alchemist/cotton candy maker.

    Rheon: Male human apprentice alchemist.

    Abito: Male human crank-turner; son of local laborer; surly.

    Klo: Female minotaur crank-turner; Virj & Enid’s daughter.

    Chanduri Mumtash: Female human (Furanian) apothecary.

    Droysa: Female goblin button-maker; widow and mother.

    Loyid: Oldest son (10).

    Eorin: Male elf (Rhovistae) runs Evening Star Public House.

    Gallimachus: Male human chicken butcher; angry drunk.

    Gallinus: Son; bully, troublemaker.

    Garsief: Male human ice-maker, semi-sorcerer.

    Garth & Melba Wibbley: Halfling (Leptopoda) paper appliqué workers.

    Patience: Female halfling; granddaughter; slain watch member.

    Fortitude: Male halfling; grandson.

    Govinus & Espina Magirus: Human (Furanian/Macrine) pastry cooks.

    Avina Magirus: Govinus’ widowed sister; stuffed dumplings at lunch counter.

    Oenopion: Elderly male human wine seller.

    Phoebus and Cornelia Lavandum: Human launderers.

    Pholus: Male centaur water-carrier; former cavalry, lost leg.

    Nephele: Female centaur; Pholus’ wife.

    Nephelus: Male centaur; Pholus’ son.

    Phola: Female centaur; Pholus’ daughter.

    Plautus Taruntius: Male human jeweler; nephew of Dives Taruntius.

    Psammeticus & Nefrura: Human (Drohashi) restauranteurs, Pita Palace.

    Pentavus: Oldest son; pitas at lunch counter.

    Rufus Rubellus: Male human stable master.

    Rundigan: Male human innkeeper.

    Bettina: Granddaughter, works at the inn.

    Gordian: Son, works at the inn.

    Silas Applebarrel: Male halfling (Leptopoda) tea house proprietor.

    Tentamon: Male human (Drohashi) owner, paper fan factory.

    Thana Mavo (Thanh Mao): Female halfling (Vohinese); curry at lunch counter.

    Titus Faba: Male human; bean soup at lunch counter.

    Ulfilas Sutor: Male human cobbler; religious bigot.

    Aelentha: Female human; daughter.

    Trasaric: Male human; son.

    Vallus & Thyone Ovicon: Human egg-painters.

    Phoebe: Daughter; friend of Dionna.

    Virj & Enid: Minotaur bakers.

    Jorg: Male minotaur, oldest son, content being a baker.

    Klo: Female minotaur, daughter, works at Quingle’s.

    Siris: Female minotaur, youngest daughter; loves Din’s stories.

    Zimrus: Elderly male human ‘Old Believer,” sells lamps & fancy candles.

     

    Other

    Geptil: Male hobgoblin sifu, Blade Cross Dojo.

    Brodin: Male human monk, senior student.

    Lilybell: Female halfling monk, senior student.

    Ostorius: Young male human student.

    Tropus: Male human student; irritable.

    Zalinda: Female human student; extremely reluctant.

    Mrs. Gundestrop: Female dwarf boarding house proprietor.

    Hervon: Male human rat-catcher.

    Hikua: Female child harpy; street urchin adopted by Danaë.

    Latromis: Female human prostitute at Cheap Rooms.

    Marcion Trescana: Male human leech.

    Narsimus Exus: Male human attorney.

    Skorfinn: Male dwarf (Fjellkin) tenement owner/manager.

    Vivia: Elderly female human proprietor, Cheap Rooms.

    Mustellus: Vicious, rat-faced punk of a son.

     

    WOW!

  15. Extra Info

     

    Quote

    Year 1

     

    Humans enter the Gefting Sea Basin and begin to settle along its coast.  Most settlements were at rivers that empty into the Sea.  

     

     

    Aerelios was founded at the mouth of the Kulana River as a fishing village and convenient port.  Located at the end of a finger pointing into the land, it was sheltered from the storms and led to the North and the jungle trade.

     

     

    Year 50

     

    Sailors from Aerelios locate a second city on the Kulana River.  Just downriver from where the Speno River empties into the Kulana and where the Fairn River empties into the Kulana, this three river city calls itself Danris.  Trade compacts between the two cities are signed and trade established.

     

    Year 75

     

    First of the Major Goblyn incursions.  Goblyns, aided by Ogres, Trolls, and Giants, stage attacks on outlying settlements of both Aerelios and Danris.  Battles flare until finally the Goblyns retreat out of the Basin area.  Aerelios expands along the coast of the Gefting Sea to the Onel Hills (West) and the Lost River and the Shattered Hills (East).

     

    Year 150

     

    Rise of Tenryk and Danris.  Tenryk, a city occupying the plains east of the Kulana River, begins organizing cities nearby into a nation.  Danris follows suit and occupies the west bank of the Kulana River down to the Onel Hills.  Aerelios is split in half.  Smuggling across the river has become a huge industry.  Other cities along the Gefting Sea establish their own ports and merchants and pirates both expand!

     

     

    Year 150-300 

     

     

    Rise of the City States. 

    Tenryk

    Danris

    Rasul

    Ditren

    Thomar

    Ixon

    Kerqod

    All are found along the shores of the Gefting Sea and are all near or at rivers.

     

     

     

     

     

    300-400

     

     

     

     

     

    The Compact Wars

    City states get into alliances and petty wars for control of the Gefting Sea.  Aerelios begins expanding as it is one of three good anchorages on the North shore of the Sea ( the others being Koy on the Lost River and Kerqod along the Tamed River).  Smuggling between Aerelios east and Aerelios West expands and more than one secret dock is built into the hillside near the city to hide activity.

     

    Aerelios attacked at least three times and sacked once.  Mayors on both sides start sharing funds for common defense and rebuilding.  

     

     

    400-500

     

    Rise of Tenryk Empire

    After 100 years of intermittent war, Tenryk begins expanding east and west.  It begins by taking Danris and the whole Kulana River to Aerelios.  It then expands east to the Shattered Hills and south and west to the Onel Hills.

     

    Aerelios is fortified as its main port on the Gefting Sea.  Over the next 100 years Tenryk expands across the basin taking cities either by force or treaty.  The last to join is Ixon and the lords of Feydor.

     

     

    Tenryk Language is standardized across the Empire as well a Currency.  Aerelios thrives as the Major port of the Empire.

     

     

    500-650

     

    The Tenryk Empire sends expeditions to explore the rest of the continent.  Better communication with the K’rsondi Jungle cities are made, the Corridor leading to the Northern Plains is mapped, formal contact with the Nomads of the Forbek Steppes is made and the Tramel Highlands are recognised.

     

    Aerelios became the de facto capital of the Empire due to its position on the Gefting Sea and Kulana River.  A great library is established along with a set of colleges, both mundane and magical.  The Three Paths of Magic, Metier Casting, Totem Casting, and Rune Crafting are categorized and a section of the Library is set aside for formulas and matrices.  Only Ebon Bay in Feydor has a larger collection. 

     

     

    Goblyn attacks happen across the whole of the Empire, but rarely achieve any results.

     

     

    650-675

     

    Cramlyk Plague

    Cramlyk starts as a small infection in North Kerq near the Wyrm Pass and quickly spreads.  Within months all of Kerq is infected.  Soon after it reaches Aerelios.  Death Rates are between 25-40%.   Many ruling houses are wiped out and in some cases whole villages /small cities disappear.  Most cities, despairing of support, break off from the Empire in self preservation.  Goblyns take advantage of the situation and take over many areas and roam at will.  The fact that they are immune to Cramlyk aids them.  Many former human cities are now dominated by goblyns/ogres/trolls/giants.

     

    Tenryk was effectively destroyed and looted.  Shunned ever since, the ruins surrounded by a dense forest that grew around it.  

     

     

    Aerelios stands behind its walls and concentrates on keeping sea and river traffic open.  Pioneers the use of independent adventures to help strike back against the Goblyns.  Soon most major cities on the Gefting Sea have Adventurers Clubs and Companies!

     

     

    675-850

     

    Goblyn Wars

    For the next one hundred seventy five years Goblyns rampage over the Basin states.  Many smaller settlements are destroyed and most larger ones just hold on.  As the Goblyns are pushed back, a new threat emerges, the Black Wind.  Many of the dead refuse to stay buried.  Some come back as skeletons or zombies, some much worse.  The only consolation is the Goblyns hate these UN-dead as much as the humans.  Finally after many battles and skirmishes the Goblyns seem to disappear from the Basin Area.

     

    850-1000

     

    Warring States period

    Basin area is divided into dozens of small states across the land.  Aerelios and Stonova extend the Steppes Road that crosses the Forbek Steppes and links through the Coastal Jomoloto Mountains to the west coast!  This gives Aerelios more access to the east west trade.  Aerelios and Stonova join in an alliance that sees them control not only the Steppes Road, but the northern part of the Hrange Forest, and part of the Onel Hills!

     

     

    1000-1200

     

     

    The Second Compact 

    This was not the way it started, but the way it ended.  Events began when Thosque (formerly Rasul) decided it wanted to be the pre-imminent port on the Gefting Sea.  So began a hot-cold war that lasted 200 years and eventually encompassed the whole basin area.  It started with naval engagements in the western parts of the Gefting Sea.  Both sides attacked merchants of the other and blamed it all on pirates.  But then there would be a peaceful time.  Then war again.  Then It started to spread to other ports and cities and soon these other cities started to ally together to face off against the two main rivals.

     

    Eventually it became a north/south conflict with only one city staying neutral to all these events.  Now armies were landed on enemy soil for fast raids to disrupt the enemy.  One Thosquan general rampaged over Aerelios for over two years, before making his way back home.  Peace came because of the return of an old enemy, the Goblyns had returned!

     

     

    1200-1275

     

    Though the Goblyns had returned, their effect was not as dramatic.  Most cities had decent militias, and there was no Cramlyk to aid them.  But it did result in an end to the Second Compact War, as the Goblyns were seen as the greater threat.  But Adventures based in the major cities led campaigns to blunt the effects of the return.  Many areas are still under Goblyn control though.

     

    1265-1275

     

    Drought

    For seven of the last ten years a drought has plagued the Basin area and if rumors are true, extend all the way up the K’rsondi Jungles and Northern Plains.  Nomads of the Forbek Steppes are ranging farther to find pasturage for their herds and the Trammel Highlands are experiencing warm winters with little snow.  The Gefting Sea itself dropped four meters and many ports have to extend their docks.  Only three years ago did it break and regular rains return.  The Gefting Sea is rising back to its regular level and farm production is back to previous levels.

     

     

    Such is the state of the Basin area today.

     

     

     

     

     

     

     

     

    Quote

    There are of course other cities around the Basin Area known as the Gefting Sea.  Basically an inland lake that is about 1000 kms East-West and about 200 kms North-South and is roughly rectangular in shape.  The Kulana River is the only outflow that leads up to the Northern Jungles.  Aerelios is located at the start of this river and has been described elsewhere.  Now we will look at some of the other major cities and states that surround this sea.

     

     

    Danica

     

     

    We will start with Danica, which is located down river from Aerelios and has a friend/foe feel to it.  Often called the Rivers City because Speno River and Fairn Rivers empties into the Kulana and near this location.  One river starts in the Elfhost Forest, the other near the Wyrmian Mountains.  As well, the city is close to the Forbek Steppes.  It is the last city before you pass out of the basin area and as such is the first to get items from the Bola Wates, the Divided Plains as well as the K’Rsondi Jungle.  Recently the city's fortunes have taken a downturn due to the new kingdom at the end of the Kulana River.  This new kingdom has outlawed slavery and persecutes any and all slaver operations that pass through it.  Since part of Danica’s wealth was from trafficking, this has been a blow to the city. 

     

    It does have many other industries however.  It remains the clearing house for goods coming from the North.  As well it gets wood from the Elfhost Forest and metals from the Wyrmian Mountains.  These are turned into finished goods it sends downriver to Aerelios and then to all the Gefting Sea.  

     

     

    Government is a monarchy, with an advisory council.  Until recently Danica was patriarcal with women being used as bargaining chips in political games.  After the Week of Red Blindness however, females are getting a larger share of power and rights.  There is talk of allowing a noblewoman on the council, but old habits linger. 

     

     

    Koy

     

    Koy is a smaller city located 160 km north and east of Aerelios on the banks of the Lost River.  Its actual location is actually about 300 km inland up river.  The reason for this placement is that it is right next to one of the passes that lead into Kerq through the Shattered Hills.  Both the river and the hills start north in the Wyrmian Mountains.  As such it makes an ideal spot to get items from the mountains and the hills as well as trade goods from Kerq.  

     

    Most of its items are shipped by boat to Aerelios for refinement and distribution.  

     

     

    Government is by a local hereditary ducal family (the current leader is the Duchess of Koy) and is passed to a family member that is judged to be the most qualified.

     

     

    Koy has had it hard as of late.  Goblyns control the hills and River to the North, and the other two river towns are goblyn occupied ruins at this time.  Thus most of Koy’s source of income has been cut off.

     

     

    Kerqod

     

    Is located on the upper east corner of the rectangle that is the Gefting Sea.  Located at the mouth of the Tamed River, which is the major river that drains most of Kerq.  Between the Tamed itself and the smaller rivers that drain into it, almost all the goods in Kerq end up in Kerqod.  

     

    Kerq itself is almost self contained.  It comprises most of the northern coastline of the Sea and the southern part of the mountains.  East to west it has the Shattered Hills to the Wyvern Hills.  

     

     

    Kerqod was hit hard by the Cramlyk plague years ago and almost all the noble family was killed.  Those that remained were in no shape to govern and so the local craft guilds began to run things unofficially.  Eventually it became official and has worked well enough ever since.  Every craft guild (and yes this includes Runecrafters and Cleric Alchemist) elects one of their number to serve on the city council.  Once there, the council elects one of their members to serve and Prime Councillor. This happens every five years.  

     

     

    Kerqod has weathered events pretty well so far, but goblyns still control most of the northern and western sections.  Of prime concerns are the incursions into the Goddess Wood (Scared to Mareleea and the danger of cutting off the Bola Pass, one of the only passes through the Wyrmian Mountains into the Bola Wastes to the North!

     

     

     

    Ixon

     

     

    As the Gefting Sea turns south, it is framed by the Wyvern Hills to the east.  Finally at the bottom of the eastern corner the Sea turns to the west.  Here the Onel Hills start in the Hrange Forest and head east/west with some of it going into the Gefting sea as a small chain of islands.  Just north of the hills is the only city on the Sea that is not tied to a river.  This is Ixon.

     

    Ixon exists because it is the representative city of Feydon.  As the Wyvern Hills decrease and before the Onel Hills is a flat plains area that Feydon has claimed.  Feydon has most of its cities on the Eastern Coast, but realized that having an outlet for its goods, and a presence in the Basin was good business and politics.  Thus a road was built from Ebon Bay the capitol to the Sea and a city was founded just at the north of the Onel Hills.  

     

     

    Ixon is also called the Cliff City, because it is literally built into a cliff.  The top of the cliff has the city, and the base of the cliff was hollowed out to form a small harbor and anchorage.  Ixon is not very large, but happens to be the clearing house for Feydon made magic items as well as Reuchian weapons and armor (More on Reuchia next) as well as items from Ebon Bay and the Far Islands.  As a result the city is VERY well defended.  During the Compact Wars, it remained neutral.  

     

     

    Feydon is a Magocracy, and Ixon is no exception.  Only those who practice magic (Metier, Totemic, Runecrafting, Clerical Alchemy) are allowed to vote.  The current High Mage reports to the High Mage in Ebon Bay.  Currently the High Mage is a Totemic Shaman from the Far Islands, who was elected by those who thought she was easily led.  Now many are regretting their decision as she has proven to be a fast learner.

     

     

    Ixon today is surviving well, but goblyn raiding parties from Moreg’s Brow and the southern part of the Hrange Forest have been raiding caravans coming from Ebon Bay. Also the problem with Reuchian refugees continues to plague the northern border.

     

     

    The failed state of Reuchia

     

    Reuchia was at one time a feared state amid the Basin States.  Famed for its weapons and armor, as well some of the best trained soldiers anywhere.  But this was built on a foundation of slavery.  The warriors were able to learn and practice because a large population of slaves did all the menial jobs.  But Cramlyk from decades ago hit the whole population hard and the proportion of slaves to slave holders was becoming harder to maintain.  Then the supply of northern slaves dried up, and though Reuchia tried to find another source, it was difficult.  The thought of having to change never entered their minds.

     

    It did not help that Faydon to the south was a meritocracy with no slaves, and Kerq, just on the other side of the Wyvern Hills had a very limited type of slavery, didn’t help matters.  Some slaves even preferred escaping into the Bola Wastes.  Then the Compact Wars occurred and many Reuchian left to make their fortune.  When the Goblyns attacked, the Reuchians left were sadly insufficient and pushed to the coast.  Most slaves took this opportunity to leave their farms and head south to Feydon, or take their chances through the Wyvern Hills to Kerq.  What is left are the cities of Corisar and Jerayn, both on the Far Coasts at the mouths of the Dragonsblood and Breath River’s respectively.  Just south of Jerayn is the Faydon border.  The former capital, Dragon City, located inland on the Breath River at the foot of the Wyrmian Mountains is now a Goblyn Stronghold.  

     

     

    Many former Reuchians dream of the day they may go home, but many wonder what kind of Reuchia they are going to make after it is done!

     

     

    Thomar 

     

    As the Gefting Sea’s Coast now goes West we come to the next major city!  Thomar is a leftover from the former state of Moregador.  Near the end of the Compact Wars, Moregadar was already fracturing.  Ruthless politics and backstabbing made it that in many cities there were new rulers every 3-4 months.  In fact the head of the country was usurped five times in a period of two years.  But between the stress of the Compact Wars, the Goblyn attacks, and the seven years of drought, the country fractured.  Thomar Is one of those cities.  Located near the mouth of the Nacha River that ran down from Moreg’s Brow in the south. It benefits from a secure anchorage and access to the Onel Islands.  Also it has a trade deal with Ixon for selling and buying products as they are so close.  Thomar’s greatest asset though is that it controls one of the largest fleets of merchant ships in the Gefting Sea, a left over from the former state of Moregador.  They are not the best merchants, but they do make excellent sailors, such that most trade on the Sea is carried on Thomar ships.   However, Thomar has lost easy access to the Hrange Forest for replacement wood and her ships are starting to age.  

     

    Thomar’s government appears unstable as before, with people vying for power and still engaging in pointless games.  What few realize is that a VERY well trained bureaucracy runs everything and the leadership are just for show.  They have no real power, the achievement of office is all for bragging rights.  Those in the know head to the chiefs of various departments for anything official.  Some are wondering when the “supposed leaders” are going to realize they have been played.

     

     

    Speaking of play, there is one group from the former Moregador that still has an affectionate part in many Thomarian hearts, The Players.  The Players are devotees to Chast the Goddess of Chance and Trickery.  They go about vying to do amazing feats, and taking amazing chances, all for the bragging rights.  At the moment, for many, the great feats are freeing some of the Southern parts from the goblyns as well as reestablishing a presence near the Hrange Forest to help reinvigorate Thomar’s Navy!

     

     

    Diltren

     

    At the midpoint along the southern coast line is the Thrubben River.  At one time this was the border between the former states of Moregador and Thosque, but with the break up of those states after the results of the last years, the  cities along the river have banded together.  As a result they have been better able to weather the last few years.  The main city is Diltren, called the City of Bridges.  Though most trade follows the coast, some is shipped overland and has to cross the river.  The city makes good money charging a toll.  As well it has docking facilities for boats that need to stop before continuing onward.

     

    As well, Diltren makes good money as its farms are still producing.  The city leaders know they will not be a major power on the Sea, but still wishes to be more than a border city where the money goes elsewhere.

     

     

    Government is by the Prince of the City.  This is a hereditary position. With an advisory council made up of nobles and merchants who chose their successors based on ability, supposedly.  Recent events have dealt a council that is not as capable as before.  Fortunately the current Prince is capable, but some fear for the next in line.  Many still remember being a border state with feuding governments.

     

     

    Rasul

     

    Located at the lower west corner of the rectangle that forms the Gefting Sea is Rasul, along the Sandine River.  Rasul has a reputation for having the best merchants in the Basin area, which is not far from the truth.  Toubaris, God of Commerce, holds a special prominence in the city.  As a result, merchants hold special prominence in the city.  So the city holds a dislike for Aerelios as it feels it should be the preeminent city in the basin.  As it is it also is doing well, but some problems still plague it.  Goblyn raids from the Elfhost forest and from Moreg’s Brow still occour, and trade routes to the Trammel Highlands continue to be attacked.  But areas to the east are still producing and so it still has a viable economy.

     

    Government in Rasul is run by merchants. They form an assembly with a small group forming the ruling council.  Any merchant in good standing in the city may vote.  Any merchant outside the city may not.  Thus merchants tread a fine line as they must continue to be viable (ie travel), but be present for crucial votes.  This results in a chaotic system at times, but it seems to work.  The other change going on in Rasul is the decline in slavery.  With the source of slaves cut off, more freeborn people are being forced into the menial positions and demand at least a small wage.  This is cutting into the bottom line of some merchants and more graft and corruption than usual occurring.

     

     

     

     

     

    Quote

    Gods of Order

    God of Commerce: Also the traveller, the explorer, of keeping your word, oaths (for good or ill). The god of the legal cheat. The collector, the god of wonder and exuberance! Master of language. (any other ideas?)

     

    Toubaris, God of Trade , contracts, and commerce. appears as a solid, middle aged man, but with a very mobile face.  The first commandment of Toubaris is to have a goal, then to have a plan, and then work, day by day along to plan, towards your goal.   His Holy Symbol is four coins, from where you took his oath first, arranged into a diamond shape, with the highest denomination uppermost, worn around the neck. The oath, administered by a priest over the coins empowers it.  The reason for the coins is to  test one's commitment, as one can keep it as a holy symbol, or one can part the coins off, and spend them.  In extremis, one can part things out, but they will have to make a new symbol within the month, even if they are reduced to digging ditches or cleaning stables. The Symbol has to be remade from local coins once again, and blessed within a moon's cycle. Tavern owners, shop keepers, and traders, are often worshippers of Toubaris, but the worship is often seen amongst larger land owners, horse breeders, and millers. The worship is decidedly middle class, and unless a country is ruled by merchant princes, The nobility may only see their exchequer, or Senechal as worshippers of the trading god. 

     

    Priests of Toubaris and successful Merchants are nearly indistinguishable, save for the fact that  the deep green and bright gold trim on hats and clothing here and there, Walking shoes, or boots, and that four coin holy symbol.  The Clergy can be male or female, so long as they uphold the doctrine., and don't get carried away by emotion.  It's just business.  His Clergy are instructed to wear clean, presentable clothes, quality working shoes, and to go about armed. The Clergy are schooled in accountancy, as well as theology, and members often specialise in various aspects.  They encourage the acquisition of languages.  They test for intelligence, and "Wisdom". Their philosophy is that everyone's coin is valuable, and one wisely spent will improve people's lives. They will advise business owners and the populace if consulted on what would be a good course of action to improve their income, business and lives. They are educated in the law, and so, for coin can be an advocate.  They tend to be very polite, as goodwill is the first part of any business, but they will know how to defend themselves. 

     

    Spells often seen are the sealing of oaths, magical penalties applied to oath breakers (penalties declared before the oath is administered, so the breaker will know why they are in constant pain, have gone blind, or members of their family have become gravely ill), to lock in contracts, so both parties are bound to it.  Detect debased coins,  Detect forgery, Translate Languages,  a suite of spells to secure rooms or buildings (Often, a priest will have one pocket of their garment full of unremarkable stones, that they will use to mark boundaries around temporary lodging for the night).  Illusions. sleight of hand. Like other clergy, they can heal, but they aren't the ones to go to if one has suffered grievous wounds.  Toubaris' healing tends to be a bit more subtle, in that it is to enhance or provide endurance to people and animals, to banish sleep for a time, to enhance mental focus, especially during boring tasks, such as accountancy), to calm the digestion, so that they do not suffer in foreign lands, and to prevent sickness or disease from taking hold.  They may also define a boundary so that if a wagon is driven into it, the weight, the percentage of spoilage, if gold then its percentage of debasement total (good for tax time), and to drive away vermin.   As they are representatives of the god of commerce, all services are provided either for coin, or for labour. There is no free lunch. (but often free drinks).  Magic items they may carry are enchanted scales that give correct weights to items, regardless of attempted deception or debasement.  weather proof cloaks, Magical shelters, Strong Boxes with magical puzzle locks. Inkwells that never run out, a roll of papyrus (some cultures object to parchment as it is an animal product, and animal products interfere with contracts, as both parties have to sign in blood), A weather proof tent, and Regenerating wagon wheels and axles. If there is a lot of nautical adventuring or travel, they would have a compass, but not the normal kind, and ways for their goods and containers to float.

     

    Name : Toubaris

    Holy Symbol:  four coins in a diamond shape

    Professions:  Merchants, tradesmen

    Clothing:  Any clothing but with green and gold markings

    Weapons:  Any weapon, but small easily concealed ones are prefered

    Education:  Accountancy, theology, Languages

    Spells:  Oath spells, detect forgery, Securing locations

    Magic Items:  Magical balance, weatherproof clothing, magical strong box, magic tents  

     

     

     

     

     

    Goddess of Justice: The balancer, the god of just endings. Goddess of vengeance. the goddess of honour, (any other ideas?) Feuds? Perseverance? Retribution

     

    Name : Themis

    Holy Symbol:  Balance with feather on one side

    Professions:  Judges, administration, ?????

    Clothing:  Any clothing but when in an official capacity, must be wearing their holy symbol and a sash of office.  

    Weapons:  Any weapon, but small easily concealed ones are prefered

    Education:  Law, bureaucracy, theology, any specialisations they prefer

    Spells:  detect lies, locate object, Aura of calm, Aura of protection (FW), 

    Magic Items:  magic armour,  

     

    Suggested changes:

     

    Clothing: When presiding as Judges, they wear black robes and a tall, white, collar, for "Difficult" trials, they may also wear a white mask. 

     

    Education:  Same as above, but also  some of the specializations may edge towards criminology and magic theory. 

     

    Spell Additions:  The clergy of this Goddess may edge towards combat disciplines in the same way  police have assumed some paramilitary duties, so they may have spells that can be triggered as, and within combat actions. One spell of that type they may all have is Silence, and many would have Silence as an AOE (The Gesture difference being pointing their finger at an individual to silence them, and an open and spread hand to silence  the gallery. No impotent banging of a gavel to quiet the crowd. There may be inquisitors, or Investigators that have a panoply of combat spells,. magic items and equipment that make them into formidable pursuers or opponents.

     

    Magic Item Additions: Goggles of the owl (Night vision),

    Telescope,

    Scroll of duplication: A blank scroll that duplicates the writings (and drawings) from another document upon itself, until the scroll runs out of room,

    Jar of voices: records the voices for X number of minutes once the lid is opened and stops recording when the lid is replaced, then if the lid is opened again will repeat what is said for all to hear.

     

     

     

     

    Goddess of Earth: Mistress of Agriculture. Lady of Seasons. Birth, death and milestones. Queen of the Forest/Jungle. The herbalist / poisoner. (any other ideas?)

     

    Name : Marileea

    Holy Symbol:  Metal Leaf enamelled with white, green, yellow and red

    Professions:  Farmers, midwives, herdsmen, healers

    Clothing:  No official outfits other than the Holy Symbol

    Weapons:  Any weapon, but small easily concealed ones are prefered.  

    Education:  Law, herbalism, farming, animal husbandry, food preservation

    Spells:  Locate plants, brew potions, neutralise poisons, healing brews, Neutralise disease, Drains (Str, Dex, Spd) Change environment (season), Bless crops,   

    Magic Items:  Potions, ointments, bags of preservation, 

     

    Weapons: Repurposed farm tools. This includes Axes, and pruning hooks.

    Education: Animal Husbandry, Seasonal Weather variations, Animal Anatomy. Local Land Ownership History.

    Spells:  Spells listed are missing AOE options. Other Spells:  Purify field, Purify water, Change Environment: remove weeds/vermin from field, Mend bones (healing), cure disease . (some with AOE inside of a defined or Sanctified area).

    Magic Items:  4/6/8 magic stones that define areas, and within a max distance, and will "sanctify" and area within the stones. Stones probably start as valuable (Emeralds larger than one's thumbnail).  Ceramic Tableware of Purify food.  Goblet of Purify Drink. Pitcher of create water. cotton wraps of healing.

     

     

     

    God of Knowledge, learning, tactics, logistics, Healers, cooking

     

    Name : Readaer

    Holy Symbol:  Book or Scroll

    Professions:  teachers, scribes, sages, physicians, 

    Clothing:  No official outfits other than the Holy Symbol

    Weapons:  Any weapon suitable to their profession, but staves and swords are favoured

    Education:  Any the interest them, as long as they devote themselves to it at the time

    Spells:  Speed Reading, Healing (they are closest to a traditional healer type),   

    Magic Items:  glasses of translation, bags of preservation, Blankets of warmth, Charms vs diseases, 

     

     

     

     

    Gods of Neutrality

    God of the Sky: Lord of the sun. The one who gives warmth. The drought lord. Mountains (any other ideas?), 

     

    Name : Kogano

    Holy Symbol:  Sun symbol

    Professions:  ?????, 

    Clothing:  Robes or coats coloured yellow

    Weapons:  Bows are sacred, and thus preferred. 

    Education:  Any the interest them, as long as they devote themselves to it at the time

    Spells:  warmth, light, blindness, thirst, dessication   

    Magic Items:  Robes of warmth, orbs of light, 

     

     

     

    Goddess of the Night Sky: Lady of the Stars, the navigator, Patroness of sailors, desert travellers. The night predator. romance. (any other ideas?) Poetry, beauty

     

    Name : Selan

    Holy Symbol:  Stylized Crescent Moon

    Professions:  sailors, navigators, ??????, 

    Clothing:  Robes or coats dark blue with star motif

    Weapons:  Scimitars/ cutlasses

    Education:  Any the interest them, as long as they devote themselves to it at the time

    Spells:  Sense Direction, darkness, ??????, Precognition, enhances senses, Empathy, Aid Comeliness

    Magic Items: Magic Compass, See in the dark lenses, Pen of poetry

     

     

     

     

    Lord of Storms, the rain bringer, Thunderer, Destroyer, Renewer, 

     

    Name : Tolar

    Holy Symbol:  Lightning Bolt

    Professions:  sailors, farmers, ??????, 

    Clothing:  Good clothing

    Weapons:  Hammers, maces, bows

    Education:  Weather, 

    Spells:  Weather sense, Fog, Flashes (sight, sound), Call lightning, Call wind, Circle of protection

    Magic Items: Magic Compass, See in the dark lenses, Pen of poetry

     

     

     

     

    Pestilence, Purges, sickness, 

     

    Name : Zylan

    Holy Symbol:  Stylized Crescent Moon

    Professions:  Doctors, morticians, 

    Clothing:  Black with red highlights

    Weapons:  Any

    Education:  Diseases, ??????

    Spells:  Drains, AE drains, Blindness, deafness, Damage over time

    Magic Items: Charms vs ****, Circle of protections, 

     

     

     

     

    Gods of Chaos

    The Lady of Luck/Trickery, the queen of chance, the thrill seeker, the one who brings down the mighty, fortune favours the bold 

     

    Name : Chast

    Holy Symbol:  Dice and Card

    Professions:  Any

    Clothing:  No official outfits other than the Holy Symbol

    Weapons:  Any weapon.  

    Education:  Law, gambling, 

    Spells:  Bestow Luck, Bestow Bad Luck, Chameleon, Safe Fall, Life Support  

    Magic Items:  Charms of Luck,  

     

    One group associated with Chast are the Players, a group of thrill seekers who look for challenges to test their skills 

     

    Wrath God. Blood, suffering, anger, suffering cruelty, war

     

    Name : Bitva

    Holy Symbol:  sword and Shield

    Professions:  Soldiers, men of battle, battle doctors, torturers

    Clothing:  At least leather armour

    Weapons:  Any weapon  

    Education:  Tactics, intimidation, persuasion

    Spells:  Protect Armour and Weapons, Sharpness, True Strike, Protection from Weapons 

    Magic Items:  Weapons and Armour,  

     

    The closest to an evil god.  He is the personification of all the bad aspects of battle.  He is a counterpart to Readaer and Themis.

     

     

     

    Fire Lord  Heat, chaos, Uncontrolled fire, 

     

    Name : Orchen

    Holy Symbol: Stylized circular flame

    Professions:  Farmers, midwives, herdsmen, healers

    Clothing:  No official but yellow, orange and red prefered

    Weapons:  Any weapon

    Education:  Any

    Spells:  Anything with flame and heat    

    Magic Items:  wands of fire, charms vs fire, , 

     

    Orchen represents all the benefits and detriments of fire.  Warmth, heat, tools, but also fire unleashed, the fire of the forest, or the city.  

     

    Goddess Revelry thieves, generosity, the potlatch, Alcohol, Celebrations

     

    Name : Olea

    Holy Symbol:  Stylized flask

    Professions:  Brewers, vintners, thieves, messengers

    Clothing:  No official outfits but always have something of dark blue

    Weapons:  Any weapon

    Education:  Law, herbalism, brewing, wine making, food preservation, appraisal

    Spells:  cause drunkenness, cure drunkeness, TK small objects, 

    Magic Items:  Ever full purse, Magic tools, Flask of Plenty,  Bag of forever rations.

     

    Olea is on good terms with Marileea as she helps celebrate the births, milestones and sometimes deaths (Celebratory Wake).  Just check that they are not leaving with more than they came with!

     

     

     

    Hope this helps!

  16. So this is what I have for my main city

     

    Quote

    Government: Elected Consensus Council and Mayor with elections every 8 years

     

    Districts: 

    Docks (it is a port)

    ----Ship builders

    Merchant quarter

    Crafters lane

    City Guard

    Mage Schools

    Various temples (should they be in their own district, or spread around the city?)

    Low class housing

    Mid class housing

    High class housing

    Sewer System

    Smugglers Lairs

     

     

    City Guard:

    Three levels

    1- Basic guard (the Hawks)

    2- Investigators (the Owls)

    3- Special Branch (catch all for strike teams to assassins [hey they might be good, but not stupid] called the Eagles)

     

     

     

     

    Aerelios is not on the coast where the Gefting Sea empties into the Kulana River, but rather a few kilometers inland.  The river at this point is about five (5) kilometers wide, allowing for communication between the East and West parts of the city by ferries that operate day and night (night being more expensive and restricted for safety reasons).  There are docks on both sides, with a restricted dock further up the city on the East side for the supply of warships the city can call on.  This is also where the barracks for those soldiers living in town are located.  As well it has very simple accommodations for warriors visiting and staying for a limited time.

     

    Each city is surrounded by a wall, the cities populations have spread over the walls and into the surrounding areas.  Here are found most of the farms and orchards that help supply food to the cities.  Each wall has three gates for ease of access.  There is no wall over the river, but instead a LARGE chain at the end of both upper and lower wall, can be raised to hinder traffic.  Also there are catapults on the bank sighted to fire on the river and traffic.

     

    Because of the size of the river, there are two ruling districts, where the Lord Mayor and Deputy Mayor reside, one to a side.  Either side also has a headquarters for the city guard arranged as follows

    City Guard:

    Three levels

    1- Basic guard (the Hawks) Patrol the city sometimes accompanied by a cleric of Themis

    2- Investigators (the Owls)

    3- Special Branch (catch all for strike teams to assassins [hey they might be good, but not stupid] called the Eagles)

    Courts are on the West side with serious cases having a cleric of Themis in attendance 

     

     

     

    Both sides also have sizable fishing fleets as it is simpler to bring food directly to both cities, rather than just one, then ferry it over.  Many accuse some of the fisher people of being smugglers, but as the families are fluid, it can be hard to prove.  This is also where most of the low cost housing can be found.

     

    If the East side has the Warships, the West is where the ships are built.  Most of the boat builders and craftsmen are located on the west side.  As a result of this most of the high end crafters and tradesmen are located on the West side.  There are some on the East Side, but the better ones are on the West. 

     

    Medium and high class housing are located just off from either City Hall, with the best houses being closer to the Hall and the worst (this being a relative term) being a few blocks out.

     

    One the west side is the Mage School.  Here people study one of the three known magic traditions, Metier, Totems, Runecrafting.  It is also closest to a magic market, with potions, scrolls and limited use items for sale.  Also there is a fourth building for those who are not studying magic, but learning other academic skills.  

     

    Most accommodations are found at the dock areas, with better accommodations near the gate areas on both sides of the cities. 

     

    Temples and Shrines to all the major deities can be found around each city.  Major temples are located at the following locations:

    Toubaris– West side near the Crafts lane.

    Themis– Either City Hall

    Marileea– Two, one in either market on the east and West side

    Readaer– The Mage School

     

    Kogano, Selan and Tolar don’t have Major temples or shrines, but minor ones are found all along the dock areas, and in the communities just outside the city walls.

     

    Zylan has a shrine in the hospital, but mostly it is an attempt to placate him rather than worship

     

    Chast – Next door to Toubaris, (she likes to take digs at him)

    Bitva– At the barracks and military docks 

    Orchen– Has no major Shrines, but many smaller ones are located around town, especially where people work with fire (black and white smiths, dye shops, brewers, taverns etc.)  Again this is mostly to placate him.

    Olea– Like Marileea, one at either market, though they are not that large.


     

     

     

     

    So now i want to flesh it out.  IE populate it

     

    I am figuring I need to give a name and personality to the following-

     

    Mayor

    Deputy Mayor

    A few Council members

    A few of the city guards (including at least one Known Eagle)

    Some of the crafts people

    Head of the Magical college/university

    Some of the less ... savory... members of the city (smugglers, thieves etc)

    One cleric for each shrine

     

    Anything else?

  17. 10 hours ago, Grailknight said:

    1- Yes.

     

    2- At the end of segment 9.

     

    3- Yes, though with the minuses for multiple opponents, I doubt it'll be effective. I'd use a Martial Dodge instead.

     

     

    Thank you.  In regards to Number Three, yes a Martial Dodge would be better, ( and the style does have it) but I was going with the idea of the old Sweep idea (I looked it up last night and found it now named Multiple attacks).  Yeah that -4 to OCV would be brutal, unless she has a lot of CSL to compensate!

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