Thursday, May 17, 2012

T is for Treasure Troves...

So I didn't finish the A to Z this year (must start planning early in 2013...) but I've got a few ideas that fit into where I left off.

And T was originally going to be taxes, but turned into treaure troves while I was writing. Oh, well.

The standard coin in my realms is the silver piece, and I'm playing with the idea that it's about equivalent to $100 these days, in terms of it's worth. So your normal peasant deals in copper and iron pieces and bits, and barters a lot.

A good tradesman, or a soldier on active duty, gets 1 SP/day as one days normal pay (the soldier's doesn't count for their food, which is usually taken out of it by a well-meaning officer). And a normal delivery mission that only armed adventurers can accomplish, with a few random encounters, might pay 5 GP each, providing the client stands to make much more money out of it.

This money poorness means that the average looted, buried or discovered treasure is worth a lot more than in other settings, and there are a number of shifty and avaricious nobles that consider that anything found on, within or even near their lands belongs, rightfully, to them. That's the problem with any feudal setting...

Treasure troves have their own legal and financial ramifications in real life. Where they can be guarded by magic, goblins, undead and worse, it gets even more complicated... These are reasonably common, both in terms of coins and gems looted from dungeons, and chests buried by rich or endangered people, as there are really no banks or banking structure, except for the rare money changer who will safeguard your precious coins for a small monthly fee...

To prevent any peasant who find a buried chest of coins from going AWOL, and to give armed strangers a reason to brave undead strewn tombs to liberate cold hard cash, there is a legal code in Kheldaria that most of the smaller surrounding kingdoms roughly apply as well.

For found treasure troves that have clear ownership (anything from jewellery known to have been stolen recently to several hundred year old remains bearing the Kordalh family seal), it is returned to the rightful owner, if they can be found within one year. The finder, if they found it legally, is entitled to 10% of the total assessed worth of the treasure, as is the Crown. If no owner is found, it defaults to the Crown, who happens to be the nearest Baron or Duke.

For treasure liberated on civilised lands that is unowned, half goes to the liberator and half to the land owner, with the Crown taking 50% of the total at the start in finders taxes. If the land is owned by the Crown (e.g. common grazing land, forests claimed by a noble, etc) it gets 75% of the total. Usually an armed group braving the bandits lair will negotiate a payment for undertaking the task in the knowledge that some or most of their loot will be claimed by the Lord that hired them.

For valuable loot claimed from Wilderness, or Areas of Astounding Danger (such as your local megadungeon), where the Crown is not in control, and can't really pretend that it is, the Crown can claim 20%(when you set foot back in civilisation). Justified as paying for said civilisation.

Note that this is only for large hauls. Not the 10 GP found in a werewolf's lair, or worn jewellery.  But if you limp back into town with a donkey burdened down with chests, or have a sack bulging with jewels and silver candlesticks, the guards will want to know where you got it from, and will summon a tax collector to properly assess it.

Also, it's a relatively low magic setting, so magical gems, robes, etc are judged based on their apparent cost, unless one fires off while the tax collector is watching...

Scandinavian Tax Collectors - probably on the left...
And because you can't catch every tomb robber and looter before they spend, bury or gamble away the loot, there is the seasonal arms tax - 1 jade piece (worth 2.5 SP) per large weapon, 1 SP per dagger and shield, and armour from 1 SP for leather to 1 GP for full plate. Mages pay a set fee of 5 SP, as no-one will rummage around in their backpack for fear of a curse or worse. When this is levied, a receipt will be provided, and it prevents any further taxing (of this type) until the next season. And beware - although this receipt is valid throughout all Kheldaria, most smaller kingdoms that mirror the taxes do not recognise each others receipts. So travellers of a martial bent may find themselves taxed multiple times during a voyage.

Hiding one's loot or possessions before entering the city or passing the guard tower may seem attractive, but there is a reasonable chance that someone may find or steal it, and laying claim to items of worth that have obviously been hidden to avoid taxes is legally frowned upon.

Tuesday, May 15, 2012

Stealing from Gamebooks #2 - Citadel of Chaos

Well, recovering from my first experience as a barista, as my wife's monthly craft market's usual coffee van couldn't make it, so she volunteered me and my home espresso machine for the day.  Not bad - 17 coffees and 4 hot chocolates, mostly in a half hour rush at 10:30. It's not a bad job.  You give people coffee and they give you money and are appreciative. Sort of like a legal drug dealer. Although the concentration required to get a reasonably good home setup producing continuously good shots takes a lot of concentration.

Anyway, next on my pillaging list is The Citadel of Chaos.  Harder and more whimsical than the Warlock, Balthus Dire has the strangest friends...

What have I picked up?

-An enchanted throwing dagger. Shiny metal blade, strange green leather hilt inlaid with strange dark gems. There are dark stories of the Assassin's Blade. It is usually discovered in the treasure hordes of minor beasts, and used for acts of daring and murder. Used in hand-to-hand combat, it conveys no advantages, but when thrown, it never misses (target has to be within reasonable range, and visible, and reachable) and does 2d6 damage (this is in Dragon Warriors, where you start off with between d6+4 and d6+7 health points, and if you're lucky, gain one a level). It then vanishes, presumably to be found by a minor beast...

-An Unusual Trap. A rack of wine bottles. When the trap is triggered, they start firing out at the party - wither bottles, or their corks. Either way, the shock makes them think they are under attack, minor damage (if unlucky) and a heap of noise and mess.

-Slumberberries. A twisted shrub, with diamond shaped leaves and small flat berries, that give the shrub it's name.

-Hogweed Essence. Repels stone-based creatures. Why not? Random name, useful effect.

-A Charmed Amulet. Actually, despite it's high asking price, it's merely a jewel of light set in a precious metal pendant. However, it does convey a sense of luck and protection. And thinking about it, jewels of light should be one of the most common treasures anywhere where adventurers tread, given their lack of survival rate.

-Sewer Snake. Yes, it's a snake, that looks like a rope, and hangs around in sewers. Fun for the whole family!

-The Rhino-man. I've got a kingdom of beastmen pencilled in, far to the south, as civilised and intelligent as humans. But although they are more powerful individually, their bestial nature sometimes clouds their judgement. And here's another 'type' to add.

-The Miks. Fey, other-worldly, and Masters of Illusion. No-one knows what their true form is - rumoured to be a thin, gracile elf-like race. They are aggressive, and use thin stiletto-like daggers. They can appear in any form, man, beast or object, but cannot use metal in any disguise and cannot cast illusions over any other objects. If encountered, they commonly drift from one form to another, confusing most watchers. They can be bribed with magical items or potions, however, even though they serve the forces of Chaos.

-Calacorms. Two headed lizard men, grey with long tails, from windswept rocky deserts. Simple minded, deathly afraid of mice, contented with little and reliable to carry out repetitive tasks, even though the two heads constantly bicker and argue.

-Dungeon chamber setup - a small chamber with a stone altar in the middle, holding three silver chalices with different coloured liquids, while a number of gremlins fly around near the ceiling. Drink the potions, or mix them together? Attack the gremlins, or see which chalice they are drinking out of?

-And Balthus Dire.  THAT"S what a sorcerer warlord should look like. Along with distinctive hair. There's another, better quality picture of him out there in the interweb, but he's wearing Roman sandals and walking the lizard, which does not behove an Evil Warlord.

Again, all pictures drawn by and probably still the property of Russ Nicholson.




Saturday, May 12, 2012

Stealing Stuff from Gamebooks... #1 - The Warlock...

Showing the full glory of the wrap-around cover...
I first encountered the whole RPG scene the same way as a lot of people my age or older - transferred to a new school aged 7, I found The Warlock of Firetop Mountain in the school library.

And then the Puffin order-by-mail book club that all schools in NZ had in those days had the other books, as they were released, for a really cheap price (getting kids to read... if only they knew). I think I got up to Number 7 (Island of the Lizard King) that way, as I don't remember seeing Scorpion Swamp until I reached University... This was something different, and the feeling of not knowing what to do or how to react in some situations was exciting. I think a lot of my RPGing these days is trying to recapture the immersion of that first couple of decisions in the Warlock, along with the concept that my choices matter...

Anyway, I've started collecting them again, as they are no longer the cherished possessions of kids, and can be found in second hand book stores for a handful of dollars these days.

And I'm TRYING to use them as cheapish inspiration for my current GMing and worldbuilding endeavours.

So, without further ado, here's what I've gathered from the Warlock...

- A Mage's Power - rumours in the village suggest the Warlocks power may come from an enchanted deck of cards, or from shadowy gloves he always wears... Perhaps a PC's sorcerous abilities don't come from strange dimensions or ancient runes, but from a mundane object they acquired.

For the deck, give them a card every spell they learn. Use an ordinary deck - most people are smart enough to connect the two. This means that they can also 'lend' the odd spell to their friends or comrades, by physically giving them the card. But they can't use it again until it's returned, and if it gets eaten or burnt, then it's lost forever...

And gloves? A subtle form of magic, but perhaps while they can only use magic when wearing the gloves, there's something they can't do while wearing them.  Eating, drinking, sleeping...

- The magical tools extending the dungeon as you watch (no, I'd never come across anything like this before). Adds a different sense to the adventure than I've been using recently. Perhaps I need more whimsy...

- Di Maggio's Spell of Dragonfire, or anti-Dragonfire, actually. Worth a quest or two to get hold of.

- Random dungeon furnishings - a hidden chamber containing a jar of pickled eggs, random levers behind loose stones (the power of temptation) and a trapped rope...

- a Healing Fountain, with a cheap misspelled sign reading "Do not drink"

- Holy Water, blessed by the Overpriest of Kaynlesh-Ma. Where-ever that is, it sounds impressive.

- A room, containing a table with two helmets - one bronze, the other iron. Which one to wear? Which one might be cursed? What happens if you grab both?

- Don't have ghouls jump out and attack people immediately. Wait until they search the decomposing body for gold, and see how they jump when it reaches out and grabs them.

-Living Murals, lining a room or corridor.  Writhing and twisting, and silent when light shines on them, but in darkness, they howl and scream in an unearthly (and monster summoning) manner. And what is the truth behind them?

-The Giver of Sleep.  A magnificent bow and one silver arrow, in a labelled ornate case. The bow will only fire that one arrow, and it is rather pitiful unless used against one key foe.

-And boots abandoned in a dungeon, that register as magical, and stick to the floor when worn.  The old gags are the best....

All B&W illustrations, of course, drawn by Russ Nicholson, who is posting a lot of them on his website, The Gallery.

It's interesting, picking out the small, incidental bits that are completely incidental to the main quest, and I'm seeing these dry up as the series gets into the high numbers.  Here, everything is highly orchestrated, and there is little time or space for mere dressing. Still, we'll see...




Friday, May 11, 2012

Doppelgangers

I've recently read a lot of D&D adventures that have these androgynous, mind reading, faceless, perfect imitators serving merely as one trick ponies - just a normal assassin/usurper/contact that the PC's can't trace/kill/identify.

Frankly, the idea of something like that floating around out there terrifies me. They can imitate ANYONE, perfectly. In a normal fantasy world, this should also terrify everyone, almost all the time. The average village or town should be ripe for the picking for these creatures, and there is no explanation as to why they haven't already taken over.

The main issue (IMHO) is the lack of any aim or objective for doppelgangers. Why do they spend their time skulking in damp ruins, at the beck and call of More Evil masters or mistresses? Why doesn't being forced to read every mind around them drive them mad?

Well, as far as I'm concerned, they are already mad. The voices running through their heads are the thoughts of others around them, and although they can 'pick off' the most relevant or useful thoughts to maintain their disguise and protect themselves (possibly an almost subconscious ability), the rest of their mind is a swirling, chaotic maelstrom.

Although they are excellent, high priced and capricious killers, assassins and spies, and willingly hired by those who need those skills, both 'good' and 'evil', none but a select few know that they serve a secret, truly dark force that plays a very long game.

A "Just So" Story....

In the confusion of the fall of the First Empire, a deep seated cult of a nameless Elder Power sought to achieve Godhood, by sacrificing the souls of the inhabitants of a major city at a critical astrological conjunction by the use of forbidden death magic.

Something failed at a critical time, possibly betrayal from within, and instead of godhood, the full membership of the cult was infused with a dark curse. This allows them to alter their physical appearance, etc, but has split them from who they were, and so they exist, unaging, and unable to reproduce, with no true identity of their own to return to.

The city still remains, forgotten, dead and haunted, half flooded by a shallow lake that has formed in the last three thousand years. None go near it, as although empty during daylight hours, some nights see soulless husks of once living bodies rise and roam the avenues.

And far underneath a mighty mountain range, in a huge underground fortress only reached by a long and twisting tunnel, a great black gem holds the souls of all 80,000 who perished in the city. It is a powerful but insane artifact, and tended by a twisted and deformed artificial construct on glass and metal, in the rough shape of a man. This holds the spirit of the cultist who betrayed the ritual.

It (he or she, whoever they originally were, has been erased in three millennia of stark sanity, as powerful magics prevent insanity, confusion or even sleep) apparently controls the long-term plots and strategies of the scattered doppelganger race, as they make their way here inbetween missions to lurk in the darkness.


So this one of the Great Secrets of my campaign world. Only half a dozen people in the entire world know even part of this, and most of them are running for their life, hunted by shapechanging assassins.

Wednesday, May 9, 2012

S for Sto-Nat, Library of.


Well, I didn't make the full month of A-Z, and I'm a little disappointed about that. However, daily posting when one is NOT used to being concise or restrained is challenging, and I've spent the past 11 days without useful internet, so I've learnt a bit during this process.

Posts will continue, as I'm not out of ideas yet, but they will probably come less frequently.

Anyway, here's the last instalment of the A-Z for 2012;

The Library of Sto-Nat.

The walls of the dark city of Sto-Nat are stained purple from the blood of countless sacrifices made by the Priests of the Temple of Nemesis over the centuries. In past times, the Spider God demanded that only elves were appropriate offerings, but, in recent times, even half-elven bandits captured by the city guards have been hung from rusted prison chains. The Temple is a stark, looming cathedral of black stone, polished to a mirror shine that is shattered by the sun. This temple has been supported by the long line of rulers mainly out of fear of the Priest's powers over the populace. Temples to the Huntress and the All-Mother exist, although these are small and at the edges of the city, far removed from the grand temple near the centre. Buildings dedicated to the Mistress of Elements and the Mage also exist, tolerating and even supporting Nemesis’s priests in return for access to the dreaded library.


The city itself is reasonably clean, the midnight curfew is well respected, and if you don’t mind the occasional whiff of decaying flesh from the last set of sacrifices on the wall, it’s better than a lot of cities. Unless you’re an elf, of course. Disguises are recommended for half elves, too.

The city is also famed for its ancient annual tournament of song, where contestants, whether piper or choir, attempt to sing or play three famed lullabies in an ancient tongue, with the champion judged by the Keeper of the City Keys.

The Library of Sto-Nat is famed throughout the continent, both for its stored knowledge and its dark reputation. It is a vast underground labyrinth, thought to exist, at least partially, under the surface between the city and the equally dreaded Bloodwood to the east. The only known access is through the great rune carved Black Iron gates under the cobbles of the courtyard of the Governor’s Palace, reached by a long, wide stairway from the Courtyard of the Crimson King. It is here that the unearthly statue of the black queen chants a funeral march accompanied by the ringing of cracked brass bells. It is said if this song ever falls silent, the Fire Witch will be summoned back. 

Unless one holds a letter of access from the Grandmaster of Flame from the Temple of Nemesis, it costs one gold coin to enter to enter the Library.

Once inside, there is a large area containing cold stone desks and benches, where the few human guards and librarians spend most of their time at stone desks. Usually there will be a dozen or so scholars here also, transcribing some arcane lore from books located and dragged into this well-lit room.

From here, a single stone and book lined passage takes one into the library proper. It splits, and splits again, and again, in an almost fractal pattern, to form a lattice of stone, space, and books. Occasionally, a small room will be encountered, holding all possible books on an extremely obscure topic, such as ear-spoons of the early Elven Queens, or the uses of holly bark to heal shape-changers.

It is said that every book ever written exists in the library, and none have disputed this, for none have found the end limits of the library space. The areas within about 2 kilometres of the entrance are reasonably well known, and librarians can point visitors to appropriate locations for common, or not so common, inquiries. Beyond this ‘mapped’ area, the library continues, and the books get more eclectic and dustier. Passages twist back on themselves, climb lower or higher to new levels, and rarely, hidden doors or secret passages have been found, giving readers access to ancient, unimagined tomes. It is postulated that the furthest reaches of these tunnels must be situated in both past and future time, to contain all books. Malgras of Alholm was once lost for two weeks in a section ‘somewhere to the left’ after he stumbled into a rotating section of corridor. He stumbled through several hidden passages, finding a section containing only Nikkar rune painted animal skins, before somehow finding a familiar room. For him, though, the time seemed only like a few days, and as he had only a small water bottle, it seems as though something strange happened. He did not re-enter the library, ever.

There are those that have not managed to return to daylight, and die quietly amongst the shelves. Some are said to rise again as strange undead curators of the library, and many who brave the outer reaches have spotted these wraith-like entities, gliding along the passages, seemingly caring for the books, and preventing their decay or destruction. It is thought that they flock to places where books are being damaged, and those removing books may be required to somehow convince the wraith that what they are doing is acceptable.

The library is known to have been in existence during the height of the reign of the Ancients, but is obviously not scaled to their size and therefore was not built, or used, by them. No other civilisations at that time would have the power or the interest in constructing such a place. Perhaps there is a book in some distant corner that details its construction and purpose? 

Friday, April 27, 2012

R is for ... Reading

Hi there

So I'm off to the South Island (yes, exotic place names in NZ) tomorrow morning, with something from no to dubious internetness for the next 10 days.

R was tricky, so here's a list of the books I've been reading recently;



Adrian Czajkowski's (real name) loooong series about human empires based on insects.  Only a hundred or so pages in, so I think it will involve seeing the character's work their way from 1st to 20th level over some eight novels. Not bad, but reminds me a little of a slightly less original Belgariad where, instead of each kingdom being based on a human stereotype, it's bugs. Still....





 Stephen Erikson's Malazan Empire series is epic.  Very, very epic. So epic I can handle the books in small quantities. This series is even looooonger than the one above, but I'm at book eight or so, and it's entertaining, so I'll keep going....



 I got it very cheap at a second hand book stall... It's got some good stories, but, with all respect to MZB, the liberation angle is wearing a bit thin by now (and many of the stories in the first half admit this, and, amazingly, have strong male AND female characters in the same story, although the number of princes getting on with humble druidesses is rather high). Not too sure how the series got to number 20, but I'll admit women didn't feature at all, let alone feature well, in some of the early novels.

That's all at the moment, along with some of the Fight On! episodes, and the complete 90's collection of National Geographic magazines....

Tuesday, April 24, 2012

Q is for ... Qoril, The Scholar-Mages of

The Scholar-Mages of Qoril


Some see the minions of this wide-reaching organisation as thieves, grave robbers and looters; others value them as the foremost scholars of many ancient civilisations and forgotten languages. Those engaged in the profession of exploring long abandoned ruins will have invariably come across members of “The Seekers” (as they are commonly known to the public) through party members, signs, clues or sigils, or devilish traps disarmed or reset. Wizards in lonely towers may have bargained with their representatives, trading a scrap of irrelevant lore or undecipherable writings for items or information to be retrieved from known or unknown resting places. To the general public that have an interest in real stories of adventure and treasures gained and lost, they are viewed as somewhat Indiana Jones-like, at least, as much as one can in a quasi-medieval fantasy world...

Spell

Senses - level variable 1+

Subtly enhances one of the basic senses (sight; hearing; touch; smell; taste; intuition) for every level that the spell is cast at, up to a maximum of 6. The duration is 60 minutes, divided by the number of senses enhanced. All senses end at the same time.

The basic effect is to give +1 (on a d20 scale) to all actions that rely on that sense. Combinations give cumulative bonuses (i.e. searching for secret doors – sight and touch gives +2; testing potions for effect – smell and taste +2).

In Southern Kheldaria, a few miles north of the City of Brythyn, along the main road that skirts the edge of the plain where it drops to the green river valley, sits a half-ruined fortified manor house, on the plain side of the road. Although pillars have fallen, and rubble and thorns choke most of the grounds, there is a well worn track threading past several mounds of fallen masonry, to a low dark opening in the wall. Most must duck under the stone lintel.

Within lies a labyrinthine-like network of passages, corridors and rooms, all carved out of the earth and lined with cut stone blocks. Here is the nerve centre of the Scholar-Mages, and where their vaults, libraries and leadership are all safely tucked away. There is a Great Assembly Hall, various separated libraries, each housing volumes and notes relating to a different civilisation or major site.

Spell

Subvert Trap - level 3

This allows the mage to temporarily disarm (or render inoperable, etc) an already identified trap. At the end of whatever simple conditions are set, it returns to full operation and impact.

It can be used for the mage to skirt past a trap, knowing that his pursuer will fall victim, or he may set it to allow the first three people through, knowing that the fourth member of the party bears him ill will. It may also be able to be disarmed for a finite amount of time – no more that one hour per level of the mage, and only accurate to half an hour. If no conditions are set, it will stay harmless for 24 hours, minus an amount for the quality of the trap, and a random adjustment (d6 hours?)

There are around a dozen Grandmasters, each with a wealth of knowledge of a particular little known but lucrative ancient civilisation. These worthies are supported and encouraged, and spend their days investigating legends and tomes to discern locations of ruins, decipher runes and sigils, and avoid or mitigate traps, locks and guardians.

These each have a group of lesser scholars to follow certain theories, experiment, transcribe or translate writings and do the grunt academic work.

Overseeing this hive of scholarship are the Chapters, who glean information of practical use from the Grandmasters, and set in motion activities to make use of it. Part of this is co-ordination of the resources and field staff of the Scholar-Mages to excavate, explore, steal or acquire. It also involves setting rumours through a network of carefully placed contacts in governments, guilds and especially the establishments where one-armed men give cryptic clues. It is these stories of wealth and adventure that usually create a flood of sellswords, itinerant mages and rogues flocking to a particular dungeon, ruin or border town, with the Seekers field staff accompanying, or venturing in once all the ways have been opened, guardians slain and gold looted. It is then that the secret and hidden treasures, the writings and engravings, the statues and fountains, can all be dissembled and removed to a safehouse, with items of incredible academic, magical or financial worth eventually making their may to the Chapters and Grandmasters.

Perhaps there is an ultimate aim for the Order rather than just the accumulation of lore, but if so, none outside the leadership of the Chapters knows it.

The real strength of the Scholar-Mages of Qoril are the field operatives. All recruits, except the outstandingly academic ones, start here, where they are part thieves, part mages, part contract managers, public relations experts and networkers. A few are undercover, such as spies in academic institutions or in positions of responsibility in governments or royal courts, but the majority make no secret of their loyalties, referring to it as though it were a guild, or a reasonable employer, but nothing more.

Their role is to sniff out items, places or lore of interest to their higher-ups. Whether researching tomes in distant keeps or libraries, travelling as a bard amongst isolated settlements or actively participating in exploration of dangerous places and the extraction of items, they are a low level but constant presence to those in this line of work.

Spell

To Track a Ghost level 2+

This is similar to Senses, but involves obscuring traces and tracks of the Seeker. Cast at second level, it will obscure traces from one chosen sense (i.e. sight would remove all visible signs of passing such as footprints in dust, but not physical damage to plants, masonry, etc). Every additional level it is cast at will remove one more sense’s traces. Smell and taste are important when tracking beasts are involved, and intuition adds a penalty to detection by magic. Must be cast separately for each additional creature to be rendered traceless. Also, it does not remove the traces, but obscures them for the duration – same as for Senses.

The field operatives are spread thinly, so their method is to direct other, stronger or more capable groups to clear dangerous or blocked paths, and reward them for extracting items, or, more usually, accompanying them and assuring that the group is happy with items that are not those that interest the Seekers. This is not usually hard, as most groups of dungeon delvers value gold and silver over engraved tablets, indecipherable notes and illuminating statues.

Dragon Warriors Profession

Stats – min 9 Reflexes and Intelligence.

Attack, Defence, MA and MD & Health Points – same as mystic, only no bonus MA/MD bonus at certain levels.

Skills – thief skills as assassin, only slightly less chance (maybe 5 - 10% less).

Magic- 2 spells/level, and 2 MP level. All relate to finding, inquiry and detection, misdetection and Jedi mind tricks.