Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

02 May 2023

Militant Orders in Westmarch

I've pulled the names of these factions and NPCs from deep in the history of Magic the Gathering.  At the start, the several players will only be aware of the Order of the White Shield and Ebon Hand.

They're not the only factions, or even the only human factions. But this is what we have so far. 


Order of the White Shield
Leader: Pavel Maliki Paladin 6
Militant order of FM with some CL

 




Order of Leitbur
Leader: Tobias Andrion CL 6

Militant order of CL

Dedicated to the teachings of Bethan Leitbur

 








Order of the Ebon Hand
Leader: Ramses Overdark FM 7

Militant order of ACL

dedicated to the Cult of Tourach

 







Knights of Stromgald                                                         Leader: Matron Stromgald Ftr 6

Militant order of FM with some ACL

 








Order of the Sacred Torch
Leader: Gabriel Angelfire CL 7

Clerics and Monks


Gabriel Angelfire is an Archangel of Mercy in disguise.

The Order is most interested in dispelling evil and banishing evil outsiders.

 







Stromgald Cabal
Leader: Boris Devilboon, a Fiun

Mixed Fiuns, MU and ACL

 

A Fiun is a free-willed undead of 5 HD. It fights as a FM, saves as a MU, and can cast an elemental attack (fire ball, lightning bolt or cone of cold) three times per day. AC 6. HP 17. ML 7. Treasure type potions and magic items.

 

Has a bodyguard of 2d4 Zombies.

 




Knights of Thorn
Knights of the Thorn are former members of the Orders of Leitbur and Knights of Stromgald. They also have many peasants and men-at-arms in their ranks.

Leader: Tivadar of Thorn CL 5

Their goal is to eradicate goblins and orcs. They do not care to fight others.

25 January 2023

Constructing the Big Book of Stuff


The last campaign I ran ended in early 2020 because half my table were pandemic enthusiasts. I had assembled an amazing binder of stuff to use to run a game - any game that goes in any direction - completely on the fly. No thinking, no flipping through six million books. 


Then I lost that binder. 


So I’m putting together a team. Or in this case, a new binder. It looks like this right now but of course it’ll change as I get gooder at this. 


10 Dividers


  1. Handouts: Bullpens, character sheets, roll up guides, spell sheets, calendars, time trackers, graph paper, unusual storeboughts sheet
  2. Seasonal events and calendar - wars, omens, winter upkeep
  3. Town adventures, NPCs, henchmen for hire, procedures for hiring them, rumors and hooks sheets 
  4. Dungeon: the current thing (remove from binder for play?)
  5. Monsters: monster manual, dungeon wandering monsters
  6. Treasure including unique materials 
  7. Wilderness and overland, with procedures, weather, wonders and wanderers by biome, and a supply countdown sheet. Also disease rules. 
  8. One-page dungeons and modules not being played. 
  9. Full spell list; spell handout sheet 
  10. One-off handouts such as paladin rules, spell research procedures, and unique swords 

23 December 2022

Cyfandil's One-Page Campaign Document

This will change of course. Here is a screenshot of the document. It's not exactly the way I said it should be but it has all the information I want it to have. And it's a very readable single page. (Trust me. It looks good in hard copy lol.)

I will give this handout to the several players either before Session Zero or at the start of it.

Then we will talk about some of the finer points, such as how to make characters and what classes are available.



The Realm of Cyfandil

Cyfandil is a world of Men. Our little principality is called Lleannedd March. Our town is Cragstone, named for its founder, Thorsten Cragstone, the hero of times past. Demi-Men are rare upon these isles. Besides, there’s enough going on with Man’s tripartite lineage: Aluvian, G’harundim and Sho.

Cyfandil is a fairly standard medieval fantasy setting, something like Northern Europe in 1300, but with the opportunity to travel to different lands. It is low fantasy. The greatest monsters are rare and distant. Even the allied races of Mankind are only seldom seen in any great numbers.


Cyfandil’s primary purpose is the backdrop and sandbox for teaching the folkstyle D&D of yesteryear. Its secondary purpose is to backdrop teaching my particular folkstyle philosophy.


The nominal goal for the players when they start will be to collect enough money and power to conquer a hex, build a castle, and become a lord. Of course, that’s just the opening bid. Players can decide what each of their characters truly wants from life. In fact, we should all voice our dreams and desires about what we want to happen in our campaign story.


To that end, it is a most suitable realm for presenting the challenges of problem-solving, role-playing with reaction rolls, exploration overland and underground, and combat using surprise and morale checks that constitute D&D.

 

What Is New

 

We play face-up, toward each other, and speak in natural language.


The players, not the Referee, will push our story forward.


We will use gold for XP, roughly 80-20, with monsters filling in the difference.


Differentiation comes not from your character sheet, but from you. In folkstyle, class is an element of your character, but “build” is not. In terms of game mechanics, one fighter is about as good as another. Most clerics are almost identical. So, it is down the line (except for wizards and elves, who have more latitude due to spell selection.)


Henchmen and other hirelings are a big part of expanding your character’s power, so hire them and cultivate them. The difference between one fighter and another will largely be in his equipment, his henchmen, but super-especially, the player’s ingenuity.


We will observe strict timekeeping, light, rations, slow healing, etc.


Death is always nearby. Your paper man will die. Because of easy death and regular PC indispositions, be prepared to play three or four different characters at different sessions. “Next man up” as they say.


The seasons and even the years will matter. Characters will age. They will carouse, they will love and befriend, they will war, they will politick (at least personal politick) and of course they will adventure. In time, even the elves retire and leave the field of valor to their children. So will our paper men.


At least 60% of the PCs must be Human.

 

Common Knowledge:

Things Everyone Knows in Lleannedd March

·         Strange noises come from the accursed woods just outside town.

·         The Empire is shattered by civil war.

·         Roads are dangerous! Monsters and bandits prey on unsuspecting travelers. Stick together!

·         Locusts destroyed the crops last year in Glenden Wood.

·         Rithwic was hit by the plague. Some say it was G’harundim merchants who brought it there.

·         Most people say Druids are a myth.


Factions and Patrons

1.      Our ruler is Lord Alberz, First Marquis of Rithwic (L FM 9,) at Castle Rithwic, the seat of Lleannedd March. He has ruled for 35 years. He has a deep, booming voice and has turned several of the castle’s rooms into additional kitchens. He will always accept the help of up and comers, at least until he feels like they are a threat to his power. Lieutenant Kenneth is the captain of the militia and town guard in Cragstone. (N FM 4.) Kenneth is the Lord’s representative here. If you want to work for the Marquis, speak to Kenneth.

2.     Brodus Stoneriver is the master of the docks and minder of the traders. He is an elder of the Dwarven Sea Clans, and he has settled in our town. If you need mercenaries or need mercenary work, speak with him.

3.     An informal guild of curators, crafters, and natural philosophers haunt Cragstone. You can get in touch with them through Brienne, the barman’s daughter, at the Brass Dragon Pub. If you want to gather strange knowledge and artifacts, or get answers to strange questions, she’s the one who can put you on the right path.

4.     Outside of the towns there are roaming bowmen, weird cultists, Orcish men, mad Wizards, and maybe some Druids. Chaotic types might want to seek them out, but then again, they might not.

Lines and Veils

 

There are three distinct races of people, analogous to Nordic White, East Asian and North African.


We will track the months and years. The characters will have “real lives” away from the dungeon (but we don’t have to role-play them if we don’t want to.)


I would prefer to have only traditional boy-girl type romance. Half-humans are not a thing (although the several common races might intermarry if they please.)


Towns are safe. Dungeons, roads and wilderlands are not. A henchman or even a PC can face deadly situations at any time.





15 December 2022

Preparing a world, Preparing a session

 The essence of play in the folkstyle of D&D is to push into unknown places, to explore, to meet new people, to acquire resources such as gold, magic items, allies and land, and to eventually build your very own domain where you can be the Lord andmold the world in your image.

To begin a campaign, some folks will want to start with the whole continent and kingdom. That’s fine. It’s fun. There are a lot of tools to help keep track of a whole world. But you don’t have to do nearly so much. In fact, if your goal is to get started in a reasonable amount of time and with a manageable amount of prep, then coloring in the whole world map is quite inefficient. We do not need a world; we need a neighborhood.

1.       Devise the premise of the world. That is, explain the nature of your specific game in a few sentences. What makes your campaign world special? Make it so you can tell someone what’s special about it in under one minute or print the information on one side of a business card. Consider your tone, what races and classes will be available, and what is special about your particular world.

2.       Think about one six-mile hex and then its surrounding hexes. That’s seven hexes and a total of 224 square miles. Place your starting town in the middle of the map. Realistic medieval cities and towns take up no more than a single one-mile hex. Consider water and food sources. Consider defense.

Then place the entrance to a dungeon somewhere nearby. Other points of interest can be generated procedurally as you go along. A village every 2-3 miles and a castle or fort every 12-15, a witch’s coven, an accursed fairytale forest, a goblin redoubt, a magical stone circle, a guard golem who dispenses quests and rewards. All of these can come later. The really important things are the haven of town and the entrance to the adventure site.

3.       Map out at least three levels of the starting dungeon. Each level should have a theme of some kind to distinguish it from the other levels. A good guideline is that the first level should have about 7-13 rooms, the second 13-25, and the third 25-30. Not every level has to be bigger than the one above it; these are only suggestions. We will talk more about just how to do that later on.

4.       Go back and draw the layout of the starting town. Think up some inhabitants. The party will need some shops to buy and sell, a place to sleep, a place to hire henchmen, a reason adventurous men may be available for hire, a place to hear rumors, and two or more power centers.

Power centers could include a chaotic temple, a thieves’ guild, a septarch’s tower, a league of fighters’ hall, NPCs of various backgrounds, roles and secrets.

5.       If the starting town does not have a castle or fort, place at least one within a day’s travel – about 12 miles. Consider placing a couple of towns 5-10 miles away from one another too. Use several kinds of terrain surrounding the starting town, for terrain provides the players with meaningful choices. Place roads and other pathways in logical places and at a logical technological levels.

Going through the steps above, this is what I have devised.

6.       Premise: The starting realm will resemble medieval northwest europe c. 1100. There will be three races (phenotypes) of Men, but the vast majority of NPCs will be Aluvian, the White European analogue. Starting classes are limited to fighter, wizard and cleric; and demi-men are limited to dwarf, elf and hobbit with race-as-class rules. Level cap is 14 and there are not many people in the world who have reached level 9. All classes other than fighting-man will be rare and exotic. At any one time, only 40% of the PCs can be demi-men; the balance must be human. This is to enforce the human-centric nature of adventuring. The several players shall decide among themselves who gets to play the demi-men, should there be excess demand. Most D&D monsters will be present. Some monsters will be new. Some monstrous races will be presented as unique individuals rather than myriad.

7.       Starting location: The town is named for Thorsten Cragstone, a legendary Aluvian general. Lore has it that he founded the town and he is buried somehwhere nearby. There is an impressive patinaed bronze statue to him in the middle of town, even though no one really knows what he looked like. Whosoever is in town when the church bells ring noon gathers before the statue and pledges their allegiance to it, as it is the embodiment of Cragstone’s fighting spirit. The townspeople believe they are all descendants of his or of his friend Zenopus the Septarch, or of both. When a man from Cragstone swears an oath, he will say, “by Cragstone’s beard,” or “by the crook’d staff of Zenopus,” or perhaps simply, “by the Founders.”

It is located at an elbow in the Rith, which is a broad, slow river with ample littoral marshlands. It has average quality farmland. The locals are known for their honey and their candle wax, since beekeeping is a point of pride.

Because of its location on the river and halfway between the towns of Rithwic and Glenden Wood, it is also known as a decent market town. In addition to the permanent shops, there is a paddock down by the river where merchants will sell wares from their wagons. There’s a small chance that you can find just about anything down there, and a slightly smaller chance you can sell just about anything.

Demographically, Cragstone is a town of 100 families. At least one is Dwarven; at least two are Hobbit; none are Elven (PCs aside.) There is one G’harundim woman in town who is the jeweler. (G’harundim are a North African type of people.) The rest of the town of course is made up of Aluvian Men and their kin.

Since this is the starting town, I can be certain that we will spend at least several sessions there. Therefore it makes sense to stock it with lots of NPCs. I have created about 50 NPCs to be “the people in the neighborhood.” Name, race, job, most common locations. This includes the town guard and a number of ne’er-do-wells from which henchmen can be hired. I have also established several craftsmen who will be useful to the players for specific equipment, information, and to buy unusual items they may find. I don’t know how much the players will decide to utilize any of these resources, but they’re available.

The power centers in town are threefold: There are two churches (one Catholic and one Protestant) and there is a sheriff named Lieutenant Kenneth who leads the town guard and acts as the chief civil authority in town. He is a neutral Hero, or fourth-level fighting-man.  The town has one true cleric, a first level Lawful named Edrick the Coward and one second-level fighter who acts as Kenneth’s sergeant.

I have not assigned traits to any NPCs in advance since I prefer to assign them procedurally as I go along. That way, I can be surprised and delighted right along with the several other players.

12 December 2022

NPC Adventurers You May Meet



 What character class is this NPC adventurer?

1d8

1-3 fighting-man

4 cleric

5 magic-user

6 elf

7 dwarf

8 hobbit


06 December 2022

Cragstone's NPCs Updated

This feels finished. The only thing left to name is the pub, and I'm going to throw that out to the audience to see what they have to say.

You will see that the NPCs all have names, purposes and locations. The locations will be slightly fluid but these are good places to find the people. Locations a-c are not really locations. They are more like ranges. a, b, and c are guard watches. a in the morning, b in the afternoon, c as relief. d is "anywhere in town" and e is in the countryside as a special encounter. 

Note that there is a Catholic church in town but no regular NPCs are inside. Both churches will sell holy symbols and holy water, and do exorcisms and detox, but only Edrick the Coward is a true cleric. 

I have some idea of how the town will be laid out. I have not decided where the local dungeon or dungeons will be located or what wandering monsters will lurk within the home hex. Yet. 

Click to embiggen.

02 December 2022

The People of Cragstone

The starting town for the campaign will be the village of Cragstone in the principality of Aluvia. The town is named for the ancient hero Thorsten Cragstone. The town square has a statue of him, but nobody really knows what he actually looked like.  

What handsome children!

Here is an utterly useless list of the 45 townspeople that the PCs might interact with in town. Of course there are a lot more people in Cragstone - I think the number will be 500 (100 families.) That gives us enough folks to farm and raise cows. 

But here, should there be some Hobbit families mixed in with the people? Cragstone is the kind of place Hobbits would like. Bucolic. 

The authority figures in town are... I guess... Lieutenant Kenneth and Oswent the Town Crier, with Sergeant Shanks in there somewhere. People probably just solve their own problems, mostly, and there probably isn't a lot of crime. Frs. Berry and Gildenhearn are probably pretty helpful too. 


There's also a docks area, since Cragstone is on the river, but it isn't a commercial hub. There isn't even a regular ferry service. If you want a ride, you have to get someone to sail or row you. I don't know whether I should make up some NPCs for the dock area or not. Probably at least one cartoonish sea captain. I'll keep thinking. 

If I were to randomly assign an appearance and a personality trait to each of NPC, I would use Table 1. It's also useful if you need a name on the fly. Say! Maybe one of these people is the aforementioned sea captain or a dock worker? Who knows!


If you're wondering how you can make up your own passel of commoners, you might consider this site: 

https://codepen.io/isaacwilliams/full/MoMNVK/ 

or this site: https://coinsandscrolls.blogspot.com/2017/07/horrible-peasant-npc-generator.html