Showing posts with label Broken River. Show all posts
Showing posts with label Broken River. Show all posts

Wednesday, November 7, 2012

Return to Broken River


Broken River:
Halflings
by Mike (Rhishisikk) Kochis


Background
This series of articles was begun almost a year ago when I was making half as much (and had almost three times the spare time). With the persistence of Pinkie Pie, Erin has asked when the next release is coming out. I know I promised a look at religious matters, but the truth is those haven't gelled enough. So -

Foreign Diplomats in Broken River: Halflings
As noted earlier, halflings own substantial agricultural lands to the west of Broken River. Their main exports are foodstuffs and textiles (especially children's clothes); their main imports are salt (and other spices), metal goods, and artwork.

The  “Diplomat Bakery and Brewery” (Managed by the Stubb family) is an eatery that serves luxury food. It also creates upper-end confections (cakes, eclairs, and other complex dishes) as well as a selection of fine ales ales. For simple things, like pretzels, bulk cookies, and beer, they just order from nearby human businesses. When the halflings want to discuss something with their human neighbors, the mayor gets a “free meal” coupon.

The Diplomat is located in the west (rich) side of town, just two blocks inside the west road gate. It is almost obnoxiously close to the guardhouse serving the gate, and offers special rates for guards just before and just after their shifts. The Stubb daughters (with guards in tow, later) sometimes take “surplus” food to the guards on duty at the gate or to the guardhouse proper. Although the Diplomat doesn't make deliveries to the “noble” households, servants of said households will often be seen making journeys to the Diplomat, and returning with food. (The Diplomat sells finished foods; those households that make their own foodstuffs get the ingredients from the normal farmer's market.)

There is no official “diplomat” in the sense that humans think about it. Either of the Stubbs parents or their eldest three children (depending upon which of them the issue was brought to) will just happen to mention an issue to their guest, and if they may be so bold, suggest how to resolve the little problem.

Incidentally:  Don't attempt to force yourself on the Stubb daughters. When the town watch started looking for the last offender, it took two weeks to finish finding bits of him. None of the pieces had any evidence indicating the Diplomat or the Stubbs. (But, as we already know, the better divination magics are just not available in Broken River.)


The Peddlers
There is a courtyard in front of the Diplomat. Usually, it's noodle vendors or a single merchant trying to sell elven silk or some other luxury. But every so often (and usually for only a few days a month), something special comes though: one of the town's few magic items, for example, or a map showing the location of a lost treasure.

Everybody wins: The town gets a few silver pieces a day, and gets to keep the “ritzy and snobbish” out of the farmer's market; the merchants get to go to an area where townsfolk will expect their upscale wares; and The Diplomat gets to remain the town's most exotic locale.

If you want a masterwork or exotic weapon, this is the place to look. A rare book, potions or scrolls? Sure, you could get those things at the Sow's Ear. But if you want to be certain that it's legal, you want to get it from here.

(Note: Conversely, this is absolutely not the place to barter poisons and the like.)

The Stubb Family
Oliver Stubb (Commoner 2): The patriarch of the Stubb family, and legally the owner of the Diplomat, Oliver keeps himself busy tending tables and telling tall tales. He would certainly never compete with his daughter behind the bar, although he's not above refilling a mug or glass. He's just happy making sure others are happy, and doesn't bother actually taking charge of the place. Every business needs a social front man, and for the Diplomat, it's Oliver.

Myranthakal (Mira) Stubb (Witch [Wisdom] 2): The actual decision maker of the Diplomat, although she caters to her husband's needs. The business keeps her busy enough that she rarely tends to her cat, Squirrel Shadow (who is quite happy curling up on anyone's lap and demanding snuggles). She doesn't advertise being an arcane caster, but is almost always willing to buy or sell scrolls.

Laura Stubb (Commoner 1): Many mistake Laura for a beginning bard, because of her flair behind the bar (Perform [bartender] skill) and willingness to discuss anything at length. She always claims to be romantically attracted only to “her man”, who is unavailable to her, but is more than willing to conspire with others in matters of the heart.

Arthur Stubb (Com 1): Many think that because Mira is never seen that she slaves away in the kitchen all day. This couldn't be farther from the truth. The kitchen “slave” is Arthur, the family chef. Arthur puts in twelve to sixteen hours a day baking and cooking, and he loves it.

Cora Stubb (Adept 1): The family “bard”, specializing in illusions, and apple of her mother's eye, Cora proudly shows off her magical talents. She refrains from participating in the contests at the Diplomat (see below) so that she can serve as a judge. She has been actively trying to get a theater started in the town since she was twelve, and shows no sign of stopping anytime soon.

The Staff
As one would expect, the staff of the Diplomat work around the clock. They are made up mostly of commoners. This doesn't mean that they shouldn't be as detailed and “real” as the Stubb family, merely that they do so without the benefit of special classes.

Mr. Jasper (Com 2): Whenever one of the family isn't awake, Mr. Jasper is.  Mr. Jasper is part bartender, part manager, part chef, and all Diplomat. He may not have been born inside the Diplomat, but he fully intends to work here until the day he dies.

The Brothers Guthrie (Com 1): Clad in leather armor and carrying sword and shield, these “warriors” serve as bouncers at the Diplomat, and both will be escorting any Stubb daughter outside the Diplomat's walls. Either of them will brag about how they earn more than the town guard, and get better meals as well.


Plot Threads to Draw PCs to the Diplomat

  • Alchemist: Need that one rare plant? The salt works isn't likely to have it – at least not at a reasonable price. Maybe someone at the Diplomat has one? And maybe they need that slightly sticky mess you made when you failed to make that Tanglefoot bag? One can hope, of course...
  • Bard: The Diplomat hosts monthly storytelling contests and seasonal music contests. The Diplomat also has a reputation for being where you can find those oddities, like a +1 dagger of rabbit slaying, or a self-heating mug. Travelers from all walks of life bring their stories here.
  • Barbarian: Other bars are better for rowdy or uncouth behavior, but if you want to get free drinks in exchange for your latest battle story (without the risk of having to prove it with a duel with the orcs), this is the place to bring your bragging.
  • Cavalier: If you want to enjoy the finer things in life without spending too much time with one local noble family or another, this is the place to remain out of town politics. If you are involved with local family politics, this is one of the places to show the family banner.
  • Cleric: Want to engage in a debate on ethics (or anything else)? Ask if anyone else has seen that weird holy symbol you found in those ruins? Or just celebrate with that Imperial dish that nobody else can make properly out here on the fringes of society? Besides, where else are you going to experience so much of life?
  • Druid: It's no surprise that the agricultural halflings have a working druid circle. Haven't earned your way into the hearts of the outriders (halfling border guard) yet? This is the place to make contact with other druids, some of whom may be seeking training in the halfling farmlands.
  • Fighter: Other bars may be more militant, but this one is friendly. And safe. And it feels like home. Want a break from the razor's edge of danger the Sow's Ear presents? Rooms here aren't cheap, but they are safe, clean, and cozy. 
  • Inquisitor: The bars of Broken River are full of information. If you want rumors from outside the township, this is the place for it. Besides, there is no place where life is celebrated like at the Diplomat. After a long day or night staring into the abyss of darkness, a short break here can restore your faith in the Light.
  • Monk: Just because YOU live a life of ascetic simplicity doesn't mean you want those around you to be miserable with the simple comforts you enjoy. The Diplomat offers an enjoyable experience for you and your friends. Besides, where else can you find people willing to talk about the differences between different types of tea or the fine details of gardening?
  • Oracle: Want to hang out in a crowd where people don't seem to care that you're different? The atmosphere of the Diplomat may be just what you need. Besides, exposure to all of the exotic travelers may spark an “interesting” vision that you need to have.
  • Paladin: Need a break from people begging you to lay hands on them? Just ten minutes without being asked to climb a tree and rescue a cat? Somewhere that crinkle-faced old lady won't ask why you do something about those beggars? When you need to take in some solace instead of handing it out, the Diplomat is the place to gather it.
  • Ranger: Want to brush up on what beasties are where? Travelers along all roads (as well as some river traffic) end up here. Also, if you want to meet up with a caravan and hire on as a guard, this is the best place in town.
  • Rogue: Want to trade trap bits? Quietly buy a set of dental tools that just happen to include picks that just happen to be good for lockwork? Show off your skills of legerdemain as a magic show? This is the place for you. However, the staff frowns on con games (including “unfair” gambling) and has no tolerance for outright thievery. None. (Ask your GM whether that means you're turned right over to the watch or whether you get to join the other handless beggars down by the docks.)
  • Sorcerer: Is it just the WRONG season for you? The Diplomat has underground rooms, safe from exposure to those elements that might drain your magical reserves. And, if you just don't want to hang out with The Four (the town's sorcerers; more on them in another article), this is the place to hang out, whether to avoid people asking why your hair is always on fire or to avoid people asking why your hair ISN'T always on fire.
  • Summoner: Does your eidolon have a taste for apple butter? Need to get the straps on your exotic saddle fixed? Where will you find a smith willing to make those metal claw-covers they need? Well, the Diplomat is a good place to start.
  • Witch: The Diplomat is pet friendly (as long as your pet isn't a squirrel with an aversion to black cats), and probably has all kinds of exotic things available. The Diplomat is welcome to all, and Mira is always willing to discuss arcane matters.
  • Wizard: Tired of those old men hiding enigmatically in the corners? Hah! The corners are all well lit here. Besides, where else are you going to be able to discuss ALL of your knowledge skills in one night?


Plot Threads For the Diplomat Staff

  • Many other inns would love to have Arthur's recipe book. Or to dig up dirt on his life that would give them the ability to blackmail him into working for them. For his part, Arthur isn't above hiring adventurers into getting rare spices, meats, plants, etc. that just aren't available from “home” or the farmer's market.
  • Who is Laura's “man”? Is it one of the halfling merchants? Some farmer bumpkin who ignores her subtle hints? Is she secretly of the Dark, because they offer her the option of celibacy? Laura is a starting point for several romantic adventures and misadventures that can occur in Broken River.
  • Mira Stubb just doesn't have time to locate all the potential covens, search all the ruins, or any of the other things she feels compelled to do by her magics. Fortunately, she has access to a small cash flow, at least enough to hire some adventurers...


Relations With Others

  • As noted, the Diplomat has good relations with all the 'local' nobles, and with the local guardhouse. They are also liked by the Church of Light; if only they would allow sex in the common room instead of discrete back alcoves... 
  • The Cult of the Dark also likes the Diplomat – where else can you exchange parcels and words across social classes without risk of raising an eyebrow? In particular, Scott Trask (not known to be a member) likes meeting with his brothers Antoine and Harker in places with multiple witnesses.
  • The wood elves like the bustling chaos of the Diplomat, which means the sea elves refuse to dine there. Copperbeard Jaegra (of the Dwarven Trade Consulate) doesn't really enjoy the festive mood, although her staff (the gnomes) are sometimes found here.
  • Orcs don't particularly like the atmosphere, but they appreciate the artistry of which the chef is capable. It isn't uncommon for a challenge to be delivered in a form similar to Iron Chef (“We desire a four-course meal made for a family of six. All dishes must include – SHRIMP!”). For his part, Arthur looks forward to these challenges.
  • If either of the dragons has interests other than keeping their non-kobold agents welcome here, nobody knows it. For the same reasons the PCs might want to hang out here, it is almost guaranteed each dragon is at least keeping tabs on happenings at the Diplomat.
  • The alchemists pinch their pennies – the Diplomat is more expensive than they like.
  • Although the Diplomat caters to the rich, it has a love/hate relationship with the poor. Poor folks like complaining about the excesses of the Diplomat, which won't keep the family from dressing up for holidays and having a “fine meal”. The poor in need tend to go bother Harker Trask or other eating establishments rather than wait here for surplus food.


Afterward
This was supposed to be an article on all of the diplomats of Broken River. Gladly, the
Diplomat emerged as an article in its own right. I look forward to the other embassies also having their own articles. [Me too! -- Erin.]

Thursday, November 24, 2011

Broken River: A Thanksgiving Interlude

Broken River
Interlude: Little Big Chicken Ranch
by Mike (Rhishisikk) Kochis


Background
For those following the Pellatarum threads, this is something that Erin picked up a while ago, played with, and then got all distracted by life. But, as she pointed out to me, it fits really well with what's going on in Broken River.

Little Big Chicken Ranch
Not all things a town is famous for are in the town proper. Some, like the Little Big Chicken Ranch, are on the outskirts, the farmsteads that make "civilized life" possible.

In a nutshell, the LBCR raises dire chickens, because they have the fortitude to survive the elemental mish-mash that constitutes yearly weather, enough mean on them to resist predators, enough meat to make it worth all the extra hassle, and are still able to be handled by normal humans.
To date, attempts to mimic the success of LBCR have met with failure, and usually needed adventurers to remove the rampaging territorial chickens.


The NPCs
Garvin Olvewaithe (commoner 5) is the farmer known for running the Little Big Chicken ranch, but much of the actual work of the ranch and the homestead itself is done by his wife, Marta (com 6, our most experienced commoner). He also employs a half dozen "caretakers", who rapidly rise to second or third level (or end up being torn apart by the foul-tempered fowl).

Their oldest child is only seven, but has already gained second level. Mimi Olvewaithe is terrified of the "clucking horrors", and swears up and down that she's going to do something sane with her life. In spite of this, she hauls feed, pesters the ranch hands, and generally gets underfoot the way in which only a seven year old can manage (and only a seven year old is still cute enough to get away with).


The Tenants
For stats on dire chickens, see Erin's article here.

There are two conflicting natures – the dire beast and the chicken. Marta discovered that the chickens take shelter when she bangs two metal pots together. However, the chickens are smart enough to recognize wielded weapons, and will swarm fearlessly to defense of "their" territory.

Unlike most dire beasts, the chickens have been raised together, and work as a pack or swarm rather than individual beasts. They have learned not to attack their fence of woven barbed wire, but every so often, one (or more) will flutter into the air and find themselves landing on the outside of their pen.

Like all dire beasts, they breed like a plague – if they weren't being constantly harvested for their meat and eggs, they would have already taken over the entire farm and destroy the surrounding landscape. There used to be a detachment of four soldiers from the town guard, until times got so desperate that they were needed elsewhere (but the watchtower remains at the crossroads between the four pens.


Layout
As noted above, there are four pens. These are connected by buried walkways, allowing the chickens a single "territory". Each pen includes an artificial "cave"*, where the females can lay eggs and the entire flock will retreat to if exposed to fire, loud noises, rainy weather, arrow fire, or other situations which just cannot be resolved by swarming and pecking (the default reaction of the chickens).

The fences of the enclosures are wood covered with barbed wire. Collectively, the chickens are capable of destorying the fences – but they've never been worked into enough of a frenzy to discover this. Generally speaking, only the lower-status members of the flock spend a lot of time near the fences.

At the crossroads between the four pens are a watchtower and several "feeding troughs", which rely on gravity to get the feed past the fence. Two spears (to fend off hungry dire chickens) are also in this area. Again, the owners and hands make very certain to keep the flock well placated.


Town Politics
The Olvewaithes are not much liked by their neighbors, who are convinced that they are raising monsters. In spite of over a decade of prosperity, they will never be trusted to control their animals. This means their feed prices (from their neighbors, at least) are higher; part of this is grudge, the rest is greed (the ranch is relatively lucrative).

This means that most of the feed is actually bought from Thornshire, Broken River's halfling community. When relations are strained, and the halflings stop exporting, this includes to the Little Big Chicken Ranch. The residents of Thornshire are all to well aware of the pressure this puts on the entire northwestern farmland, and the town in general.

Although being on the "safe" side of the river, the LBCR is a target by the nearby orc tribe. For their part, the Olvewaithes are indifferent to the "orc tax" and to picking up the occasional dead orc body out of the pens – it's just one of the normal hazards of business for them.

Druids, generally speaking, hate the LBCR for "caging" dire animals (and more than one druid has died attempting to set them free).

Every so often the Smuggler's Union will attempt to "export" one or more dire chickens to another farm; these efforts always end badly, and the Olvewaithes have stopped selling their chickens, to include fertile eggs. Not that this stops the attempts, but that's between them and the flock.


Adventure Seeds
Seriously? If you can't already see three potential plot devices, go – no, no, not going there. I apologize.
  • Escaped chickens are a fact of life at Little Big Chicken Ranch. Normally there are just one or two, pawing around the outside of the fences, and wondering how they got outside. But as your player's level increases, it may be necessary to cull the entire farm. (The exact number of dire chickens on the ranch at any given time is deliberately left vague.)
  • Mimi is just the cutest little budding adventurer ever. She also knows that she's small enough to fit in a backpack. This is a dangerous combination.
  • Dire chickens eat a LOT. This means convoys of feed (both grain and meat) crossing the farmlands, year round. This means weather, banditry, and wandering monsters.
  • The neighbors have a dichotomy of their own – they don't want those monsters near their farm, but they're also afraid that if they try to do anything, ALL the chickens will escape at once.
  • Every few years, some idiot gets it into their head that dire chickens are just bigger chickens. Surely they would make good pets, or could be trained as circus animals. Meaner than normal chickens, you say? Perhaps guardian beasts...
  • As with any industry that makes money, LBCR attracts its share of bandits and robbers. The signs "Trespassers will be fed to the livestock" do little to deter such individuals.
  • If you're attempting to cozy up to the local orc tribes, they routinely lose braves who choose to steal a dire chicken from LBCR as one of their combat trials. A more difficult trial is capturing one alive.

Happy Thanksgiving, everyone!


 * I asked Mike what he meant by "cave" and he clarified it as "a chicken coop covered with dirt on three sides and on the roof."  While this makes sense, I am rather fond of the notion of it being an actual dugout, wherein intrepid farmhands must venture into the warrens, like a tunnel rat, to retrieve eggs or die in the attempt...

Friday, November 4, 2011

Pellatarrum: Broken River 5

(Editor's note: the lateness of the Broken River series is entirely my fault. I was sick for a large chunk of October, and had little desire to proofread Mike's articles... or do much of anything, really. )

Broken River
Part 5: Kobold House
by Mike (Rhishisikk) Kochis


Purpose
In this article, we start weaving the disparate threads together, in the form of Kobold House. As mentioned, each nonhuman race has a maximum of a dozen members. Eight of the kobolds in Broken River live in Kobold House; the kobold outcast (yes, kobolds have outcasts too) resides at the Grey Shovel, a boarding house/tavern on the "dirty side" of town. But let's cover Kobold House first.


Kobold House
It is no secret that kobolds are the most loyal, most devoted, and most obvious servants of the dragons. Part of the kobold reputation as devious, backstabbing, trap-making, child-stealing, poison-using murderers comes from this devotion, so that when kobolds are seen, most folk see only their masters. Dragons, who are known for sometimes eating their foes, are feared and not well-liked.  The rest comes from them being murderous, backstabbing, devious trap-makers who steal children and like using poison.

One hundred and twenty years ago (several generations), there was a pogrom against the two kobold tribes of the town. It may have had something to do with a stable burning down where the two tribes squared off against each other and some visiting goblins. Or the fact that one of their chieftains had (allegedly) taken to wearing the skins of townsfolk. Or that the other had (reputedly) eaten a gnomish child alive. Whatever the reason, the commoners decided to have two words with the kobolds: lynch mob.

Their numbers depleted by back-alley fights, poisonings, and other shenanigans to which rival kobold tribes are prone, and with both chieftains dead or dying, the remaining kobolds did the unthinkable: they trusted their enemies. The remnants of the rival tribes agreed to put their feud on hold until the troubles passed, and took shelter under the floorboards of an abandoned building. 

That alliance remains to this day. The kobolds were hopelessly cross-bred within the first generation, and every member of the current tribe professes to serve both dragons (neither of whom actually reside within Broken River). Although Kobold House has the resources to support double the number of adults, the number of secret allegiances, mistaken poisoning of allies, deliberate poisoning of enemies, attacks by their children (who rightly think they are abused), and the other uncertainties of life keep their actual numbers where they are. This confusion is compounded by their current chief, whose name in Common is rendered as Summoner-of-the-Greatest-of-Dragons (yes, he's our level 2 summoner). Please observe how there is no qualifier given as to which dragon is actually the greatest; this is deliberate. 

The inhabitants of Kobold House serve both the Brilliant Dragon and the Shadow Dragon (see below) in that they ostensibly follow the will of and advance the agendas of their twin masters. However, the Dark has a greater hold on these kobolds than the Light, as the politics of Kobold House is a tortuous, labyrinthine thing of deception, double bluffs, and triple agents. The kobolds are so wrapped up in pretending to serve and yet not serve both dragons that it is likely they themselves either don't know, don't care, or are actually insane (even by kobold standards). Their chieftain actually is insane with a complex form of Air Disorder: he has at least two personalities, each of which fervently believes it loyally serves only one master and feigning obedience while plotting the overthrow of the other. 

One kobold,  a level 1 expert known only to townsfolk as "Grippi," lives well away from Kobold House and has decreed that he will not knowingly serve either dragon. As a consequence, he is generally unemployed and otherwise miserable, but at least he's sane.


Why Grippi?
Grippi the Outcast has been a popular NPC in most of my campaigns. The out of work "monster", hated by even his own people, pulls at the heart strings, and Grippi has made a wonderful henchman and accomplice for several players. When I knew that the kobolds of Broken River were just insane, I knew that Grippi, the last sane NPC kobold in Broken River, had to be in attendance.

He provides the "half rogue" that many parties need to pick locks and disarm traps, without being so awesome that he overshadows the PCs. His natural humility, knowledge that nobody else is showing him kindness, and kobold tendancy to worship his "boss" also plays to the PCs as the center of the action. And he's willing to work on the cheap...


The Dark Dragon
When people in Broken River complain about "the dragon", they're complaining about Doomwing Dark-Drake, the black (acid) dragon who lives somewhere in the river delta. Although he's known to have ties to piracy, he doesn't permit it to affect "his" infestation of humans. Also, he is still bound by ancient contracts with the halflings and sea elves to keep the river clear of pirates between Broken River and the sea.


Doomwing won his contest with his rival for this territory by a daring (reckless) mid-air collision, followed by a plunge into a swamp lake (rumored to be his main lair) and a near-drowning. Recently, he has stopped recruiting kobolds (although he still keeps a few hundred around) in favor of a once-small tribe of lizard men. The "dragon tax" they collect at night has become obnoxious to the sheep farmers of Broken River's southern regions.

Doomwing is an avid collector of pottery, fine china, and flatware. His crowning treasure is a teapot of huge size, enchanted to heat its own water. Visitors normally contact him through the lizard men, and he meets with them in the main square of their village deep within the swamp.

Nobody knows (beyond piracy and smuggling) what Doomwing's ploys are, which leads locals to associate him with the Temple of the Dark.


The Brilliant Dragon
Songmoon River-Dance, commonly called the Brilliant Dragon by kobolds, is a green (sonic) dragon not local to Broken River. She lives far, far to the northeast, on the other side of the Orclands (local orc lands, not the global region, which is much larger and a nation in its own right). Her interest is in Imperial (regional human) affairs, of which Broken River is only a small part. Before Bracken River became Broken River, it was of no interest to her; whether she employs, supports, or opposes Seamus Gantry (7th level commoner, imperial clerk) is unknown at this time.

She moved into her territory when her mentor died due to a few (hundred) fussy humans, who only complained about how many of them he was eating for a few years before gathering in an army, besieging him in his lair, and killing him. After the usual squabbles with other contenders (none of whom died), she has stepped into his shoes gracefully, and added his ploys to her own.

Songmoon owns a number of palaces, but is partial to one maintained by an outcast clan of dwarves. She is far too busy to bother directly with Broken River (for now), but has sent a number of agents to actively recruit. As trade between Broken River and the Sea Elves increases in importance to the Imperium, so will Songmoon's interest in "local" affairs.

Songmoon used to collect music, a passion that she continues by habit more than interest. Her new obsession is that of her former mentor: collecting blackmailed and bribed Imperial officials. Whether she has footholds in Broken River's corrupt government (which we'll get to in a later article) is up to the GM.

Songmoon is a passionate supporter of the Church of Light. Rumors that she is sponsor of the heretical Children of the Sun are lies. Scandalous, scandalous lies, spread by her detractors. You know because Songmoon River-Dance says so. No dragon would ever lie to you, right?



PC Kobolds
I know what you're asking. Why would a PC kobold want to live at Kobold House? 

They shouldn't. Kobolds, by design, should feel out of place in Broken River. They should make perception checks to notice that crazy cat lady is signaling them. The watch keeps tabs on them, and follows them in that way humans call discreet. And those that do want to live with crazy, deceptive, lying poisoners and trap-makers? Let them - they're playing KOBOLDS!


Class Training
Obviously, Summoner himself can train summoners, although both (or all) of his personalities will feel challenged by an acolyte who summons a draconic-looking eidolon.

Although none of the kobolds possess rogue levels, even Grippi the Outcast has enough experience in Craft (Traps) to train rogues and/or rangers. Many kobolds also possess ranks in Sneak, Survival, Craft (Poison), Sleight of Hand, and other skills of dubious morality.

I had originally thought of giving one of the kobolds levels in alchemist, but honestly – it has more reason to be elsewhere, so it is. This isn't to say that Kobold House doesn't have a modest store of alchemical fire (and other alchemical nastiness), for it does. But none of them have the actual alchemist class.


Why No Rogues?
I was really pressed to put three other classes into Kobold House: rogues, experts, and alchemists, in that order of priority. And nothing prevents you from doing so, if you feel it aids the feel of the town for your players. But summoners are rare, and the best summoner in town is a kobold.

The kobolds are quite able to provide for all things koboldish without tapping any of these classes – so I didn't. This isn't just so that Summoner shines; this is so the PCs have a chance to shine. That, and realizing the alchemist would spend most of his time in a straightjacket for the safety of Kobold House.

I'll explain. First level characters are actually fairly common in Broken River, due to the number of classes we need to cover and the fact that I believe in backups for when half the town gets burned down because both sorcerers in the party feel the need to play with fireballs while the rogue and fighter compete to see how many fireman helmets (complete with head) they can collect tonight.

But, my own bad players aside, look at the ethos of "One in a hundred becomes a successful adventurer." That means about twelve in all of Broken River. This is actually achieved at second or third level, depending whether you like rounding up or down. Since Broken River is intended as a basic starting area (levels 1-5), this fits fairly well. And second level isn't that hard to get to – provided you don't do silly things like the above contest.

But even though first level is "not that special", there is no reason to bury the rogue PC in a world of rogue NPCs. If every halfling, goblin, and kobold is a rogue, then the question rapidly becomes "Why are you, a PC,  worth a share of treasure? Hey, guys, let's just hire that rat-catcher guy for seven silver a month. I'll bet he knows how to disarm traps."

And this is just the wrong sort of question for players to be asking each other.


Options
Yes, options. I once read a Shadowrun book (stay awake, this becomes relevant) that presented options, rather than cold hard facts about places. This allowed the twin objectives of keeping the players in discovery mode (even if they had the book) and allowing the GM to customize their world. So without further ado, let's jump in.

Loyalty options:
  • The kobolds honestly attempt to serve both dragons. 
  • The kobolds are paranoid and insane, abandoned by both dragons.
  • The kobolds just try to survive, following whichever dragon their "chief" supports at the moment. 
  • Each kobold knows which dragon they serve, but doesn't trust anyone else in the tribe. 
  • The kobolds are fed up with the paranoia, and don't serve either dragon – but they can't pretend to be anything but fanatical with all these other fanatical dragon lovers around them.

Chieftan options:
  • He's insane, as written. 
  • He's playing the tribal loyalties against each other to winnow out competition for chief. 
  • He's playing tribal loyalties to ensure only the strongest survive. 
  • He hates both dragons, and is playing the tribe against itself to ensure neither dragon gets utility out of his kobolds.
  • He actually serves a third, undocumented dragon, and is trying to frustrate the tribe into leaving.
  • Optional Archetypes: If using optional class templates, Summoner is an ideal candidate for being a Synthesist (Ultimate Magic, p80). In this case, the option that he intends to become a dragon is also an option.
  • Basic Rules: Some groups just like playing with the absolute basics. In this case, replace Summoner with Sorcerer (Dragon), perhaps with the intention of making the draconic transformation.

Grippi Options: 
  • He wants to be an adventurer. 
  • He's a plant by the chieftain to test loyalty of the tribe members.
  • He wants to be a rogue. 
  • He's under secret orders from (he thinks) one or another dragon. 
  • He's snapped, and thinks he's under orders from a dragon. 
  • He's done with dragons, and paranoia, and just wants to make a living as a commoner.

Notice that none of the above option clusters are exclusive, and the indicators overlap. And absolutely nothing keeps you from replacing my "lame" options with your own. In fact, feel free to – it keeps your players guessing, and keeps the feeling of exploration/discovery alive. And that's the whole point of having options.

Tuesday, September 27, 2011

Pellatarrum: Broken River 4


Broken River
Part 4: Faction, Faction, Who's got a Faction?
by Mike (Rhishisikk) Kochis


Well, everyone has a faction, naturally. Most of us don't realize that we have more than one faction. Note that faction isn't an allegiance – it's a cause to which we contribute, whether we support it or not. And, because we normally get something back, if only a feeling of accomplishment, we normally keep tabs on what's going on with our faction.

For example, I once had a job with fast food. This doesn't mean that I'm attempting to pawn off grease burgers and convert the vegans. It means, that for a time, I was assisting a fast food place in exchange for money.

Take a look at a political faction, the Trask family. All are members of other factions (with the possible exception of Susan, but it's just because we haven't detailed her yet). Harver Trask is obviously going to be concerned with anything affecting his family, the Church of Light, and the Sow's Ear.

In other words, the conflict between Light and Dark and the Elements isn't just a matter of metamagical balance. It's something that affects and drives the lives of our NPCs.


Which Factions are Important?
Well... to whom? To your players and their characters, of course. Naturally, I don't know who your players are and what races, classes, archetypes, and whatnot they're playing. So I have to cover lots of bases. How, you ask, is such a thing possible?

Human nature, of course.


Stage One: Class
Remember how I told you not to generate the mayor? Now is when we generate the mayor, decide what branches of government are important, and start to worry about things like laws.

Also, we need to look at our "big four" classes, and set up at least two factions for each. I never set an upper limit for factions, which does come back to bite me in my buttocks.

Okay, fighters and related classes are obviously going to be interested in the town watch, the loose array of "rangers" (mostly warriors and commoners) who patrol lands around the outlying farms, caravans that are hiring guards, and other ways to employ their skills to shine in town.

Clerics are going to be interested in the Church of the Light, the order of midwives taking care of day-to-day medicine, the disenfranchised poor, and so on. And, of course, the Cult of the Dark; note that important faction doesn't mean friendly faction.

Arcane types will be looking for libraries (we didn't put one in), the alchemists of the Salt Works, the Order of Four (four sorcerers, one tied to each traditional element), and ways to acquire one of the not-yet-existing towers for their laboratories... but we'll get to that later.

Rogues and bards will care about the Smuggler's Union (and possibly the Sow's Ear), the Ladies' Floral Society (the aristocratic women who protect their menfolk from all manner of stupidity, normally started by the menfolk themselves), and possibly even the long-standing feud between local government and the remote government clerk, Seamus Gantry (7th level commoner).

We have a number of industries, or economic powers. I decide we don't (yet) have a farmer's co-op, although one rancher on the dirty side of town is trying to organize one. Obviously, the Salt Works sits astride the town's major thoroughfare, so in spite of just wanting to run their business quietly, they often find themselves embroiled in local situations. The Mucker's Union, those stalwart commoners who dig up the clay needed for so much of the local economy, is going to be a faction. And, of course each "noble" family (local nobles, not landed gentry, like the Family Trask) has its own economic interests.

Which brings us to an important note about factions and organizations: they rarely fit into just one category. Let us return to the Sow's Ear for a moment. Clearly, Captain Sowsberry cares about both his legitimate business, and his smuggling operation. But the network of links doesn't stop with just the big boss. Because of Sumi Dragonrage, we have a link to the half-orc community. Likewise, Mister Hamsteader ("just call me Alex") in the back can be a link to halfling and gnomish interests.

But let's examine a short "loop" of links to demonstrate where I'm going with this. Captain Sowsberry runs a "package delivery" (smuggling) operation. This is managed by Harver Trask. So, there is a first-link status between Harver and the Captain. In turn, the government "officially" (I haven't decided how corrupt the government is, yet) disapproves of smuggling, and asks the Church of Light (specifically Anton Trask) to expose and stop such foolishness. This means that Anton and Harver have two first-link statuses; from Anton to the Captain is, therefore, a two link status.

In real life, I have heard it said that we are only seven "steps" (a less formal relation than our links, which is why I specifically use the term links) removed from every living person on the planet. Do I take pains to make sure all my NPCs are only seven links removed? In fact, I do not; it often happens anyway.

So, why do we care about the links? Take our theoretical halfling rogue, Chubby Chesterson. Chubby wants to do roguish stuff (surprise!), and is looking for the "thieves' guild" at the Sow's Ear. Naturally, he's going to ask his fellow halfling. Working with both the Captain and Harver, it's pretty likely that he'll know; but will he give them up to a stranger? Probably not.

Here's the problem; we're trying to motivate the party into checking out a ruined monastery for the Church of Light. Our (again theoretical) monk and cleric are on board, and our sorcerer will be hooked in by other means.

When in doubt, kill as many birds with a single stone as you can. "I know some smugglers," Alex admits, "but I don't know that I can trust you yet. There's a man what snoops around here scaring our customers, by the name of Anton Trask. Maybe if you were to find something else for him to look into? I heard the Church of Light is interested in the old Iron Fist monastery; maybe you could manage to find something there, have the church send him to look at that for a week or so?" Just the sort of quid pro quo I associate with my halflings. Now, instead of spending time screaming around town that he's a burglar and needs work, Chubby should be motivated to go to the monastery with the rest of the party.

We note that there are the ruins of a monastery in the nearby foothills (an adventure location, again a later post), and move on.

Notice that three of our four hypothetical characters have adventure hooks right there at the Sow's Ear. Every faction has adventure hooks, rumors about it in the town, and resources that they can provide to PCs they like. Most of our major NPCs will have this layout also. Although we don't flesh that out until later, now is a wonderful time to start note cards of our ideas.

Yes, this is getting messy fast, even without a cat or small child to knock the stacks of notecards everywhere. It gets messier.


Stage Two: Race
Yes, we've all heard that fantasy worlds are egalitarian, and equal for all. How boring. The truth is right there in the fluff text, even for Pellatarum. Remember how much your brain protested Sumi (our buxom barmaid) being a half-orc? Didn't you have a twinge that said Alex should be a gnome, just look at what he does? (There are games like Fantasy Craft that just blend the two races right together into a single package of small-size heroism.)

How much worse would it have been if I had said that halflings ran the paladin order, or that only dwarves were inquisitors? Right, and I'm not going to. But, over and over again, I find that authors make these "intuitive leaps" and trample all else underfoot.

So let's look at races from an elemental perspective:

  • Air: Dragons and Kobolds. There is a strong enough bond here to consider them one faction. However, as with anything that near-indestructible, dragons have MASSIVE egos, and are their own worst enemies. I was going to have just a single dragon manipulating parts of Broken River from behind the scenes. However, now that I know kobolds are a playable race, we really need two or more, for that dragon-on-dragon cloak and dagger-ness. 
  • Water: Elves and Gnomes. Ooh, this one is a toughie. Aligned, but not truly one solid faction. The elves are still feuding with their underwater cousins, which gives us two factions of snotty elves trying to one-up each other. Most gnomes have already washed their hands of the feud, probably with the recent death of one of their leaders. 
  • Earth: Dwarves and Humans. I hadn't placed any mountains nearby, and there are no minerals the dwarves are really interested in. I create Copperbeard Jaegra, and decide she's head of the Dwarven Trade Consulate, assigned out here as a punishment for original thinking. I'll put a pin in that, for later. 
  • Fire: Orcs and Goblins hate each other. In fact, everyone hates orcs and by implication half-orcs. Even orcs hate each other. I decide that one of the dirty side gangs is run by a half-orc. Pathfinder goblins are amusing; I'll need to ask Erin if they're a playable race, also. 
  • Unaligned: Halflings are curious, even to themselves. Nobody knows where they fit in the cosmology, how they're here, or even remembers how they first attached themselves like lampreys to the underbelly of the other races (Yes, even the local orc tribe has halflings. More on that later.) 
Of course, these stereotypes are rich with NPCs. Halfling rogues, gnomish wizards, elven rangers, dwarven warriors – the list is endless. I know, I stopped trying after two pages of college rule paper, three columns per page. These are rich prototypes, which your players will identify immediately, and know where they stand with each one.

The temptation here is to over-use it. I had a dwarven player once flabbergasted to find that there were twelve dwarves in a township, and not one of them was a blacksmith. Just because a stereotype exists, doesn't mean you have to use it; for that matter, just because I say something exists in my game doesn't mean it exists in yours. I ran a module once where the players were looking for their half-elven ranger guide, the strongest reason I can think of to both read a book and to use your own archetypes when you want to.

It is, as I've already said, also important to break those molds. Make a halfling monk, a dwarven archer, and other silliness. Sumi Dragonrage, for example, began her concept as a half-orc bard; but she didn't need the magical abilities to do her job. Besides, bards always run in short supply in my designs. There's just too many places to plug them in at once you run out of aristocrats, another reason I stress using commoners where they can be used.

Another risk I've hinted at; don't over-use your races. There are only 1250 people in Broken River – it is worth noting if I have more than a dozen of any non-human race. This means that the bulk of my NPCs should be human, and I've broken my own rules in setting up the Sow's Ear. And that's okay, as long as I both know I'm breaking the rules, and that I keep things in check.


Sidebar: When to Break the Rules
For example, the Order of Four. I "trade back" my third level sorcerer for two second levelers; this means all of the Four are second level. It is easier to trade down than up; otherwise you have isolated high levelers with nobody even able to step into their shoes if they end up dead from say, a rampaging troll. Don't ask; I've had three seperate groups think bringing a captive troll downtown was just a wonderful idea. One of them set the troll loose deliberately, to show off the prowess of their fighter. Without even stopping long enough to replenish their spells.

The other time to break rules is when setting up villains. I have a number of factions that just don't play nice with player characters. At first and second level, it's okay to fight organizations led by a first level fighter or wizard or whatever. After third level? The same challenge is barely a speed bump, but again that's a different article.


Stage 3: People are PeopleIt's easy to just slap a class, location, and faction on an NPC and think you're done. Sadly, this lacks verisimilitude. Lacks what, you ask? Trust me, I don't use this word because it has a lot of syllables. I use it because it's the only word other than realism, and realism just doesn't fit. Verisimilitude is the sense of reality within the accepted fantasy. For example, wizards behave differently in Conan than Earthsea; each has its own accepted backdrop. A standard wizard in one setting becomes an anachronism and individual worth noting in the other setting.

For example, it's not a stretch to give the Captain a peg leg. This has verisimilitude. But we can't give him a cybernetic arm with a built-in lie detector (although this would be cool), as that totally breaks the motif. So when adding to characters, always keep in mind that some things don't fit.

Also, as with the peg leg, just because something fits doesn't mean it has to be there. Within what I'm about to tell you, use this engineering principle: "You have not reached perfection when there is nothing else to add, but rather when there is nothing left to take away."

Read the warning label? Okay, then. Let's jump in.

Every individual should be unique, should be an individual. Perhaps the Captain likes small furry bunnies (and in his soup, he does). However, these are things that rarely come up in the process of playing the game. Players will generally care that the Sow's Ear has cheap rent, a tolerant landlord, and has a not-too-unsavory reputation. Do they care that the wine cellar is made of halfling brick? Probably not, but it's important to know.

Why, you ask? Because knowing these things – that Harver Trask can't stand wearing a tie, and thus ducks every "high society" event that his family will let him, are important to related feelings. AND it's especially important when making the town's rumor matrix, especially for Light-oriented NPCs. As a paladin, Harver Trask probably openly derides the evils of the tie as a fashion mistake when asked – even (especially) at events where he simply MUST wear one.

Look! Look! We've just added a wrinkle to Harver Trask's character. He loves his family; he just can't stand formal events. Likewise, his mother just can't have him going about offending all her important guests. With just a little effort, we've added something that "feels real" about Harver, fits with what is already there, and defines his character just a little bit more for the players. Even if they never see him in silken finery, learning this about him makes him more of a "real person" to them.

And that's what crafting a base city is all about; players should love some characters, hate others with a fiery passion (and, if we do our job just right, different characters will evoke different emotions in different players), but should only feel indifferent about NPCs that don't matter to our plot, the story we're trying to tell.

So how does this relate to faction? Exactly because people join the same cause for different reasons. Maybe Jillian, a druid, joined the lumber union specifically to minimize the damage done to wild animals. Maybe Casker Thorn joined the Jar Breakers because of his late wife's interests, and just hasn't gotten around to leaving them. Some will join for power over others, or to have another field for rivalry with their enemies.

And, of course, some fifty to seventy percent of any faction's members are there just because they fit into the model of an "ideal member". Again, it depends upon the faction and the NPC.

But I'm approaching the limits of a single post, so I'll be back soon with a look at the kobolds of Broken River.

Tuesday, September 20, 2011

Pellatarrum: Broken River 3

Broken River
Part 3: Locale and Groups (Assigning NPCs)
by Mike (Rhishisikk) Kochis


Okay, now the moment you've been waiting for is almost here. Get ready to touch that paladin. No, not the second level one, one of the first levelers. I know, I know. The temptation to put the big blocks on top is almost overwhelming, but they won't stay there if the little blocks aren't in place to support them.
Does this mean we can't start with the mayor and garrison, or with the salt works, or the most powerful NPCs we can select? No. But if you start large, you'll be agonizing over where to cut. I prefer to agonize over who gets the promotion and why.

But in general, you should start where your PCs will. For Broken River, this could be the Church of the Light, the Garrison, the Salt Works, or even the docks or a city gate. But for most groups, it is easiest to start at -


The Local Watering Hole
Remember how when building the infrastructure of town, I made certain to put in a variety of inns, taverns, and a brewery for a variety of alchohol? Yup, we're going to start there. After kicking around a variety of smuggler's pubs, I realize that isn't the flavor I want at all.

I want the Sow's Ear. It's a pub that has existed under different names, but it is everything zero level adventurers could want. Small fireplace, throwing the two corners near the door into shadows? Check. Tinker-farrier working out the back so that their horses can be cared for? Check. Poor food, passable drinks, and loose women? Check. No, wait, we'll get to them later.

NOW we start at the top. "Captain" Sowsberry has never set foot on a boat in his life, nor does he intend to. He's got a good setup – he's near enough to the docks for "package delivery", but far enough away to avoid most of the unsavory night activity. If it does find him, he can send the busboy uphill to the Garrison for help. He spends his days and nights either in the common room, or his private offices and bedroom, all on the first floor. Whenever he needs something, he just sends someone else to do the work.

So – commoner. Clearly not a first level commoner, and more distinct than a second leveler. No, I feel third level is about where I want the Captain. As it happens, I have over three dozen of those. This is another reason why we start with commoners – it's easy to grab one out of the available pool. Craft and Profession are still class skills, so I could model the entire tavern out of commoners if I wanted to.

Obviously, I don't want to. As stated, every tavern has bar wenches. I have a vision of a buxom, chatty, witty, well-educated barmaid, one who is uncannily connected to the gossip and news of the entire town. So, I do two things. First, I assign her an uncanny Charisma of sixteen. Yes, fourteen is about where the town should cap, just hang for a sentence. Second, I have the perfect race for her – half-orc. NOW her charisma is where it should be. Right... I'll wait for you calm down.

There are many reasons to make Sumi Dragonrage a half-orc. First, beautiful charismatic tuskers draw attention – exactly what I want for Sumi. Also, most PCs are going to dismiss her as a romantic interest, which also plays into what I envision her role as. Lastly, I just love the internal foil, characters who slap your preconcieved notions of what they should be. I try not to over-use this tool; as with any tool, it dulls with over-use.

So – class. I sure don't want her to be common. So expert jumps immediately to mind. I consider it a while before scratching it behind the ears, telling it "nice idea" and sitting it on my lap to wait for the proper time. No, I need social skills and a focus that says connected. Yup, there's an obvious choice for that – aristocrat.

Yes, we've got an aristocrat working for a commoner. If it works well, I don't care about snobby preconceived notions of what the classes should be used for.

But – I don't want her rivaling the town's "nobility". So I set her level to one.

Okay, that expert idea is whining for attention. There's a place for it – we have a farrier working in back, if you remember. Although we could and probably should just make him a commoner, I want the Sow's Ear to shine. So the role (and level one expert) go to Alexander Hamsteader, halfling tinker. I like assigning halflings to non-cook and non-rogue roles, for reason that most halflings are drawn to such activities. Also, people just want to plug gnomes and dwarves into blacksmithing roles, which is just creatively lazy.

For lazy, we can go with our next role – bouncer. Club, fighting ability, especially unarmed – we should make him a monk. Nope. First, no more than one PC class per site unless there's reason to gather them in one spot, such as the church and garrison. I already know where I want that singular role. So, much as I want Saul Kerns to be remarkable, I have to assign him as a warrior. After much debate, I decide that first level is good enough, but make notes to promote him if I have spare high-level warriors (I don't expect to, but notes like this help later).

Although D&D and Pellatarum in particular have magic, it really doesn't belong staffing the local water holes (exception: bards). So, no adept on staff here. Besides, you really wanted to touch that first level paladin, right?

Enter Harver Trask, bright shiny first level paladin. No, this is my world, so he's a down to earth, landless knight sort of person. And he's part of the Sow's Ear, so he's open, friendly, and personable. But there's no role for a paladin, right? No, let's put Trask in charge of the "package delivery" service next door.

What is that noise you're making? Motorboat? Chicken? Shrieking bird?*
 
Yes, our paladin is a smuggler. Broken River has more than it's share of poor people, and no public hospital. This means a large number of people, getting injured with no way of affording medical treatment. Plus, it puts him in a position to "anonymously" report to his brother (yes, more on that later) any unduly onerous packages slipping through customs. Harver Trask is a genuinely good man performing a shady and dubious duty because the sort of person who wants that job is the absolutely last person he wants doing it. He knows one person he implicitly trusts to run things right – and he's doing that job.

The Captain whines constantly about security, accuses Harver daily of sabotaging his own operations (and he's right). He threatens Harver every other day, and fires him weekly – but the Trask family, as it turns out, is one of the major families in the small town. Besides, he's less annoying (and lower paid) than putting a rogue in that position would be. So, tense as it might be, the business arrangement between the Captain and Harver Trask continues to this day.

And that roughs out the parts of the Sow's Ear that I need at this stage. Everyone else is a commoner, and probably first or second level. (The bartender, in particular, is a good candidate for second level.) 
 
So, on to my next lead.


Groups, Guilds, and Other Power Structures
As noted, Harver Trask is a member of the Family Trask. In small towns, politics tend to run in families. Yes, one could argue they do that in the larger cities as well. I'll detail the families in my next posting (as well as other organizations); for now, I'm just focusing on the Trasks.

The Trask family was founded on (mostly) legitimate trade concerns, steered clear of government, and gave many favors to the Church of the Light – including four of their seven children. Harver Trask, as we already know, is a paladin of the light, who seems to have an unending stash of medical supplies for the poor and downtrodden.

Anton Trask (Yes, CJ, I stole Antoine Trask. Send your Sith assassin lawyers; see if you can get him back.) is a character from a game I enjoyed. I absolutely hated Antoine Trask, spymaster. That kind of hatred comes only to well-crafted NPCs; I knew, when I knew inquisitors were part of the Church, that Anton Trask would be one of them. We grab that second-level inquisitor; if somebody deserves it more than Anton Trask, I've yet to despise them.

So – cleric and oracle? Oh yes, the family divine. I like treading on pre-conceived stereotyped notions, but this one is worth snagging and treating well.

I like the character of Yorick from the play Hamlet, but Yorick is an over-used name. Yavic is close enough, and sounds like a Pellatarum name to me. I'm tempted to grab the higher level clerics; I resist. First level for you. Still working your way up that gilded ladder in the Church. Besides, I know exactly what I want to do with the church, and I want Yavic to be the naive-eyed novice with true goodness in his heart.

Okay, too many males. One daughter was born – different. The Light itself shines from her eyes, so brightly that not even she can see through her eyes. From birth, it has been obvious that the Light itself has chosen her to see things no other mortal can bear. As I will detail later, there is another oracle who will have more experience than her, though, so poor little Miriel Trask (her mother wanted to give her an elvish-sounding name) is first level.

And – there should be a fifth Trask, with associations to the Brotherhood of Shadow. We'll detail Scott Trask (yes, pun intended) later. For now, we only need to know that he's the outcast of the Trask family, yet still important in his own way to Broken River.

Now, to the family patron, Oliver Trask. Aristocrat all the way, right? Nope. Expert, second or third level. We could even make him a commoner. Unfortunately, I have plans for Oliver that require a LOT of skill points. Between expert and rogue, the choice is obvious. Given his success, I really want to give him third level. Unfortunately, we only have two of those, and other NPCs have more right to claim those slots. Dang. Okay, second level it is.

On the other hand, his wife, arranging all the social and political arrangements for the family, has a clear right to the aristocrat class. She also has a number of divine-class chilren, so she could claim cleric or adept with ease. Nope, we have plenty of second-level aristocrat slots, and Susan gets one.

So who are the other two Trask children? Well, the eldest daughter runs the family trade company. Since she spends a lot of time on the docks, she needs to be tough and nimble in a fight. Rogue sounds right for Naomi, though I stop at making her a second leveler. Note on Naomi Trask, to come back later.

And, a trick I strongly encourage – I put a faceless grey blob as the other child, although I assign her the female gender to balance the family out. She's probably going to be a fighter type, but not with any level of certainty.


Take a Break
Notice that it's hard to remain focused at this stage; it is easy, for example, to make every single member of the Trask family an adventuring class, and to justify each decision. I let most of them keep their lofty classes because I have great things in store for the Trask family.

Also note that we'll be coming back to both of these at later stages in the design process. Right now, you've seen hints that Broken River is already taking form. Each character has required decisions that point to other NPCs, or even whole organizations.

My desk, at this point, is a mess of notecards, sheets that will end up filled on both sides with notes, and ideas on which miniatures and paint schemes I want to use to convey the right impression in game.

In particular, I have seven sheets of paper with the available slots organized by class and level. As I assign slots, I write in the name, race, gender, role, and default location of each NPC. This is critical for two reasons. First, to make sure I don't over-use any slot type. But also, so that I can find at a moment's notice, who's who and draw connections between the NPCs.

Ah, but ties to the PCs? You guessed it, next article.


* That strangling sound was me,  Erin. I've talked to Mike about this and he assures me he knows what he's doing here, so I'm content to let it play out for now. I really, really want to see how he manages to reconcile a paladin's desire to do good with the conflicting ethos of "Don't break the law" and the Church of the Light's edicts that "Secrets are Bad." If anything, poor Harver is going to make a spectacular flame-out as he falls from grace...

Sunday, September 4, 2011

Pellatarrum: Broken River 2A

Broken River
Part 2A: In-Depth Explanation of the Math and Charts
by Mike (Rhishisikk) Kochis


Background
As I was going over My Runelord Ponies (My Little Ponies with Pathfinder elements) [Editor's Note: Mike, this is totally awesome and you need to tell me everything about it as soon as is possible], Erin brought to my attention that most people didn't understand the charts. Well, I don't like the charts – but I use them. So, things to know:
  1. Just because the charts say 12 level one experts doesn't mean Broken River HAS to have them; it just means that given the way I'm dividing the XP, that is how many the town could have. Think of it as a book of "class coupons" that you turn in as you make your NPCs rather than a mandate. Also, try to leave a few open for the person using your product. People have their own important NPCs, after all, and may even (gasp) be inspired by your work to improve upon it.

  2. I have to set these upper limits to avoid "Gygax City" syndrome. Notice how I constantly tell the reader not to rush into development? These are mistakes that I, myself, have rushed headlong into. So I attempt to squash the reader's impulses, and explain why that's a bad idea.

  3. I forget which world-builder article it was, but it suggested that only one in ten first level adventurers survived to second level, and only half as many to each level after that. So if a temple had a 9th level cleric, there would be two 8th level clerics, four 7th level clerics, eight 6th level clerics, and so on. This leads to – too many clerics to fit into the daggum temple. So my methods start at the bottom and work their way up.

  4. I always presume that no more than half the XP "carries upward". For those of you familiar with calculus (If you were, than those charts were a breeze, and you're just reading this for grins. Yes, you're very smart; if you eat a cookie every time you're smart, you'll die of complications caused by being grossly overweight.), this is the limit of 1/(2x) as x approaches infinity, which means (theoretically) we will use 100% of our XP. In practice, we've seen how it leaves bookoodles of XP for us to play with.

Basic Chart Terms
So let's take a look at our commoner chart:

Level
Base Number
kXP each
Actual Number
kXP expended
Total kXP expended
kXP remaining
1
562
0
562
0
0
1250
2
281
1
281
281
281
969
3
140
3
43
129
410
840
4
70
6
12
72
482
768
5
35
10
3
30
512
738
6
17
15
1
15
527
723

Level is the level of NPC that we are dealing with.

Base Number is the maximum amout of XP (in thousands) which we are willing to expend at that level for this class.

KXP Each is the amount from the player's handbook for a player to reach the experience level in the leftmost column. Note that we are using the FAST advancement track, and that I have rounded levels 2 and 3 to the nearest thousand XP.

Actual Number is the maximum number of persons we can have at that level. As noted earlier, we don't actually use every slot provided. This number is found by dividing Base Number by kXP Each. This number is rounded down at the halfway point, except for the highest level, which always has a minimum of one individual.

KXP Expended is how much XP we actually spent on NPCs of that level, multiplying Actual Number by kXP Each.

Total kXP Expended is just adding up all the values in the kXP Expended column. This helps us double check our math.

KXP Remaining is just what it sounds like; our total kXP minus the Total kXP Expended. This helps us move between stages – commoner to NPC classes; NPC classes to PC classes; other transitions.


So, now that we have our ground rules and our chart, let's go ahead...

Level
Base Number
kXP each
Actual Number
kXP expended
Total kXP expended
kXP remaining
1








We start with the empty chart, above. We know that half the XP in Broken River is going to be going to the commoners, so we start there. With 1250 population, there are 1250 kXP. Half of this amount is 625 kXP, which becomes our base number:

Level
Base Number
kXP each
Actual Number
kXP expended
Total kXP expended
kXP remaining
1
625







Everyone "knows" that first level is 0 XP. Notice in the charts for NPC and PC classes, we actually apply an EL+1 modifier, so our 1st level characters with non-commoner class levels actually cost us 1kXP each.

Level
Base Number
kXP each
Actual Number
kXP expended
Total kXP expended
kXP remaining
1
625
0






So there's no reason we can't have all 625 level one commoners.

Level
Base Number
kXP each
Actual Number
kXP expended
Total kXP expended
kXP remaining
1
625
0
625





And with 625x0 = 0, we don't actually use any of our precious XP on just commoners.

Level
Base Number
kXP each
Actual Number
kXP expended
Total kXP expended
kXP remaining
1
625
0
625
0
0
1250
2








Remember that each level, we cut the available kXP in half:

Level
Base Number
kXP each
Actual Number
kXP expended
Total kXP expended
kXP remaining
1
625
0
625
0
0
1250
2
312







We are using the fast track for XP, so second level requires 1kXP:

Level
Base Number
kXP each
Actual Number
kXP expended
Total kXP expended
kXP remaining
1
625
0
625
0
0
1250
2
312
1






So again, no reason we can't have hordes of exceptional commoners who have reached level 2.

Level
Base Number
kXP each
Actual Number
kXP expended
Total kXP expended
kXP remaining
1
625
0
625
0
0
1250
2
312
1
312





But this does actually cost us XP.

Level
Base Number
kXP each
Actual Number
kXP expended
Total kXP expended
kXP remaining
1
625
0
625
0
0
1250
2
312
1
312
312
312
938
3








Now is where things start narrowing down from both ends, not just XP available. This gives us a believable logarithmic-style curve, where higher level characters become increasingly rare.

Level
Base Number
kXP each
Actual Number
kXP expended
Total kXP expended
kXP remaining
1
625
0
625
0
0
1250
2
312
1
312
312
312
938
3
156
3
52




Notice that? A total of one sixth, not one half, of the previous level.


So filling out the chart gives us the following:

Level
Base Number
kXP each
Actual Number
kXP expended
Total kXP expended
kXP remaining
1
625
0
625
0
0
1250
2
312
1
312
312
312
938
3
156
3
52
156
468
782
4
78
6
13
78
546
704
5
39
10
4
40
586
664
6
19
15
1
15
601
649


Yes, we expend forty of 39 kXP at level 5; likewise, at level 6 we don't use all our XP. At level 6, we stop; we've found our highest level NPC of this class.

I hope that this helps to explain how the charts work (and yes, I realize that some of the values are different than those originally posted; hope the math errors weren't what was confusing y'all...)


[Math errors? Oh dammit. I just thought I was being innumerate again. Dear readers, I promise you that henceforth, Mike shall be required to show his work or else be flogged with licorice whips.]

The Fine Print


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