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Judd
01-30-2005, 11:51 PM
In the center of the world and the center-piece of the game is a domed city. The dome is a great vault door that seals hell from the surface world.

Elves, Dwarves and Men populate the city, keeping the door sealed. Orcs once helped with this task but they were evicted from the city, left to wander the world with no kingdom to call their own, hence their hatred.

Elves have a song that details why the orcs were banished but refuse to sing it for anyone.

The Key-master has always been an elf, just as the Mason General has always been a dwarf. The title alotted for humans is Captain of the Watch, since their short lives mean there are always fresh eyes on the towers.

Sealing off Hell from the world has had severe repercussions. Now the damned wander north when they die, stubbornly following the righteous dead to their holy gates. They mill about in front of the gates, eyes black with hatred until a leader emerges and leads them southward to wreak war on the world. When this army of the damned is defeated, the damned aren't banished, since hell is sealed, but it takes some time before they can make war again.

The damned are milling about and once again scouting parties have been seen south of Cerebrus Pass. It won't be long now. The Captain of the Watch, the Keymaster and the Mason-General debate loudly and publically about the merits and flaws of opening the vault so that the damned might be marched into hell.

When the vault was originally sealed, a group of the world's finest warriors were sent into the tunnels to fend off the hades. Once the vault was sealed, their fate, known to them even when they volunteered to march into the depths, was too terrible to contemplate.

The damned are milling about in the north, the powers that be in Vault are debating the issue.

Where are you?

Judd
04-04-2005, 02:40 AM
As Burning Wheel Revised approaches, I'm thinking about this, probably destined to be my next campaign:

The Human kingdom is made up for many little lords all squabbling since the death of the high king/queen. She/he was the one who took the gifts of writing and
magic from the gods and gave it to mortals. Different cultures dispute if it was a man or a woman.

His/Her tomb is well guarded in an ancient palace.

The Elves have 4 Etharchs, one for each cardinal direction.

In the north is the grim Raven King, to the south is the King of Wyverns. To the east is the Queen of Last Haven, where grief-stricken elves wait for a boat heading to the western lands. To the west is the Queen of Griffons. There are other citadels but those four are the high etharchs. North and South are always kings and East and West are always Queens.

The Dwarves have 7 kings, deep in their halls of stone.

Great Wolves are ruled by no king, each pack answering to their alpha. There are myths of an Alpha of all Alphas but none have ever seen such a thing.

Orcs and trolls gather in unruly mobs, each ruled by a Named Chief with a cruel hand.

Judd
04-05-2005, 05:16 PM
The Following is what I wrote to my soon to be BW players about why I dig the soon to be coming BWR:

I just wanted to communicate what I dig about Burning Wheel as the release date for the Revised edition closes in .

* It is a die pool mechanic, lots of d6's. I think we all dig die pools. I know I love those dice scattering across the table, determining our fates.

* Duel of Wits: When Jevon and Mario's PC's begin to argue about a point...DUEL OF WITS. There is a social combat system that makes a debate every bit as dramatic as a sword fight. When an argument drags out and threatens to EAT an entire game, Duel of Wits or shut the hell up!

Suddenly, Mario's Bard with tons of charisma and diplomacy will get to use 'em with Duels of Wits. Great stuff that I have seen in action work really well at the table.

* Resources and Circles: There is a system for buying stuff and utilizing contacts, backed up by the system's core dice mechanic.

* Scripted Combat: Some people really don't dig this. Witt and Pete really did. Combat is a little different than what we are used to. I like to think that Riddle of Steel and Burning Wheel both left D&D with the same frustrations but solved these
frustrations in different ways.

In BW we script out combat in blocks of three actions. This creates a quite moment during the combat where everyone scripts their actions. Kind of a dramatic pause as things heat up.

This system makes for combat that seems to all happen at once, making for tremendous, chaotic clusters and mad scrambles.

* The main rulebook comes with Elves, Dwarves, Humans and Orcs as playable races. The Monster Burner opens up Trolls, Great Wolves (think Princess Mononoke Wolves), Great Spiders and Rodens...Rat People. Also the Monster Burner really spells out how to make your own monsters and life paths so that you can make your own playable folks.

The core game goes with the Tolkien-inspired species but it does them better than any game on the market. Each one has a stat of their own. Dwarves have Green, Elves have Grief, Humans have Faith and Orcs have Burning Hatred. These stats really make each one different and give them their own flare, their own style.

The Elves in BW are particularly amazing.

The revised edition is coming out in April, easily ordered through Odyssey Games.

I'm in town and getting me to run a one-shot is never more than an e-mail and an arm-twist away.

Thor
04-05-2005, 05:27 PM
Looks really cool Judd! I'm sure Dro will pop on soon and say it, so I'll steal his thunder: the setup sounds like this nifty Swedish RPG called Gemini. ROCK!

Mario's bard will be a POWERHOUSE in social situations. As much as a knight is on the battlefield.

Reputations and Affiliations to in-game organizations now have dramatic, mechanical effect.

Elves are still just as cool, if not a little cooler, but I think Dwarves and Orcs now surpass them in the coolness factor. Dwarven Greed and Oaths and Grudges make me drool!

Judd
04-05-2005, 05:37 PM
Mario's bard will be a POWERHOUSE in social situations. As much as a knight is on the battlefield.



Mario ran this Bard in our old D&D game and his role-pllaying was fantastic and he got tons of diplomatic shit done but the system wasn't helping us any. I don't want to rant on the ole D&D Rag, its so passe, but it was heartbreaking to see.

Thor
04-05-2005, 05:53 PM
Mario ran this Bard in our old D&D game and his role-pllaying was fantastic and he got tons of diplomatic shit done but the system wasn't helping us any. I don't want to rant on the ole D&D Rag, its so passe, but it was heartbreaking to see.

I know your pain. Just a hunch, but I suspect the other players in this game will be envious of Mario's newfound mechanical effectiveness, and will make characters with lots of social skills too, when they get a chance.

In a wide-ranging game, Resources, Circles, and ability at the Duel of Wits will allow PCs to potentially have a very broad effect on the setting. The scope of martial abilities is much more limited.

luke
04-05-2005, 06:10 PM
Ah, nothing like the Green Dwarves.

Dwarven Green...
I like it.
-L
:D

Judd
04-09-2005, 01:51 PM
E-mail to the players:


I would like this game to be about the rise of the next great evil that will rise up and lead the damned against the rest of the world.

Furthermore, I think it might be interesting, if that leader were to come from the among the PC's. We wouldn't know who it would be, only that it would be one of us, sitting at the table. They would become the most tremendous tyrant of their time, they would become the evil against which the other players would have to struggle against for the second half of the campaign.

Thoughts?

luke
04-11-2005, 09:32 AM
Furthermore, I think it might be interesting, if that leader were to come from the among the PC's. We wouldn't know who it would be, only that it would be one of us, sitting at the table.

Very cool. It's kind of a riff on the Paul Mua'dib syndrome from Dune. The PC may even step forward with good intentions, but suddenly his world is awash in a furious, purging fire -- all due to his ambition.

-L

Judd
04-11-2005, 10:08 PM
Very cool. It's kind of a riff on the Paul Mua'dib syndrome from Dune. The PC may even step forward with good intentions, but suddenly his world is awash in a furious, purging fire -- all due to his ambition.

-L

I am wondering if I shouldn't have some kind of artha-related system for bidding on who will go to the dark side. The players could put an Artha point on any PC or spend a point to open an NPC up to bidding.

Hm, I'm thinkin' about it.

luke
04-12-2005, 12:27 AM
I love that idea (and I've suggested it for other games in the past). But fuck NPCs. If they ain't sitting at the table, they ain't in the running.

Make it Persona points.

-L

Judd
04-12-2005, 12:30 AM
I love that idea (and I've suggested it for other games in the past). But fuck NPCs. If they ain't sitting at the table, they ain't in the running.

Make it Persona points.

-L

Sounds solid. I'm hazy on the difference between the different Artha-thingies. In my classic days I just used simple Artha but when revised get's here I'll change over.

Yeah, eff NPC's. True dat.

luke
04-12-2005, 12:34 AM
Right, sorry. Forgot that your copies are sitting in a huge stack on my table...

-L

Judd
04-12-2005, 12:35 AM
Right, sorry. Forgot that your copies are sitting in a huge stack on my table...

-L

LOL

That is so fucked up and cruel.

Damn.

Judd
04-19-2005, 02:18 AM
The players and I have begun brainstorming reasons why a mixed group consisting of an Orc, a Goblin Shaman, an Elvish zealot, a Dwarf and two humans would be in an adventure together.

So, I've been sending rather uninspired suggestions but I think the following is actually alright:



Inspired by the Conclave:

The Elven leader in Vault died or went west due to excessive Grief. He had been the Keymaster for over a thousand years and so they went to the Loremaster of Vault and asked what came next. She wasn't sure and
so they looked at the tomes written upon Vault's founding.

Turns out in order to elect a new Keymaster a few things were needed:

These things will coincide with the PC's, each integral as a part of the making Vault whole.

Why is an Orc and Goblin necessary? Orcs helped found Vault too but were kicked out ages ago, doomed to wander the earth without a home.

Thoughts?

Judd
04-27-2005, 10:40 PM
Here is some more background material for the BW game. Don't let it overwhelm you. Read what interests you and discard the rest. Special thanks to Ben for his wonderful gods.

All of this is flexible and can be futzed with to fit a character concept and make the game more fun.


There are four Elvish Etharchs, one for each Cardinal direction:

North, The Raven King (cold, watchful, just) cold pines and magical hills

South, The Wyvern King (decadent, hot-blooded, glorious) deep rain forests and tree-top cities

East, The Griffon Queen (hopeful, naive, valorous) glorious lush valleys beside statuesque mountains

West, The Admiral Queen (solemn, cunning, maternal) coastal redwoods and mammoth weeping willows

There are seven great Dwarven Kings, one for each of the Great Metals. You will notice that I have less than seven Kings written up, that is for two reasons. One, I couldn't think of seven. Two, I wanted to leave room for player input, didn't want to Forgotten Realms this setting to death:

1) Gate King, Warden of Paradise (stalwart, urbane, pious)

2) Pillar King, Warden of the Deep Highways (worldly, paranoid, tunnel-wise)

3) Sky King, Warden of the Clouds (wise, isolated, aloof)

4) Dragon King - formerly the Mithril King - Warden of the Seven Mines (arcane, barely Dwarven, traitors?)

5) Tomb King - also known as the beggar king - Warden of the Rites (forsaken, mysterious, )

The following writing on gods was ENTIRELY stolen from Ben Lehman's blog. Each species and even different baronies would have different takes on how these dieties/ideas relate (http://benlehman.blogspot.com/):


There is God in this world, but there are also things called gods. We might also call them ideas, philosophies, secret lores hidden from the eye, manifestos, monsters, or demons. Each of them has as many names as they have worshippers. Some of them are:


* Boy-in-the-Night
o He comes for your gold and your daughters.

* Bright Daughter
o Will she love you?

* Conquerer
o The red eyes that know nothing but rape,
pillage, and fire.

* Dark Daughter
o The dead are her people and the dark her
country.

* Eaten Queen
o Her sort of sacrifice cannot be made by
will alone.

* Just King
o The wounds of his justice have never
healed.

* Lady in Chains
o Who is the Master here?

* Lord of Light
o Blessed are you, King of the Universe.

* Mother / Wife
o Everything you loved and hated about her.

* Silent Wanderer
o Home is a dry taste of dust, and words are
the bitter taste of lies.

* Singing Wolf
o It's all fun and games until...

* The Liberator
o The price of freedom is paid in the blood
of patriots.

* The Eye
o It watches.

* The Sage
o The man who knows whatever cannot be told.

* The Unborn
o What will he become?

* Thing-in-the-Night
o It stalks.

* Thing-in-the-Sea
o It hungers.

* Wise King
o The price of wisdom is too great.[/quote]

Judd
04-29-2005, 12:19 AM
I was looking over the list of gods and thinking how they would apply to the orcs.

* Boy-in-the-Night
o He comes for your gold and your daughters.

-And when he does, we kill him.-

* Bright Daughter
o Will she love you?

-There is also a Bright Son...not will she love you but can you take her?-

* Conquerer
o The red eyes that know nothing but rape, pillage, and fire.

-Also called the All-Father or the Namer of the Named-

* Dark Daughter
o The dead are her people and the dark her country.

-She mocks you when you fail and die and spreads your legacy to the winds.-

* Eaten Queen
o Her sort of sacrifice cannot be made by will alone.

-Can you devour her before her guards come?-

* Just King
o The wounds of his justice have never healed.

-He is a hypocrite and is called The Crowned Liar.-

* Lady in Chains
o Who is the Master here?

-She whispers to the lowliest of the low goblins, telling them that the Named would have no power without them. Most Named allow her cult to exist up to a point.-

* Lord of Light
o Blessed are you, King of the Universe.

-No such thing.-

* Mother / Wife
o Everything you loved and hated about her.

-I'd think that in Orcish society that kids are all raised together, without any real thought to which kid belongs to who...but I can be flexible on this matter.-

* Silent Wanderer
o Home is a dry taste of dust, and words are the bitter taste of lies.

-His dry road is what happens to those who are banished, left to be killed by strangers.-

* The Eye
o It watches.

-Whispers in the Dark can sometimes tap into the Eye's power and see all manner of things.-


* The Sage
o The man who knows whatever cannot be told.

-He'll talk once the fire is put to him.-

* Thing-in-the-Night
o It stalks.

-Prayed to before hunts, often Black Riders set up shrines to this one.-

luke
04-29-2005, 12:38 AM
cooool.

I think Lord of Light should just be plain perverted to Dark of Night:
"There is no light without Darkness"

And the Lady in Chains? "She Who is Chattel"

-L

Judd
04-29-2005, 12:40 AM
I think Lord of Light should just be plain perverted to Dark of Night:
"There is no light without Darkness"

And the Lady in Chains? "She Who is Chattel"

-L

Sweet. Good calls.

Judd
05-02-2005, 10:23 PM
One of my players, Jim Del Rosso e-mailed us this creation myth during an e-mail group discussion of the world we will be gaming in:


In the beginning, there was the First Father and the First Mother, and the Garden. From the union of Father and Mother sprang the First Men, who peopled the Garden. In time the race of Men became too great, and they left the Garden to people the world beyond. Know you that this was no tragedy for them: the First were explorers and warrior-kings, and while grateful to their Parents, they wished for a world of their own to know and make.

And thus was built the first Great Empire. It spanned all the lands we know of and many more besides; its most mundane work would be as a wonder to us today, and its wonders magnificent beyond our reckoning. Many believe that this time also marks the advent of the Dwarves, who we know stood by and assisted the Empire in its work. Whether the Dwarves were out in the world for the First Men to find, or were gifts of the Father and Mother, we do not know. (Some claim that the First Men themselves crafted the Dwarves as assistants in the building of the Empire; an interesting theory, but not one to be discussed around our Dwarvish friends if violence is to be avoided.)

Alas, for there is almost nothing now left of that age.

We do not know why the Father turned. The Orcs do not speak of his fall, nor (more tellingly, perhaps) do the Elves. But turn he did, and one day came ravaging from the Garden's gates, annihilating all the great works of man, sweeping over the Empire in a furor of rapine and destruction. Men were reduced to desperate savagery, and what Dwarves survived retreated into their mountain steadfasts. The knowledge and wonder of that time was lost in the dust, and from the ruins grew the Orcs, spawning like maggots in a corpse's flesh.

The Mother grieved for the loss of her Husband, but moreso for her children. To cleanse the world of the Father's wrath, she brought forth the Elves from the Garden to battle Him and his Orcish children. The Elves claim that they have served the Garden since before the fall of the first Empire, and perhaps they have; however, no Elf who could remember that time still walks outside the Garden Walls. For through they were able to turn back the Father and the Orcs, the horror they saw allowed the seed of their Mother's grief to take root in their hearts; it is the great bane of their race, and ever will our world's sorrow force them back into the blessed Garden, ne'er to return.

Just as grief took hold of the Elves, so too did hatred take the Orcs. They were spawned of it, after all, and their subsequent defeat at the hands of the Elves forced them into ever grimmer and grimmer lands. With naught but ashes and rage to sustain them, they set upon each other... but were not consumed. The great and terrible Orc nations are the decedents of those who survived both the pogroms of the Elves, and centuries of internecine war.

The Dwarves emerged from their mountain holds, which in the intervening years had been crafted into mighty kingdoms which some say are the best surviving echos of the Empire that was lost. They are as steadfast as ever, if somewhat more inwardly focused after their hard years in the mountain.

And then there are the Men: pale remnants of what once they were. No longer savages, but likely never to attain the great heights that they once took for granted. For what remains now of their great Empire?

Besides the Vault, of course.

He would have posted it himself but he had some trouble registering for some reason.[/quote]

Judd
05-03-2005, 11:17 PM
We got together and hammered out BIT's tonight and came up with a reason for the motley bunch to be together in the first place. They are an odd bunch, indeed.

One of the players is worrisome but we'll see how that pans out. Might be nothin'.

Said worrisome player came up with this brilliant idea for the Personna point voting game. We will get a chance to vote for the PC who turns evil every time you spend a Personna point. We will play at least one game all together, then one game with each PC as a kind of primary player and the rest of the group taking up key roles surrounding said character.

Then one game after all of those solo shots are done.

Then Endgame is in play and we tally up votes to see who takes the trip to Mordor.

luke
05-04-2005, 12:20 AM
wowee! that sounds great.

please post the BITs when you get a chance.

-L

Judd
05-04-2005, 12:21 AM
wowee! that sounds great.

please post the BITs when you get a chance.

-L

Will do. Didn't have time to take them down, so the players will be e-mailing them to me tomorrow.

S'good stuff.

Judd
05-04-2005, 10:09 PM
Here's the first of 'em:

Beliefs:
Knowledge is Power.
The future of the Watchers lies in the Vault city.
My father gave me up to save our family, I will be part of that family
again.

Instincts:
Always carry my knives.
When I am somewhere I shouldn't be, I stealth.
Always look for a possible escape route.

Traits:
Gifted.
Mark of priveledge.
Extremeley respectful of one's betters.
Plain Face.

Relationships:
Father(major)
Master(significant)

note: This master is the one who trained me, howevwer, there are a lot
more within The Watchers that get to give me orders. I am kind of low
in the hierarchy(yet).

Affilitations:
The Watchers 1D
I will wnat to raise that, should the 2nd belief be fulfilled :)[/b]

Manicrack
05-04-2005, 10:27 PM
Little background story to the one above(mine)

Xarven was born to a prosperous family, and he might have just grown up to be a knight, or maybe even the heir of all his father's property.
But in a dispute over the protection of the vault, his father made enemies. Soon a conspiracy formed to destroy Xarven's and his cousin's families, who had both spoken out for the protection of the vault.
In a desperate move, Xarven's father sought the help of the watchers, a seclusive society, left over from the ancient human empire.
They would save the clostests relatives, however, at a prize. They discovered the gift within Xarven and desired to harvest it and form him towards their means. Xarven's father had no choice, and entrusted his son to the wacthers, in order to save all of his loved ones.

Judd
05-05-2005, 10:55 PM
E-mail sent to my players:

1) This game is about your Beliefs & Instincts,
everything around it is just there to help us explore
them. I want us to push them, to see how far they can
bend and what it takes for your characters to break
them

2) This game is about a noble soul (one of the PC's)
falling from grace and turning into a horrific evil.

3) And last, this game is about a place called
Vault,an ancient magical city built over a gate to
hell, that we will create, along with the surrounding
lands, together.

Judd
05-06-2005, 06:15 PM
Beliefs:
The Baron is a puffed up swine, and should be reminded of this at every opportunity.
The Vault was my family's downfall; it will be its rebirth.
How I run my Company now reflects how I will run my family to come.

Instincts:
If there's trouble, draw steel.
If it comes down to a Company man dying or an outsider dying, the Company man doesn't die.
Always be looking for ways to advance the fortunes of my Company and family.

I figure when I get all of these posted I will start another thread talking about how I plan to utilize them in play.

Judd
05-06-2005, 06:17 PM
Beliefs:
The Baron is a puffed up swine, and should be reminded of this at every opportunity.
The Vault was my family's downfall; it will be its rebirth.
How I run my Company now reflects how I will run my family to come.

Instincts:
If there's trouble, draw steel.
If it comes down to a Company man dying or an outsider dying, the Company man doesn't die.
Always be looking for ways to advance the fortunes of my Company and family.

When I get all of the BIT's posted, I'll most likely start another thread brainstorming on how I plan to use 'em at the table.

luke
05-06-2005, 06:46 PM
hawt.

8)

Manicrack
05-06-2005, 07:21 PM
When I get all of the BIT's posted, I'll most likely start another thread brainstorming on how I plan to use 'em at the table.

I gues i should keep out of that thread :D

--

Judd
07-06-2005, 08:18 PM
This Sunday the one-shots are over and the PC's go see the Vault.

Over the rest of the week the players will be e-mailing me their BIT's and I'll be going over 'em, thinking about the first adventure.


The Elven Sword Singer's Beliefs and Instincts
Beliefs

- I burn away darkness and evil with dawn's light.

- I will die saving my people.

- I am the greatest swordsman that has ever lived.


Instincts

- Always wake with the Dawn.

- I am never without my sword.

- Always bear my station as the sun bears itself: Radiant and unflinching.

luke
07-06-2005, 10:42 PM
The first belief is a nice, poetic overarching belief. But I can't challenge it, nor can I think of a way to earn artha with it.

What do you think?

-L

Judd
07-06-2005, 10:43 PM
When I get all of the BIT's posted, I'll most likely start another thread brainstorming on how I plan to use 'em at the table.

I gues i should keep out of that thread :D

--

Ya know what, I'll start a different thread, a Vault brainstorming thread, so that this thread will always be open to ya.

Judd
07-06-2005, 10:45 PM
The first belief is a nice, poetic overarching belief. But I can't challenge it, nor can I think of a way to earn artha with it.

What do you think?

-L

I think the thing to challenge with that one is how far one is willing to go to burn away evil, the idea of what is evil.

But I might ask him to change it to something regarding his brother, the Raven King.

Judd
07-07-2005, 12:31 PM
Another PC:


Orcish Named

Beliefs:

- All Conflicts are best resolved through Hate.

- The Horde is a disease and must be plagued or cured.

- Opening the Vault will bring about the Fiery End.

Instincts:

- WHen confronted with Steel, draw the obvious weapon

- Charging into battle takes the initiative from your opponent (when
confronted by an enemy, take the initiative)

- If I have to submit to those with serpent's tongue, stab them later.

Judd
07-10-2005, 10:31 AM
While picking up plastic tubs to move my shit in at Target I came across this wooden box with a big metal key to lock it up.

This is going to be the box in which I keep the player's votes regarding who turns evil.

Awesome.

Price of Burning Wheel: $25

Price of wooden box: $19.99

Watching a friend's P.C. become evil incarnate: Priceless

Judd
07-23-2005, 03:13 PM
E-mail sent to my players


Alright, here's an idea for a Kicker, respond as ye see fit.

The Vault's Eternal Tome was opened again, its mithril lock opened by the Captain of the Watch, the Mason General and the Master of Keys all using their badges of office to read the pages.

Centuries ago, the Vault's architects wrote the following about this day:

On this day you will send them into the tunnels to the Vault. It is past time the wall that bars hell from the world was checked.

The Guardian of the Dawn will be sent, or his ancestor, be it by blood or blade's inheritor as promised to the Kings of the North and South Citadels and the Queens of the East and West, by Raven, Wyvern, Wave and Griffon.

A Master Dwarven Craftsman will be sent, along with a bodyguard to make sure that his knowledge of craft is returned to them as promised to the Seven Dwarven Kings on the cornerstone of their holdfasts.

He Who Rules by Deviltry and Blood will have sent an emissary either by his own command or from beyond the grave, who is to be permitted to venture to the lower regions of Vault also as agreed in the Seige of Vault Treatise after the Battle of Lashed Souls.

The Holy Order of the Watchers and Seers will send a representative along with one chosen by the Watcher, a military counselor as promised to the High King before the Crone herself on his majesty's death-bed.

By now the Guardian Trolls will have gone feral.

By now...

(everyone who wants to can contribute a By Now... These should be a wrinkle, a mystery or an outright threat that awaits, something the architects of the Vault forsaw long ago.)

Don't sweat it, we will role-play the reading of this before the people of Vault...

Judd
08-10-2005, 08:53 AM
E-mail to my players:


After finishing the sixth book of Harry Potter last night I got started on Black Company, a gritty fantasy novel that Jim loaned me, citing it as an inspiration for his character. Its good stuff, very different from Rowling's world of Hogwarts and Muggles.

I'm digging it and I think Kolja's character, Xarvel, would fit into the Black Company books really well too. Rock on.

Here are some ideas for seargents in Simon's company.

Bane - The leutenant, short of Wizards-bane. She was a bodyguard on a distant continent ruled by Sorcerer-kings where she guarded a wizardling prince. None are sure why she killed a wizard, a grevious crime in those lands but she did and now harbors a deep resentment against all sorcerors and arcanists.

Raven - short for Raven-born, scout from the northlands, deeply religious. I see him having a real awe for Aaron's Elf.

Griff - short for Griffon-born, an easterner from the valleys and mountains of the east, heads up the archers (if ya have archers) and is known to argue with Raven which mountains are more dangerous, eastern or northern.

Troll - huge, a war orphan who took up with the company after the Baron's men destroyed his village, everyone thinks of him as their nephew.

Learned - can writer and knows about magic but has never casted, whispers are that his magic ability was damaged somehow. he ain't talkin', as smart a seargent as the company has.

Since coming to Vault they've probably heard Simon's name more than they are used to, usually just calling him The Captain or the Old Man. Since coming to Vault, the men are whispering, gossipy scamps that they are.

Judd
08-14-2005, 07:02 PM
Actual Play here:

http://www.indie-rpgs.com/forum/index.php?topic=16389.0

Judd
09-04-2005, 02:03 PM
E-mail sent to two players:


I wrote up some things the Mason General took out of
the Tome to aid you but I'm not sure if its useful or
if its just color crap.

Let me know. You two took a chance, a big chance and
could easily be branded thieves, oathbreakers or
worse. I want the COOKIE you get to be somewhat worth
it.

It is attached as a fonted up word document and pasted
here for your convenience.


<The Mason General’s hand is precise without losing any art. The Dwarven rune-glyphs take life when written in his hand. He gives you the excerpts from the Tome, that he has taken to calling His Tome, with great care, as if offering you his most cherished daughters.

The piece he has chosen to give you is a debate that took place centuries ago, before the first great war with the Necromancer when the Vault was first challenged with the very dead it keeps from damnation.>


Mason General

“Vault is a monument to what our peoples can do when our crafts are molten together to form one strength. We have changed the tide of hell itself. Whole trinities of gods have altered their ties.”

“Let us not confuse hubris with progress.”

Dwarven King

“The Wars with the dead keep us strong, creating heroes for our shapers to sing about. Nothing improves crafts like war, nothing tells us who our friends truly are. And our wars concern the dead and the damned, so our soldiers need not fear where their axes fall. If our peoples are behind our fortress walls when the butcher’s bill comes up for payment, no innocents need perish.

“Vault is our greatest accomplishment and will keep our peoples strong.”


Loremaster

“The Elder Races believe in us. They know that we will know the solution and that wisdom will prevail over blood and iron. I am most inclined to believe them and follow the will of the Tome.”



Raven Consort

“You talk of the Vault’s end as if it were in your reach, as if it were your decision. Gods punish such hubris, none have seen these punishments from a clearer vantage point than the Raven Kings and their consorts. When the Vault is gone, my people’s time on this continent will also come to a close.”

High King

“The Vault is the strongest fortress in all of my kingdom. When the Sorcerer Kings look across the sea and notice our bountiful land this Vault will be all that holds off their demon hordes, zealot warriors and the sorcerous fiends they call nobles.”

Court Wizard

“The Vault is unnatural, built by Elder Races in a long ago era. Its time will come to a close and it will be human hands who deal with the wreckage left behind while the Fair Folk sail west and the Stone Kings dwell on their riches.”

Orc Prisoner

“You will all drown in rivers of blood and the orc trinities will laugh. Your damned wash up on our shores like cordwood. Your wizard’s greatest student has taken the title of necromancer and even now entreats the Sorcerer kings across the sea. Keep me prisoner here until the war comes so that I might watch you all choke on your dead and break under the weight of the history you have created, like a prison.”

Judd
09-04-2005, 08:23 PM
Two RPG.net AP threads:

Last Sunday:

http://forum.rpg.net/showthread.php?t=214053

This Sunday:

http://forum.rpg.net/showthread.php?p=4537593#post4537593