Twenty Questions about The World After, Part II

The first eight questions

Is there a magic guild my MU belongs to or that I can join in order to get more spells?

Three societies of mages are openly known. The White Order of Vijerra is known for spells of protection and divination.  Membership in the White Order is perhaps the best protection against Hierarchy harassment although it also involves swearing off many practices including most offensive spells. 

Many adventuring mages owe allegiance to Società del Spinosi Rose which places emphasis on the dangers of magic and how that danger leads to its thrill.  Members of the Società are the most free in exchanging knowledge.  As you might guess their relationship with the Hierarchy is opposite that of the White Order.

Finally, rural mages who mostly work with practical magics are members of a fairly informal group known as The Brotherhood of the Hedge.  While they do share solutions to common problems the biggest purpose of the Brotherhood is to provide lodging and board for mages as they travel to attend to issues or gather components.

Where can I find an alchemist, sage or other expert NPC?

Most experts can be hired in Quavveniec although you’d have better luck finding an alchemist in Quatruscaj.

Where can I hire mercenaries?

Normal human mercenaries are found in Quavveniec as well as the city of Ypubina in the east where warriors gather to be hired to fend off the Hetokipp.

Human and monstrous mercenaries are found plying their trade in Quatruscaj.

Finally, all the Astrinoff princelings hire mercenaries in Vijerra to the north.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

While magic isn’t outlawed it’s chaotic nature will lead to hassles for using it in Hierarchy controlled cities, especially Quavveniec. Every usage will be scrutinized and officials of the Hierarchy will use even the appearance of disrupting order with magic as a reason to assert any practitioner and his associates as an agent of chaos. This is doubly true of Elves.

Which way to the nearest tavern?  

Coyppored has two taverns and one inn.  The Il Flagon Ultimo is the rougher of the two taverns.  It customers tend to be guards for travelers leaving to the north and crossing the mostly open lands between Coyppored and the land of the Urgah Emperors and the Astrinoff Princelings they nominally rule.

The more gentile tavern, often frequented by those whose guards are drinking at Il Flagon, is The Adorable Fork.  Owned by a famed priest of Saint Rachel the Cook it often gets visitors from Quavveniec for his cooking.

Finally, the Inn of the Two Geese, is a comfortable and rather large inn.  While it has a common room with acceptable road fare the occupants of it’s three opulent rooms in its side annex tend to dine at The Adorable Fork.  In fact, the owner built the annex specifically to accommodate travelers from Quavveniec and other places heading to Coyppored specifically for said meals.  In its main building are several multi-person rooms on the second floor.

Are there any wars brewing I could go fight?

To the east the Soypvensu are bracing for a new campaign of conquest by the Hetokipp Warlords.

To the northeast the Urgah are preparing to try to unify the Astrinoff princelings under their rule. At the same time the Astrinoffs continue their on-again/off-again war with the Dukes of Dybrug and Apris (wars which supposedly date to before The Harrowing).

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

The Grand Arena of Quatruscaj is legendary for grand battles between heroes and monsters as well as the wealth winners can gain.

Random Thoughts…

Last night while helping grout ceramic tile for a friend I came up with some ideas for the a Barony Generation system for Wanderer Book 3. Apparently that mock-up got lots of people back in the day.

I also have figured out a solution to my pathways problem, at least in terms of why the dimension warping nature of Santuario Nero isn’t routinely used over more mundane travel.

Scott’s DVDs look very cool, but I wonder about the legality. Still, following his link there is a lot I’d like to get…beyond the Warren horror one of the Gold Key disks has plenty, although not all, of Magnus, Robot Fighter who was my favorite thing to read at the barber shop as a kid. I bought them when I saw them, which was rarely.

While I’m recruiting for the new City State of the Apocalypse campaign I’m still trying to decide on a rules set, most specifically house rules. I really want to try something very minimal to allow organic growth a la Dwimmermount the urge to play around is hard. One thing I’ve given some thought is semi-3.x saving throws. Instead of building my own chart or importing others to the one type saving throw of S&W I thought of dividing up saving throws by attribute (I already know I’ll be adopting a B/X style bonus for my game). While level will still be the main factor in saving throws this should also create a stronger class flavor: in general fighters will save in tests of strength while magic-users will in test of intellect.

The other thing I’d really like to get into the game are constitution and charisma prime attribute classes. I have no idea on the former and the later easily defaults to bard so it can’t be that. I think the best bet is to go through my source material and find outstandingly hardy and inspiring characters to build the classes from.

As I’ve been filling in the Random List I’ve thought of posting updates. However, that seems a bit much. Is there any interest in a separate page for Appendix N: City States of the Apocalypse?