I've been kicking around the idea of running a dnd 3.5 campaign based around politics and espionage. Traditional dungeon crawling would be absent and things would be more plot oriented. Although roleplaying would obviously be a pretty big part of this campaign it wouldn't be a roleplaying campaign per-se, there would still be an overall campaign story arc for the players to follow (or ignore) instead of the players just being told to faff about with their pinkies in the air. Some of you might know that I can plot rather fiendishly at times so expect that to show up in this game.
The medium would be play by forum. I'm not intending for this to be broken into discrete sesssions. In order for the story to advance players will need to be able to make substantial posts that advance the plot. You can't spell protagonist unless you are pro something. This medium is chosen to allow for a large degree of player freedom while giving me time to react to things. But if you do sign up for this you should be expecting to post frequently unless you give us a heads up that you'll be unavailable.
The setting is going to be low fantasy with a dirtier and gritter world then typical dnd. This will be a fuedal world where racism, sexism and general xenophobia are the norm. This doesn't mean that players should feel compelled to play characters with these flaws or feel like they can't do anything if playing a female half-orc character for example. This is meant to afford flavor and offer characters chances to play the outcasts, not set a limit on what you can achieve.
Low magic will also be the rule of the day. Things will be tweaked to make magic items rare and precious. Money will reflect social standing not player level because there won't be +1 flaming longswords for purchase when you level up to afford them because such items will be difficult to craft and immensely valuable. The quip that "Gandalf was a 6th level wizard" will apply.
I'm thinking about 2-4 players for this game but might be flexible if circumstances warrant. I will NOT select players according to first come first serve basis. I'm looking for players who offer interesting characters and who don't look like they will flake out in a week.
Monks and psionic classes will not be in this setting. Clerics and Paladins aren't appropriate player starting classes. The gnomish race isn't included as of now. If you think you want to play some obscure monstrous race then you clearly don't get the "low fantasy" part of the setting.
Player starting level will be level 2. Stats will be determined by 25 point-buy. HP will be full at level one and half of max after that. Starting copper (gold is mad valuable, man!) will be what I decide you have after I see your background and starting equipment. Starting equipment is what is appropriate for your background, take a guess and I'll correct you if need be. Do not start with any masterwork equipment or magical items (unless somehow appropriate, like heirlooms possessed by a noble, and not unbalancing). See the section on "Knacks" for the substitute for magical items.
House Rule: Knacks
Magical items are going to be rare but I don't want to horribly unbalance things so Knacks are going to be used to restore balance. The way knacks work is that they will represent character familirity with particular equipment that gives them great ability. As play progresses I'll give you knack points that can be used in place of a magical item with an equivilent cost. The mechanics of these are relevant to your character, a wizard might indeed have a magical amulet while for a barbarian it's just a lucky amulet. There will be some flexibility to make these effects work, i.e. a fighter's trusty sword won't course with electricity because of how skilled they are but it might do +1d6 shock damage because of the vicious way they cut into enemy flesh. Items with a limited number of uses will have their costs increased by the caster level squared times 4. So an emergency bandage that replaces a potion of light wounds costs 50*(1 squared)*4=200 knack points. Knack points spent on limited use items might be replenished after a time if I think it's appropriate. You can get refunds on knack point costs with DM permission to keep you from doing it too frequently. Knack points spent on non-limited use items cost the same as the gp cost. You start with 300 knack points.
Setting information:
The campaign starts around the town of Narseus in the human kingdom of Nosarri. The king of Nosarri is Hawicce III. Narseus is port town, large enough to have a smattering of non-humans but not large enough that they aren't notable. Narseus is not part of the fief of any noble but the most powerful noble nearby is Count Marcus of house Dmarra who rules over the lands to the north and west of Narseus. There are a variety of petty nobles in and around Nosarri, either vassal to Count Marcus or holding fiefs to the south of the town. Narseus is ruled by mayor Dailgon who was guildmaster of the mason's guild before becoming mayor nine years ago.
Currently the town of Narseus is plagued by a rash of tyrannical actions on the part of the leader of it's men-at-arms, Marshal Lorsen. In the name of enforcing the city laws and maintaining the peace he has started dispensing "justice" with an iron fist. He has terrorized the non-human community in and around Narseus, excecuted people without trial and even imprissoned nobles of nearby fiefs without cause. Rumors abound surrounding his erratic and destructive behavior ranging from revenge to demonic possession but it isn't clear what his motives are or why the town council hasn't yet removed him from his post. Player characters should be from around the town of Narseus or have some reason to be spending time in it and care about the Marshal's actions.
Narseus
This map shows the region around Narseus. Settlements of significance:
Dmarra: shows the fortress of Count Dmarra, the main noble in the region
Kratovil and Gilchrest: the earls who control the lands south of Narseus
Donhawice: the capital city of the kingdom
Radhan: the barony of Pedros Radhan's nephew which is more substantial then Pedros' barony. This holding is in a valley very close to the frontier. The northern wastes are on the other side of the hill and mountain range that this barony sits in.
Donwurn: the largest keep in the kingdom.
Setting information:
Bondsmen: bondsmen are those who have signed a contract with a fuedal lord to work land in exchange for a share of the harvest. They are legally obliged to stay on the land for the length of their contract (several years at a time generally) and are tatooed on the arm when entering into a contract.
Yeomen: yeomen are those who own the land they farm (partially or wholly) but are obliged to provide taxes and/or service to a fuedal lord for protection. They generally get marks of their ownership tatooed on thier arm every year so as to have proof of their status.
Villians: someone who has fled from a contract or a debt, generally a bondsman who has left the land without permission of his fuedal lord.
Tradesmen: Anyone who isn't one of the above or a noble, be they craftsmen, barkeep, mercenary or even wizard. Some of them have tatooes from earlier in life but others have bare skin, a mark of status or a soft upbringing. The inhabitants of towns and cities are mostly tradesmen.
Nobles: Someone who has enough wealth or social status to employ a number of bondsmen and/or yeomen. They have social obligations to those higher in the fuedal pecking order then themselves.
Clerics: Priests and monks who have pledged themselves to temples, shrines and monasteries where they pay reverance to the gods and spirits of a locale and tend to those in need.
Others: those outside the social order might include foriegners or wandering mystics. They may be welcomed or reviled depending on the person and locale.
The fuedal nature of the world makes warriors very important. The warriors comes in many different flavors.
Nobles: Noble warriors are at the core of society. Anyone who bears the title of noble is required to render armed service to their feudal lord. The greater the title, the larger the host of men they are expected to lead. This is not a year round commitment or indeed a commitment that is called upon every year. Inheritance of the titles of nobility varies from office but most are hereditary. The lowest nobles are the banner-knights who hold no land and must find service with a greater noble to maintain their standing. The next highest level is a fief-knight who owns some land but not enough for an estate like a baron or higher rank.
Thanes: Feudal armies are not composed entirely of nobles or indeed principally of them. The nobles raise retinue of non-noble troops called thanes. The terms of these agreements vary widely, sometimes it is a bondsman's service other times a thane is paid or some mixture of the two. The service of a thane is generally only for a few years but especially skilled warriors might be retained on a more permanent basis. In times of invasion all yeomen are expected to serve as thanes or provide a replacement.
Men-at-arms: Some towns are large enough to be accorded the same fuedal standing as an earl or other noble. As such they must tend to their own defense and provide a levy to the king. Towards this end such a town will have a cadre of professional warriors drawn from it's citizenry called men-at-arms. The city guard is lead by sargents who answer to the city sherrifs who answer to the cities marshal who answers to the city leadership.
Sellswords: Long journeys are dangerous but are sometimes unavoidable. Likewise many towns in fronteir areas will find themselves in danger of raids or pillaging. There is steady employment to be found for those who offer protective services. They do not enjoy a high reputation, many suspect them of being drawn from the bandits they protect against.
Wizards in this setting are not exceptionally uncommon but are generally very aloof and distant, bordering on arrogant. It is not in their nature to divulge much of their world to outsiders who have no appeciation for them. They are much less racist and sexist then outsiders are and do accept women and other races in their ranks. Outsiders do not typically realize the extent to which this happens as the wizards insular and secrative nature makes it easy to hide such things behind a cowl. Ages given here are for humans and would be higher for other races.
Apprentice: an apprentice is studying under another wizard (usually a journeyman but perhaps another rank) in preparation for enterance into a library. It is generally considered an incredible stroke of luck to be selected for an apprenticeship. It's possible to enter into an apprenticeship at any age but generally a wizard will only take on an apprentice who has something to offer. It is possible but rare for private tutoring or self-education to replace an apprenticeship. Age range is generally 10-30
Librarian: an apprentice who masters elemental magic can gain admission to a library by passing examination. There they recieve access to magical texts and occassional education in exchange for more service. A librarian would typically be a level 1 wizard. They graduate as soon as they can pass examination, generally after three or four years but shorter times are possible. Age range is generally 15-35
Journeyman: a wizard who has passed examination and gone out into the world to ply their trade and put in the many, many hours of practice it takes to master even the basic spellcasting they know. Most wizards never pass this level. A journeyman would typically be a level 2 to 4 wizard. If they become skillful they can return to a library for a higher rank. Age range is generally 20 and up.
Master: a wizard of great skill who's knowledge is tested and diverse and who has won the advocacy of several other wizards. This rank holds quite a bit of clout for the few who can attain it. This would be a wizard of level 5 or above. Age range is generally upwards of 40 but it is not unheard of for much younger persons to attain this rank.
High-master: a wizard who has done some sort of ground breaking work or research and is considered a gem among the alumni of a library. Their word holds great sway.
The closest library to the town of Narseus is Crystalkeep Library, 300 miles away by water. Long ago this was the world's premier library but it was nearly destroyed several times in the past milenia.
The cleric and paladin classes are rare in this setting and are not appropriate for player characters. The priests in this setting are generally not warriors, they are simple clerics and healers who have no interest in battle. Magical healing is also generally more difficult. Although hp can be restored injuries ranging from broken bones to bruises are more difficult to restore. Magically healing a lethally injured character will only buy time to mend the injury, not restore them to good health.
The pantheon of this setting is diverse and very much tied up in the local practices. Some study and worship the Old Gods who were active in the mortal plane many milenia ago but it is rare. For their part the gods long since retired to the celestial realm and care little about the affairs of mortals. Much more common is worshiping the local nature spirits of a region. Many areas will have shrines or monestaries to these spirits. It is considered foolish not to pay homage to the local dieties and may bring misfortune upon the entire community.
Around the town of Narseus the most commonly worshiped diety is Leneus, a forest spirit who is said to bring growth and vitality to the region. There is a temple to Leneus in the center of town but around town there are many smaller shrines to other spirits.
Unlike wizards or priests, these individuals do not study magic but instead channel it in it's raw form. Blessed or cursed by arcane and divine forces these characters are rare but afforded respect. Sorcerers are feared in many place, it is said that they are daemonic in nature but often disguise themselves as wizards. Wizards can generally recognize sorcerers for what they are but are generally content to keep the secret due to their secretive impulses and disdain for the petty superstitions of the rabble.
Druids are often seen as half crazed prophets of the local divine spirits. People's treatment of them is generally sympathetic but they are viewed as somewhat unreliable. Although most druids are not actually crazed or anti-social the perception is maintained by the substantial minority that are.
Humans: Humans are the dominant race in the starting area and most of the nobility and other notable persons are human. The human kingdom was established about 500 years ago when the great king Gwendon conquered the fallen eastern half of the elvish empire from it's demonic invaders. The humans then proclaimed themselves the secessors to the ancient empire and took on some of it's trappings.
Elves: Few elves are left in this land but those who remain tend to form communities in their own villages and shun the cities full of the other races. Although the elves are said to have an affinity for nature they live in villages like the other civilized races and their customs are not so different from the humans.
Dwarves: The dwarven homelands lie hundreds of miles away to the south. Most of the dwarves that are in these parts come from tradesmen families that occasionally establish themselves in cities. It is dwarven tradition that any clan must always provide a warrior for it's lord and this tradition is held to even in the human lands.
Halflings: The halflings are a diaspora people long since driven from their homelands by the demonic scourge to the north. They blame the elves for unleashing this scourge and bear a deep, deep hatred to the elves. They aren't overly fond of humans and their elf loving ways either. They are extremely insular and sometimes nomadic so as to never have to answer to anybody.
Half-elves: Human and elvish society is not so different so it's possible for a half elf to fit into either. But they will generally find distrust in either camp regardless as most people prefer to trust their own.
Half-orcs: Few half-orc can find tolerance in civilized society and few can manage to survive among the distrustful and belligerant orcs. Even the few who do manage to find someplace tolerant enough to let them stay are in for a life of marginalization. As such it's not surprising that few half-orcs lead peaceful lives and many end up becoming mercenaries or bandits (or both).
Languages in this setting can be more linked to location then race or class. Mechanically speaking your character should speak languages only if they fit their backstory. So a
Braco: The common tongue in Nosarri and the surrounding kingdoms. For most people in Nosarri this is their first and only language regardless of race or social class.
Honpyt: A language closely related to Braco (like french and spanish or english and australian) this language is spoken in the old human kingdoms, hundreds of miles away to the southwest of Nosarri. When humans first came to Nosarri they spoke Honpyt but the the tongues of the two lands have drifted apart. Honpyt is used in some Nosarri ceremonies but is mostly found in ancient texts.
Charsp: The ancient tongue of the halflings. Most halflings don't even speak this as their native tongue (although a sizable minority do) and it's mostly used by halflings who don't want non-halflings to know what they are saying. Virtually impossible to learn if you aren't a halfling.
Relp: The language of the dwarven clanlands, hundreds of miles to the south of Nosarri. It isn't of much use in the area around Nosarri but some immigrants teach it to their children.
Salcap: The language of the elvish empire to the east. The cultural history of the elvish empire is of interest to many nobles in Nosarri and the surrounding kingdoms so it's common for the nobles to know at least a smattering of Salcap.
Trafnor: The ancient demonic tongue, this is spoken by many of the savage inhabitants in the savage wilds where orcish warbands and demonic overlords make their tyrannical rule. Just speaking this tongue is considered evil by many although it does have it's uses. It never hurts to be able to speak the language of those you will fight and wizards come across demonic tongues from time to time.
Casib: An extremely ancient tongue dating back to even before the elven empire. It is said to be the language of the ancient gods. Some priests and wizards read this tongue but it is seldom if ever spoken.
5 ducats (copper) = 1 bit (copper)
24 bits (copper) = 1 shield (silver)
12 shields (silver) = 1 banner (gold)
* a riding horse
-1 shield or more for a nag
-2 shield or more for a light horse or workhorse
-10 shields to 10 banners for a champion warhorse, maybe more
* a sword
-an low quality shortsword could go for 6 bits
-a thane's longsword will be around 12 bits
-a poor banner knights sword will be at least 1 shield
-a fine blade will go for at least 3 shields and possibly much, much more
* a suit of leather/chain/plate armor
-a thane's leather armor would cost around 1-2 shields
-A set of chain mail would cost around 1 banner
-A set of plate mail would cost at least 2 banners and possibly much, much more
* one night stay at an inn
-1 bit for a comfortable but humble accomadation with food
-several bits for a more expensive accomadation
* a meal
-at least a ducat or two for the foodstuffs a low class tradesman family would buy
-a couple ducats for a bowl of stew at the public house
-a ducat for a large drink and several ducats for a night of beer
* enough food to feed a peasant for one month
-15 to 30 ducats for a poor tradesman family
-bondsmen and yeomen grow their own food and seldom if ever buy it
* blacksmithing repairs
-at least a few bits and possibly several silvers
* a mercenary recruited for a few days
-a few bits a day while not fighting (i.e. just marching around)
-any competant warrior is "worth his shield" for a day's combat
-experienced warriors might demand more then a shield
-A banner knight expects a banner for a day of combat and a shield for a day of non-combat
* a wizard casting a first level spell
-a librarian (who would be hard to find around Narseus) would charge at least 12 bits
-an journeyman would probably charge 18 bits to a shield
-these costs include the component costs for the spells
* travel by boat to a neighboring town
-for a short trip you could hitch a ride for a couple of bits or work for passage
Mayor Matthias Dailgon. Aged 66, has been mayor for 9 years. Previously master of the mason's guild.
Marshal Cagny Lorsen, aged 42, has been marshal for 4 years. Previously sheriff in the town's men-at-arms.
Guild Magistrate Theon Alexandrus, aged 46, has been magistrate for 2 years. Previously was the steward for Count Marcus of Nmarra.
Sargent at Law Mers Petronious, aged 54, has been Sargent at law for 4 years. Has been chief priest of the church of Leneus for the past 6 years. Previously worked as a journeyman wizard.
Customs Master Taddernes, aged 25, has held the position for 6 months. Previously assistant customs masters