Hightown might be the last holdout of civilization, and if so, one could say it's a perfect example of the world that passed before...bright towers and spires hide dirty city streets. Just as the totems keep the poisoned world from it's borders-only pillars of breeding, influence and wealth hold the fragile web of power together, that keeps the city from tearing itself apart. But, one cannot say this Oasis is entirely without taint...and, if this place falls to chaos and evil, it may mean the end of more than just a regime-it may mean the end of life itself. The center must hold.
This is a time for heroes, if there ever was one.Mission List
1. A shallow GraveA local widow is desperate for help in recovering her husband-though as one can guess he's no longer among the living, she's offering pay for anyone who can find his body for a proper burial, or at the very least some of his personal effects.
"The guardsmen killed my David and dumped him in the Sluice to rot...I tried to reach his body, but there were dangerous things there...and I've children to care for by myself, now. Please, can someone help me obtain some piece of mind? I'll pay 100 Gold for anything left of him you can find. He had nothing of value on him, but a simple wedding ring that would hardly fetch coppers-if the guards did not take it out of spite, I would like it to be returned.
Gods know there will never be any justice. This is all I can ask for."Known Threats: Oozes, Undead, Elementals, Scavengers (Humanoid?)
Rumors:
~Wood
Dc 10: Widow Wood's husband was a renowned man in Hightown before his death, a fair and honest businessman. He was in very dire straits, however, after losing his business in the cataclysm. All of lowtown is angry and upset over his death at the hands of the Guard.
Dc 15: Rumor is he was killed by the guard for owning something to a criminal figure of some sort. It's possible he stole something important.
~The 'Sluice'
Dc 10: The 'Sluice' is a nasty part of Hightown where the cataclysm literally tore a low-class neighborhood into pieces-exposing even parts of the sewer underneath. With the city having no interest in repairs, the land went to waste and became a dumping ground. Water runs into it from all corners of the city, creating a horrible stench. Sane people stay away.
Dc 15: The land was struck by what amounts to a magical meteor. There are significant arcane forces swirling in the muck-creating many low level undead, slimes and oozes in dangerous numbers, as well as bizarre elementals composed of trash, rubble, and muck. There are also scavengers and treasure hunters, who may or may not be friendly.
Tawni's Scoop:
Mr. Wood was a thief.
He used to run a business-was actually a very good chef, before...all this. I enjoyed a meal at his place now and again. With a certain irony, his business was in the place they now call the Sluice. Where I suppose they dropped him in. Best shot you'll have finding his body is looking under the old greenboard bridge, by the way-it's collapsed, but it's known as the dead mans drop for a reason...
But, like I was saying. He was a thief, and a damn good one at that. He used his cover and his skills as kitchen 'servant' to case places to rob. As far as I know, he took most of his work to the Noble's districts. You've been hearing about those robberies maybe. It was all him. Told me himself-he was no braggart, surely, but...he was fairly proud of his work. Was planning bigger jobs, of course...but he wanted to get a nicer place for his wife and kids, maybe open up a real place once again. Can't fault a man for looking upwards like that.
Suppose his luck ran out. He had a partner that maybe did him in. If you want her name, I'll give it to you, but it'll cost-revenge, that's a whole different game you're in then. The Nobles had him killed-The Edgewith family and some others, my best guess-and our famous Guard Captain Griffith pocketed 500 Gold for the hush job, I heard. You'll be glad to hear your family wasn't involved. Though, if they had caught him they might have.
Thing was, he didn't barely tell anyone-only his wife and the few people he worked with...and me, but only a bit-and because of our past. But my past will cost you a bit more, laddie-buck. They're still looking for his cache, you know? His drop point for his swa...er, loot. Lots of people will, when it gets out. I'd say he hauled out a nice bit of treasure before he bought his ticket. Reckon the guards woulda plucked his bones for any scrap of paper-looking for a treasure map with an X on it, heh-but, Wood was a smart man. I saw his wedding ring, once, at a potluck-I notice a little latch on it, barely a glint-a container. Didn't say anything. But if he's wearing it still, it'll have something inside. Something he'd want to be found in case of his going away, right? Something that no one would like twice at.
Whatevers in that ring, I'd imagine his wife wants-fair say she's more interesting in the ring then anything. Wouldn't put it past a person. Her husbands dead and she's out in the rain. And I'd imagine most of his partners, and the guard, and the Edgewith's will be looking too. Greeds a good motivator.
2. Catch a Tiger by its TailA Nobleman has requested a team of skilled adventurers for a special job, but refuses to provide details-only that it will take a single night, and pay 1000 Gold.
"Professionals Requested. Skill in arms preferred, as well as those in observation and perception. Payment on completion of task 1000 gold, to be done in the space of a single night. Apply at the 'Darling Filly' bar near Clock Square."
Known Threats: ? ? ?
Rumors:
Dc 10: There has been a rash of high profile thefts in the Noble's district lately. They're pretty much demanding someone, anyone's head on a spike.
Dc 15: The Darling Filly is rumored to be most often frequented by men who engage in or at least participate in unwholesome work that has something to do with women-likely dancing, maybe prostitution, or perhaps even slavery.
3. Den of EvilA neighborhood priest has offered money to anyone who can drive out a den of demons that has sprung up in the midst of his community, claiming to have suffered many strange occurrences as of late.
"Defenders of faith, we call upon your help.
Very recently, a foul den of demon-beings has wormed it's way into the center of our wholesome cimmunity. Strange noises and lights are seen at all hours of the night, and those who investiagte seem changed somehow-they seem to not remember hours, or even entire days of their time-and speak of strange and dire rituals done within.
We can offer 250 Gold if any brave heroes will put a stop to this."
Known Threats: ? ? ?
Rumors: ? ? ?
4. A pale browA merchant is requesting a paid guard for his daughter as she travels to the Totem of the Forest to receive healing from a vicious malady-or perhaps even poison. He claims to have received threats.
"Help requested!
I find myself in sudden need of martial aid from whomever is available. My daughter is terribly ill and must make the caravan trip to the Totem of the Forest, or she will surely not live out the week. The journey will only take a single day there and back. But, I fear those who have made threats against me recently may choose this moment to strike-and they may be responsible for her condition at large. And even if they are not, I would not leave her without defense.
If anyone can find it in their heart to help me, I will offer 500 Gold for safe passage. More can be offered if necessary, I am a truly desperate man."Known Threats: ? ? ?
Rumors:
Dc 10: The 'Merchant' is apparently nearly destitute and being accosted by criminals. He himself may be engaged in shady practices.
Dc 15: Apparently he owns a debt to someone-though many seem to be of the opinion he's deserving what happens to him.
5. Annoying BardsSome citizens have expressed anger over the local gathering of bards in the Clock Square chanting (and fluting, whistling and drum banging) for 'social justice', but one Guardsman fears something far worse hiding within the confines their garishly painted troupes.
"Help Wanted! The Oasis Guards are marshalling temporary help to keep the peace while the Bards peacefully protest. Gold+free food+lodgings provided. Bring your own arms and be prepared for trouble. Earn 5 gold a night on duty-overtime a certain possibility.
...
Investigative+Additional Skills also required for a special task-enquire with Squire Tomnook.Known Threats: Hearing Loss
Rumors:
Dc 10: The Bards are loudly protesting the conditions in much of the town, and most of them are non-violent...if very loud.
Dc 15: A man stopped you and cast some sort of detection spell. He mentioned something about 'liar
FactionsEvery hero begins his or her story as a person of little importance in the wide scheme of things-but as time goes on, they acquire friends and enemies from places high and low...
Courting favor with the factions of Oasis will allow you to draw upon their resources in your times of need-shelter, aid and even help in battle. Note both the general attitude and the favor level, which can go as high as 20, though never past your character level.
You can call on 'favors' generally once a month-or one per character level-depending on the faction's generosity and if they will receive any benefit. Any more and you begin to strain your reputation, or break it entirely. The term 'gold' is very general-information can be priceless, for example. It is merely a simplified way of viewing how much help you summon on a moments notice.
Favor Level works both ways, btw-Level 20 Favor Hostile factions REALLY hate you. So you can judge how friendly or not one is based on this.
Allied factions consider you one of their own-you can usually call upon at least
1000 Gold worth of favors per favor level, and you will find yourself benefiting in many non-direct ways, as well. Of course, such a position also comes with responsibility-and dangers.
Friendly factions trust you implicitly-you have proven yourself, but are not yet beholden to them. You gain at least
500 Gold worth of favors per level, and all members of this faction are likely to help you in battle if they spot you in trouble.
Neutral factions don't dislike you, but they have no reason to aid you either-not that they are barred from either. There is no reward at this level, but the members will usually refrain from attacking you. Most unlisted factions can be considered neutral or worse.
Unfriendly factions are beginning to dislike you. They will not aid you at all, and will make trouble if you wander into their territory. They may not openly assault you yet, but they are certainly keeping an eye out. It is difficult, but not impossible to make amends-usually by undertaking a quest with no open reward.
Hostile factions will attack you on sight-for whatever reason, you've been marked for death. They will actively hunt you, even outside of their normal territory and devote resources to ending your life. There is almost no way to repair this level of reputation.
Current Factions/Favor LevelsEkrund CartelA 'Cartel' in the loosest sense, the Ekrund family seems nevertheless to be a successful and expanding organized crime ring of smugglers and petty thieves. They maintain their ties to Hightown's elite classes, and despite their 'improper' reputation, they have a tendency to grease wheels and get things where they need to be. While not dedicated to spreading peace, the Ekrund Cartel generally disdains pointless violence-as long as no one sticks their nose into their business. They have generous resources to spread to their friends and allies, and can help one find a foot into the door of the highest levels of power. They are headquartered in the palatial garden region, but most of their business is done down by the Old Docks.
Alignment: Lawful Neutral
Resources: Money, Power and Influence
Faction Leader: NeutralDr. Ari Ekrund/FL.3 (The Good Doctor is a one of the Ekrund's families own sons, albeit self exiled. While they will occasionally call on him for favors, he is not yet trusted since he generally refuses to do anything with them. Should he ever change his mind, however...)
Lowtown SprawlActually not a gang, despite the name-the Sprawl is a term for the many thousands of displaced citizens with few friends in the cold, hard city. Those that earn their trust and respect are rare. Killing monsters, dispatching gangs, and generally doing good deeds will all endear you to the population-which hears and sees more than their uptown neighbors might ever guess. They have no greater leader, but the various 'mayors' of the sprawl districts tend to meet regularly to keep the peace amongst them.
Alignment: Neutral
Resources: Trust of the Citizens
Faction Leader: FriendlyDr. Ari Ekrund/FL.3 (Ari Ekrund is one of the few brave enough to run a clinic in the ugliest parts of town. He has many friends and allies in the low places.)
Alchemists Guild~The Purple DragonsThe Purple Dragons (named after the mottled Dragons the group rears in numbers to make vast amounts of alchemists fire) are a rich and powerful guild that controls most the magical brewing and alchemical industry in Oasis. While not strictly evil, they are fiercely competitive-stomping out anyone who attempts to corner 'their' market. This usually allows them to charge prices well and beyond what the market would bear-with the cataclysm being a true business boon. As such few of the less fortunate can afford even a simple healing potion any longer-and small time brewers and herbalists who try to circumvent these prices and refuse to join their Guild, find themselves viewed as threats to be swiftly removed. Those who find their way into good graces are richly rewarded-the guild itself highly prizes alchemic resource deposits, and the location thereof is worth a good amount of money to them.
Alignment: Lawful Evil
Resources: Alchemical Wonders and Vast Riches
Faction Leader: UnfriendlyDr. Ari Ekrund/FL.3 (Ari Ekrund has earned this groups ire for many reasons-existing outside of their power and undercutting their prices, mostly.)
Garland RingMore than a few Fey beings have found themselves forced or chosen to acclimate into large cities. The Garland Ring is an alliance of Elves and Fey that help their brothers and sisters adapt to the new surroundings-they try to ease tension between locals, educating and informing. They also have a sizable wing of ready defenders and generous resources to expend, prepared to preserve their interests if need be. The Garland Ring has claimed a portion of the Palatial District for themselves, from one of their most powerful supporters and de-facto leader, the High Elf Sheera Twyhtem.
Alignment: Chaotic Neutral
Resources: Nature Magic and The Fey people
Faction Leader: Sheera TwyhtemFriendlyTyrileaf/FL.1 (Being a Petal has it's advantages. The Garland Ring is skilled in providing specialized equipment for such beings as she.)
Eirlys Rubra/FL. 1 (Petals stick together!)
UnfriendlyMathias Val'Tea/Fl. 3 (Mathias is still technically in their realm of responsibility, but his tampering into Necromancy has soured their view of him greatly)
Brothers and Sisters of NightA clan of sophisticated Necromancer-elite who are officially independent of the Nightlands power structure. They often lobby for increased rights and protection for intelligent undead and those who practice such magic. Despite their name, they are in fact quite affable-it's a social club where the stigma of a hooded cultists chanting infernal is traded for warm brandy and friendly camaraderie-they are against the typical cliches of their kind, and were instrumental in defending Oasis during the Nightland's previous invasions and skirmishes. Most of them are in fact also quite alive-the Brothers (and Sisters) do not support complete lichdom, nor encourage seeking it. They are interested in all realms of learning, naturally, and those who meet their sophisticated entry requirements can find the group has much to offer.
Alignment: Lawful Neutral
Resources: Necromancy and High Society
Faction Leader: FriendlyMathias Val'Tea/Fl. 3 (Mathias is a card carrying member, though they whisper he could certainly stand to find his way to more den meetings.)
The TriuneComposed of a set of three triplet deities, the Triune is often called upon as a whole by worshippers, rather than by its individual components, and regular priests (those not blessed by divine power) often follow suit. However, more fervent followers such as clerics and paladins always devote themselves to a single member of the Triune.
Alignment: Good
Resources: Paladins, Clerics and the Faithful
Faction Leader: UnfriendlyMathias Val'Tea/Fl. 3 (Mathias is a fairly obvious Necromancer, and the children of the sword spurn the undead viciously-and those who employ them. He has not broken any laws so far, however, and they do not kill in cold blood.)
Stonekin AllianceGnomes, Dwarves and Goliaths in Oasis proper usually find themselves fobbed off to Minetown-a significant number, however, either cant or wont move. They maintain their holdings in the city, and have ties to numerous smaller guilds of craftsmen and laborers. They look out for their own, taking in Stonekin who have no family. The Alliance is politically active, often sponsoring expeditions to all corners of Oasis and beyond in the hopes of finding rare artifacts-they have a strong desire to reclaim the racial treasures lost of them in the cataclysm.
Alignment: Lawful Good
Resources: The Race of Stone, Rare Artifacts, Powerful Crafting
Faction Leader: FriendlyGracewyn/FL.1 (There's not many Goliath's left in the world...they could use all the friends they can get.)
The Silent ProtectorsWho watches the watchers? Who judges those who judge others? Some would say there is a group dedicated to this justice, working in the shadows of Oasis...a knife in a crowd, or poison in a golden chalice giving way when words and deeds fail to bring one to reason. If they exist, they leave no mark-announce no creed-spare no guilty person. They are the Silent Protectors.
Alignment:
Resources:
Faction Leader: Edgewith FamilyOf considerable resources are the Edgewith's-an old Imperial blood family descended from the very first people who conquered Oasis, they wasted no time in expanding their control-however, instead of expanding into political games like most of their rivals, they began to invest heavily into business ventures. These days, it's said Edgewith owns almost a quarter of the cities manufacturing and agriculture. They are a secretive family that does not play games with favor-if they want something, they buy it-they are almost famously patriarchal, the family fathers seeing daughters as valuable goods to be sold off to the highest paying suitor. Everyone has a price after all...when denied, they become as ruthless as anyone can imagine-though never by their own hand is the violence done. The Edgewith themselves run by a strict code of honor that they allow their underlings to flout openly. One wonder why the Edgwith family doesn't engage more heavily in Oasis, as they surely could wield much greater power than they are currently perceived to...
Alignment: Lawful Evil
Resources: Money, Manpower, Honor
Faction Leader: Miles Edgewith, PatriarchLinks:
Main OOC/
http://www.bay12forums.com/smf/index.php?topic=133202.0Adventure in Hightown OOC/Sign-ups
http://www.bay12forums.com/smf/index.php?topic=133417.0