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Background & History
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Back to normal. Expect posting twice a week. Never trust a smiling gamemaster! DMing games with great teams since April 2012 - Gates of Might and in the West Marches Games Community (he/him) Last edited by LeDragon; Jan 6th, 2013 at 11:01 AM. |
#2
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Wages:
Untrained workers earn about 1 sp for 10-12 hours of work per day (approx. 50 $). Normal skilled workers, craftsmen, incl. mercenaries and guards earn about 3 sp for 10-12 hours of work per day (approx. 150 $). Thus, a payment of 5 sp including board and lodging for a day's work is well paid and probably not negotiable . Note: please be aware that - in opposite of our modern civilastion - in the Middle Age material costs were high and labour costs very low (the same is in third world countries today). Loot: In some mercenary contracts - espacially ones about attacking and conquering - all loot or a at least a good share belongs to the client.
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Back to normal. Expect posting twice a week. Never trust a smiling gamemaster! DMing games with great teams since April 2012 - Gates of Might and in the West Marches Games Community (he/him) |
#3
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quod licet IOVI, non licet bovi |
#4
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Devil tendril:
Devil tendril:
The devil tendril – also known as ‘the poor knight’s wall’ – is a cross-breeding of the Assassin vine and a thorny creeper. The tendrils are red with red thorns and the few leaves are green-red. Devil tendrils are immobile and need a dead body of at least small size to be rooted. There, a mother plant starts growing, spreading its thorny tendrils up to 20 to 30 feet around the mother plant (up to 50 feet on fertile grounds). If a creature is entangled and killed by strangulation, the new dead body is buried on the spot and origin for a new mother plant. By using cadavers, dead criminals or fallen enemies, a fortress can be surrounded by a vast area of devil tendril mother plants. Devil tendrils do not grow in height without support; this is why devil tendrils are normally planted together with dense thorn bushes which offer both camouflage and trellises. A normal devil tendril can entangle and kill even large creatures and slow down huge ones, but well-fed devil tendrils were also reported to kill even huge creatures. However, devil tendrils do only protect against surprise attacks. In a siege, they are nearly useless. Clearing a field of devil tendrils with fire, axe and machete is hard work, but not impossible. The result is just a matter of time, manpower and the defenders’ shooting accuracy.
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Back to normal. Expect posting twice a week. Never trust a smiling gamemaster! DMing games with great teams since April 2012 - Gates of Might and in the West Marches Games Community (he/him) Last edited by LeDragon; Apr 25th, 2012 at 02:09 PM. |
#5
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Information about the main persons in Coldwater:
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Back to normal. Expect posting twice a week. Never trust a smiling gamemaster! DMing games with great teams since April 2012 - Gates of Might and in the West Marches Games Community (he/him) Last edited by LeDragon; Oct 9th, 2013 at 02:13 PM. |
#6
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Yellow squid plant:
The yellow squid plants are named after their many tentacles which the plant uses to catch insects and tiny animals that are attracted by the strong rotten smell. The surrounding plants die by the toxin that is distributed through the roots. The plant is immobile but harmful. The plants swallow their prey usually as one piece. The tentacles are also able to entangle small creatures and even weak medium ones although the plant is not able to swallow them. Nevertheless, the plant tries to swallow its prey by squeezing it or removing unwieldy parts (like arms, legs or heads) - a quite unpleasant experience for the victim. If the plant fails after several tries, the plant let its victim go. Violet luminous fungus: A harmless underground plant that grows in dark, humid caves and dungeons. It glows in the dark to attracted animals and monsters. The outside is edible. If a creature eats from the fungus, it emits a cloud of sticky spores that covers the 'attacker'. The creature carries the spore away and distributes them when touching plants, walls or other animals. If the creature cleans itself by licking the spores, the spores even survive the digestive system and get a very fertile start.
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Back to normal. Expect posting twice a week. Never trust a smiling gamemaster! DMing games with great teams since April 2012 - Gates of Might and in the West Marches Games Community (he/him) Last edited by LeDragon; Jul 15th, 2012 at 03:09 PM. |
#7
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Here's the map of the region where you are traveling. I only added the location you visited or know.
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Back to normal. Expect posting twice a week. Never trust a smiling gamemaster! DMing games with great teams since April 2012 - Gates of Might and in the West Marches Games Community (he/him) Last edited by LeDragon; Mar 24th, 2013 at 02:09 PM. |
#8
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The ancient guild of the Magician of Nuk'tian was nearly not affected by these changes. Inside their mighty walls, live and magic continued as the centuries before, protected by a huge stone golem which guards the gates and keeps away even the most curious city watch's patrol.
The guild was open for both sorcerers and wizards and everyone was keen on keeping the official balance of equally shared powers, but in reality, the wizards were more powerful. Careful planning was the key to success in the magic world and plans are the wizard's best friend. However, no plan A survived the initial contact with whatever-demon-was-summoned and sometimes even the best wizard runs out of plans. And this moment is the time for the flexible sorcerer. Some wizards believed that they don't need such a backup. All of them were killed or missing in action... Persons of the guild:
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Back to normal. Expect posting twice a week. Never trust a smiling gamemaster! DMing games with great teams since April 2012 - Gates of Might and in the West Marches Games Community (he/him) Last edited by LeDragon; Jan 3rd, 2015 at 11:25 AM. |
#9
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Airships are rare and expensive possibility to travel in dark and dangerous times when both traveling on horse, carriage or ship and the use of magic teleportation are impossible, too time-consuming or too dangerous. However, traveling with an airship is always an adventure - the lightweight construction is magically enhanced but still vulnerable against storms and lightings. Some airships have no wooden hull at all but a thick fabric stretched over a timber-framed construction to reduce the weight.
The real speed of the airship depends on the wind speed. Latter can increase as well as decrease the airship's speed significantly. Airships are only owned by kings and other extremely rich persons or organizations due to their high price and need of a high skilled crew. Airships are roughly divided into three main categories: - Messenger or embassy airships: light and fast, these airships are the most common ones. They can travel more than equals a speed of 60 feet288 miles per day but carry only very few crew and only a handful passengers or light load. This airships are also frequently used for scouting, surveillance and reconnaissance. - Military airships: armored and about 190 miles per day; equals a speed of 30 feetslow, these airships are used for any kind of airborne missions. Although the airship and especially the gasbags have some kind of mundane and magic armor and protection, like damage resistances and self-healing abilities, an airship is always vulnerable against every kind of missiles and a hail of arrows can crash most military airships quite quickly. Thus, all airship captains try to use the effects of surprise and nightly darkness, fog and low-hanging clouds to approach, land and take-off quickly and unnoticed. Military airships were also used to bomb fortresses and army camps, but the effect is more nerve-racking and demoralizing than real damage is caused, although dropped barrels of burning oil may cause major fires. There are rumors that military airships were used to kill dragons, because they can fly higher than the beasts, but there is no proof yet - although many may argue that the remains of dragon which crashed from 4 miles height can't be overlooked. - Golden airships. These heavy and 144 miles per day; equals a speed of 30 feetvery slow airships are built or ordered by rules respectively to impress and intimidate the commonalty and other rulers. These airships are covered with gold leaf - which gives them their name - scrimshaws and statues and their weight decreases speed, flight characteristics and maneuverability. A magnificent airship is often tied a second one during take-off, landing and bad weather conditions to prevent it crashing.
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Back to normal. Expect posting twice a week. Never trust a smiling gamemaster! DMing games with great teams since April 2012 - Gates of Might and in the West Marches Games Community (he/him) Last edited by LeDragon; Jan 17th, 2014 at 03:17 PM. |
#10
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Back to normal. Expect posting twice a week. Never trust a smiling gamemaster! DMing games with great teams since April 2012 - Gates of Might and in the West Marches Games Community (he/him) |
#11
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Back to normal. Expect posting twice a week. Never trust a smiling gamemaster! DMing games with great teams since April 2012 - Gates of Might and in the West Marches Games Community (he/him) |
#12
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People Along the Way
Summary Link
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Working on updates! Last edited by Khalil; Feb 21st, 2021 at 05:43 PM. |
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