Nope, we don't have the Christmas tree set up yet, it is considered rude over here. I just read that in an informative article about Dutch Christmas but I think it is slightly outdated. Everywhere are Christmas trees to be seen (we just are slightly slow, we need a bit of jolly holly spirit to be added to get into the Christmas vibe ;-)
Anyway, just to share some Dutch silly with knowing things that you need to know before heading out to a Dutch family during Christmas --> a gourmet set, a Christmas gift basket from work, Delft Blue Christmas ornaments, Ice skating and family games. Curious? Let me share a link so you can read up
Besides that, we are all here to nominate ofcourse! Let us not be distracted by this Dutchness stuff so, here we go --> please nominate an excellent post you have spotted, and written this month. And you have come to the right thread to share what you think was worth the 'Post of the Month December'- nomination and hopefully, victory. So GO AHEAD, make this thread stuffed with nominations, keep in mind to only nominate one post(and not multiple posts to prove your point please), and that you can nominate only once.
Besides that: nominate nominate nominate, share the link and your motivation and let us all enjoy
Last but not least, there is no shame to nominate your own post! If you feel you made an effort, you spend extra energy and time and your post shows it? Earn the credits you deserve and nominate :-). There is no time like the present so please use this Month/this thread to provide a stage and spotlight for a post you think needs to be seen and read...
Disclaimer: since we want to get the winning post in the spotlight, please be aware the post you nominated can be used to be in the next Explosive Runes. If you, or the writer of the post, have any objections to this; let us know
Player: BestTeaMaker Game: The Banshee Bride System: 5e GM: Fillyjonk
Background: Nukky, an orphaned kobold druid, prepares camp and some much-needed goodberries for his fellow adventurers who are wounded and stuck with him in a strange time warp.
Reason: Playing high-powered heroes capable of wonders, we sometimes forget how amazing and fascinating simple magic can be. Here, BestTeaMaker brings a kobold's tragic family background and a wonderful ceremony into the oft-overlooked and sometimes routine player action of casting the Goodberries spell. Magic should be, well, magical--and this post reminds us of that.
Time would be frozen, but Goodberries were forever. Arriving at the camp clearing, Nukky begins to make preparations for rest. Using what supplies they had, Nukky began to make a fire and tent. Sitting in front of the fire, he brings his sack in front of him. He holds out his hands, and with his final spell slot, chants out a simple rhyme.
Goodberries for life, Goodberries for all.
May Goodberries be lasting til the sun again falls.
Every evening he would recite this, and every time ten berries would appear in his hands. It was the first piece of magic Nukky learned from his mother, before he took up the oath of the woods. Every time he would cast it, he would remember nights in the woods with his family. His father tending to the fire, his mother cradling him in her arms. Every night she would recite this simple poem, Goodberries pouring out of her palms and into a sack just like his. For his entire time, he felt that this was the only connection he had left of his family, but now that has changed. A new fire alights in Nukky's heart, hearing the words of his family in the shiny rock.
He would find them again, and get them back.
Satisfied, the kobold reaches in and takes out the previous batch of berries. Their magic was long gone, but they were still tasty. Maybe his new friends would appreciate sustenance in this cold frozen time. He calls out to his fellow group. "Nukky has camp ready. Nice and peaceful here at least."
Context: Every year the DMs of Reluctant Heroes (RH) put together a special thread where all the heroes (PCs) from the various threads can come together and laugh, drink, sing, dance, game, and generally cavort. Now, this is held outside of the game’s canonical time, which is currently around 1300 AD. The setting is our very own Earth, only in this Earth the times of Tolkien and Howard predate our recorded history and actually happened, from the Ages of the Silmarillion, through the Ages of the Hobbit and Lord of the Rings, To the Age of Aquilonia, to the current Age we are in.
Each year Yule is held in a different city and this year's Yule celebration is being held in Pont du Falx, also known as Falcon's Point. Yes, this means a lot of extra work by our dedicated DM team during this busy time of year, but they take it on.
All players, old and new, are invited to this and it happens while the other threads are going on, with all the mayhem our dear DMs can throw at us in those ongoing threads. But our Yule celebration is where heroes can let their hair down around other heroes and not have to worry about a dirk in the back or a Dracolich in the closet. The most danger is a rather sharp barb aimed at one PC from another on occasion.
About the Post: This is the kind of scene setting we have come to expect in RH and it has become the norm. But this scene is so well laid out, thought out, described, and graphically depicted that I had to share, for this is not the norm across RPGX I ken. And the crazy thing is, this post is simply describing the various gates the PCs can enter the city from, and the players get to choose which gate.
Why I Nominated This Post: I could easily nominate 90% of the DM posts in this game and wouldn't feel like I was doing enough. Our three DMs are simply that talented. Heck, in truth I could nominate most of the posts of the players as well, such a talented group of players do we have. But digress I do, for this is about Horseman's post.
What really struck me was that this is simply a background post setting up a scene for the PCs. Yes, this is background and believe me, Horseman has a scene set up for each of the gates so whichever gate a PC chooses, there'll be some type of encounter. So much time and care dedicated to a scene setting background post is simply above and beyond and this post deserves due consideration because of it.
The Epona River Gate is only open daily and primarily serves cargo coming in from the Epona River, but many locals who live near the river use the gate as their primary access on small boats. The gate is reinforced with a strong deep wall containing the Gnomish made mechanical works to lift the gate. The Dwarven made iron gate is massive and extremely heavy, but lifts effortlessly. The Gnomes used power from the flow of the river to lift the gate. Many have come to the city just to look at the gate. City guards and customs agents man this gate. Just inside the gate are stone moorings with cranes overhead to unload cargo. Just ahead of you can be seen the old arched stone Scythe Bridge over the river.
Just beyond the bridge is the diversion dam that regulates water going into the city canals. The Grand Canal
runs north south, cutting through the city and was built specifically to aid the delivery of river cargo to the Merchant District. The Merchant District rises above the canal through natural geography. The canal is on a very gentle slope with a slow flow to the south and a massive tunnel was cut to deliver cargo below the Merchant District shops. This canal also supplies water through the city to fountains and wells scattered in the districts and quarters.
Anyone coming in the Epona River Gate can float easily down the canal and get nearly all the way to the Cadrachan, Inn. Then just up the stairs.
Saxon Gate was one of the two gates under primary attack during the siege of 1273-1274. The main attack eventually came through Saxon Gate. The gate was eventually repaired and stands strong again, battered and battle worn.
Entering through this gate one is immediately thrust into a good sized Saxon town filled with timbered houses and shops, the entire Saxon Quarter is rather compact and it is teaming with Germanic refugees from the Winter Wars that call this place home now. The Saxon Quarter is a thriving Teutonic town with the bulk of the populace being expert craftsmen of various craft trades. The houses are not just structures, they are works of art as much time and attention has been paid to carved woods and perfect stonework. The most notable inn is the The White Scramasax.
Working your way Southwest you will find Claymore Street running directly east and west, folling the street west you will see the great statue of Cadrachan and Dinadain locked in eternal combat in the city square, just beyond is the Cadrachan Inn.
Thors Gate stand opposite Saxon Gate on the east wall of the central city with the massive stone Dwarven fortress of Aesculus Hall lying between them. Thors Gate is made of wood and iron, while it still has arrowheads, spear points and a few scorch marks on it from the siege of the city, it is essentially untouched except by time. The gate was never seriously tried during the siege past the first couple months. Once battering rams shattered on the wooden doors and frame it was considered impenetrable and let alone from frontal assault. However, they did attempt to go around it. Bullettes were summoned by the Dark Druids and they dug a tunnel under the gate that was used by Duergar and Vanir to attack Thors Gate from the inside. Vedricson Collapsed the tunnel and with the help of Cuthred, Bjorn and Rota the Vanir were killed ending the Battle of Thors Gate.
The Nordics in the city say that the gate is made from a limb of Yggdrasil, the world tree Legend holds that the limb fell to Midgard and it was cut into planks with Hofud, the sword of Heimdall, then crafted into a door by the Dwarves to guard the treasury of the Aesir. The door was gifted to Yallmir the Dane when he helped rid the world of Lycannthropy and Yallmir gave it the Norse immigrants to the city to keep them safe. Early Norse in the city were followers of Thor and named the gate in his honor.
Walking through Thors Gate one walks into a rural Nordic village with one large longhouse and many small homes set in a square pattern. The Norse go to the sea every day to fish, while a few stay back and take up traditional crafts such as carving. Everywhere there are large racks of drying fish, the smell of salt and fish permeates the quarter. The Norse are rather clannish here and don't welcome strangers openly. They do not attack them, but they won't offer help easily either, especially if you are not Nordic. These Norse do not trust Gnomes or Halflings, but consider both Dwarves and Elves to be magical creatures.
Traveling to the Cadrachan Inn from Thors Gate is a mirror path to entering through Saxon Gate. Travelers along this route will pass through the Flemish Quarter with all their shepherds and past the Franco-Norman Quarter. The Norse here consider the Normans to be rivals, lesser Norsemen that do not deserve their respect. The Normans consider the Norse to be barbarians and often spit in their direction when they pass them. Many fights, some deadly have broken out along this route. There is currently a blood feud between the two.
Dirks Gate is one of the largest Gates in the city. It brings in all the agricultural traffic from the south and Southeast. The outer gate is wide and low with the inner gate high and narrow. The gate was a primary attack point during the siege. After nearly a year, it finally fell. The gate has been patched, but never fully repaired. It's been mostly Half-Orc and Mercenary guards in this part of the city and they figure good enough is good enough. The gate is in poor repair and starting to get grown over. Approaching the city to Dirks gate you will pass Shanty Town. It was first a refugee settlement for those fleeing the Winter Wars in the lead up to the siege. Over time it became home mostly to Goblins and Orcs. The Crown found that having Goblins and Orcs in the city in unlimited numbers was too troublesome. So, they were asked nicely to resettle in Shanty Town by the Konun Vörður. A short fight ensued, there was blood on the streets and the order was carried out. Some down on their luck humans live here as well as other outcasts. Shanty Town is often called Goblin Town or the Goblin Ghetto now, it is filthy and smells awful from the nauseous mix of the stench of the tanneries and the fertilizer vats that use fish waste to make fertilizer for the Haymarket. Goblins make and Orcs make up the primary work force of the Tanneries and Fertilizer makers.
The District is characterized by a great number of farms and gardens, as well as a great many hay barns, apple houses and small farm houses. The Haymarket was run by the only Lord to have a small fiefdom within the city. Sir Percival Snow he had a Manor House and owned much of the surrounding farm ground. Before the city fell the Haymarket was a rather idyllic place, akin to a small farming thorp with small orchards dotted in clumps throughout the district as well as wide fields of wheat, corn and oats.
Dirks Gate was sundered by a wooly rhino and a horde of orcs and gnoll raiders. The creatures spread out looking for the easiest targets first. That was the Haymarket, only protected by a low stone wall.
The army burned and looted through the fields, orchards and farm houses. They made Snow Manor their primary target. Sir Percival Snow survived the attack, but everyday he wishes he hadn’t, as he lay crushed and gutted, through blurry eyes he watched as his home burned, he smelled burning flesh of his house staff, he heard the sound of his wife and sons being murdered. He awoke alive days later, and survives to this day, crippled and mentally broken. He lives in the burnt shell of his manor, farming a small plot of land near the graves of his family. The new government divided up Percivals land in the Haymarket, parceling it out to families to farm.
The Black Soil was broken into, Godert impaled on an Orc spear, he beautiful daughters were pulled from their hiding place in the cellar, carried off and ravaged. The girls returned several weeks later, finding their father dead and rotting. They buried him, and went about trying to restore something of their lives. By then end of the year all five of them gave birth to Half-Orc babies.
The Woodcutter and Whetstone survived relatively lightly. Mama Kate opened all the doors, rolled liquor barrels outside, and then jumped into the well to hide. Perendil Aspenwall was helping defend Candle Tower (Tower 13) and survived. Many of the barns in the grange were burned and all were looted. The low stone wall bordering McAshens Run was partially dismantled and damaged. It was later turned into a hedgerow. The district was expanded across McAshens Run to the streets, taking up part the Yeoman District.
Their is only one established guild within the Haymarket, the Poulters Guild. This Guild is run by Guildmaster Egil, a Flemish Goose Down Merchant.
Harlots Gate is the most dangerous gate in the city, it is just up a steep hill from the wharf and accesses the Red Light District. The main thorough fare is moderately to poorly well kept, off the main street the district is dilapidated. Filled with filthy tenements, beggars, Lotus addicts, and drunks. The gate itself has largely been ignored, only a person or two can get through at a time, and it is overgrown and rotting.
The tanneries can be smelled from this gate, and the sewers have largely failed leaving waste flowing down street gutters. The Red Light district is home to the most notorious establishment in the city, the Half-Orc N Hussy. The sign on the tavern appears to be the only thing in the district well kept, it features a brightly painted grinning Half Orc with one arm around a lady of the night and a mug in the other. The Inn is well known for Black market deals, and famous for knife fights. Disputes at the Half Orc N Hussy are settled with knives and betting is encouraged. It is popular to down to the tavern, imbibe illegal spirits or Lotus, and wait for a fight to break out you can bet on.
Finns Gate is the main gate in which travelers from the sea enter the city. Once landing on the wharf and passing the fishmongers, stevedores and longshoremen, its a fair walk up the hill with a switch back near Harlots Gate. Then continuing up the hill to the center of the city where atop the walls sits the primary customs house for the city. Here ship cargo is off loaded with huge cranes made the Gnomes to lift the cargo up over 250 feet, then to wagons. Once the cargo is on wagons most of it heads due east on Claymore street to the merchant district. It is under the cranes that sits Finns Gate, named in honor of Finn McCull.
Coachmen sit on the wharf waiting for people with the means to hire them for a ride up the long road to Finns Gate. The Coachmen are renowned story tellers, a tradition amongst them, as a way to garner tips. A typical ride is a copper, but they hope for a little more if their stories are worthy.
Entering Finns Gate gives you ready access to the heart of the city. The Foreign Quarter is immediately to the north with it's exotic buildings, peoples, sites and smells. It is home to foreign dignitaries and visitors to the city. To the south is the Yeoman Quarter where free men live and work. Further east are the Inn District, the smithies of the Mineral District and a couple miles up the street, to the north is the Hippodrome. This arena was built by quarrying rock to repair the city, eventually it turned into a gaming arena with everything from animal races to gladiatorial games. Slaves, Debtors or condemned prisoners can choose the life of a gladiators if they like. Games are held periodically on no set schedule. However there are always games on the Spring Equinox.
Claymore street is broad, broad enough for 10 chariots to travel abreast and it is lined with shops of every type. This stretch is considered a must for the wealthy.
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”Come back carrying your shield, or on it.”
ἢ τὰν ἢ ἐπὶ τᾶς
Last edited by Ildrahil; Dec 21st, 2022 at 09:15 PM.