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by Darius » Thu Dec 28, 2006 8:10 am
Hello,
Tks for the reply, it will help me a lot.
Wich currency should we use for the setting? Silver & gold?
Darius
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Darius
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by MdavidJ » Thu Dec 28, 2006 9:56 am
Darius wrote:Hello,
Tks for the reply, it will help me a lot.
Wich currency should we use for the setting? Silver & gold?
Darius
Well, with the True20 system, you make wealth checks. If however, you are switching back to a D20 type of system for gold and such, feel free to use standard currency rates in the players handbook.
My suggestion though is that you replace gold and silver and such with a barter system that reflects the value of items important to survival. The economy of Simarra has pretty much been shattered, what with the invasion of the Keza-drak and the resulting war. Money doesn't mean all that much to a person trying to feed a starving family. You can't eat gold or silver, or wear it, or use it to heal the sick and injured.
The constant struggle to find goods required to ensure the survival of a Freehold also provides a number of hooks for adventures. So I would suggest instituting barter.
We're workign on a modified version of the Wealth system to represent bartering. Once the system gets polished, I'll post it.
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MdavidJ
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by iwatt » Thu Dec 28, 2006 11:45 am
MdavidJ wrote:We're workign on a modified version of the Wealth system to represent bartering. Once the system gets polished, I'll post it.
Well, Year of the Zombie has a Barter system in it that is based on the wealth mechanic. I don't own Darwin's World, so I don't know if they use a Wealth check system or not. Basically, Blood throne should work on similar ways to post-apocalyptic settings, IMO. Because it basically is post-apocalyptic. 
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by MdavidJ » Thu Dec 28, 2006 11:54 am
I'm pretty familiar with DW, having written the Lost Paradise and Terrors of the Lost paradise supplements for the setting.
DW uses Corium as a default currency for the Twisted Earth. I haven't seen any barter rules for it, though.
I'll have to check out the YOTZ barter system.
Thanks for the input!
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by Malthusian » Thu Dec 28, 2006 12:33 pm
d20 Apocalypse uses Trade Units, which represent one day's survival. The Trade Unit shows how valuable an item is relative to other items.
As for Bartering, it's based on the attitude of the NPC: Indifferent trades for twice the value, Friendly trades items for 1.5 the Trade Unit value, Helpful offers trades at an equal value. Of course, supply and demand (on the NPC's part) might cause the NPC to break these rules.
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Malthusian
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by MdavidJ » Thu Dec 28, 2006 12:44 pm
I'm inclined to think that supply and demand plays a major factor in bartering, especially in a world in which many goods are so critical to the continued survival of it's inhabitants.
That said, NPC attitudes (and the reputation of the Heroes) certainly factor into the equation. If an NPC doesn't like the characters, or they had a bad reputation in a given community, the NPC isn't as likely to want to trade with them.
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MdavidJ
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by Darius » Mon Jan 08, 2007 1:03 pm
Hello,
I can't figure well what are the Sudejans... Good negociators and experts trackers from an obscure kingdom... hummm....
And the Sargolian: it is said that they turned to a philosophy of personal improvement of the mind and the body and that they've got Improved strike and point blank shot as feats. Can we considere them as martial artists?
Tks,
Darius
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Darius
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by Darius » Mon Jan 08, 2007 1:26 pm
Hello,
I don't want to do my troll (that's how you say "lourd" in english?) but can we have a vague idea of the release of the setting? (like short, medium, long time). Tks!
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Darius
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by MdavidJ » Wed Jan 10, 2007 9:49 am
Darius wrote:Hello,
I can't figure well what are the Sudejans... Good negociators and experts trackers from an obscure kingdom... hummm.... And the Sargolian: it is said that they turned to a philosophy of personal improvement of the mind and the body and that they've got Improved strike and point blank shot as feats. Can we considere them as martial artists?
Tks,
Darius
Hiya Darius! Sorry for the late response.
Sudejans are humans who hail from a remote kingdom in the Northeast region of Simarra. Their economy is based around the export of items such as fur and lumber and other items, including mana shards which are very common in their region. As such, their businessmen have become good negotiators; commonly referred to as The Trade Lords. They are expert trackers, having lived in a rugged, moutnainous region for centuries.
Sargolians definately have a martial artist feel to them, although they are also great with martial weapons. In the Age of Blood, some sargolians have rejected old edicts forbidding the use of weapons such as repeater rifles and also ascendant technology, which is considered an abberration in their society.
It's not uncommon to see Sargolian Aviki, who believe the use of ascendant technology can hinge the war for their homeland and push the keza-drak out of Sargolia.
Progress is coming along well on Blood Throne, which I expect to have done and released sometime before March. We're working hard on it and there are alot of cool concepts we're exploring for this setting, and we want to make sure everything is solid before it's released.
Thanks so much for your interest.
If you have any more questions, please don't hesitate to ask.
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MdavidJ
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by MdavidJ » Wed Jan 10, 2007 6:52 pm
Here's a sneek peek at one of the Free Cities of Simarra, Aden's Ford.
Aden’s Ford
Town Size: City
Population: 86,000
Wealth of Community: 40 (total assets)
Wealth Limit: No item cost over 18.
Power Center: Ruled by a military council sent from Ardrennen Falls by Edward Brinhold. The council is tasked with protection of the city’s inhabitants and providing supplies to insurgent groups operating in the swamps of Talmosia.
Nature of Power Center: Conviction: 5 ; Virtue: Vigilant Vice: Guarded
Note: The council of Aden’s Ford are able to spend Conviction on behalf of the City. The City gains Conviction once per month through the collective attitudes of its people.
Racial Demographics: The bulk of the population of Aden’s Ford consists of refugees fleeing the Keza-Drakian occupation of talmosia and dassuri refugees who have crossed the Sundering Sea. In addition a large military contingent from Ardrennen Falls occupy the free city. Seguire gnomes can be found in Aden’s Ford as well as a number of shieldwall dwarves, thusparri elves and a company of half giant mercenaries in the skullhammer squadron.
Economics: Aden’s Ford incorporates a barter system as a way of dealing with supply and demand. If citizens want specific items, they need to provide something of equal value in exchange. Food and medical supplies are always distributed to the general populace as evenly as possible to ensure everyone recieves what they absolutely need to survive.
Political System: Aden’s ford is governed by a military council acting as proxy for Edward Brinhold. The council carries out orders sent by messenger from Ardrennen falls, usually dealing with support operations to resupply the insurgent groups in Talmosa.
Legal System: A garrison of 20,000 soldiers act as city guards for Aden’s Ford in addition to defending the city from its enemies. Citizens are not allowed to horde necessary items such as food and medicine. Anyone caught stealing or hording food will be hanged. Indeed, there are only two punishments for crimes commited in Aden’s Ford; banishment, or death. The city guard cannot be bought. Any rumors of corruption are investigated and offending parties are dealt with immediately and harshly
Social Class: Everyone is treated equally as far as general trade is concerned. That said, the city garrison tends to receive special treatment with regards to weapons and other supplies which contribute to their overall state of combat readiness. Foodstuffs generally get distributed to the garrison first. What is left is handed out to the populace through the military to ensure nobody holds back anything.
Organizations of Note: Aden’s Ford is home to a number of influential organizations.
Arcanus League: The Arcanus League has sent a cadre of fifty magi from their home base in Ghandakar to the Aden’s Ford with the intention of bolstering the garrison’s combat magi. Arch magus Tharogaine Sazôr commands these men and women, often sending squads south with messengers and supply trains to secrets outposts in in the swamps of Northern Talmosa. In addition to strengthening the military capabilities of the city the Arcanus League has been tasked with shoring up it’s severly depleted numbers via recruitment efforts. It is rumored the arch magus has been commanded by the elders of his order to keep tabs on other aberrant magi in the city; specifically the hated order of the avikus. Recent attacks on the order of the avikus hint that the arcanus league may secretly be using hounds to cull the numbers of their rivals.
The Order of the Avikus: The order of the avikus plays a vital role in the protection of Aden’s Ford, utilizing mana barriers and mechanus constructs to increase the defensive capabilities of the city. Led by Glarik Iron bender, an intensely passionate and industrious gnome commited to the reclaimation of the continent of simarra, the Aden’s Ford contingent numbers 738 souls who engage in regular resupply operations as well as tours of duty in Talmosia where mana shards and taer’las brennath are widespread.
Dubbed the Aer’ lok thron (the Iron Fist) among the people of Aden’s Ford, this contingent of aviki have developed a reputation as a gritty, battle-hardened force capable of swinging the outcome of any engagement with their combat drones and ascendant weapons and devices.
Places of Note: Aden’s Ford straddles the Tearnan river which empties into Northern Talmosa. The surrounding region is a rugged stretch of land sanwiched between the Sundering Sea and the Wild Lands. The road north to White Castle Harbor is fraught with peril. Many brigands prey upon unwary travelers and caravans. Monsters also roam this region including Ogres, Gretchclaw, shadow hounds who have found their way out of the Threshold Realm through unknown stone gates.
Major Narrator Characters: Aden’s ford is home to a number of individuals, some seedy, self-serving men and women, others fully commited to the continued survival of the city.
Dragen “Gut Picker” Korek
Known as “Gut Picker” for his propensity for taking organs of defeated foes as trophies, Dragen Korek is a vicious, self-serving individual suspected of numerous murders in Aden’s Ford. He operates the Raven’s Roost, a squalid tavern on the west bank of the Taernan river. The Raven’s Roost is often frequented by Arcanus Hounds, suggesting Gut Picker has ties to the Arcanus League. Dragen has been involved in a number of smuggling operations, and is said to be able to get exotic, hard to find items such as alcohol, drugs and even poison. The city guard has yet to find evidence linking the Gut Picker to smuggling operations. Though the Raven’s Roost is raided on a regular basis, no surplus goods and contraband have been found.
Elden “Shadow Weaver” Brigain
Known as the Shadow Weaver, Elden Brigain is an Arcanus League magus of considerable power. His efforts in the southern battlefields have brought a great measure of respect for his order. His penchant for the manipulation of shadow has allowed many insurgent camps to remain undetected by Keza-Drak war parties and Kithanni oracles, greatly increasing the effectiveness of the insugents.
Unatra Darkbane
The Hag known as Unatra Darkbane has been living in Aden’s Ford for six months, acting as an emissary of the Crone of Talmosa. Unatra’s presence signals a possible alliance with the Crone, an ancient being of unimaginable power. That said, the Arcanus League considers her an abomination and refuses any dealings with the hag, even going so far as to press the city council for her banishment and has even hinted at a possible assassination if circumstances regarding her continued presence in Aden’s Ford do not change.
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by Kendermage » Sat Jan 13, 2007 2:28 pm
Nice work on the write-up of Aden's Ford.
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by MdavidJ » Sun Jan 21, 2007 11:43 am
The Cradle of Life
“Oh she has fallen, The gem of the world, Light of Enâra, Blessed Megath-tor has fallen! Banished from your embrace, We wander, Beggers lost in darkness….” -Harkon Beltoran
Once home to millions of people from a myriad cultures, the cradle of life is a ravaged shell of it’s former self. The utter domination of the Keza-Drak and the minions of Agärazôn is apparent in every conquered city and razed town in the near-1000 mile stretch of land that is the betrayer’s seat of power on Simarra. Over half a million Keza-Drak and roughly 300 thousand Sundaari occupy the cradle of life, imposing their will on a multitude of conquered, enslaved peoples, twisting them into mutated horrors to be unleashed on the free people of simarra. Even more of these wretched masses are fodder for the sacrificial pyres, offered up as tribute to Urkog-drall, the dread god Thûrak and a host of blood gods who have ascended since the dawn of the Age of Blood.
Estimated Population: 1.2 million
Major Settlements Wealth of the region: Effectively unlimited.
Wealth Limit: No item cost over 60.
Major Organizations: Fundamentalist Keza-Drak, Keza-Drak loyal to Agärazôn, Morargrim, Sundarri Blood Lords, Zôrùn-Ahmrê, Renegade Arcanus Magi, Insurgent groups including the Shodon Warlords and the Sons of Simarra.
Places of Note
The cradle of life was once a lush, fertile region with wondrous natural beauty. In the 10 years since the invasion of the Keza-Drak, that beauty has been crushed under the iron boot of industry, forever marred by the despoilment of the land and rape of it’s natural resources. The land is dotted with iron fortresses, byzantine temples and alien buildings which burrow into the earth, sucking black oil and natural gas from the depths.
The Haddranath: Acting as a natural barrier for the north, south and western borders of the cradle of life, these rugged, heavily forested hills have been transfromed into a warren of mines where slaves plumb the earth for iron, copper, gold and silver ore or cut down trees. Keza-Drak outposts house garrisons who stand vigilant over the corridors leading into and out of the cradle of life. Ruins of smaller cities destroyed during the invasion and temples to the elder gods can also be found scattered across the Hadrannath. Some of these are used as bases of operations for brave insurgents who work to destabilize the region.
Thel-Kaza: Once a metropolis of unsurpassed beauty, the city once known as Megath-Tor has been transformed into a lawless, pestiferous tumor on the face of simarra. The city is a treacherous place where death and corruption are a way of life. The air is filled with the sickly stench of burning bodies, garbage and raw sewage. The pollution caused by the oil refineries and foundries has grown so bad that the city is in a perpetual state of twilight. All visceral desires can be sated in Thel-kaza. Pleasures of the flesh, drugs, poisons, weaponry, blood sport; all of these and many more red delights can be had, for a price.
Kael’ Zarack (The Undercity): Thel-kaza has been rebuilt over the centuries due to previous occupations by enemies and the need for expansion to fit a growing population. Technological advances also contributed to the growth of the city such as expanded sewage and waste systems and, most recently, mechanical sub-stations which operate various machinery. Due to structural concerns, many portions of the city remain intact deep below Thel-kaza. Indeed, some have even been expanded by various factions within the city. This warren of tunnels and sub-structures are used by insurgents as havens and bases of operation for their efforts to free their brethren and mount attacks against the Keza-Drak.
Thel-Zagron: Located in the center of the cradle of life, the city of Thel-Zagron is the base of operations for the Keza-Drak, housing three battalions of heavy infantry, two armored divisions consisting of battle tanks, reconnaissance drones and a number of support facilities including weapons manufacturing plants and fuel depots. Thel-Zargon is commanded by General Zagûm-Drak, overlord of the keza-drakian legions.
Zagûm-Drak is a ruthless commander, known for his tendancy to slay his subordinates for even the slightest provocation. Zagûm once had all of his personal advisors crucified in his war room because one of them was late to a council meeting. They were left that way for weeks, forced to continue counseling the commander right up until they died. After, Zagûm-drak forced his new delegation of advisors to ritually eat the remains of the previous group so that they might learn from their predecessor’s mistakes.
Kaz-Rakhûl (The rats nest): A sprawling, walled ghetto composed of tents, shacks and squalid tenements outside the walls of Thel-kaza, Kaz-Rakhul is a disease-ridden cesspool where the slaves are forced to live when they aren’t serving their masters. The rats nest is home to thousands upon thousands of people from all different races and creeds. For the most part, the races live in communities segregated according to race. These individual districts are ran by Keza-Drak-appointed Nailheads; overseers chosen from the general slave population who regularly meet to discuss various issues that affect the overall welfare of the rats nest. Not all nailheads have their brethren’s best interests at heart, however.
More than a few nailheads have become corrupt, using their somewhat elevated status to set themselves up as slum lords within the rats nest. They use the threat of Keza-drakian intervention to maintain their control of those people in their sectors, living in old taverns, apartments or warehouses that are easily defended by their grunts. The nailheads and their henchmen are the eyes and the ears of the Keza-Drak, providing information about potential uprisings and insurgent activity in exchange for additional rations, alcohol, drugs and cushy assignments.
Rumors
Some say that the fundamentalist faction of Keza-Drak are planning on abandoning this war and going back to their homeworld; a development that would drastically reduce Agärazôn’s forces, weakening his hold on remote bases of operation. Zagûm-Drak has responded to this percieved threat by attacking fundamentalist-held outposts in the cradle of life in addition to bolstering defenses in Thel-kaza, where infighting in various quarters of the city have broken out between the two factions.
Some slaves, primarily shodon oracles - have also been receiving visions hinting at a possible new ally in the war for Simarra, the Crone of the Fell Marshes in Northern Talmosia. More insurgents have been slipping into the rats nest via tunnels deep underground. Some say that a slave uprising will happen very soon.
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MdavidJ
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by filigree » Sun Jan 21, 2007 5:05 pm
Very cool.  Thanks for the tidbits. I look forward to seeing (buying) the finished product.
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by Kendermage » Mon Jan 22, 2007 5:51 am
That is awesome Dave. I was just thinking about doing that loctaion but t'would appear you beat me too the punch.
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by MdavidJ » Mon Jan 22, 2007 8:37 am
filigree wrote:Very cool.  Thanks for the tidbits. I look forward to seeing (buying) the finished product.
Thanks Filigree!
Hopefully soon. The First draft is nearing completion. I hope to have a preview of the cover ready soon.
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