Gauging interest in an Astonishing Swordsmen and Sorcerers of Hyperboria PbP game...

Imperialus

Explorer
Pretty much what it says on the tin. Just curious to see if anyone might be interested in playing.

For those who don't know AS&SH is a retroclone in the same vein as Dungeon Crawl Classics or Lamentations of the Flame Princess (rather than a true clone like Labyrinth Lord or OSIRIC. It's mostly based on the LBB era of D&D with a considerable amount of influence from 1st edition. The primary inspiration is drawn from the pulp fiction literary roots of D&D (if it wasn't obvious from the name).

The PDF version is on sale through RPG Now right now for 10 bucks.

At any rate, I'm envisioning a campaign set in and around the city state of Khromarium. I enjoy running urban adventures, and the old Thieves World books have always been a pretty major influence on my urban campaigns. As much of Khromarium is in ruins and abandoned there is also the possibility of some hexcrawling with an urban vibe, and smaller dungeons.

As far as house rules go... Pretty much the only one is that I won't allow the Paladin class. Morality in Hyperboria is... murky to say the least, and a Paladin just doesn't seem to fit with the rest of the rest of the world.

Other than that, Stats will be rolled 3D6 in order, but you get 3 tries and can pick the stat array that suits your character best. If there is a class (or subclass) that you desparately want to play, and don't meet the prime requisites for then just let me know and we can work something out.
 
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Imperialus

Explorer
Assorted musings.

A bit more about Khromarium. The first bit is largely taken from the AS&SH ref guide, the second is my own take on it. I've also taken liberties with some of the ideas tossed around on blogs, in particular the Hyperborian Chronicals http://hyperboreanchronicles.blogspot.ca/

Khromarium is a dismal, seedy place, choked by the smoke of its factories. Some 30,000 or more individuals reside in the city, but as poverty and homelessness are alarmingly high, reckoning an accurate census is difficult. The bulk of the populace dwells at the south side of the city, close to the harbour. Twisting towers of black gneiss dominate the north side of Khromarium; this is called the “Old City”, where large groups live on the streets in tents and ramshackle dwellings, afraid to enter the towers (which are commonly held to be haunted).

Though Khromarim is nominally under the control of the Tyrant of Khromarium, and the 9 oligarchs power is in fact much more localized as the oligarchs rarely care about the day to day running of the city, being far more concerned with their own power and prestige than anything else. Conflicts and rivalries between the oligarchs are frequent, and bloody, and as such each oligarch maintains a significant number of bodyguards and mercenaries. Upon the death of a the Tyrant there is an election from among the oligarchs to determine the next tyrant for life which takes place one month after the previous tyrants burial. Needless to say these interregnums are intensely violent affairs, as the oligarchs jockey for power, allies, and anything else that can give them an edge over their rivals. (Think Renaissance papal elections cranked up to 11)

The city itself is divided into a wide variety of different neighborhoods, often separated by walls, ruins, or both. Battles between the neighborhoods are not uncommon, particularly if they are under the control of rival Oligarchs.

The military of Krhomarium is largely composed of mercenaries, paid and equipped by various patrons throughout the city, and as such the military is composed of a dizzying array of different units with different fighting styles and cultures. The actual laws regulating the formation of these companies are complex and ofttimes contradictory. When the Tyrant and the oligarchs decide to form a new regiment they will auction off a commission. To bid on a commission a prospective commander will (officially) detail the type, quantity and quality of troops he is able to provide, the timeframe he requires to raise them, and the monthly cost that he expects will be borne by the city to maintain them. In practice the bidding process also involves numerous bribes to the oligarchs and their functionaries. Of course, there is significant benefit to the patrons as well. Once the regiment is raised and equipped, its maintenance is paid by the city, which is where the commander will typically get his return, as it is very easy to skim off of the top. It is also seen as being and important social duty of the upper class within the city to raise these regiments, particularly for their elder sons, and commissions will often be passed from father to son, ensuring a dynasties place in the upper social circles.

Each neighborhood also typically maintains a militia equipped and trained by whoever (or whatever) the local headman happens to be. These are largely concerned with local defense and oftentimes more closely resemble streetgangs than any kind of military force.

Last but not least the city also maintains a well stocked armoury in the palace of the Tyrant capable of providing minimal equipment to several thousand citizens should the need arise. This is often seen as a last resort however, as arming the populace has resulted in uprisings on more than one occasion in the past.

Laws in Krhomarium:

Like everything else in Khromarium law and order tends to be rough around the edges and informal. Though the oligarchs and the tyrant have a system of courts they are primarally concerned with persecution of those who's crimes affect their own personal standing rather than maintaining law and order in the city as a whole. Once per month one of the oligarchs will sit in a high court theoretically open to anyone who wishes to appear before it where individuals can bring grievances and attempt to find justice, but from a practical standpoint the fees, and bribes required to even bring a case before the bench are out of reach for most inhabitants.

The temple of Xathoqqan also maintains a court system, largely concerned with the protection of the church, concerning itself both with the persecution of heretics, and ensuring that other temples do not grow too powerful.

Though not a court system in the formal sense the Star Council of sorcerers attempts to police their own, and deal with any magical threats that may emerge from the ruins of old Krhomarium.

Individual neighborhoods are subject to the rough justice of the local kingpin, with 'courthouses' often taking the form of a local drinking establishment, or open square with 'justice' often carried out in the same location.

One of the most feared court systems are the 'penny courts' of the merchants guild. Long since fed up with the hands off approach taken by the rulers of Krhomarium the merchants banded together and succeeded in forcing the oligarchs to grant them a writ allowing them to persecute criminals who plied their trade against guild members. Should an individual find themselves arrested by a merchants guard they may find themselves brought before the penny court. Interestingly enough the penny courts are the closest thing Krhomarium has to an independent judiciary, as the judges are deliberately selected by the guild as a whole, for their impartiality, and bound by the only written code of law that exists in the city. The penny courts are notoriously harsh however in spite of the fact that technically their writ does not allow them to hand down the death penalty. Maiming (particularly the severing of hands), and enslavement are common sentences, and for the most serious of crimes the court makes use of a breaking wheel, since technically speaking its use does not involve the death of the victim, rather they expire due to shock and exposure well after the sentence has been carried out.

Notable Locations in Krhomarium:

The Street of Flesh:
The street of flesh is a wide boulevard running perpendicular to the merchant docks for several miles before arriving at the Great Arena. So called because of the number of slavers and gladiatorial ludi who do business along it's length slaves of every description are available, from highly trained eunich bodyguards, to pillow slaves, to the meanest of labourers are available for purchase. Midway down the street there is a large fortress temple to Thaumagorga frequented by the slavers to gain blessing for their endeavors. The high priest of the temple is a massive heavily scarred Kelt named Cuan Macc Niall.

The Salted Swine:
A dive bar in an old watchtower located on the edge of the inhabited area of Krhomarium the Salted Swine is a popular stopping off point for those who wish to explore the catacombs and ruins of the old city. Several enterprising individuals have taken it upon themselves to set up small shops around the tavern selling provisions and equipment for those who wish to explore the ruins, while others position themselves to fence items that may have been uncovered. Fixers, con artists, sages, sellswords, and confidence men are also drawn to the tavern like flies, trading in rumors, maps, legends, and the like. It is well known that the Salted Swine is operated as a front by the Iron Band thieves guild.

The Great Arena:
Built of black basalt the Great Arena rises nearly 100 feet into the air and serves (along with the hippodrome to the east) as one of Krhomarium's chief sources of entertainment. The blood sports exhibited within are well known to be the best in all Hyperboria, and the gladiators of Krhomarium are known for their fearlessness and tenacity in the face of injury. Games are sponsored by anyone who can afford to hire opposing ludi, and are seen as a wonderful way to gain the support of the populace. The Great Arena also serves as Krhomarium's main execution site.

The Hippodrome:
Though just as popular as the Arena (even moreso among the upper classes) the Hippodrome has a significant, and important difference as there are only 10 teams, and each one is financed and maintained by one of the oligarchs. This amplifies the rivalries between the teams and violence between the spectators is commonplace. Indeed nearly 50% of races are never taken to their completion as they are disrupted by the unruliness of the crowd. Team supporters view themselves as a critical part of the team, it is their job to ensure that if their team is loosing they force the race to be declared a draw, and the only way to do that, is to cause enough of a ruckus that the race judges stop the proceedings.

The Street of Steel:
Lined with forges and smithies the Street of Steel is the center of metalworking in Krhomarium. Though most of the smiths are of middling skill and focus their efforts on blacksmithing with iron, several produce high quality weapons and armour. Of particular note is the Temple of Krimmr and the workshops attached to it. These workshops are one of the only places in the entirety of Hyperboria that the secret of steel is truly understood, and the arms and armour produced with the temples mark are among the most highly sought after pieces in the entirety of the city, indeed only the works from the mysterious city of Krimmeria can approach them in quality.

The Citadel:
This massive stone structure is the garrison for the two hundred members of the Black Guard. These fierce mercenaries are all Viking emigres and their decedents and are loyal exclusively to the office of The Tyrant. They are responsible for his personal protection, as well as the protection of the great palace located immediately to the north of The Citadel. Clad in chainmail and coats of plate they are also equipped with either spears and shields or large two handed axes as well as a heavy poniard for use in close quarters. They are often regarded as the only faction within Krhomarium that is utterly incorruptible, bound by ancient rites and powerful dweomers that make them incapable of taking action against their charge.
 

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