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*TTRPGs General
City based adventure setting?
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<blockquote data-quote="Nightfall" data-source="post: 68773" data-attributes="member: 374"><p>*pops into being* Did someone ask about the Scarred Lands? </p><p>Well then, about Hollowfaust. It's a city about 22,000 people, the government there is VERY lawful, as they aren't what you call your "normal" run of the mill city of Necromancers. They are more concerned about understanding the weave/ebb/flow of life and unlife. They also have, as a backup measure, a small council of seven with the Clerics of Nemorga, God of Death (Think a VERY neutral god concerned with everyone dying at their appointed time), keeping the city from any harm from troublesome undead. The other guilds deal with different TYPEs of necromantic effects, from keeping corspes fresh to help in the defense of the city, to those that actually speak to the dead, trying to gain insight into what lies beyond. It is not what you'd call your typical city, as death and life are ALWAYS in effect. Also they are strict about their three governing laws, No law can be enacted inside the borders of Hollowfaust. No harm to the body (meaning no rape, murder or assault). Punishments will be dealt with appropriately (and harshly too!) You can look at my review of Hollowfaust here to help gauge whether this is the place for your city campaign. </p><p>Here's the link <a href="http://www.enworld.org/d20reviews.asp?sub=yes&where=active&reviewer=Nighttfall&product=HOLL" target="_blank">Hollowfaust</a> </p><p></p><p>One further note, one of their more interesting aspects, is the need for monster corspes (kept fresh as possible) to help to augment their fighting force.So maybe that might be off interest SINCE they pay handsomely for good monster corpses.</p></blockquote><p></p>
[QUOTE="Nightfall, post: 68773, member: 374"] *pops into being* Did someone ask about the Scarred Lands? Well then, about Hollowfaust. It's a city about 22,000 people, the government there is VERY lawful, as they aren't what you call your "normal" run of the mill city of Necromancers. They are more concerned about understanding the weave/ebb/flow of life and unlife. They also have, as a backup measure, a small council of seven with the Clerics of Nemorga, God of Death (Think a VERY neutral god concerned with everyone dying at their appointed time), keeping the city from any harm from troublesome undead. The other guilds deal with different TYPEs of necromantic effects, from keeping corspes fresh to help in the defense of the city, to those that actually speak to the dead, trying to gain insight into what lies beyond. It is not what you'd call your typical city, as death and life are ALWAYS in effect. Also they are strict about their three governing laws, No law can be enacted inside the borders of Hollowfaust. No harm to the body (meaning no rape, murder or assault). Punishments will be dealt with appropriately (and harshly too!) You can look at my review of Hollowfaust here to help gauge whether this is the place for your city campaign. Here's the link [URL=http://www.enworld.org/d20reviews.asp?sub=yes&where=active&reviewer=Nighttfall&product=HOLL]Hollowfaust[/URL] One further note, one of their more interesting aspects, is the need for monster corspes (kept fresh as possible) to help to augment their fighting force.So maybe that might be off interest SINCE they pay handsomely for good monster corpses. [/QUOTE]
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