Merchants of Hate (Playtesting Gnomeworks ruleset)

More background info- standard dsclaimer applies, all subject to change as this is coming off the top of my head as I type, so let me know if I start contradicting myself between posts!

1320 years ago war was waged. What started it? Nobody really knew. Some say that the Orthodox Church of the Elements called or a crusade against those defiling nature with the works of man. Others say it was the Earth Church of Kelei, objecting to the mines, stripping the earth of her bones to make tays for man, when the Void supplied magic to do the same thing and it was merely the laziness of mortals that was leading to the desecration of the Earth. No matter who were the exact originators, the war broke out.

Across the mighty Empire of the Chasm, factions came together, each supporting either magic or technology- brother's joined different sides, fires were lit within the hearts of all sentients and the fragile peace that served to ind many disparate races together despite traditional grievances, was broken. In the first years of the war the Empire dissapeared. In the years that followed, barons appeared, leading factions to victory (or defeat), but claiming territory as their own. It took four hundred years, but finally the war slowed down. The political map forever changed- the time of the Empire was no more and the time of the Thousand Kingdoms* arose.

In the aftermath people realised that aside from the rulers of the new Kingdoms, no one had won. Magic was still used, technology was still used, and the Church was fractured- every manifestation of the elements now represented on its own, no more united into the Orthodox Church of the elements and only four outside Churchs representing the nature elements. The other loser was the infrastructure of the Empire. Roads were destroyed and fractured, trade between areas was virtually non-existent, banditry and piracy rampant and little enclaves of prosperity doggedly tried to hang onto existence in the face of outside foes.

But there is always someone there to take advantage of the situation. In this case it was the merchants. Realising that the Kingdoms, Free Cities, Princedoms, Baronies, Duchies etc that had sprung up around them were largely bankrupt and unlikely to work together, they started to come together. Slowly they formed into Guilds, them trading costers and finally into the great Houses that exists today. It was not a short process, taking five hundred years for the existing Merchant Houses to emerge from the battles between the growing Merchant Costers. Of all those around today, it is only Derig of House Mercurial that lead his House then (though rumors persist that Hezerial of the Travel Coster was around, behind the scenes and manipulating, he denies it of course, but who believes a half demon?)

It is the Houses that force the Kingdoms to maintain an illusion of peace. They allow small skirmishes and battles between one or two Kingdoms at a time- but if it looks like it will escalate out of control House of Iron mercenaries are suddenly very prevelant, House Ferlor starts threatening food shortages, House Mercurial starts closing down schools and academies (due to the dangerous climate....), mistresses of high ranking officials and nobility all have permanent headaches and goods jsut never seem to arrive... Of course these difficulties dissapear once the threat of large scale war dies down- it appears that peace is good for trade (and for the libido!)
 

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Game style discussion

Ok, While I am sorting out a background, what style of game do people want?

RP heavy? Combat Heavy? In between?

How about maturity level? Are people comfortable with descriptive text that could be graphic (non-sexual to satisfy Eric's grandma, sexual will be via inuendo!) or themes that are more adult? (Example would be: Character's are confronted b a choice- go along with a slave ring or rebel against their house. Or object to obvious exploitation of children even though mores of the day have no issue with it - yep, Victorian era factories preffered children for many tasks because their hands are smaller and better for delicate work!)

Don't worry on the XP side with any choices. I reward RP heavy games just as many XP as combat heavy games- to me it is just a variation on the nature of the challenge to be overcome.
 

I like a good mix of RP and combat with a little more empasis on the RP. Regarding maturity level, I like it on occasion. I think that unless you specifically want such things to be the focus of the game, you should use it sparingly. I love having my character encounter some moral dilemmas, but it should be a major event, not an every day occurance. Still ultimately up to you as the DM though.

Just some thoughts,

tm_supreme
 


I am happy with both your points- on the moral dillema's thing- yep, used sparingly good, over used it becomes a sermon (bad!!!) The point I am after is that if people have a problem with descriptions of torture, slavery, bloody combat etc. me, I think decent descriptions enhance play and encourage players to use them, but only if everyone involved is comfortable with it. This is meant to be fun for all and I don't want to go in a direction that people find uncomfortable!
 

Hiya all
Gnomeworks sent me over as a replacement for Identiycrisis (if identitycrisis returns before game start I will step aside though). Just want to say atm that this looks awesome - greatwork GK.
 


Thanks Tonguez- if possible- post a character by tomorrow and I will start an IC thread- (I want to try and ut a bit more geography down first as well)
 


IC you'll have to check with Gnomeworks if he is happy with five in the group- I posted the first IC post yesterday. It is easy enough to work you in if gnomeworks is happy to have five.
 

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