I also got the Mithril book today (only $10.50 CAN). (Along with a copy of
Egyptian Adventures: Hamunaptra that I was able to special order roughly a month ago. I got it for $13.)
Mithril was my preferred campaign starting point, too. I have run Banewarrens (and several other adventures) there.
Some related notes from my campaign:
Paladins of Mithril become paladins via True Ritual (in addition to just being called or being special), that means that some aspects of paladin code may become open to interpretation (and subsequently, to allow a lot of variation).
My take on common paladin vices in Mithril:
- belief in stern justice - self-righteousness often results in punishments being unnecessarily harsh (as in: "you're a thief" leads to "we can verify that" leads to "lose a hand or work for public good for a year in one of our prison mines/forges")
- punishment through permanent mutilation, death or prison labor camp sentences - Corean is a god who cherishes hard work. The prison in Mithril is mostly empty, the prisoners are out there working to atone for their sins or they are dealt quickly.
- exile is not common. Exiled people can spread evil elsewhere. The people are to be either taught to behave (hence labor sentences) or permanently prevented from commiting crimes (mutilation) or, in case of serious offences, sentenced to death.
- siege mentality. Mithril is a sole bastion of civilization with forces spread along Cordrada corridor and patrols throughout towns and villages. There is simply not enough resources to cover such a large area. Because of this, there are various martial laws imposed. Also, civilians who are publicly flaunting wealth may be requested to support city with their resources (not necessarily forced to, however when living in Mithril one would not want to fall out of favor with paladins).
Benefits not found in other cities:
- free military training for commoners
- orphanages
- social care and free meals for the poor
- free or cheap healing services
- employment easy to find (city forges, mines, fields, fishing boats)
(the last three resulted in high immigration rates and all associated racial and social issues)
Common factors:
- constant risk of exposure to Kadum taint, risk especially high to those who earn their living fishing
- cold and windy weather, dangerous storms (see weather forts)
- pirates, Titanspawn and things which come from the sea
- lots and lots of merchants (Cordrada Corridor) from Vesh, Hedrad and Mullins town
Regards,
Ruemere