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Scarred Lands: Best Books?
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<blockquote data-quote="ruemere" data-source="post: 5114838" data-attributes="member: 5515"><p>Good starting point. </p><p></p><p>Several observations and campaign notes:</p><p></p><p>Hollowfaust is famous for its festival of the dead. My personal take on this was to borrow heavily from <a href="http://www.mexonline.com/daydead.htm" target="_blank">Día de los Muertos</a> and mix it with Greek debauchery.</p><p></p><p>Hollowfaust society is stratified. While the laws are supposed to apply equally to everyone, always remember that there are regular, hard working citizens and then there are these cloaked guys in wide-brimmed hats.</p><p>Oh, and one's body is property of the city.</p><p></p><p>Difficult healing, hot climate (no armors) and arcane spells resulting in overheating - remember to apply these.</p><p>Scarred Lands arcane spellcasters produce a lot of heat - in cold climate this is something similar to Endure Elements lasting one round per spell level. In Hollowfaust, you must be careful not to get heat stroke as it is located at the edge of vast and hot desert wasteland.</p><p></p><p>The ruins, undead and excavations - and all within city limits (in ruined quarters).</p><p></p><p>All legal undead wear masks (PR stunt by necromancers - being in the presence of deceased kin would be very uncomfortable). Most legal undead are a bit more intelligent than zombies (i.e. they can be trained to work as servants). There are no hard rules given for that - you need to come up with your own solution.</p><p></p><p>Magic items in Scarred Lands are scarce. The rough guidelines are: anything with charges (like scrolls) costs as normal up to 10000 GP. Permanent items cost three times as normal up to 10000 GP (i.e. up to 3333 GP normal price). </p><p>Items beyond that cost are too expensive for most people to afford or produce.</p><p>Also, there is relatively high chance of creating cursed or nonfunctional items (it's a guideline in a book, not a hard rule, again, you need to come up with your own specifics). This makes campaigning beyond certain level deadly, as most of items considered standard in vanilla d20, are not available.</p><p>My players range from 11th to 13th level, and they seem happy that +1 items are still viable and desired commodities at their level. In order to avoid inconveniencing them, I am generous with special story awards (like permanent special stat increases, minor artifacts, blessings).</p><p></p><p>Remember, that in Scarred Lands each character is expected to pray, and that prayers bring often tangible benefits (+1 to +3 to single roll for a devout follower, for example), while abstaining from at least calling deity's name during important acts is often punished with minor calamities.</p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 5114838, member: 5515"] Good starting point. Several observations and campaign notes: Hollowfaust is famous for its festival of the dead. My personal take on this was to borrow heavily from [URL="http://www.mexonline.com/daydead.htm"]Día de los Muertos[/URL] and mix it with Greek debauchery. Hollowfaust society is stratified. While the laws are supposed to apply equally to everyone, always remember that there are regular, hard working citizens and then there are these cloaked guys in wide-brimmed hats. Oh, and one's body is property of the city. Difficult healing, hot climate (no armors) and arcane spells resulting in overheating - remember to apply these. Scarred Lands arcane spellcasters produce a lot of heat - in cold climate this is something similar to Endure Elements lasting one round per spell level. In Hollowfaust, you must be careful not to get heat stroke as it is located at the edge of vast and hot desert wasteland. The ruins, undead and excavations - and all within city limits (in ruined quarters). All legal undead wear masks (PR stunt by necromancers - being in the presence of deceased kin would be very uncomfortable). Most legal undead are a bit more intelligent than zombies (i.e. they can be trained to work as servants). There are no hard rules given for that - you need to come up with your own solution. Magic items in Scarred Lands are scarce. The rough guidelines are: anything with charges (like scrolls) costs as normal up to 10000 GP. Permanent items cost three times as normal up to 10000 GP (i.e. up to 3333 GP normal price). Items beyond that cost are too expensive for most people to afford or produce. Also, there is relatively high chance of creating cursed or nonfunctional items (it's a guideline in a book, not a hard rule, again, you need to come up with your own specifics). This makes campaigning beyond certain level deadly, as most of items considered standard in vanilla d20, are not available. My players range from 11th to 13th level, and they seem happy that +1 items are still viable and desired commodities at their level. In order to avoid inconveniencing them, I am generous with special story awards (like permanent special stat increases, minor artifacts, blessings). Remember, that in Scarred Lands each character is expected to pray, and that prayers bring often tangible benefits (+1 to +3 to single roll for a devout follower, for example), while abstaining from at least calling deity's name during important acts is often punished with minor calamities. Regards, Ruemere [/QUOTE]
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