WizarDru
Adventurer
So I've decided that the next adventure in my game will take place in the Town of Geartooth, a largish village that has grown up around the estate of an entity known as the Clockwork Mage. The famed but generally reclusive wizard known for creating gimgaws and gadgets of every size and shape, including his or her servants.
The current Clockwork Mage is actually the fourth to bear that title, which became inherited from master to apprentice. Most folks don't know or don't care about that fact. During the last great war, the reclusive mage used his creations to shield refugees from the devastation to the West, an uncharacteristic act of charity due to his almost crippling shyness and his eccentricity.
Many of the refugees never left (having no homes to return to) and put down roots close to the mage's manse (but far enough away to prevent causing him discomfort). Over time, the people have come to look at the Clockwork Mage as their Leige Lord, though he holds no noble title and has never been formally recognized by the king. For his part, the Clockwork mage has no interest in leading, but each mage has come to view the people as their responsibility (especially since the last two mages are descendants of the refugees). As such, he has provided the town with some of the benefits of his research. Clockwork donkeys to pull the carts, clockwork guards that run on a track around the town walls and gas-powered lights, lit nightly by clockwork lamplighters.
I'm planning on sending the players there to encounter the town on their way to meet the Clockwork Mage himself, to see if he had a hand in a conspiracy (answer: he didn't, but he might be able to give them info on who did). While there, I intend to have them encounter some of the cult known as the MoonChokers...essentially fanatical cultist ninjas, most likely there to try and silence the Clockwork Mage.
The mage (who I've haven't detailed in 4e yet, being the inheritor from an older game) has the ability to magically enchant machines to do his bidding. The secret to doing so is one that has only passed between the CWM and his apprentices, though many have tried to decipher it. He/She can't be bought with money and is generally reputed to be quite eccentric. The town has plenty of examples of his handiwork, but given out at his/her discretion, often with little rhyme or reason evident to the recipients of the charity.
Pbartender suggested that there may be rejected clockwork horrors dwelling beneath the town in caves or sewers, which is a great idea that I need to think about. How they got there and why they remain there are questions I'd need to answer. How the MoonChokers could threaten the CWM is another.
Any ideas for things I could put in the town? I'm looking for interesting knick-knacks, which may have no other use than to catch the player's eyes...or things that might go haywire and have to be fought.
The current Clockwork Mage is actually the fourth to bear that title, which became inherited from master to apprentice. Most folks don't know or don't care about that fact. During the last great war, the reclusive mage used his creations to shield refugees from the devastation to the West, an uncharacteristic act of charity due to his almost crippling shyness and his eccentricity.
Many of the refugees never left (having no homes to return to) and put down roots close to the mage's manse (but far enough away to prevent causing him discomfort). Over time, the people have come to look at the Clockwork Mage as their Leige Lord, though he holds no noble title and has never been formally recognized by the king. For his part, the Clockwork mage has no interest in leading, but each mage has come to view the people as their responsibility (especially since the last two mages are descendants of the refugees). As such, he has provided the town with some of the benefits of his research. Clockwork donkeys to pull the carts, clockwork guards that run on a track around the town walls and gas-powered lights, lit nightly by clockwork lamplighters.
I'm planning on sending the players there to encounter the town on their way to meet the Clockwork Mage himself, to see if he had a hand in a conspiracy (answer: he didn't, but he might be able to give them info on who did). While there, I intend to have them encounter some of the cult known as the MoonChokers...essentially fanatical cultist ninjas, most likely there to try and silence the Clockwork Mage.
The mage (who I've haven't detailed in 4e yet, being the inheritor from an older game) has the ability to magically enchant machines to do his bidding. The secret to doing so is one that has only passed between the CWM and his apprentices, though many have tried to decipher it. He/She can't be bought with money and is generally reputed to be quite eccentric. The town has plenty of examples of his handiwork, but given out at his/her discretion, often with little rhyme or reason evident to the recipients of the charity.
Pbartender suggested that there may be rejected clockwork horrors dwelling beneath the town in caves or sewers, which is a great idea that I need to think about. How they got there and why they remain there are questions I'd need to answer. How the MoonChokers could threaten the CWM is another.
Any ideas for things I could put in the town? I'm looking for interesting knick-knacks, which may have no other use than to catch the player's eyes...or things that might go haywire and have to be fought.