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Halloween Jack
Sep 11, 2003

Let your word be "Yes, Yes" or "No, No"; anything more than this comes from the evil one.




Cythereal posted:

Avalon was probably the weakest part of the entire setting in 1.0 in my opinion, and if anything I think it's worse now. "Elaine is now a totally hot bisexual who simultaneously dates her greatest knight and a woman who's her political rival just like in my animes!" is not a change for the better, in my eyes.

Cythereal posted:

"It's anime" is all you needed to say. I looked it up, and it's specifically anime genderbent Arthur who looks like a 14 year old girl from a porn visual novel who's a slave to the generic anime protagonist and loving her is a major plot point.

So even worse than Wick, congratulations.

Cythereal posted:

My issue is more that I feel Elaine specifically is a bad choice for this and feels overly fanservicey in that "hey hot lesbians but she's also totally dating a dude!" way in a kingdom that feels like Wick's pet even more so than Vodacce.

Cythereal posted:

Elaine 2.0 has none of the tragedy in the making that defined her 1.0 incarnation, she just seems to be blatantly unfaithful to both people she's attracted to. Either relationship in isolation is a narratively compelling one, I feel - the knight in love with his seemingly unapproachable lady is a staple of romantic and historic fiction, as are the two political leaders deeply divided over what the best course of action for their kingdoms is but are just as deeply attracted to each other. Both are rich mines of character drama and ripe for starting plots due to the innate volatility of the relationship or from someone else discovering the relationship and trying to use it.

But combining both... it's narrative overkill, in my opinion, and Elaine is cheating on both of her paramours with each other. It fits if you want to play Elaine in an overtly villainous light (genderbent Henry VIII?) which is quite easy to do given the Sidhe nonsense going on, but I don't think that's what the writers were setting out to do. At best, it points to a significant flaw in Elaine's character and probably means that she'll never be faithful to anyone even if she marries.

Personally, I feel it's as simple as the writer grossly misunderstanding bisexuality. The vast majority of bisexual people are not simultaneously dating two different people of different genders, they're just attracted to a wider range of dating possibilities than straight people.

Cythereal posted:

Call me old-fashioned, but that's how I see the relationships. She hasn't admitted either relationship publicly, and in my eyes that's not a good sign.

Cythereal posted:

Yes, because dating multiple people at the same time is so incredibly normal.

https://www.youtube.com/watch?v=7FYTc55nGEI

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Cythereal
Nov 8, 2009



For whatever it's worth, I'm sorry. Typical sperg, I get way too invested in dumb poo poo on the internet, well past the point of sanity.

Mr. Maltose
Feb 16, 2011

The Guffless Girlverine


Ah, yes, the unfortunate tendency of those with autism to dehumanize others. Nothing to be done I guess.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.


Cythereal posted:

Die Kreuzritter. Reclaiming this world for humanity, one dead monster at a time.

Yes, but the monsters are the ruling class.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018



7th Sea 2 - Nations of Theah, Vol. 1 - Magic City

Carleon is called the Shining Star, the great capital on the southern coast. When Elaine took power, Derwyddon declared that she needed a city worthy of her and turned the port town of Carleon into a new city overnight, transforming sea foam to a bright castle, adding promenades and cathedrals, and generally remaking the place entirely in a grand show of Glamour. Glenayre Castle is Elaine's palace, atop the black cliffs. Its gleaming spires look even fresher now than they did the day they were summoned into being. Elaine holds court from an opulent throne room, large enough to house hundreds, yet the magic of the castle makes her voice carry to all corners of it if she desires. The rest of the castle is art galleries, gardens of citrus and a large feast hall. In the lower area is a training pavilion for the knights, and the towers are used to house courtiers and dignitaries. The Queen's own tower is immense, with a small library, private chambers and servants' quarters for her ladies in waiting. It also has a direct entrance to the Walking Hall, where petitioners wait for an audience with Elaine for various reasons. She may take the Queen's Stair if she wishes to avoid them, heading around the outside of the tower. This stair is always watched by her guards, stretching all the way up the tower to her private inlet under the cliff, which leads to the ocean. Elaine prefers to use the stairs for private talks, as it is very hard to eavesdrop on them.

Northwest from the castle is the city proper. The streets are a twisted mess, easy to get lost in until you realize they follow the cliff's rock formations. The heart is the Promenade, a park that is always open to tourists, performers and street vendors selling fake Sidhe goods. Further down from it is the Parliament building, and opposite that the National Dock, where the high courts sit in judgment of criminals. Above the dock are the legal libraries and judges' chambers, plus the Advocate School for new defense lawyers. Beyond that is the Endwell prison, for those awaiting trial. The worst criminals are kept in its lowest levels. Endwell is built into the cliffside caves, maintained and protected largely by Glamour. Just at the waterfront's edge are the Marking Stones, an ancient stone circle used by Derwyddon for his magic. Since he's around less and less, they have increasingly been used by the followers of the Old Faith for worship of the Sidhe and to ask for help.

The city splits into three districts - north, south and west. The north is where most people live, with nobles being closest to the Promenade. There is also the Grand Chapel of the Church of Avalon there, with high walls and beautiful stained glass. The nearby Vaticine Church of Saint Benedict's is more subdued. Heading into the poorer areas will find the Realists' Meeting Hall, which is a non-nonsense building with little decoration. They prefer the outskirts of Carleon, seeing the city's Glamoured streets as madness giving form. The west district is home to diplomats, businesses and mercantile concerns. The closest to the Promenade is Vendel League Row, where the League's representatives do business and also host art galleries and musical performances and theater. They also rent out homes to diplomats at high prices. The Explorer's Guild Charter House is nearby, the Avalon HQ for the society and base for launching expeditions to the Thalusian isles or the recently discovered ruins in the Inish swamplands.

On the south end is Morgan's Roost, a mansion made from the planks of retired ships. It is the retirement home of the Avalonian privateers and sailors, built by Elaine after she heard their jokes of retiring to 'a home with a view.' The main hall is lined with mastheads from scuttled and destroyed ships of the fleet, and some of the most notorious privateers now live there. The Sea Dogs rule the nearby docks, based out of Hopewell's Inn near the Marking Stones, and own most of the ships and warehouses. They serve as the police of the docks, as well, generally doing a better job than the city guard.

The newest part of Carleon is Glamourtown, sprung up at the far end of the market. It has begun to warp and transform due to the local wild Glamour. The colors there are brighter, the buildings taller and grander, the air more wondrous. The Sidhe live alongside the area's mortal residents, and most of the Sidhe diplomats to the court have rooms in Glamourtown, in a large manor called Seabright. It is blue-green with silver accents, and it's more opulent than any noble manor in the city. However, Glamourtown is no place to wander unescorted, as the wild magic has a tendency to cause mischief.

Siochain Forest is east of Pomitain, in the shadow of Mount Cymru, and it is the heart of Sidhe power in Avalon. Once it was just a mystic wood, and people ignored the weird poo poo that happened inside it. Riders might vanish once in a while, or the voices of the dead might call out, or faerie lights might lead someone astray, but hey! Normal hazards. Things have gotten much more legendary lately, especially around the fields at the southern edge, where the Bran Bridge lies. The bridge is a ruin that barely exists, its stones ending at the waters of Bran Bridge Lake, where it is said that Athrwyn hurled the Graal six centuries ago to keep it safe from Montaigne. In the days just prior to Elaine's return, a unicorn emerged from the wood, the first sighted in generations save by those most pure in heart. It walked to the water and touched the lake with its horn. The waters parted, and the Sidhe emerged. Some rode to Carleon, but others stayed in the forest. Now, the wood is also called the Unicorn's Forest, and it is the center of what is called Arcadia - the main Sidhe territory in Avalon.

This has placed the villages of Cordelia, Broken Bow, Harlenn and Wandinhome in Sidhe territory, and the Sidhe gave the locals only one choice: accept their rule or leave. Many fled, but some chose to stay. Travelers have reported that they are growing more Sidhe-like, with children born with more affinity to magic each month. Those that'd travel there would do best to learn Sidhe custom, such as bringing gifts to placate spirits. Accepting a gift without a clear and equal exchange is also very dangerous, as it means you owe the Sidhe and they may choose to, say, make you stay forever. Some are fine with that fate, as the towns and villages in the Forest are idealized versions of what the Sidhe think mortals like. Beasts roam the streets, trading food for candy or selling self-repairing clothes.

The area is ruled over by a council of three Sidhe. Elenyth, the eldest of the three, represents Magic, serving as a guide for the awakened Glamour and the chief voice of the magical creatures. Her symbol is a scrying bowl of glowing Bran Bridge Lake water, which never moves nor spills. Second is Lady Anne Ladybee, said to have been a mortal kidnapped by the Sidhe at a young age, who returned more Sidhe than woman and is handmaid to Daniele. She represents Sidhe Wisdom, hosting the area's library of magical knowledge. Rumor places it under Mount Cymru. Her symbol is the blooming holly branch, and she is always followed by a flock of ladybugs. The last of the triumvirate is Bailiwick Brownteeth, a terrifying creature with grey and mottled skin, skeletally thin and unnaturally long limbs, and teeth stained a rotten brown. He is the leader of the Redthorn Guard, representing the martial might of the Sidhe. The Guard ride the borders, their steeds drinking only single-malt whiskey. His symbol is a black thorn branch that can cut through anything.

The Queen's Respite Inn is perhaps the only wholly neutral, mortal place in Arcadia, and it's not run by one. No Sidhe pacts may be made there, only mortal business deals, and all within are safe from harm. It is run by an exiled Sidhe, Lady Gwynnfra, who is marked as 'fallen' by her giant gold horns nad her grey-blue skin. She allows a guide service for travelers to operate from the inn, run by the Sidhe brothers Solis and Tolus, who have hired experienced travelers to guide visitors in the woods. Their prices are reasonable for guides. Their rescues, if you go without, are much more expensive.

Tallow Hill is new territory, claimed by the expanding forest. Siochain is growing, you see. It was once only a few square miles, and now runs from the border of Balig all the way to Mount Cymru. The Sidhe welcome settlers that want to join their magical society, and many sorcerers have come from other lands to avoid being persecuted at home. Tallow Hill is their settlement, a sort of wizard refugee community. It's great if you need information or help or even minor artifacts - someone who lives there probably knows about one. The Realists despise the place, even more than the rest of Siochain Forest.

Wandesborrow is a port city on the eastern shore of Avalon, north of Carleon and east of Mount Cymru. It is much older than other Avalonian ports, built on an ancient cliff with high walls to protect against sea invasion. The accents here are thicker than elsewhere, with a brogue often mistaken for Inish. This is the homeland of those who descend from the Cymry, one of the ancient Avalonian tribes, who have maintained the eldest set of traditions. History tells us that the Cymry once ruled much of eastern Avalon, with Mount Cymru as their spiritual capital. When the Numanari came, they built many of their colonies on Cymry land, driving the natives back to Wandesborrow's walls. Many Cymry assimilated into other tribes, but Wandesborrow has remained staunchly traditional, using their old music and songs, which are said to be heard on the sea long before the docks come into view. It is the second-largest port on the island, and has the best boat-builders in all the Glamour Isles, if you believe the Wandies. The city is a sailor's haven - and is indeed called that by many as a second name. The Cymry elders that run the place are all former sailors, retired after decades at sea. Despite its ancient roots, it is a rising star in Avalon, the favored place for many pirates to get ships. Some say the head of the elder council, Tamarin Driscoll, made a deal with Berek himself, betting that in five years he could build a pirate fleet to rival the Sea Dogs. The city certainly seems to be trying to meet the challenge, focusing on building more and more vessels. Young men gather at the outdoor tavern known as the Hwyl to swap stories about their first adventures at sea. The rest of the city is focused on art and culture, especially in the area called Owens Gardens. It was formerly just a mass of old trees, but is now home to a thriving community of traditionalists of the Old Faith, who weave tapestries of old legends. It is also home to a thriving black market in relics and artifacts from across Theah.

Next time: Inismore locations

ChaseSP
Mar 25, 2013



MonsieurChoc posted:

Yes, but the monsters are the ruling class.
What's the difference?

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.


ChaseSP posted:

What's the difference?

One is weak vs. silver, t'other's weak vs. guillotines.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.


ChaseSP posted:

What's the difference?

It's a lot easier to shoot one of them.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion




GimpInBlack posted:

One is weak vs. silver, t'other's weak vs. guillotines.

Technically both are weak to guillotines.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.


wiegieman posted:

Technically both are weak to guillotines.

I dunno, you never know when the guy is going to casually put his head back on when you're dealing with a Green Knight situation.

ChaseSP
Mar 25, 2013



Brand new patented silver edged guillotine. Comes with a container of your herb/salt/misc of choice for the basket to catch the abominations head in.

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.


wiegieman posted:

Technically both are weak to guillotines.

One's easier to put in the guillotine, then.

AweStriker
Oct 6, 2014



GimpInBlack posted:

One is weak vs. silver, t'other's weak vs. guillotines.

Or just make a silver guillotine.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.


Massive amount of explosives also work.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018



7th Sea 2: Nations of Theah, Vol. 1 - What If More Sidhe

The Inish have along history of fighting alongside the Sidhe, with their stories claiming their ancient forebears fouhgt waves of horrible, dark monsters with Sidhe aid. You can see the Sidhe influence in the land still, ancient ruins of the past, kept right alongside their modern lives. Donega, the capital, is a city reborn in the past decade of plenty. It had been falling to ruin, but the return of the O'Bannon brought attention back to it, though the old capital was called Tara at the time. For many decades, it had been seen as just a ceremonial location for a people fractured by invasion. When the O'Bannon took the throne, the nobles began to return, renaming it Donega after the ancestral lands of the O'Bannon. Its design and architecture are heavily defensive, rather than that of a new city, but the O'Bannon seems to like it.

In Tara Square, at the heart of the city, is the Fal Stone, the symbol of the true king. It is a wide, smooth stone, taller than a man but otherwise plain. It is imbued with deep Inish magic. The O'Bannon provided his worth and identity as the true high king by kissing the stone, which wept and sang when he did. Donegans say the song foretells the king's future, though no one seems to remember what the song was like ten years ago. Rumor says the stone has begun to weep again and sing on nights of the full moon. The Knights of Tara have kept people away from the stone, but it's clear something's wrong.

Castle Tara itself is a ramshackle old building, overrun by decades of trees and vines, yet somehow it still stands, and indeed, since the O'Bannon's return, the Glamour has mixed the trees and masonry together into a unified whole. The O'Bannon's throne room has grass underfoot and an open ceiling, though outside weather never seems to enter it. His throne is an ancient tree with a worn-down seat, and an empty place set for the lost crown of Inismore. The rest of the castle is host to the two feuding bands of warriors under his command - the Fianna, long ago established as knights who set aside their clan allegiance to serve only the ard ri, and the Knights of Tara, newly formed. The loss of the crown has been the single greatest blow to the Fianna and their honor in long years. Many of the others have lost confidence in the Fianna ability to protect the king, and the O'Bannon's obsession with regaining the crown has led to him even leaving behind his flaith, his honor guard, in search, as well as sending the Fianna out across the world to find it. The councilors have taken the chance to found the Knights of Tara while the king is busy, ensuring they are loyal to the country of Inismore as muich as the king himself. The Knights of Tara use the old Fianna training grounds while the Fianna are a way, and they're rather controversial, as their methods are patterned more on Elaine's Knights than the old Inish traditions. The populace sometimes see them as an affront or a novelty. While they are controlled by the nobles, they are at least a stabilizing force in the region while Mad Jack disappears for weeks at a time.

O'Shay's Provings, on the opposite side of Donega, is a huge indoor and outdoor training center for combat. It is run by the legendary brawler Mickey O'Shay, and the warriors there are the best in the land, brough to teach any that want to learn. The exams to get in are a lot like those of Burke University, but with more hands-on testing. Those that survive the classes learn armed combat, wrestling, horsemanship, archery and more. They leave with a tattoo of a bull standing over a blazing sun - the mark of proving. Burke University is on the sotuh side of the city, near O'Shay. It hosts the great thinkers and philosophers of Inismore - and, indeed, some of the best in the isles as a whole. It has texts from across the continent, with teachers invited from all over to lecture, though the place is not so lavish as some universities in Castille or Montaigne. It does host some of the top researchers in the world on magic, however, and its administrators are a mix of native Inish and foreigners from many places, including Yachidi from the Crescent Empire. Students must provide three letters of recommendation from scholars or leaders, then pass a rigorous exam. After that, though, tuition is free and there's no set end date. Plus, students are allowed to go abroad to gain knowledge, as long as they bring it back home with them.

Liumech is the Inish center of political and naval power, however. It was a port city north of Dunkeen, fallen into disrepair after the War of the Cross. It was a den of crime and piracy, ruled over by the corrupt and debauched O'Malley clan...well, corrupt until five years ago. Aileen O'Malley led a coup against her drunk uncle, Stanley, and reestablish Liumech as a center of commerce again. Aileen is a natural diplomat and a former Pirate Queen of the Shannagary Isles, and she brought her small fleet ot the city to protect it from raiders, gaining the loyalty of the city people. She has transformed it into a safe and cosmopolitan city. Ships from across Theah dock there on the way towards the Atabean and beyond. Clan O'Malley maintains a just and fair market, and handles the city's legal matters with aid from those clans that live there. An ad hoc council of these clans, plus the Merchants' Guild and the Captain's League, advise Aileen.

The criminal element has largely clustered in the western part of the city, by the docks. This area is no called Old Town, and Aileen's big changes have yet to reach it. The buildings are rickety and dark, and criminals often come ther to lie low for a time. Many of the old buildings have fallen to ruin and been repurposed. Stelladora's, a famous music hall, is in the center of what was probably once a library, and the Brotherhood of the Coast meets in an old manor. The most contested real estate, however, is the St. Rose Church on Old Town's border. It was a Vaticine cathedral back in Liumech's old heyday, before the Church was evicted in favor of the Church of Avalon. Recently, the Vaticine petitioned Clan O'Malley to rebuild it, paying a hefty price - and so they were given permission. There's just one problem - the local tenants don't want to leave. St. Rose has served as a place of refuge for the jennys of Liumech and a local meeting hall, and they see no reason to stop. The Church has been allowed to keep up construction provided they don't drive out the jennys, but both groups want to control the future of the cathedral.

The High Lord's Castle is an ancient manor, dating back to the first O'Bannon, and its stonework is weathered by time and neglect. Before Aileen, it was practically a ruin. She has used the funds from her piracy to rebuild and transform the castle into a tasteful power center for her clan, covered in banners and wreaths of holly. The clan treats visitors to the best food and drink they can, usually expensive imports, and Aileen snubs no one, even the poorest who come to her for advice. Her reign began on piracy, sure, but she is an honest and fair ruler.

The newest arrival is a massive construction project, Lady Morwyn's Gardens. One day, the people of the city woke up to find a large chunk of the nearby hillside had been transformed into rocky but excellent gardens with many standing pools and beautiful birds. Sidhe magic transformed it, clearly, and Lady Morwyn runs the house in the center of the gardens, having appeared with it. She offered to open the magical gardens to everyone, clearly ordering them not to linger after sundown without her express permission. Since then, it has become a sort of artists' colony, as many poets, musicians, writers and painters draw inspiration from its unearthly beauty. The locals have begun the Sea's Grace Festival there in autumn, bringing in people from far and wide to celebrate the artists. Lady Morwyn sits in as the Lady of the Sea, watching over the proceedings at the side of Aileen O'Malley. The two women don't like each other, though, and that's not a secret. Aileen worries that Morwyn has political goals, and she doesn't trust her a bit. They just put it aside once a year for the festival.

Next time: Into the Highlands

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk








Chapter 7: Places of Interest - Europe and the Near East part 2






Orenburg
The Hook: In the early 1800s the city of Orenburg was the site of a series of unexplained phenomena. In 1824 and 1825 pieces of symmetrical metal (composite iron oxide and some unknown biological matter) fell onto the roof of the local church out of a clear blue sky (multiple times). These were transferred to St. Petersburg, where upon the Brotherhood of the Inner Order absconded with them (the Brotherhood was an illuminati group that formed in response to Catherine II banning the Free Masons from Russia back in 1792). Fast forward thru time, and the objects eventually wind up in the possession of Madame Blavatsky (well known historical psychic/medium/occultist) because her grandfather was a member of the Inner Order. When she finally passes away in the 1890's the mysterious metal objects end up missing from her personal collection of artifacts and relics and they're still unaccounted for to this day.
My Take: So what? There's a fairly detailed set-up for these unexplained metallic objects, but then no payoff. There's nothing indicating why they're important (outside of their mysterious appearance) and there's no leads provided for what could have happened to them. Why is this taking up word count in the book?


Prague
The Hook: Defenestration is to Prague what the guillotine was to France, and the people of Prague have a storied history of using defenestration to settle political and religious disputes. Most recently in 199X (the books says "last month" but that'd only be relevant to your campaign timeline) a Hungarian protestant priest named Janos Sarkany was tossed from the roof of the St. Vitus Cathedral. While there's no love lost between Catholics and Protestants in Prague, there's rarely open conflict between the two organizations. Nobody knows why Sarkany was tossed or who did it, and the last entry in his diary from the day of his murder simply reads "BLACK ANGEL" in a thick, charcoal ink.
My Take: So what? This is another fairly detailed set-up for an unexplained event with no obvious motive, suspect or payoff. I guess the GM could throw this out if they needed to come up with a quick rumor for "what does my character know about Prague?" but outside that it feels superfluous.


Rome
The Hook(s):
1. The Monastery of St. Cyril is the most heavily defended stronghold that the Knights of Malta hold. That's all the book has to say, and it feels like this should have just been a bullet point in their writeup in Chapter 6.
2. The P2 Masonic Lodge is pretty important. How important? Good question! The book doesn't seem concerned with explaining why either.
3. The Vatican has recently been the site of a horrific ritualized murder. Cardinal Albertini was found murdered inside the library, apparently strangled to death, communion wafers stuffed down his throat, his eyes completely gouged out and Bible scripture carved into his back in the original Latin verse. There's no witnesses, no suspects, and no real lead here, except that I'm 99% sure this is the hook for the single published adventure path for Dark*Matter, dealing with the Final Church.
My Take: Two nothing burgers and a teaser for their first (and only) adventure path. The book doesn't actually even mention the adventure path, I just happen to recall that fact because of my familiarity with the line. If you didn't have that knowledge off-hand, it'd be three nothing burgers.


St. Petersburg
The Hook(s):
1. There's a ton of palaces in St. Petersburg, including the Winter Palace, the Mikhailosky Palace and the Hermitage. I guess that makes it a decent tourist destination?
2. The Hidden Order of St. Gregory has their HQ here, and it's packed with all kinds of alien tech, ancient artifacts, occults relics and other miscellanea. Supposedly the spaceship fragments recovered from the Tunguska explosion and the bio-metal plates from Orenburg are stored here, among countless other things. It wouldn't be easy to infiltrate, but if your investigators are looking for a plot macguffin that was ever located in or around Russia, it's either contained here or there's a lead here on where it can be found.
My Take: You can't convince me that Bauer and Cook didn't write these literally in the order they're presented because they've been running on fumes for a few updates and it's clear that the tank has gone completely empty at this point. Every single location in this update has had a big "So what?" attached to the end of it.


Venice
The Hook(s):
1. St. Mark's Basilica is a popular tourist destination, so there's no secret conspiracy stuff happening here. Or maybe there is? The book helpfully admits that there's nothing immediately interesting happening here, but the GM is free to make something up if needed. Wowie wow wow, thanks for the permission.
2. The Palazzo del Nozerri is the spring and autumn home of the Comte St. Germain, in case you forgot that Dark*Matter included this overplayed GMPC. The players could find him here, or not, but again he's generally far outside the power level that any group of investigators could reasonably expect to attain, and I resent that the book even bothers to give him a known base of operations.
My Take: Welp, that wraps up Europe! The end of this section was a big wet fart, and I'm now looking at the remaining section of Chapter 7 with only the most morbid curiosity - if this was the effort that Bauer and Cook were going to put into Europe, how terrible is the final section?


LOW/NO EFFORT HOOKS ABOUT G-G-G-GHOSTS: 8
LOOK-BUT-DON'T-TOUCH LOCATIONS: 23


NEXT TIME: To infinity, and beyond!

Midjack
Dec 24, 2007





AweStriker posted:

Or just make a silver guillotine.

Those are hard to keep sharp.

White Coke
May 29, 2015


Midjack posted:

Those are hard to keep sharp.

Have they earned a sharpened guillotine though?

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!


Lady Ladybee is followed by... ladybugs, not... bees?

Sidhe is a gently caress

kill all elves

time to cut the long ears

better dead than Glamour'd

Rationalists did nothing wrong

dead sidhe is a good sidhe :black101:

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised




Everyone knows fairies and bees don't mix.

Also Avalon seems like a place where Sidhe gradually just become your annoying neighbour. (occasionally in an Urkel sense)

Liquid Communism
Mar 9, 2004


Out here, everything hurts.




Just load your gloves with iron shot and go punch 'em in the nose.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!


Mors Rattus posted:

The O'Bannon provided his worth and identity as the true high king by kissing the stone, which wept and sang when he did.

Stone, after O'Bannon kissed it:

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!


Back to Runequest, I like the art and the x-bras/shirts that the ladies are wearing, thought I dunno how practical that is.

That said, the fake-beard wearing priestesses will never be not funny. It's so legalistic Orlanthi! someone must have gone "gentlemen, a woman wants to join the cult, yet we only allow men. So, what separates men from women? ...beards? Yeah, good enough, make her wear a fake beard. Now, who wants to get drunk and sue a ghost?"

Josef bugman
Nov 17, 2011

I'm a lovely person who deserves to be happy!


It's more "What defines knowledge" and instead of deciding (as a lot of people in the west did) "The fanciest hat", the Orlanthi went "beards". Beards are an essential part of wisdom, everyone knows that.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised




Elaine seems to have a bit more going on than in previous editions to the point where it seems thematically confused. I suppose at least there's enough room for a GM to tweak things to their preferred level of Arthurian myth, historical intrigue and/or hella gay anime.

My knowledge of Scottish history and culture is nonexistent where talking ducks are not involved, is MacDuff being set up for a Macbeth reference or just a common name?

The Lone Badger
Sep 24, 2007



Mors Rattus posted:

Magic doesn't exist, they say, but those that believe in it will it into existence.

And the difference between 'willing something into existence' and 'magic' is..... ?

Mors Rattus
Oct 25, 2007

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The Lone Badger posted:

And the difference between 'willing something into existence' and 'magic' is..... ?

The ability to make one go away if enough people stop believing in it.

And MacDuff is just a real Scottish clan that exists.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion




Josef bugman posted:

It's more "What defines knowledge" and instead of deciding (as a lot of people in the west did) "The fanciest hat", the Orlanthi went "beards". Beards are an essential part of wisdom, everyone knows that.

It's actually height in the west, not hats (although they wear those too). That's why the big impractical wood patterns all the traditional wizards wear.

The Lone Badger
Sep 24, 2007



Mors Rattus posted:

The ability to make one go away if enough people stop believing in it.

Willing something out of existence is just a different kind of magic.

unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.

Josef bugman posted:

It's more "What defines knowledge" and instead of deciding (as a lot of people in the west did) "The fanciest hat", the Orlanthi went "beards". Beards are an essential part of wisdom, everyone knows that.

Well, yeah, how are you supposed to show you're pondering wisely without stroking your ridiculous beard.

Mors Rattus
Oct 25, 2007

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The Lone Badger posted:

Willing something out of existence is just a different kind of magic.

The Realists, like the Puritans, may not have the most logical and reasonable philosophical underpinnings.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!


The Lone Badger posted:

Willing something out of existence is just a different kind of magic.

Look, we're talking about a movement based on a real life religious movement that crossed an ocean to get away from people who celebrate Christmas, they can stand to be a little ridiculous.

Mors Rattus
Oct 25, 2007

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7th Sea 2 - Nations of Theah, Vol. 1 - Scotland the Brave

All land in the Highlands is owned by one clan or another - every inch. The larger holdings have become cities, usually run by one clan but with multiple clans in residence. Castles are the ancestral homes of the clans, and vary greatly in size. Kirkwall is the ancient capital and the political heart of the Highland Marches. Its architecture, like its culture, is a clash of old and new. Its center is not the king's castle, but the Parliament House, home of the High Council of Advisors - a 500-man body of clan leaders and nobles from across the island. Each seat is inherited, and the king leads each session. Their debates are spirited, and it is not that rare for an argument in Parliament to evolve into a brawl or a duel, especially on the issue of support for Avalon and Elaine. When the Parliament comes to the capital for the legislative season, the place is transformed. Most of the members are only there for that - they have other work to do for the rest of the year.

Parliament convenes for only one week, during the spring, and the city must then host hundreds of nobles and dignitaries, along with their families and households, the merchants that come to cater to them and more. It amounts to one week with over ten thousand new residents. Thus, Kirkwall is always expanding, to ensure there's sufficient housing when Parliament arrives. Most notables maintain houses on Noble's Mile, a stretch of homes between Parliament House and the local Rose & Cross chapterhouse. Some are empty when the Parliament is out, while others are occupied year-round, and some allow their followers or lesser children to use their residences while they're away, to keep the place from falling apart.

Inverness Castle sits atop the Noble's Mile, small and built quite recently by King James. It is a miniature version of the MacDuff ancestral estate, granted to him by the Unionist faction after some successful Avalonian trade deals. The idea was to proclaim him as grand as Elaine but not as ostentatious. Inverness is only as large as the average manor house, with only a small courtyard for the guards to muster and train in. James often stays in Inverness when in Kirkwall, though he keeps his political work to Parliament House. Nearby is MacDougal's Manor, the center of Separatist action in Kirkwall. The land once belonged to the MacDougals, but their lord was exiled after he spoke too often about his angry anti-unionist beliefs at Parliament, and the Separatists have used his plight as a rallying cry, taking his manor as their headquarters. It was once a lavish home, now fallen into disrepair, stripped of most comforts and largely only used for meetings. The guards hate the place - its size and orientation make it hard to monitor for treasonous activities. The clan MacBride cares for the place now and often stay there.

St. Marigold's is the largest building in town short of Parliament House, and the only Vaticine church left in the entire Marches. The Highlanders never adopted the Church of Avalon, instead embracing Objectionism, and after the War of the Cross, most Vaticine priests were ejected from the nation. More recently, the Church has petitioned to return and tend to the few Vaticine faithful that still remain. They were shocked when James agreed to it, though it was probably because of the funding they brought with them. They've wasted no time building the impressive cathedral in order to draw attention. What most do not realize, however, is that it has been largely funded by the Inquisition, to use as a base from which to act against the Sidhe and their magic.

Outside town are the Fairegrounds, an open stretch of land used for market days. It is largely empty much of the year, though, except when Parliament is in session. In that one week, a grand market fills the grounds, springing up to support the sudden influx of new people. Merchants bring food, goods and entertainment to Kirkwall, and the place is so popular that people from across Avalon come to attend the grand market and see the art and theatre. The weeklong celebration of Highland culture shows the hope most Marchers have for the future. Even Queen Elaine usually attends, in the hopes of fostering goodwill with the Marcher people.

The Shannagary Isles lie at the mouth of the Highland Channel, between Inismore and the Marches. They are rugged outcroppings of stone, and they're vital strategically. Many of the islands are so small they don't show up on most maps, and only the best sailor can chart a course through the small chain successfully. The first settlers of the islands were Inish fleeing occupation by the Old Empire, and they named three of the islands for the grief they felt - Keening Rock, Misneach (roughly, 'pushing through adversity') and Uisce ('source of life'). These and the settlers that would follow united as a special band of islanders, dedicated to the triple ideals of comhar, ceol and cara. Comhar means shared work towards a common goal, and the people of the Shannagary are united in their work. Ceol is the rhythm within, the music of life that drives people forward. Cara is the friendship between people, which has bonded those both old and new into a single community. The Shannagary Isles are known as a home for the lost and the lonely, a place where you can have a second chance. Their architecture and traditions are an eclectic mix from nearly everywhere.

Taisec is the oldest city, built on Keening Rock, and it looks like an ancient Inish fishing village. San Spleodar on Uisce is an old Castillian outpost, long since overtaken by the Inish and Marcher refugees from the War of the Cross. And Port Saoirse on Misneach is a haven for privateers and vagabonds worldwide. After Elaine formed the Avalonian navy, many came to the isles searching for easy money outside her influence...but what they found instead were fierce fighters who repelled them repeatedly. Privateers began to instead make port under flag of peace, and many liked the place so much they never left. There's just one catch. The Shannagary islanders have sworn to remain neutral in all conflicts, dedicated to peace. They fight only to defend themselves and their guests, devoting their energy to communal support. Each island's taoiseach ('first among equals,' roughly) is committed to keeping outside politics...well, outside, and anyone that brings trouble to the islands can be exiled from them if they put their needs over the community's.

It takes a lot of dedication to survive in the harsh islands. The strong currents make it hard to even land a ship there, and they can't grow much. The locals eat sheep, goats and seafood. They refuse to trade even with Inismore or the Highlands unless they have no other choice. No one island produces enough for all its people, so they spend a lot of time trading with each other, instead. Uisce has fresh water in a central spring (hence its name), which they barrel and sell to Misneach, the central trade hub. Keening Rock grows the most plants, mostly thick, smokey wood that is good for fuel burning and for making ships. These goods are sold from Port Saoirse to anyone that shows up under a neutral banner. Trucebreaking is punished by expulsion and fierce vengeance, but otherwise all are welcome. Explorers sometimes visit to go into Uisce's caves in search of ruins, and fleeing dignitaries and power brokers often seek shelter there...which can drag in bounty hunters and risk dragging the islands into conflict. The islands are also an excellent resupply point for expeditions across the sea, and the Shannagarys are often the first to hear about newly discovered places in the Atabean or New World.

The Banesidhe Shoals are the twisted mirror of the Shannagarys, off the northern Highland coast. They are nightmarish isles surrounded by deadly reefs. Legend has it the main island was once used by the Sidhe as a prison for their worst members, and that the Sidhe prisoners still live there, preying on any that dare make landing on their shores. This hasn't kept pirates looking for a place to hide from landing, however, and in recent years raiders have been using the Banesidhes as a base to raid the Avalonian coastlines. They respect no ruler and deny the sovereignty of all three monarchs of the isles. Separatists have occasionally met with them to help push their anti-monarch beliefs to some success.

The only part of the island that the raiders do not control is a small western inlet, home to a small house known as the House of the Dead. Anyone approaching the small hut develops terrible vertigo, and many black out before they can get inside. Anyone who makes it in finds a place where, they say, you can talk to your own dead loved ones at a friendly dinner hosted by a Sidhe woman in all white. Visitors may stay as long as they like, but if they eat or drink anything, they live on borrowed time. One year to the day from their arrival at the hut, no matter where they go, a haunting wail will find them, and the ghostly form of the hostess will come to claim their life.

The other place to go ashore on the main island is Fiddler's Point, named for Shannon Fiddler, the first to land there. She was a raider queen that made a small port for her troops that grew into a village, then enlarged when Fiddler made alliance with the Vesten raider ships that attacked the coast. The two came together to be the biggest fleet in the area, and Fiddler's Point became a fortified town. The Vesten leader, Holbrung, married Fiddler and moved all his resources to the island. It is not clear how they found the Sidhe fortress at the island's heart, but both say the wails of something in pain drew them in. Inside, they found an ancient Sidhe, beautiful and pale, chained to the rock floor in an oubliette. She was guarded by an old crone, who told the pair that the storms around the Shoals came from the screams of the trapped Sidhe, and would protect anyone who accepted custodianship of the prisoner, so long as they never left sight of the isle. Fiddler and Holbrung took the deal, and immediately fell asleep. When they woke, the crone had become a little girl, and the pair returned to Fiddler's Point with their new Sidhe daughter, Kit, and the knowledge that they could not leave the island until someone else took the job they'd signed up for.

Shannon Fiddler and Holbrung are now terrifying commanders of the raiding fleets, as the storms bend to their command. Their raiders attack without warning, then flee under cover of storm. Fiddler's treasure is rumored to be hidden in a series of caves under the town. However, any raider that goes looking for it will receive a stern lecture from Kit, who is a small, terrifying child in the body of a 10-year-old (she's aged a bit since the deal was made) but with the mind of an adult.

Next time: New Glamour Sorcery rules.

Mr.Misfit
Jan 10, 2013

The time for
SkellyBones
has come!


Man, for a moment I read Kirkwall and wondered when the City of Chains appeared in 7th Sea...now I want a good DA2-action p&p RPG...=(

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!


Mr.Misfit posted:

Man, for a moment I read Kirkwall and wondered when the City of Chains appeared in 7th Sea...now I want a good DA2-action p&p RPG...=(

There's not even a good DA2 CRPG :v:

Mors Rattus
Oct 25, 2007

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7th Sea 2 - Nations of Theah, Vol. 1 - Iron Debt

The Graal is the source of all Glamour, and it, like the Sidhe, is willing to offe more power if you ask for it. Anyone with Glamour Sorcery can choose to activate a Glamour at a higher Rank than they actually have it at. However, you get Graal Debt if you do. You get 1 Debt for the first extra rank, then 2 for the second, 3 for the third, and so on. As long as you have any Graal Debt, you're out of balance - the Sidhe grant nothing for free. As your Debt increases, you risk being cursed. While you have Graal Debt, before you activate any Glamour, you must roll a d10. If the number is less than or equal to your current Graal Debt, your Debt resets to 0 and you suffer one Sidhe Curse chosen by the GM. You can only suffer each Curse once, but some of them get worse the more Curses you have. (Side note: For the game's purposes cold iron is specifically cold-hardened iron, never alloyed or fully melted, hammered while cold to harden it and not heated. It is common in everyday tools, but few would use it as a weapon except specifically if hunting Sidhe.)

Sidhe Curses
Running Water: You cannot cross running water unless you spend a Hero Point to do it.
Fey Touched: You are noticeably otherworldly. The superstitious avoid you or try to ward you off. In any Scene, you must spend an extra Raise on any social action to persuade, convince or gain trust unless you spend a Hero Point.
Iron Vulnerability: You gain the Sidhe weakness to cold iron. Cold iron weapons automatically cause a Dramatic Wound to you, as if they were guns. Further, in any scene in which you are around a quantity of iron, including holding any iron or steel weapon rather than just cold iron, you suffer 1 Wound for every 2 Sidhe Curses you have, rounding down.
Unsettling Demeanor: The GM may spend 1 Danger Point to activate this. You have ranks in this equal to your total number of Sidhe Curses. All Risks made by a non-sorcerer ally or PC near you lose 1 die per rank while this is active, similar to Fear, and abilities that mitigate Fear also mitigate this.
Diurnal/Nocturnal: You either have an affinity for or aversion to direct sunlight, depending on what time of day it was when you got cursed. For Diurnal, you tire quickly when out of the sun. Every time you would spend Hero Points when not in direct sunlight, you must spend double the number of Hero Points instead. For Nocturnal, sunlight is painful for you. You suffer a Dramatic Wound whenever you spend a Hero Point while in direct sunlight.
Susceptible to Wards: There are many traditional wards against lesser Sidhe, such as a garland of marigolds or an iron nail in the pocket or horseshoe over the door. Any Risk you make against a person so warded or in an area so warded requires a total of 15 per Raise rather than 10, without the GM needing to spend a Danger Point.

Further, for every Sidhe Curse you suffer, the GM gets 1 Danger Point to the pool each session, which may be used in any scene you are present for. These extra points are typically accompanied by noticeable otherworldly signs - flames blow as if in a breeze, milk curdles, animals get spooked, and so on. The Sidhe are jerks! To remove a Sidhe Curse, you must either directly repay the Sidhe via a Sidhe Story, or you must more fully embrace your embodiment of a Knight. Sidhe Stories are a second Hero Story that runs alongside your normal one(s), and when completed, it removes all of your Sidhe Curses. It requires Steps equal to your number of Curses plus one, with the ultimate goal being how you are repaying the Sidhe and the Graal. The GM will work with you to determine what the Sidhe want, as they are capricious assholes, albeit ones that do seem to care about Avalon's success.

But what about the other method? To become more like your Knight embodiment, you can change your Virtue, your Hubris or a Quirk to match that of your Knightly mantle. Every time you do one of these things, you remove all Sidhe Curses you have and swear to one additional Gesa. You can only change each aspect once, and once you have matched all three, you also may perform a two-step Story to gain your Knight's Legendary Glamour, as if you were buying Sorcery again. Every Legendary Glamour is unique, and only the appropriate Knight can wield it - so no one has yours but you. Unless otherwise noted, there is no limit to how often they can be activated, and they follow the normal Glamour activation costs. The Gesa gained by altering yourself to be more like the Knight is freeform. It should begin with 'Always' or 'Never', and you and the GM work together to make an appropriate one. How tough it is should be proportional to how many Curses you had removed, and there should be room for interpretation and not being overly specific. Stuff like 'Never dine with a man you don't trust' or 'Always interfere when someone else abuses an animal' or 'Never refuse the honest request of a pure-hearted woman.' You must decide what the tenet means...but once you do, you must be as true to it as any other part of your Knight's Gesa.

Legendary Glamours
Aesc of the Forest
Virtue: Wily (The Fool), Hubris: Confusion (The Moonless Night)
Quirk: Earn a Hero Point when you eschew an invitation to participate in civilized society and spend the night under the stars instead.
Transformation: You can activate this to transform into a common woodland animal for a scene. You retain your mind and skills and stats, albeit perhaps limited by your new form's abilities, and get 2 bonus dice whenever your form's abilities would be particularly useful in a Risk. While in this form, you may speak with any creature native to the forests, though getting them to do things may require a Risk to convince them. If necessary, animals convinced to help you may be treated as a Brute Squad.
Beorhtsige, Siegebreaker
Virtue: Fortunate (The Wheel), Hubris: Relentless (Coins)
Quirk: Earn a Hero Point when you successfully break into a fortified or secure location, or when you defend such a location from enemies.
I Will Not Be Moved: You can activate this when you make yourself conspicuous during a fight to apply Pressure to all foes that can see you. They must spend an extra Raise to do anything other than withdraw from the fray.
Cenhelm, the Keen
Virtue: Astute (The Devil), Hubris: Overzealous (The Prophet)
Quirk: Earn a Hero Point when you end a discussion, debate or negotiation by drawing steel.
Channel the Blade: Activate this to gain the Style Bonus of any Duelist Style of your choice for the rest of the Action Sequence. You may use it regardless of what weapon you are armed with.
Ceolmund, Knight Protector
Virtue: Passionate (The Lovers), Hubris: Stubborn (The Thrones)
Quirk: Earn a Hero Point whenever you are first into the fray so others don't have to be, or when you stand alone as rear guard while others withdraw.
You Won't Die Here: Activate this to allow one allied PC to ignore all negative effects of Dramatic Wounds for the rest of the Action Sequence. Villains get no bonus dice against them, and they don't become Helpless. You may spend your Raises, one for one, to reduce Wounds on their behalf for the rest of the sequence.
Dudda, The Round
Virtue: Glorious (The sun), Hubris: Unconfident (The Road)
Quirk: Earn a Hero Point when you allow yourself to play the fool or be the butt of a joke to defuse a situation or raise someone's spirits.
Perpetual Feast: When you activate this, you can eat and drink as much as you want with no discomfort, up until you eat enough for (Brawn+Resolve) people of your stature. You may then activate this again later to go for up to (Brawn+Resolve) days without food or drink.
Dunstan, Outsider
Virtue: Friendly (The Road), Hubris: Manipulative (The Witch)
Quirk: Earn a Hero Point when you befriend someone others avoid, reject or have cast out.
Fae Confusion: During any Sequence, you can activate this to throw foes into a state of confusion. People targeted by this must treat all actions as Improvised, costing an extra Raise. If your Approach uses Brawl or Weaponry, you can target up to (Brawn) foes. For all other Approaches, you may target up to (Wits) foes. If there are not enough foes to use up all your targets, you must target allies or even yourself.
Eadburg, the Wealthy
Virtue: Altruistic (The Hanged Man), Hubris: Envious (The Beggar)
Quirk: Earn a Hero Point when you give away wealth or valuables beyond what you need to survive.
Blessing of the Penitent: Activate this when you lay hands on an ally and offer your blessing. Spend 1 Hero Point per companion so blessed. The next time a blessed companion would roll dice this session, any die that rolls less than or equal to your Panache becomes a 10. You can't bless yourself.
Ealdraed, the Oldest Knight
Virtue: Intuitive (The Witch), Hubris: Unfortunate (The Wheel)
Quirk: Earn a Hero Point whenever you advise a companion against a coure of action they desire or in favor of an action they are reluctant about, and they listen to you.
Ancient Sidhe Lore: You must find a place favored by the Sidhe to activate this, such as a fae circle, pristine pool on a moonless night, a candle infinitely reflected in mirrors or a meadow of wildflowers at noon). When you activate this, you may ask the Sidhe (Wits) questions. These questions can be any factual yes/no question about the past or present, the current location of anything or anyone, or to reveal any bit of lost lore or scrap of ancient knowledge as long as you know exactly what to ask for.
Frideswide, the Knight of Peace
Virtue: Comforting (The Thrones), Hubris: Loyal (The War)
Quirk: Earn a Hero Point whenever you convince others to take a more difficult peaceful path even though violence would be an easier solution.
Shocking Disarm: When you activate this, all metal objects in musket range of you release a potent electrical shock. Any wielder of such a weapon, including you and your allies, must either drop it or take (Wits) Wounds and roll a d10. If the roll beats the wielder's Resolve, they drop the object anyway. Dropped metal retains a lingering charge for up to an hour, requiring (Wits) Raises to safely recover, taking 1 Wound for each such Raise not spent on this.
Godric, the Pious
Virtue: Courageous (The Hero), Hubris: Superstitious (The Glyph)
Quirk: Earn a Hero Point when you expose a sorcerous, Sidhe or otherwise supernatural influence that had been concealed.
Rebuke the Blasphemer: Activate this to lay a curse on all Villain sorcerers you can see. The next time these targets roll dice, they can't use any that roll under your Panache.
Hereward, Knight Advisor
Virtue: Exemplary (The Reunion), Hubris: Star-Crossed (The Lovers)
Quirk: Earn a Hero Point when someone you have never advised before comes to you for advice, and you consider their problem seriously and advise them appropriately.
Sage Advice: You may activate this when you instruct another PC on a course of action to make a Risk appropriate to the topic at hand. The Raises are given to the other PC along with your advice. At any time during the session, that PC may spend those Raises on any action that follows your guidance.
Hildraed, Knight Commander
Virtue: Commanding (The Emperor), Hubris: Curious (The Fool)
Quirk: Earn a Hero Point when you establish a battle plan before an engagement and everyone in the engagement has a specific part to play.
Rally of Heroes: You may activate this by spending a Raise and Hero Point during an Action Sequence to give a rousing cry to your allies. Every PC that hears the cry counts all dice that roll less than or equal to their own Approach Skill on their next roll to be 10s.
Leofric, the Beloved
Virtue: Temperate (The Glyph), Hubris: Arrogant (The Tower)
Quirk: Earn a Hero Point when someone important to you is in trouble and you stand with them and share their danger.
Illuminate: Activate this to fill the area with magical, perfect ambient light for the rest of the scene, neither too dark nor too bright, to a distance of dozens of feet. All Unseelie Sidhe in the area take 5 Wounds immediately and roll 2 fewer dice on all Risks while in the illuminated area.
Mildgyd, the Gentle
Virtue: Humble (The Tower), Hubris: Indecisive (The Hanged Man)
Quirk: Earn a Hero Point when you show compassion to someone with no reason to expect it from you.
Strength of Giants: When you activate this, you grow in size for the scene, as much as one foot in height per point of Brawn, and proportionally heavier and broader. While so enlarged and using Brawn as part of your Approach, you may increase the number showing on all of your dice by (Brawn). The first time you do so it's free; after that, you must spend a Hero Point each time you boost your dice. This stacks with any other effect that alters dice values.
Osgar, the Spear Knight
Virtue: Victorious (The War), Hubris: Bitterness (The Reunion)
Quirk: Earn a Hero Point when you create problems or tension by acting contrary to social expectation or by sticking up for someone who's acting contrary.
I'll Take It From Here: When an ally is out of Raises during a Sequence, you may activate this to gain (Finesse) bonus Raises, which you may only use towards furthering or completing whatever goal your ally had been working towards, though not necessarily in the same manner.]
Paega, Forgotten
Virtue: Subtle (The Moonless Night), Hubris: Ambitious (The Magician)
Quirk: Earn a Hero Point whenever you forgo subtlety to claim full credit for your actions or reveal your true intentions that had previously been concealed.
Darkness: When you activate this, you may bring gloom and shadow to an area the size of a ballroom or courtyard for the rest of the scene. While in this darkened area, you may spend a Raise to stand in a shadow and see and hear anything happening in another shadow in the area, to teleport between shadows within line of sight, to become impossible to detect by mundane means or to force anyone within a specific shadow to have to spend an extra Raise on any action related to sight.
Saewine, the Sailor
Virtue: Insightful (The Beggar), Hubris: Hot-Headed (The Emperor)
Quirk: Earn a Hero Point when things get more complicated because someone recognizes you from your travels.
Call the Sea: You may activate this to call on Queen Maab to tell you the direction to and approximate distance from any ship sailing on the waters of the same sea as you. Alternatively, you may activate this to intensify or lessen weather within 10 nautical miles of you until the next noon. If the new weather would be particularly advantageous to what you're doing, you get 2 bonus dice.
Sunngifu, the Generous
Virtue: Illuminating (The Prophet), Hubris: Trusting (The Devil)
Quirk: Earn a Hero Point when helping someone would make hardship or great inconvenience for you or set you against your allies, but you do it anyway because it feels right.
Carpe Diem: Activate this to gain (Wits) free Raises, which do not contribute to action order but may be spent to reduce Consequences, activate Opportunities or create Opportunities for others.
Wilfrith, the Knight of Will
Virtue: Willful (The Magician), Hubris: Proud (The Sun)
Quirk: Earn a Hero Point when you stay true to your word at great personal cost.
Miraculous Recovery: Spend 1 or more Hero Points to activate this before you get a full night's sleep or uninterrupted meditation. When you awaken, you heal 1 Dramatic Wound per Hero Point spent.
Wulfnod, the Bold
Virtue: Adaptable (The Coins), Hubris: Foolhardy (The Hero)
Quirk: Earn a Hero Point when acting first and thinking later leaves you isolated, alone and facing danger without support.
I'm Not Done Yet: When you are out of Raises during a Sequence, you may activate this to deal (Weaponry+Brawn) Wounds to an opponent. Every time during a round that you activate this after the first, you also take a Dramatic Wound which can't be prevented in any way.

Next time: Avalonian Dueling

shades of eternity
Nov 9, 2013

Where kitties raise dragons in the world's largest mall.

question before I cross the line.

I wrote a game a while back and would love to see it done here, both for my own amusement and to learn what to do better next time.

Is it okay to ask for somebody to do it and if so, what is the official procedure to do so?

(it's free btw).

drunkencarp
Feb 14, 2012


Man I hate “cold iron” as a thing. May as well say monsters are only vulnerable to guns that fire special bullets that are stored above 212F in the magazine, “hot lead.”

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised




Cold iron is a pretty classic thing. I remember it's a thing in Changeling The Lost, one player specifically made use of bog iron to build anti-Fey weapons, and planned to create cold iron out of (their own) human blood. (It was a short-lived Genius/Changeling crossover campaign) Mostly it works since the best weapons for dealing with Sidhe are poo poo weapons for dealing with most anything else. Though a good frying pan can crack a skull human or Sidhe.

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Serf
May 5, 2011




if anything more "advanced" metals should hurt faeries more. steel weapons would be better, but the real poo poo is a titanium sword.

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