HTMLy

The Annals of Glen Forkovian

Newmarket

- Posted in The Shadowdim by - Comments

While the Halls are subterranean, Newmarket is the sprawling, muddy, and chaotic town that has grown up around the ruins above ground. Newmarket is three days' hard march (or ten hours of steady riding) from the Falls of Arden Vul.

The ancient name for this locale is Noviomagus.

The Trading Post: This is the heart of commerce. It’s where you’ll find Master Leifcrim, who manages the storage and the flow of goods.

The Inn of the Prancing Pony (The Broken Spoke): This is where most information is traded over drinks.

Safety Level: It is generally a "Lawful" or "Neutral" zone, though the proximity to the dungeon means there are always spies and cutthroats looking to see who comes out with heavy sacks of gold.

The largest community in Burdock’s Valley, Newmarket lies on the Swift River and is home to over 4,000 people. It is a free town, exempt from the lordship of Lord Burdock and governed by a mayor and council of aldermen. Although at least three days walk from Arden Vul, it is a good site for adventurers to heal, train, resupply, and trade. The major Factors and temples all have a presence in Newmarket. The local villages sell their surplus in Newmarket, and merchants from Newmarket trade downriver to Narsileon.

Gosterwick

- Posted in The Shadowdim by - Comments

Gosterwick (referred to a Vertucaster by imperials) is the essential "home base" where most adventuring parties lick their wounds and spend their hard-earned gold during downtime between delvings into Arden Vul.

The Logothetes of Gosterwick

These officials were personally selected by Lady Alexia. They are often viewed with a mix of respect and fear because they report directly to the Azure Keep.

Valerius Scaurus (Logothete of Trade): * Role: He manages the town's economy, taxes, and the influx of artifacts coming out of Arden Vul.

The Vibe: He is a shrewd businessman who doesn't care much for "adventuring glory"—he cares about the 10% tax on all treasure recovered from the Halls.

Domitius Afer (Logothete of Public Works): * Role: Responsible for the rapid construction and infrastructure of Gosterwick.

The Vibe: A man under immense pressure. He’s the one who has to make sure the walls are reinforced and the roads can handle the massive merchant caravans.

Theodora Komnene (Logothete of Records): * Role: She manages the town’s archives and the registry of "Wardens."

The Vibe: If you want to become an official Warden of Vetucaster, you have to go through her. She is famously detail-oriented and likely knows more about your party's background than you’d prefer.

The Knights of the Azure Shield

These aren't just your average town guards; they are an elite military order dedicated to the Green Lady.

The Commander: Sept Commander Horatius Gesellion. He is a veteran warrior who commands about 60-70 knights stationed at the Azure Keep.

Their Jurisdiction: They generally don't patrol the streets for petty crimes (that's for the town watch); instead, they deal with high-level threats, dungeon-delver riots, or external attacks.

Equipment: They are recognizable by their polished plate mail and bright blue shields emblazoned with a golden sun.

Rumor: The Green Lady’s Secret "Logothete" There are whispers in the back corners of the Yellow Cloak that Lady Alexia has a fourth Logothete whose name isn't on any official ledger. This individual supposedly handles "special acquisitions"—meaning they hire adventurers to go into Arden Vul to retrieve specific items that Alexia wants for her private collection.

In Gosterwick, justice is a tiered system based on the Archontean legal code. While the Thesmothete Eusebia Phokas handles day-to-day civil and criminal disputes, the Green Lady (Lady Alexia Basileon) reserves "High Justice" for herself.

If you are a Warden or a prominent figure, you do not want to end up in her court. Here is how the punishments break down:

  1. High Justice (The Green Lady’s Jurisdiction) This is reserved for treason, murder, arson, or any crime against the state—which includes breaking a Warden’s oath.

The Sentence: Fines followed by death.

The "Inventive" Part: Lady Alexia is notorious for making executions "public and slow." Rumors suggest she uses magical or alchemical means to prolong the process, ensuring the condemned serves as a visceral warning to the rest of the town. For a Warden who betrays her, this is often viewed as a "breach of contract" that requires an "equalizing" of the debt through suffering.

  1. Justice of the Body (Thesmothete's Jurisdiction) Handled by Eusebia Phokas, this covers assault, slander, and wounding between citizens.

The Sentence: Punishments vary based on the severity of the harm but frequently involve amputation (losing the offending hand) or heavy fines. If the crime is severe enough to border on High Justice, the death penalty is on the table.

  1. Justice of the Domus (Property Crimes) Handled by the proedroi (Eusebia’s assistants), this deals with theft, burglary, and inheritance disputes.

The Sentence: This is where the punishments get particularly Archontean. Depending on the value stolen (usually over 50 gp), you can expect:

Fines: Often triple the value of the stolen goods.

Mutilation: Specifically blinding (for peeping or spying) or castration (for certain domestic crimes).

Amputation: Standard for repeat thieves.

  1. Low Justice (The "Commoner" Courts) Handled by the chartoularii (clerks) in the public square, this is for petty crimes and disputes involving non-citizens (non-Wardens).

The Sentence: Usually swift and summary. Expect time in the stocks, a public flogging, or immediate expulsion from the town. For non-citizens, the law is far less patient; if you can't pay a fine, you might find yourself "recruited" for dangerous labor details.

In Gosterwick, the specific official you need to see for real estate depends on whether you are looking for the right to buy land or the actual purchase and registry of that land.

As a Warden of Vetucaster, you should focus on these two officials:

  1. Aedelwine the Fair (Logothete of the Private House) While other logothetes handle trade and public works, Aedelwine is the official responsible for the Private House.

The Role: In Archontean bureaucracy, the Private House traditionally manages the properties and estates of the imperial family (or in this case, Lady Alexia).

The Function: If you are looking to purchase land or a house, Aedelwine is the one who handles the administration of these holdings. He ensures the property is vacant, legally cleared for sale, and that the transaction aligns with the Green Lady’s interests.

  1. Theodora Komnene (Logothete of Records) You cannot close a deal without her involvement.

The Role: She maintains the town's official archives.

The Function: Once Aedelwine has brokered the sale, Theodora registers the deed. More importantly, she verifies that you are a Warden in good standing. Without her "stamp of approval" on your citizenship status, the sale cannot be finalized.

Key Financial Tip: The Warden’s Discount Don't forget that one of the primary perks of being a Warden of Vetucaster is a massive 50% discount on the purchase of land within the town walls.

Standard Price: Real estate in a boomtown like Gosterwick is incredibly expensive due to high demand from merchants and adventurers.

Warden Price: Lady Alexia uses this discount to ensure the "elite" of the town (the adventurers she can call upon in a crisis) are the ones who actually own the physical buildings, keeping the town’s defense in capable hands.

Where to find them? Both officials operate out of their respective offices near the Thesmothete's Townhouse, located in the more affluent northern section of Gosterwick, moving toward the Azure Keep.

Downtime

- Posted in Solo-RP by - Comments

Downtime occurs when heroes are in a hospitable environment for a week or longer. Hospital environments can include towns, temples, or other locations in which they are relatively safe and comfortable. The following are some of the things that heroes can do during downtime. Not every downtime location may cater to every single one of the following:


Build An Institution: When the players decide to build an institution, the GM creates an institution tracker. If the players are bolstering an already existing institution, then the GM decides which step on the tracker it currently occupies. The GM should also take this opportunity to develop some quick notes on the institutional scene as it exists, jotting down a few lines about rival institutions. The player and GM should agree on the fictional and mechanical advantages for moving up the track based on what the institution is and how much of a stake the character has in it.

Benefits:

  • goods and services available through the institution free of charge
  • may aid in rolls to build relationships
  • may entitle you to profit sharing
  • may aid in rolls to gather intelligence

Institution Track:

Rank GP Investment
Inconsequential 500
Minor 1000
Middling 2500
Major 5000
Influential 10,000
Infamous 25,000
Legendary N/A

  • Roll to Progress on the Track: 2d6 + modifier
  • Modifier normally +0
  • Can make modifier +1 if spending 150%, or +2 if 200%

    Result of 2d6 + modifier roll:

    Total Meaning
    < 7 The institution tracker does not advance. If it is a new institution, it fails to take hold
    7-9 Growing Pains: The institution tracker advances one step but is subject to growing pains
    10+ Growth: The institution tracker advances one step

Growing Pains (1d10)

1. Envy! Less successful rivals resent the newfound success of the institution. They begin circulating unsavory rumors about the institution that threaten to undermine the whole operation. Something must be done to bolster the institution’s reputation in the next 3 downtimes or it will lose its newfound gains, falling one step on the institution tracker.

2. Competition! New peer rivals step up the competition, ruthlessly cutting prices or stealing current patrons, in an effort to strangle the upstart. Something must be done to overcome this problem in the next 3 downtimes or it will lose its newfound gains, falling one step on the institution tracker.

3. Emulation! The sudden rise of the institution has led to rampant emulation. Whatever your institution’s thing is, suddenly everyone is doing that thing, in the most aggravating way possible. Unless the institution somehow distinguishes itself in the next 3 downtimes, it will lose its newfound gains, falling one step on the institution tracker.

4. Puritanical Opprobrium! The rising institution has been chosen as an example of the rot within society by some zealous sect, grasping politician, self-righteous reformer, or two-bit orator. There are rising protests, speeches, or boycotts against the institutions. Something must be done in the next two downtimes or it will lose its newfound gains, falling one step on the institution tracker.

5. Shortage! Owing to its recent success, something necessary for growth of the institution is now in short supply. Whatever is in short supply will have to be provided in the next 2 downtimes or the institution will lose its newfound gains, falling one step on the institution tracker.

6. Blackmail! A NPC or faction blackmails the character, threatening the institution to try to get the character to do something for them. If the action is not performed by the end of the next downtime, the institution will lose its newfound gains, falling one step on the institution tracker.

7. Sabotage! Peer rivals engage in some act of sabotage to ruin their new competitor, e.g., arson, spoiling or poisoning supplies, sneaking a giant spider in the basement, or cursing customers. Something must be done to overcome this problem by the end of the next downtime or it will lose its newfound gains, falling one step on the institution tracker.

8. Unwanted Legal Attention! The growth of the institution attracts the attention of the authorities, who busy themselves with inspections, assessing fees, and so on. To acquire the necessary licenses, the PCs must pay the level of the institution x 300 GP by the next downtime (or find some other solution) or have the institution shuttered.

9. Unwanted Criminal Attention! A criminal outfit notices the success of the institution and decides to shake it down in some aggravating and ongoing way. The character must pay the current institutional level x 100 GP per downtime until the criminal problem is resolved or it will fall one step on the institution tracker for each missed payment.

10. A Dangerous Offer! An institution of one rank higher offers an alliance with the upstart. Accepting means accruing the even more powerful enemies of this institution who will react on the next downtime. Declining means that the higher ranked institution will seek revenge in the near future.


Carousing/Revelry: Revelry is a downtime action in which a character flush with gold spends it on wild revelries, whether a feast lasting many nights, raucous tavern crawl, or the extended use of mind-altering substances. The player describes where and with whom their character intends to share their revelry keeping in mind that it must involve the expenditure of large sums. The character spends up to Level x 2d4 x 50 GP. This excess provides a rich and memorable experiences.

They roll 2d6 adding a base modifier equal to their constitution modifier.

Result Meaning
<7 Some Regrets: Receive 1 XP per GP spent but roll on the Revelry Mishaps table
7-9 Wild Experience: Receive 1 XP per GP spent
10+ Something to Remember: Receive 1 XP per GP spent and roll on the Revelry Boons table

Revelry Mishaps (1d8)

  1. Hangover! The player suffers –1 on all physical actions next session. The player should describe the hangover and their character’s appearance at the start of the session.

  2. Brawl! The character starts the next session 1d4 HP below maximum (min. 1). The player will collaborate with the GM to say who the fight was with and how it ensued.

  3. Lost Possession! The player should dice randomly to see which item from their character sheet they lost. If it is an important item, the GM will determine who has it. The character may use the Gather Information downtime action to reveal this information. An adventure or confrontation will usually be required to recover it.

  4. Acting the Fool! The player should describe the embarrassing public episode that led to their character’s new bad reputation. They receive –1 on all reaction rolls and attempts to cultivate relationships in the area. This condition can only be removed by succeeding at an adventure that cultivates their renown in the area.

  5. Secret Divulged! The character lets slip something crucial they shouldn’t have, like the location of a dungeon, or the possession of a magical weapon. This will come back to haunt them. The player and GM may collaborate on the secret revealed and the GM will decide who has heard, placing the information in the hands of a rival, or the authorities, or creating a rival adventuring party.

  6. Offense Given! Either lose 1 tick on a relationship clock or acquire a new rival. The player will narrate who is offended and how in collaboration with the GM.

  7. Financial Loss! The character failed at gambling, or made a very imprudent investment, or was conned. The player will narrate this loss in collaboration with the GM. They lose Level x 1d4 x 50 additional GP with no additional XP gain. If they cannot pay, they are now in debt to unsavory characters who will blackmail the character into going on adventures or performing other services for them.

  8. Illness! The character has acquired some long-term illness from their revels, whether a parasite from street food, a sexually transmitted disease, or an allergic reaction. The effect should be mild but real. Examples might include needing to eat double rations (for a parasite) or a 1 in 6 chance each session of fevers giving a –1 on all rolls (disease). The cure will usually require an adventure to locate the necessary elements of the cure (rare salts, curative springs, etc).

Revelry Boons (1d8)

  1. Magical Night! After a magical night, the character feels like they’re still walking on water. They may take +4 on saving throws for the next session.

  2. Carousing Patron! The drinks were freeing flowing over the course of the night, but many of the expenses were covered by a drinking companion. The character retains half the GP spent on carousing but takes the full XP reward.

  3. Experience of a Lifetime! The character will never forget this night. The player should share with the group one memory or image or scene from the evening that their character will carry with them forever. They acquire an additional 50% experience bonus from their carousing expenditure.

  4. Drinking Friends or Romance! The character shared some special times with an old friend or made a new one. Increase the character’s relationship tracker by one step with this person. The player may pick the NPC, or if it’s a new friend make a proposal to the GM and open a tracker at the acquaintance level.

  5. Golden Opportunity! During their revels, the character finds a unique opportunity to set back the interests of a rival by going on an adventure. If the character has no rivals, treat this as the following result.

  6. Secret Information! While under the influence, someone lets slip a secret of some significance. The GM should provide the player with real actionable intelligence, ideally in the form of an adventure hook, or at the least something very amusing (and potentially compromising) about a known NPC.

  7. Business Prospects! During the revelries, the character is presented with a one-time opportunity to found a new institution. They may pay half price in the next downtime to Build an Institution and take +1 on the roll.

  8. Living Legend! It was legendary night, and the character did something amazing that the player may narrate. What the character did is now the talk of the town: receive +1 to reaction rolls and cultivating relationships in the region until their reputation changes.


Keeping In Form (Combat Sparring)

Anyone may spend a downtime practicing at arms. The player must choose a weapon type (sword, knife, bow, etc) with which their character practices. They roll 2d6. Although any class may keep in form, only fighters (or fighter sub-classes) receive a base modifier equal to 1/3 their level rounded up. Situational modifiers are granted for having a training partner. If the character is assisted by another player character as a training partner, both may take the downtime action adding +1 to their roll.

Result Meaning
<7 A little rusty. Pick one: +1 to hit, +1 to damage, –1 AC (melee) or +10 ft range (missile) until the next downtime.
7-9 In Good Form: Pick two from the above list.
10+ In Top Form: Pick three from the above list

Wizard-Priest Equivalents of Staying In Form:

  • +2 to all saving throws of a particular sort (Poly, Breath, etc.)
  • +1 to all saving throws
  • +1 to any rolled Surges
  • +1 to turn/destroy undead
  • +1 bonus to AC