House Rules & Setting Info
Random Word
Three Thousand Club
I will edit this post with house rules later.
Notes for self:
Willpower reward for failed consequential non-combat rolls.
Players choose their own stunt rewards - Default Minor, one Major per Scene, one Defining per Session.
Special XP awards as a group. Once everyone gets an expression bonus, everyone gets it immediately and all at once. Then everyone resets.
10 XP per Session.
Craft variants are welcome.
City of Ombrelune
City Qualities:
Dark Mirror - The city is tied to a vibrant and powerful afterlife in the Underworld. The city’s denizens venerate their ancestors and have elaborate funerary rites. Their powerful ancestors grant them wisdom and protection in return, lavishing them with blessings and protecting them from supernatural threats. The Underworld mirror preserves much of those who have lived here through the millennia, piled atop each other in what often appears to outsiders to be a chaotic mess.
Mercantile - This city lies at the crossroads of many important trade routes, or has extremely valuable exports to draw merchant vessels from far and wide. Perhaps it maintains a large and far-ranging merchant marine of its own, or has markets overflowing with valuable goods brought by foreign ships from across the Direction. The merchants of the city have deep pockets and a keen eye for a good investment. Nearby cities may be indebted to the people of this city, exotic goods will be easier to purchase, projects easier to finance, and news from far abroad easier to come by.
Ancient Wonders - The city is built upon the ruins of ancient wonders in various states of disrepair, or still benefits from ancient workings the original function and purpose of which are long forgotten. The denizens may have developed many innovative ways to make use of the failure modes of these wonders that their original builders may be horrified or delighted by in equal measure.
Cornucopia - Whether through ancient geomantic engineering, pacts with potent harvest gods, or alchemical secrets handed down through generations, the city produces a veritable cornucopia of food, fit to support a very large population in rude health with plenty to spare for export. It likely produces rare delicacies coveted by neighbouring cities, and those with the esoteric knowledge required may be able to convert some of the rare plants into potent alchemical reagents.
Notable Locations:
The Obsidian Harrow - A Shadowland that extends up the steep and jagged slopes of the volcano at the centre of the isle. It is said that long ago a great battle was fought here between the armies of a mighty sorcerer and a band of brave heroes. Some of the ghosts in the city below still fight it to this day, though none will speak of it.
Coldfire Market - Half in the Obsidian Harrow and half in Creation, this vibrant and sumptuous market is anything but dead. Bridges span the Mercymourn river, which runs down the border of the Shadowland, but only the Ferryman's Guild know the esoteric art of crossing the river into Creation or the Underworld as they desire, day or night, and they guard the secret to their wealth jealously. Rare delicacies from the Underworld and Creation change hands here, bringing great wealth to merchant houses of the living and dead. The market draws its name from the icy blue floes produced by the volcano's endlessly active underworld mirror, which fetch a high price in the sweltering heat of the Cinder Isles.
The Gilded Cothon - These basalt enclosed docks embossed with opulent gold leaf decoration can hold and unload hundreds of ships safe from the fiercest storms. The wealthiest merchant houses own massive junks partially crewed with embalmed zombies and experienced sailor-ghosts to take the night shift while consuming no food or water, and expensive spirit-speakers to control them.
The Palace of Merciful Tears - The palace that hangs eternally in the sky above the city, the flowing tears of the god Bounteous Thalir feeding the rivers that nourish the city's bountiful fields and orchards. Most citizens pray daily for this great blessing.
The Quincunx - These five opulent counting houses are where the Guild and the four great merchant houses of the city hold court.
The Hall of Acclamation - The Counted, the wealthiest hundred living citizens of the city, meet here weekly to vote on laws and pass judgement on cases that are beyond the Justices Eternal. Seats are bid on in a blind auction every five years, the proceeds going towards civic infrastructure.
Notes for self:
Willpower reward for failed consequential non-combat rolls.
Players choose their own stunt rewards - Default Minor, one Major per Scene, one Defining per Session.
Special XP awards as a group. Once everyone gets an expression bonus, everyone gets it immediately and all at once. Then everyone resets.
10 XP per Session.
Craft variants are welcome.
City of Ombrelune
City Qualities:
Dark Mirror - The city is tied to a vibrant and powerful afterlife in the Underworld. The city’s denizens venerate their ancestors and have elaborate funerary rites. Their powerful ancestors grant them wisdom and protection in return, lavishing them with blessings and protecting them from supernatural threats. The Underworld mirror preserves much of those who have lived here through the millennia, piled atop each other in what often appears to outsiders to be a chaotic mess.
Mercantile - This city lies at the crossroads of many important trade routes, or has extremely valuable exports to draw merchant vessels from far and wide. Perhaps it maintains a large and far-ranging merchant marine of its own, or has markets overflowing with valuable goods brought by foreign ships from across the Direction. The merchants of the city have deep pockets and a keen eye for a good investment. Nearby cities may be indebted to the people of this city, exotic goods will be easier to purchase, projects easier to finance, and news from far abroad easier to come by.
Ancient Wonders - The city is built upon the ruins of ancient wonders in various states of disrepair, or still benefits from ancient workings the original function and purpose of which are long forgotten. The denizens may have developed many innovative ways to make use of the failure modes of these wonders that their original builders may be horrified or delighted by in equal measure.
Cornucopia - Whether through ancient geomantic engineering, pacts with potent harvest gods, or alchemical secrets handed down through generations, the city produces a veritable cornucopia of food, fit to support a very large population in rude health with plenty to spare for export. It likely produces rare delicacies coveted by neighbouring cities, and those with the esoteric knowledge required may be able to convert some of the rare plants into potent alchemical reagents.
Notable Locations:
The Obsidian Harrow - A Shadowland that extends up the steep and jagged slopes of the volcano at the centre of the isle. It is said that long ago a great battle was fought here between the armies of a mighty sorcerer and a band of brave heroes. Some of the ghosts in the city below still fight it to this day, though none will speak of it.
Coldfire Market - Half in the Obsidian Harrow and half in Creation, this vibrant and sumptuous market is anything but dead. Bridges span the Mercymourn river, which runs down the border of the Shadowland, but only the Ferryman's Guild know the esoteric art of crossing the river into Creation or the Underworld as they desire, day or night, and they guard the secret to their wealth jealously. Rare delicacies from the Underworld and Creation change hands here, bringing great wealth to merchant houses of the living and dead. The market draws its name from the icy blue floes produced by the volcano's endlessly active underworld mirror, which fetch a high price in the sweltering heat of the Cinder Isles.
The Gilded Cothon - These basalt enclosed docks embossed with opulent gold leaf decoration can hold and unload hundreds of ships safe from the fiercest storms. The wealthiest merchant houses own massive junks partially crewed with embalmed zombies and experienced sailor-ghosts to take the night shift while consuming no food or water, and expensive spirit-speakers to control them.
The Palace of Merciful Tears - The palace that hangs eternally in the sky above the city, the flowing tears of the god Bounteous Thalir feeding the rivers that nourish the city's bountiful fields and orchards. Most citizens pray daily for this great blessing.
The Quincunx - These five opulent counting houses are where the Guild and the four great merchant houses of the city hold court.
The Hall of Acclamation - The Counted, the wealthiest hundred living citizens of the city, meet here weekly to vote on laws and pass judgement on cases that are beyond the Justices Eternal. Seats are bid on in a blind auction every five years, the proceeds going towards civic infrastructure.
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