The Ironhand Conspiracy

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The town of Ironhand is an iron mining town.  It would have been just like any other mining town, but this town had one special feature.  It was the only iron mine within the entire kingdom.  The kingdom was not without enemies, and needed to make war.  To make war, you needed iron.  Whomever controlled Ironhand controlled the iron.  Therefore, whoever controls Ironhand was sure to be among the most wealthy and powerful in the kingdom!
 
The town of Ironhand is an iron mining town.  It would have been just like any other mining town, but this town had one special feature.  It was the only iron mine within the entire kingdom.  The kingdom was not without enemies, and needed to make war.  To make war, you needed iron.  Whomever controlled Ironhand controlled the iron.  Therefore, whoever controls Ironhand was sure to be among the most wealthy and powerful in the kingdom!
 +
 +
=== Local History ===
  
 
Ironhand was run by a baron when it was first founded.  But the mine petered out and the land was sold to whomever could pay.  So when the second vein of iron was found, the land was no longer titled to a noble.  Now, the town is owned by four merchant houses:  House Vangold, House Comptane, House Clawshire, and House Andromath.  These four houses own their own mines and constantly compete for dominance of trade.  The town guard (chartered by the King) keeps order between the houses.  The Ironworker's Guild (a chapter of the kingdom's craftsman guild) regulates the price of labor between houses.  And the Chapel of Lathander soothes the weariness of the hard working miners.
 
Ironhand was run by a baron when it was first founded.  But the mine petered out and the land was sold to whomever could pay.  So when the second vein of iron was found, the land was no longer titled to a noble.  Now, the town is owned by four merchant houses:  House Vangold, House Comptane, House Clawshire, and House Andromath.  These four houses own their own mines and constantly compete for dominance of trade.  The town guard (chartered by the King) keeps order between the houses.  The Ironworker's Guild (a chapter of the kingdom's craftsman guild) regulates the price of labor between houses.  And the Chapel of Lathander soothes the weariness of the hard working miners.
 +
 +
=== Current Events ===
  
 
But lately, things have been going wrong.  Bandits have been attack the trade caravans, strengthened by the local kobold tribes.  The flow of iron and iron goods has slowed, and the Kingdom is too stretched from the war to come fix it.  The town guard does everything it can, but is simply understaffed.  Tensions between the Guild and the houses have risen sharply.  The clergy is missing, and the old racial tensions have boiled over.  Human supremacists burn fist-shaped pyres on non-human property and riots damage property in the trade district.  The abandoned old-town has become a den of thieves.  And through it all, one house is rising above the others.  House Andromath is the only house with enough cash to hire enough mercenaries to protect his iron shipments and land holdings.  As the town falls to ruin, this one merchant house is a bastion of order amidst the chaos.  Rumor has it Markus Andromath will petition the King to grant him a title of nobility...
 
But lately, things have been going wrong.  Bandits have been attack the trade caravans, strengthened by the local kobold tribes.  The flow of iron and iron goods has slowed, and the Kingdom is too stretched from the war to come fix it.  The town guard does everything it can, but is simply understaffed.  Tensions between the Guild and the houses have risen sharply.  The clergy is missing, and the old racial tensions have boiled over.  Human supremacists burn fist-shaped pyres on non-human property and riots damage property in the trade district.  The abandoned old-town has become a den of thieves.  And through it all, one house is rising above the others.  House Andromath is the only house with enough cash to hire enough mercenaries to protect his iron shipments and land holdings.  As the town falls to ruin, this one merchant house is a bastion of order amidst the chaos.  Rumor has it Markus Andromath will petition the King to grant him a title of nobility...

Revision as of 23:25, 10 November 2013

Contents

Overview

This is a V-DnD Campaign being run by Landon. It is done using Pathfinder rules and using the additional Vore rules proved by Rina.

Pathfinder Rules: http://www.d20pfsrd.com/

V-DnD Rules: https://docs.google.com/document/d/1A7Xno2L85ET1fau6wmcbT2KQg2jdhQg10k3kI5-Wl80/edit

Character Sheets: www.myth-weavers.com/

Setting

The town of Ironhand is an iron mining town. It would have been just like any other mining town, but this town had one special feature. It was the only iron mine within the entire kingdom. The kingdom was not without enemies, and needed to make war. To make war, you needed iron. Whomever controlled Ironhand controlled the iron. Therefore, whoever controls Ironhand was sure to be among the most wealthy and powerful in the kingdom!

Local History

Ironhand was run by a baron when it was first founded. But the mine petered out and the land was sold to whomever could pay. So when the second vein of iron was found, the land was no longer titled to a noble. Now, the town is owned by four merchant houses: House Vangold, House Comptane, House Clawshire, and House Andromath. These four houses own their own mines and constantly compete for dominance of trade. The town guard (chartered by the King) keeps order between the houses. The Ironworker's Guild (a chapter of the kingdom's craftsman guild) regulates the price of labor between houses. And the Chapel of Lathander soothes the weariness of the hard working miners.

Current Events

But lately, things have been going wrong. Bandits have been attack the trade caravans, strengthened by the local kobold tribes. The flow of iron and iron goods has slowed, and the Kingdom is too stretched from the war to come fix it. The town guard does everything it can, but is simply understaffed. Tensions between the Guild and the houses have risen sharply. The clergy is missing, and the old racial tensions have boiled over. Human supremacists burn fist-shaped pyres on non-human property and riots damage property in the trade district. The abandoned old-town has become a den of thieves. And through it all, one house is rising above the others. House Andromath is the only house with enough cash to hire enough mercenaries to protect his iron shipments and land holdings. As the town falls to ruin, this one merchant house is a bastion of order amidst the chaos. Rumor has it Markus Andromath will petition the King to grant him a title of nobility...

Rules

Character Creation

Use 15 point buy for attributes. Start at level 1.

This is an intrigue heavy game, but there will be some combat. Most of the game will take place inside a city, although there will some outdoor scenes and dungeons. Players are encouraged to roll characters who would fit into this scenario.

There does exist a story to be told. There are two hard rules for things players may not do. They may not walk away from the story or join the bad guys. If the player decides to do either, he must hand in his character sheet and roll a new one if he intends to keep playing.

When rolling your character, keep in mind that you will be working with a Paladin NPC. It will make things much smoother if your character doesn't act in a way that has him using Detect Evil in the first ten minutes.

Furries and Society

Furries and humans both exist in this world. When making a furry character, try to pick a non-furry race that is simpler and use that as your template. For example, a mouse would use the stats of a halfling, while a fox could use the stats of an elf.

Vore and Society

Vore exists in this world. Like magic, the population knows that it exists, even if not everyone can use it. It is accepted... perhaps even enjoyed... If you know where to look, it's not hard to find some very exotic prostitutes. However, while this world is vore friendly it does NOT exist solely for vore fantasies!

Murdering someone innocent with digestion is still murder.

Kidnapping someone innocent inside an endo stomach is still kidnapping.

That said, vore does have a few advantages over normal death. As certain characters can learn to reform people from the souls of the digested, and clerics can draw a soul back from the afterlife, a digested person can be resurrected much easier than normal. The temple only requires 100 gold worth of reagents, rather than the usual 5000. This gold may be paid by your fellow adventurers at the time of reformation, or may be paid in advance so that you are automatically reformed.

Thus there is this mitigating law: If you murder someone with digestion, you can pay a fine of 100 gold to have the charge reduced. It will be as though the murder part of the crime never happened. Any allegations of assault or rape still apply. If a crime occurs that involves endo, it is considered a mitigating factor when the court is determining leniency.

Some people with wealth learn to take advantage of these laws. Perhaps your player is one of them. But remember this, the average peasant on the street makes 10 silver a week. That's an annual income of 5.2 gold. A random peasant on the street could never afford the price of reformation. When engaging in vore, remember your surroundings. While the well-to-do part of down might enjoy such a display, the poor parts of down will react with much more with fear.

Warning

I don't do the "stream of made-to-be-killed mooks" style of game. The villains don't know that they are supposed to lose to the heroes, and they act it. They will use every resource at their disposal, including tactics and strategy. So don't expect to charge the front gate of a castle manned by an army and win. In fact, I'll probably TPK any party that tries that. Act smart. Research your opponents. Learn their weakness. Win.


Players

Players should list a link to their character sheets here.

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