Man in Mask

Cognita DM's page

208 posts. Alias of Cognita.




Dot.


Welcome to the game! Dot in the gameplay thread - it's open.

I've added a map of Korvosa to the campaign header; this is an urban campaign so it will help to know your way around a bit.

Korvosa basically has 7 districts, plus 2 bits that aren't exactly part of the city but are getting swallowed up.

Quick rundown:

The Heights: snob central. Wealth and power (temple of Abadar, palace, castle) are concentrated here. Very well-to-do, heavily patrolled by the Korvosan Guard.

North Point: the bit that keeps the rest of Korvosa going. Middle class, industrious, where the traders and shopkeepers and professionals live. Quiet, very little trouble other than the occasional gangs.

Midland: the bit that does the work. Full of slum tenements and labourers, docks and wharfs, warehouses. Also home to Citadel Volshyenek, headquarters of the Korvosan Guard. Just as well, since gang and criminal activity is pretty widespread.

Gray: mostly quiet - the cathedral of Pharasma is here, as are the city's burial grounds and occasional restless undead (hence, 'mostly quiet').

South Shore: if you live here, it's because you think that The Heights are becoming too full of riff-raff. This is where the serious nobility live. Don't even think of walking down these streets if you aren't dressed for it.

Old Korvosa: basically a no-go area if you don't belong. Slum central, along with some very old nobility - the sort that make their own law and don't worry about getting caught, if you get my drift. The Guard come here as little as they can reasonably get away with - and in large groups.

East Shore: like Midland, only even poorer since it's further from the city centre. Gangs everywhere.

Thief Camp: no dwellings are allowed by law this close to the road, so it's a wash of squatters' tents and makeshift lean-tos. The Guard periodically come by and disperse it, but it always rebuilds. The name Thief Camp basically speaks for itself - if you're looking for someone disreputable you can find 'em here. Or someone who knows 'em.

Trail's End: a Varisian community of people who can't afford rent in the city proper. Basically law-abiding, if a little rough. The local gangs are Sczarni so there's some sort of honor code.


Cloaked One

Among the rows of orderly gravestones of the old soldiers who finally passed away, there’s a monument that you like to think of as ‘yours’ - not because you put them there, but because it is your secret. The gravestone is that of a young man, passing through Longacre some time ago, who fell under a wagon and was horribly mangled, beyond even Sameen’s ability to heal; although she did her best of course, as she always does. It was only later, as she was clearing the corpse off the table, that you spotted it: the tiniest, neatest incision, puncturing his heart: he’d been dying before he even went under the wagon.

Of course, a good citizen should report it, but the coroner had already given a verdict, and really, who wants to draw that sort of attention (and paperwork!) on themselves? So, only you know that there’s a body buried in the cemetery, right next to the church of Iomedae, that was put there too soon.

It’s a nice place to sit, of a dark night, and think, and wonder…

...Only tonight, someone has got there first. There are no tracks, and nothing is obviously disturbed, but someone has been here perhaps five seconds before you arrived. If it was any longer, the note they have left lodged in the gravestone would have been whipped away in the chill Kuthona wind – as it is, you just manage to grab it before it is lost. It is a heavy, embossed envelope, sealed with wax; on the front, in a neatly-written copperplate scrawl, are the words:

To whom it may concern

Assuming you open it:

Greetings,

We have not yet met, but I hope we can change that. I am always interested in meeting those who see what others do not, who are interested in details that others miss – it suggests potential that is not being used.

I would like to see it used.

If that is of interest, we should meet. Be outside the Ash House tomorrow at midnight.

With best wishes,

A Friend

Please do open it! XD

===========================================

Me

It’s the Cold. You were told, once, that there are months, but out here in the forest there are the four seasons: Rain(warm), Sun, Rain(cold) and Cold. There are places to stay in town, of course, but they don’t like Cheetah very much, so you have places in the forest where you can stay even in the Cold.

Places only you and Cheetah know about.

You thought.

Waiting for you, pinned at a height that none of the local animals will disturb, is a note, addressed to you.

Assuming you open it:

HELLO

WOOD YU LIKE TO URN SUM MUNNY?

IF YES, BE AT THE BURNT DOWN HOWSE ON EJJE OF TOWN AT MIDNITE TOMORRO

MIDNITE

TOMORRO

A FREND

Please do open it! XD

===========================================

Neryssa

The icy Kuthona wind whistles outside, rattling the doors of the shack where you are squatting on the edges of the Whisperwood; the chill morning light filters through the many gaps in the wooden planks.

No human could survive a night in here, at least not without a fire; but your heritage makes you more resistant to the cold.

It doesn’t, unfortunately, give you supernatural senses: you apparently slept through the silent arrival – and departure – of a visitor last night. The only trace of their presence is a heavy, embossed envelope, sealed with wax; it lies neatly on the floor beside you.

On the front, in a neatly-written copperplate scrawl, are the words:

Neryssa, of House Leroung

The note:

Greetings,

I never had the fortune to meet your parents but their fame was known to me. If you have even a fraction of their power (and I understand you were a keen pupil) that is of considerable interest.

It is a shame that none of that power is being realised. I dislike wasted potential.

If that description applies to you as well, we should meet. Be outside the Ash House, outside Longacre, at midnight tomorrow.

With best wishes,

A Friend


Hi all, and welcome to the thread! I look forward to creating a great game with you.

First, to recap the character creation rules:

rules:

20 build points
Gestalt
All Paizo material
Any race (within reason - no driders!)
Spheres of Power
No other 3rd party stuff as I haven't read it
2 traits plus 1 campaign trait (add another trait with a drawback) - I like traits :-)

But first, character concepts! I'll be DMPCing but I will hold off until I see what gaps (if any) there are.

For those of you who don't know, this AP opens in Longacre, which is a small town in deepest Cheliax. It's a military town, which is to say that old soldiers who haven't died but been pensioned off are sent there to be forgotten. The church of Iomedae is strong, and the place is largely peaceful.

You're there to change all that, but starting out small (this is the inverse of WotW, where you started out infamous).

I don't need a long, 10-minute background; but maybe 5 concepts that define your character and explain how they ended up who and where they are: what happened to them, how they dealt with it, what ticks them off, what turns them on, anything you think makes them worth roleplaying.

Have at it :)

Finally, this is the spiritual successor of another game that I won't link to here as I'm trying desperately to maintain some sort of plausible deniability. *cough* Expect ... weirdness. *cough*