Sunday, June 23, 2019

Fluffy, But Crunchy, pt. 2

Hail and Greetings once again!  I have some more location concepts for my Mage Knight campaign.  It's still very much flying by the seat of my pants, but at least its something.

Serena, City of Mercenaries:  A wretched hive of scum and villainy.  The Land has been embroiled in war for one reason or another, one area or another, since time immemorial.  As much as proud Khamsin would like to think themselves different for making the mercenary an accepted tradesman, there are others where such attitudes are commonplace and even respected, venerable traditions.  Serena, an otherwise unremarkable city not quite under the thumb of Atlantis or the other powers, is a haven for sell-swords, freelancers, and recently, hired guns.  The city leaders allow many warbands to use Serena as a place to rest, rearm, and hunt new contracts.  While this makes for a boisterous place, things are generally kept under control by virtue of the town being under a permanent and strictly enforced flag of truce.  You can brawl with the whoresons in the next barracks over, but steel and spell will see you and probably your outfit dumped outside the city gates, with your gear going to the city's coffers for their troubles.

One notable thing about Serena is the city marketplace.  This market is home a dizzying variety of goods and services of all kinds, from magical trinkets and technological gadgetry, to rare and wondrous devices of great power.  Whether its because of the cosmopolitan nature of the city's transient clients, or those same clients bringing loot and plunder from far and wide back to sale here, it no longer matters.  Need some potions, a new gun, or a staff that can summon a dragon to fry things that you don't like with mighty lightning bolts?


Crunch:  This really isn't so much a place for special combat rules or scenarios than a place to park a warband for a bit for some bennies.  Ideas include getting reinforcements (something like 2d6 x 10 points) for every complete turn an army stays at this location, plus gaining an item or relic (valued at d6x10 points) for every two turns an army stays.  Multiple players can have an army here, but the permanent truce means no big battles but maybe something like a 100 point bar brawl with no items or uniques might be fun.

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