Wrote Vorland, and artifact classes

This commit is contained in:
Kayne Ruse 2024-08-03 18:10:03 +10:00
parent 626ac26c2b
commit 8fd413d13c
4 changed files with 70 additions and 42 deletions

View File

@ -2,3 +2,4 @@ Vorland
fortner
Glowstone
glowstone
albion

View File

@ -22,9 +22,12 @@
** Dying and Death
** The Passage of Time
* Items and Inventory
* Artifacts and Excavation
** Movement and Ascension
** Classifications
** Digging and Excavation
** Movement and Ascension
* Skill Point Tables
** Progression Skills
@ -33,8 +36,6 @@
** Craft Skills
** Group Skills
* Items and Inventory
* Bestiary and Herbarium
* Appendices

View File

@ -6,6 +6,7 @@
# Notes and Maybes
* Examples are needed, with humour
* Reactions and retaliations
* Ranged attacks and weapons
* altitude sickness environmental effects
@ -18,6 +19,11 @@
# Artifact Ideas
Dhampir's Appetite (rare) - A dagger that can steal the lifespan of a victim, transferring it to the wielder. Extended usage has diminishing returns, but it's possible to live for centuries using this method.
Glowstone (common) - A a kind of semi precious gemstone which, when a small amount of pressure is applied, produces a bright green glow; excessive pressure can cause an explosion. Since this can be used as a light source that doesn't produce heat, glowstone lanturns can be fashoned from these.
* Fate stones? d20 jewels? Inspiration tokens? Twisting fate to screw yourself later
# Word Salad, Yummy yummy

View File

@ -14,7 +14,7 @@ This game's world is centered around Tier, the sacred mountain, and the surround
The history of the mountain is long and varied; the oldest known tales liken it to a great beast that emerged from the oceans, walking to its current position before falling asleep. Other, more credible stories tell of ancient and powerful artifacts from long-forgotten kingdoms buried deep within; some of these artifacts are believed to be so powerful, that they may tip the balance of power between nations.
Over time Vorland, the city below the sacred mountain formed at the mountain's foot; it now houses a thriving culture dedicated to exploring and exploiting the mountain. Foremost among them is the Mountaineer's Guild - an administrative group that licenses climbers, and handles the processing and sale of recovered artifacts.
Over time Vorland, the city below the sacred mountain formed at the mountain's foot; it now houses a thriving culture dedicated to exploring and exploiting the mountain. Foremost among the peoples is the Mountaineer's Guild - an administrative group that licenses climbers, and handles the processing and sale of recovered artifacts.
It is from here that your game begins.
@ -35,13 +35,19 @@ The mountain's slopes are traditionally divided into seven distinct areas, known
## Vorland, The City Below
:question: **TODO:** This is the city at the base of the mountain - fill out it's details
Vorland is a historic resource town that survives by recovering artifacts from the sacred mountain, and selling them across the continent. Built into a natural valley marked by the Contrasting River, the sight of common-class artifacts is a part of daily life.
Due to its proximity to the mountain's 1st tier, a large albion wall runs along the outermost edge of the city's ancient limits, but this doesn't always stop the critters from getting inside.
:question: **TODO:** flesh out "albion" - a kind of bronze-colored stone that isn't found on the surface, but there are structures built from it in the Kingdom of Failures.
:memo: **Developer Note:** The contrasting river has fresh water from the mountains, and the riverbed is covered in multicolored stones, hence the name. These stones are pretty, but otherwise mundane.
## Foothills and Forests
A dense, but navigable forest that covers the lowest parts of the ascent. The flora here seems to grow unnaturally fast, so any attempt at establishing a permanent road has met with failure. The average angle of the slope is about 60 degrees, which also impedes all but the simplest of construction efforts.
**TODO:** Wandering monsters could descend into the city. Emphasis on creepy.
:question: **TODO:** Wandering monsters could descend into the city. Emphasis on creepy.
## Dotted Caves
@ -182,42 +188,6 @@ For climbers on the mountain, keeping track of the current time of day is import
:question: **TODO:** Ascension and descension will take time, but long stretches of time can be glossed over by the GM - I'll need to add a rough guide for how long each tier takes to traverse.
# Artifacts and Excavation
:question: **TODO:** Empty - We're here for the Phat Lute
## Movement and Ascension
:question: **TODO:** Empty
## Digging and Excavation
:question: **TODO:** Empty
# Skill Point Tables
:question: **TODO:** Empty
## Progression Skills
:question: **TODO:** Empty - levelling up, additional abilities and mechanics, etc. or might just focus on the core attributes
## Survival Skills
:question: **TODO:** Empty - don't get smacked
## Combat Skills
:question: **TODO:** Empty - Smack hard
## Craft Skills
:question: **TODO:** Empty - "crafts" are more like "professions"
## Group Skills
:question: **TODO:** Empty - NOTE: Group skills needs everyone in the group to allocate skill points towards them to be usable.
# Items and Inventory
For those who live and work in Vorland, the sight of pilgrims, adventurers and fortune seekers is an everyday occurrence. The local coinage is often mixed with coins from across the continent, or may bear markings of old - but they are all welcomed by the city's businesses. One silver "denas" is worth ten copper "as" - anything greater is harder to use.
@ -244,6 +214,56 @@ Below is a table of the most commonly purchased gear for climbing the mountain.
:question: **TODO:** simple Ranged weapon - rock? A throwing skill?
# Artifacts and Excavation
:question: **TODO:** Empty - We're here for the Phat Lute
## Classifications
Each type of artifact falls into one of the following broad classes, which can often dictate how they're handled:
**Common-class:** There are many examples of this artifact, or it can be easily crafted from an artifact. Their effects are fairly simple or mundane.
**Uncommon-class:** While not impossible to obtain, uncommon-class artifacts are hard to come by, and sell for high prices. Their effects can vary from moderately impactful, to extremely dangerous or destructive if misused.
**Rare-class:** While multiples of some rare-class artifacts do exist, the exact number could be counted on one hand. The sale of these is regulated on a case-by-case basis, as some have the capacity to tip the balance of power between nations.
**Nocturne-class:** These artifacts, for whatever reason, cannot be recovered or sold by the Mountaineer's Guild. Some are immovable, while others have been bound to an individual's body - the exact circumstances vary.
**Restricted:** This is a special class, reserved only for artifacts that actively cause harm, and are therefore illegal. Being caught in possession of a restricted artifact can come with steep fines and punishments.
## Digging and Excavation
:question: **TODO:** Empty
## Movement and Ascension
:question: **TODO:** Empty - probably belongs elsewhere
# Skill Point Tables
:question: **TODO:** Empty
## Progression Skills
:question: **TODO:** Empty - levelling up, additional abilities and mechanics, etc. or might just focus on the core attributes
## Survival Skills
:question: **TODO:** Empty - don't get smacked
## Combat Skills
:question: **TODO:** Empty - Smack hard
## Craft Skills
:question: **TODO:** Empty - "crafts" are more like "professions"
## Group Skills
:question: **TODO:** Empty - NOTE: Group skills needs everyone in the group to allocate skill points towards them to be usable.
# Bestiary and Herbarium
:question: **TODO:** Empty