Alongside developing Talon's Height (I now have two tables playing it, have run a one-shot out of it, and a friend has run a two-shot out of it), I've begun writing up a slightly less traditional setting - the Great Valley. This is influenced by an odd mix of things - Vance, the Exalted RPG, faery myths, the sport of cricket, south-eastern England. Distinctive races (which I'll be designing race-classes for) are the Pigman and the Bombid/Beefolk.
This is the outline of the "starting town", Gronk's Crossroads, along with a rumour table for use there. Tell me what you think.
Gronk's
Crossroads
A village in the Great Valley has grown up around a
waystation run by the pigman Gronk, who serves as an unofficial and
thoroughly reluctant mayor. It is in the midst of a strange
landscape, dotted with mysterious ruins. It has recently developed
into a major cricket venue. Gronk's Crossroads has a population of
around 300, including the nearby farms.
The
Waystation
An inn-cum-general store run by the pigman Gronk (2nd
Level Pigman, grumpy, taciturn, acts resentful of the villagers but
is quite protective of them). A bunk can be had here for 2cp a night,
whilst a private room is 3sp. Stodgy, filling meals involving suet
and cabbage cost 4cp, imported ale costs 2cp a pint, whilst wine is
1sp a bottle. Gronk's decade-spouse recently visited for a month, and
left behind 10 manpiglets on her departure. One regular is Gibly (0th
Level Magic User, only knows a cantrip to help crops grow, overchatty
and boring).
Market
“Square”
A rough triangle of dusty ground, local farmers and
travelling tinkers sell their wares here. Metal weapons and armour
are unavailable, being a monopoly of Mobbs the Smith; however, there
is a 2 in 6 chance of shortbows and leather armour being available,
and hunting snares and slings are always available. There is a 2 in
10 chance of strange or unusual goods – bezoars, mancatchers, faery
fiddles, etc – being available.
The
New Smithy
There
was no Old Smithy. Mobbs (quiet but amiable human,
surprisingly skinny for a smith) lives and works here, producing most
ordinary metal goods someone might want to buy, including metal
weapons and armour. He also brews his own beer, and serves it from
his front rooms some evenings to anyone who visits (mostly his
neighbours). He charges 1cp for a pint, which, depending on the
batch, either tastes of soggy biscuits or tastes mostly normal but
is slightly psychadelic.
The
Oval
A great green oval, strongly contrasting the dry scrubby
ground around it. A cricket wicket is in the middle. Crossroads
Cricket Club (CCC) play here, hosting travelling teams from other
places in the Valley and beyond. There are enough locals who play
cricket for there to be a match even without visitors – about 30
locals play, and a team is made of 11 players. The club captain is
Vimy (arrogant human, tall and blonde, think Disney's Gaston), whilst
the groundsman is Philbert (halfling, too short to play, enthusiastic
and skilled at groundskeeping).
The
Catamite's Tomb
No-one locally knows what a catamite is, and no-one
knows how to unlock the puzzle-door, so no-one has been into this
ancient building just south of the Crossroads. It is built out of one
piece of transluscent light blue stone, cool to the touch even on the
hottest summer's day.
The
Generic Shrine
Carved into a great grey stone protruding from the earth
east of the Waystation, this small underhang is blank and empty
except for a plinth, which the inhabitants of the Crossroads leave
offerings on or pray at – to whichever God or gods they follow. At
any time it is likely to contain 2d6x10sp worth of precious gems,
fine spices, hand-crafted ornate candles, and the like; stealing them
and getting caught would be a good way to observe how lynch mobs
form.
1d20
Rumour Table
1. The Catamite's Tomb is full of
the treasure of an ancient wizard, but is full of traps.
(Misleadingly True)
2. There are strange animalfolk up
at the Golden Mere who are master builders. Underneath the water,
though, lurks death. (True)
3. The Generic Shrine was
originally dedicated to a trickster god who blesses those who steal
from it. (Potentially Fatally Untrue)
4. Though King Chegwin's Gribbles
claim the Fort for their own, there are many levels still locked
beneath them, where the true masters of the place sleep. (True,
though how anyone knows this is a mystery.)
5. The Old Woman loves to forge
powerful magical weapons for the heroic-hearted. She welcomes any
such seeker at her hut. (True, But Not In The Way You Think)
6. Faeryfolk rule Old Eaves Wood;
apparently there's some civil war betwixt them, and they sometimes
hire outsiders to aid them in their strange battles. Be careful, as
these aren't always solved by combat. (True)
7. Shallow Hall, the seat of Lord
Russet, sits next to many barrows of the olden times – full of
treasure, but dangerous. (True)
8. The people of Coldmeadow are
strange and distant folk, courteous to outsiders, but secretive.
They must be hiding something. (They Are!)
9. Gronk slew a wyrm and sold its
hide to fund building the Waystation. (True, though it was only a
small one, and he doesn't talk about it.)
10. There's money to be made in
playing as a club professional in cricket. It's also a good excuse to
travel and see the Great Valley. (True)
11. The Longtrees are inhabited by
fuzzy, cuddly flying people who dole out honey to the cheerful.
(Essentially False)
12. The hedge wizard Gibly pays
for herbs, mosses, and fungi from the Golden Mere, Greywallow, the
Longtrees, and Old Eaves Wood. (True)
13. The Impossible Tower contains
marvellous artefacts of the Olden Times; if only it was easier to
get into! (True)
14. The Order of the Old-Delvers
are headquartered in their great Monastery-Cathedral. They pay
generously for evidence about the olden times, especially relating
to religion. (Mostly True, Except They're Not That Generous)
15. There's apparently a village
hidden away in the Longtrees where everyone lives to one hundred
years old. (There is a village in the Longtrees, but the rest is
garbled.)
16. Cedd's Isle is named after a
strange monk who lives there, alongside great sentient hermit-crabs.
He is a kindly host to travellers, especially seekers of truth about
the olden times. (True)
17. Greywallow is dangerous place;
the marshes are rife with giant amphibians, and there are robbers
hidden there. There are valuable herbs here, however, and rumours of
sunken treasure. (True)
18. Lord Russet is a power-hungry
madman, and has his greedy eye on adding Coldmeadow and Gronk's
Crossroads to his little empire. (Vicious Slander)
19. If you meet a faery, speak
courteously about the Kind Masters, and they shall treat you as a
friend. (Debatable)
20. You may find great wealth at
the Concrete Horror House, but at risk of your sanity. (Painfully
True)
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