While each town and settlement has its own assortment of gangs, illicit organizations and unscrupulous guilds, there are three names that are associated with villainy by the majority of those in the realm: The Smiling Ones, the Night Shrikes and the Whisperfeet.
Someone is always watching, and chances are they're one of the Whisperfeet, the corrupted remnants of the Caledonian Repubilc's espionage corps. While the Smiling Ones are known for their deception and the Night Shrikes for their cold brutality, the Whisperfeet are known for their knowledge. Employing the most arcanists out of the three organizations, particularly seers, sorcerers and psions, Whisperfeet use a combination of illusions and scrying to infiltrate all areas of society, collecting any information that may be important. They're also known to be extremely difficult to find. While Night Shrikes can be identified by their constant wearing of gloves, (used to hide the initiation scars on their knuckles) and the Smiling Men by their preference of red, Whisperfeet are identified by tattoos that can only be revealed through magic.
Despite the difficulty in finding them, the Dwarven-Elven alliance have contacted them several times in their attempts to outpace the gnomes. However, as gnomes make up a good portion of the Whisperfeet, high-ranking and low-ranking, negotiations have not gone very well.
Snoop Dogg's Pimptastic X is one of the templates I use when asked to name things.
Mo suggested that we meet at an inn.
I added Snoop Dogg's name to said idea as a way of continuing the joke from my earlier post.
We then started saying things that led to SD entering this plane, because Mo and I share the same need to memetically insert Snoop Dogg into everything.
There is an item of great power buried somewhere in the plains. What is its name?
Dennis.
Originally one of the guards of the gates of Raekonstadt, the capital of the Caelondian Republic, Dennis was powered with a mystical crystal imbued with magical energy. After the fall of the republic, Dennis the Golem wandered across the realm after the fall of the kingdom. Without an official master to guide him, he followed anyone who still bore the mark of the Caeldonian government. In his last years, he worked with a grandson of the Head of the Guard, Dennis's former master, and accompanied him to loot Caelondian ruins for artifacts. This worked well until they were trapped in a ruin. Though the grandson is long dead, Dennis (and his crystal) still lies deep in the ruins. Waiting.
I am okay with Snoop having a cameo as the Inn-keeper, and then never appearing ever again. Beyond that, I think we have created a world where Snoop cannot be in the thick of things. It is a shame, but it is the way it is and we can't go back and change it now.
I'm also in favor of the original inn title, before it was...enlightened by the glory of Snoop.
I have to agree with Ludmila; an appearance by someone such as that character is very silly.
And if the appearance is minor enough that it wouldn't change the tone of the game, then it's an appearance as a bit character, and you may as well just use a generic innkeeper or whatever.
...You know, .looking at the entire document, I just realized that I could save myself a lot of trouble by making Gladdenstone a Halfling settlement instead of a Gnomish settlement. That would save me from dealing with the incongruities of the Gladdenstone gnomes and the other gnomes.
If you let me change it, I'd gladly help you with making a place for the Halflings. That is, if that doesn't violate the three-facts rule.
Halflings have existed on this plane since the days of Caeldonia. After seeing the collapse of both the Orcish tribes and the Caeldonian Republic, the Halflings have generally eschewed alliances and large settlements, fearing that it'll result in their own collapse.
As such, modern-day Halflings live in small, self-sufficient city-states. Each settlement aims to produce enough supplies to satisfy the needs of everyone. They're not averse to other races -- indeed, they're more welcoming to visitors than any other race -- but they frown on immigrants unless they bring a valuable skill that the settlement needs (usually, this means metalworking or magical skills). Likewise, while they're willing to trade in order to compensate for insufficient production, they balk at the idea of permanent connections, whether economical or political. The only race with a notable history of trading with Halflings are the Gnomes, whose contraptions (both pre-steam and post-steam) are of interest to them.
Despite Halflings' lack of strength and power, few races will attempt to sack a Halfling settlement. In fact, sending a regiment to attempt such a thing is seen as a punishment, as the best one can hope for is a Pyrrhic* victory. Upon hearing word of an attack, Halflings will split into groups of four or five and abandon the settlement separately, taking everything of value and leaving only a few behind to conduct the counteroffensive. Once the settlement's abandoned, the remaining specialists will set myriad traps in and around it. These can range from explosions to horrific illusions to (in one notable case) tricking a giant into occupying the settlement. When the soldiers arrive, the sheer number of traps often causes mass desertion. This, combined with the threat of mutiny, usually forces the commanders to retreat. In the aftermath, the specialists will disarm the traps, the halflings will return and any damage will be repaired in a matter of weeks. While this plan will vary depending on the army and the settlement, the general template remains the same.
In the modern political climate, there's a sizable faction of younger Halflings among the city-states who wish to ally with the Gnomes, taking advantage of the amicability between the two races. However, Halfling city-states are governed by councils of elders, who have generally frowned at the current state of Gnome affairs. As such, many Halflings are leaving their traditional city-states to independently ally with the Gnomes, a fact that many Gnomes are not pleased with. If they don't attempt to work with the Gnomes, young Halflings will go into the cities and try their luck with the Smiling Men or the Whisperfeet.
* In this realm, the term Pyhrric Victory comes from an attempt by General Pyhrrus of Caeldonia to sack the Halfling city of Middenshire, as they were protecting a thief that had stolen a precious gem from the General's wife. Instead of simply setting traps and fleeing, Middenshire laid traps on the most likely battlefields and fought the Caeldonians head to head. While the Halflings were eventually routed and forced to flee, the traps killed most of Pyhrrus's men during battle, and many more during the occupation of the city. While Pyhrrus was commended for actually managing to capture a Halfling city, he was disliked by many for the high cost and low reward. Men refused to serve under him, and he retired soon afterwards. After the fall of Caeldonia, the city was resettled by Halflings and named Gladdenstone, after a beautiful gem that adorned in the city's meeting hall.
I think some people may have heard of our names, but wouldn't be able to identify us on sight.
Like, the average thief knows that there's a Dwarf rogue who looks a bit like a Gnome and acts like a Halfling, but they're not going to know exactly how he looks.
Comments
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Trolls find a way.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
I'll handle the rest of the questions and summarize everything tomorrow, but submissions are still open.
Final Step: Name the Adventure.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
we better meet at an inn.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
A: Yes
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
I can scroll, see what you're all saying, but that logic train has left- me behind.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
like are people going to recognize us on sight because I'm not sure how I'd handle that.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
And you still need to help me with magic items.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead