Designer's Notes
What follows is a revised version of my previous post on adventuring parties. Instead of posting about Into the Dark as a generic set of old-school rules, I have decided to develop the rules with my Gothic fantasy sandbox campaign in mind--Twilight Empire. Among other things, this makes it easy for me to provide specific examples in posts, such as (in this case) particular groups and factions that player character parties can be affiliated with.
Adventuring Parties
Before each player creates his own particular character, the players
must agree on what type of adventuring party they will form. Adventuring party type
determines the players’ main motivation for adventuring. The referee also uses adventuring
party type to develop provide hooks or leads for adventures.
At least one third of the members of an adventuring party must belong
to the main class and training package for their party type.
Adventuring Party Type Table
Roll
|
Type
|
Main Class and Training
Package
|
1
|
Criminals
|
Thief: any
|
2
|
Crusaders
|
Cleric: Templar
|
3
|
Explorers
|
Fighter: any
|
4
|
Friars
|
Cleric: Canon
|
5
|
Grave robbers
|
Fighter: Soldier or Thief:
Burglar
|
6
|
Guildsmen
|
Fighter: Soldier
|
7
|
Knights
|
Fighter: Cavalier
|
8
|
Mercenaries
|
Fighter: Soldier
|
9
|
Nobles
|
Fighter: Cavalier
|
10
|
Wardens
|
Fighter: Scout
|
11
|
Witch hunters
|
Cleric: Templar
|
12
|
Wizards
|
Mage: any
|
Criminals
A party of criminals are members of a street gang or underworld guild. Underworld
guilds vary in size from dozens to hundreds of members. They often specialize
in a particular form of crime, such as assassination, forgery, gambling,
narcotics, procuring, protection rackets, smuggling, or theft.
In addition to evading, fighting,
or paying off the local enforcers of the law, a party of criminals must navigate
the ever-shifting alliances and rivalries among the underworld guilds
themselves.
City of Greymouth Underworld Guilds Table
#
|
Underworld Guild
|
Alternate Name
|
Allies
|
Enemies
|
1
|
Assassins Guild
|
Blood Brothers
|
Grey Wizards
Twilight Emperor
|
City Guard
Council of Burgesses
|
2
|
Beggars Guild
|
Alley Jacks
|
Racketeers Guild
Cult of the Rat Lord
|
Thieves Guild
|
3
|
Racketeers Guild
|
Crimson Blades
|
Beggars Guild
City Guard
Red Wizards
Cult of Moloch
|
Black Wizards
Smugglers Guild
Thieves Guild
|
4
|
Smugglers Guild
|
Night Merchants
|
Thieves Guild
|
City Guard
|
5
|
Thieves Guild
|
Black Hearts
|
Smugglers
Black Wizards
Cult of the Cat Lord
|
Beggars Guild
City Guard
Racketeers
|
Crusaders
Crusaders are members of a militant order of canons regular, dedicated
to using force of arms to defend their religion, or to spread it through the conquest
and forcible conversion of border regions. Members of crusading orders are
commonly referred to as Templars.
The stronghold of a crusading order is referred to as a commandery. A
party of crusaders are usually attached to a commandery, but may instead be
attached to a church or abbey in a remote or border region.
Crusading Orders (Militant Canons Regular) Table
#
|
Order
|
Mission
|
1
|
Knights of the Blood
|
Protect the relics of martyrs
|
2
|
Knights of the Book
|
Protect the Library of Constance in Greymouth
|
3
|
Knights of the Hostel
|
Protect travelers and guard the countryside
|
4
|
Knights of the Temple
|
Protect the Temple of El in Greymouth and the pontifex maximus
|
Explorers
A party of explorers is generally
in the service of a noble, bishop, free city, or company of investors, employed
to survey and pacify a border region, to establish colonies for settlers, or to
discover and open up new trade routes.
Friars
A party of friars are members of an order of canons regular associated
with the Church of Law. The party can also include various people
associated with the order, either because they are devotees of the order’s
divine patron, or because they were hired by the order to provide security or
some other service.
Principal Orders of Canons Regular Table
#
|
Order
|
Description
|
1
|
Black Friars
|
Learned theologians and apologists of the church
|
2
|
Grey Friars
|
Mendicants and renunciates who shun bodily comforts
|
3
|
Red Friars
|
Zealous supporters of the pontifex maximus; infamous for intrigue
|
4
|
Sisters of Sorrow
|
Nuns who assist the ill and infirm
|
5
|
White Friars
|
Dedicated to helping the poor
|
Grave Robbers
While they may refer to
themselves as “artifact hunters” or “antiquarian explorers”, these adventurers
are commonly known as “grave robbers,” plain and simple. Grave robbers
specialize in locating, exploring, and looting the many ancient ruins which dot
the countryside of the Twilight Empire, or which lie buried beneath its towns
and villages. Most ruins were built by the Pantarchs, but there are also sites
of more recent origin, such as the long barrows and abandoned hill forts of the
Old Valish, or the subterranean delves of dwarves, goblins, and other faeries. Ruins are commonly guarded by bandits, witches,
faeries, or evil spirits, but they also contain ancient treasures which can be
sold for considerable sums to the right buyer.
Guildsmen
Guildsmen are members of a trade guild. A trade guild is an
organization dedicated to defending the interests of the practitioners of a craft,
profession, or trade in a particular town or city. Each type of craftsman,
merchant, or profession has its own guild. People in small towns, or
practitioners of trades with few members, sometimes combine into a single “Odd
Fellows” guild, so named because the guild’s members come from a variety of
trades.
A trade guild has an alignment and a divine patron. The vast majority
of trade guilds are lawful, and venerate one of the saints or archangels. Trade
guilds typically sponsor annual festivals which honor their divine patron.
An adventuring party associated with a trade guild may be a band of
mercenaries hired to defend the guild from attack, theft, or witchcraft,
or to spy on, infiltrate, and attack rival guilds or factions.
Knights
A party of knights includes warriors of noble birth who belong to the
same order of chivalry. An order of chivalry is a group of knights dedicated to
pursuing a political or other cause. All actual members of an order of
chivalry must be fighters of noble birth, but a party of knights may also
include non-members who are in the service of the order, such as a chaplain
(cleric) or scout.
While members of orders of chivalry are generally not clergymen (unlike
members of crusading orders), an order of chivalry always has an alignment and
religious affiliation. Most orders of chivalry are lawful. Neutral orders of
chivalry include elite warrior societies of pagan cultures; chaotic orders of
chivalry are secret societies dedicated to fighting in the name of demons or
elder gods.
Principal Orders of Chivalry Table
#
|
Order of Chivalry
|
Mission
|
Alignment
|
1
|
Knights of the Empress
|
Defend the honor and person of the empress
|
lawful
|
2
|
Knights of the Shield
|
Defend the borders of the Twilight Empire
|
lawful
|
3
|
Knights of the Veil
|
Defend the supremacy of the twilight emperor
|
lawful
|
4
|
Knights of the Vow
|
Defend the privilege of the aristocracy
|
lawful
|
Mercenaries
Mercenary companies often serve
as armed guards for caravans, ships, guild halls, shops, and warehouses, or
else bolster the armed forces of nobles, churchmen, free cities, or the
twilight emperor. Their members are generally of common birth, but sometimes scions
of the lesser gentry or dispossessed noblemen serve as their captains or
marshals.
Mercenary companies can number in the hundreds, but there are also
smaller bands of mercenaries numbering in the dozens or fewer, which fit the
case of a typical adventuring party.
Many people dislike mercenaries, because unemployed mercenaries often
resort to banditry.
Nobles
A party of nobles is made up of members of a single noble family—unlike
members of an order of chivalry, who are usually from different (and even
rival) noble families. A party of nobles also includes characters of common
birth who are in the service of the noble family.
The goals of a noble family include defending and expanding their
lands, securing good marriages for their sons and daughters, and avenging
insults to the family honor.
A party of nobles is from a
lesser branch of one of the great noble houses, or a lesser noble family allied
with one of the noble houses. Such a party will nonetheless be affected by the
grand politics of the empire, as shifting alliances and hostilities among the
noble houses are felt at all levels of the feudal hierarchy, and they too may
play a role in thwarting or furthering the machinations of the great counts or indeed
of the twilight emperor himself.
Noble Houses Table
#
|
Noble House
|
Reputation
|
Coat of Arms
|
1
|
House Beryl
|
Majesty
|
Gold gemstone on a black field
|
2
|
House Boarshead
|
Valor
|
Blue boar’s head on a gold field
|
3
|
House Falconcrest
|
Chivalry
|
White falcon on a blue field
|
4
|
House Ravenwing
|
Treachery
|
Black raven on a white field
|
5
|
House Tawny
|
Pride
|
Red rooster on a gold field
|
6
|
House Winterwolf
|
Endurance
|
White wolf on a black field
|
Wardens
A party of wardens is in the service of a noble or ecclesiastical lord,
and is charged with such tasks as patrolling game preserves, defending
borderlands, scouting enemy forces, raiding enemy bases, escorting VIPs on long
journeys, hunting down criminals or fugitives, and retrieving stolen treasures.
Wardens may also be referred to as borderers, gamekeepers, or rangers.
Witch Hunters
A band of witch hunters is an
operating unit of the Office of the Inquisition, charged by the Church of Law
with discovering and rooting out heresy, idolatry, sorcery, witchcraft, and
incursions of demons or spirits of the dead. On the one hand, inquisitors are often
given considerable latitude in the execution of their duties; on the other hand,
they are part of a judicial institution, and are thus required (at least in
principle) to conduct formal investigations and to gather evidence according to
the rules laid down by the Church of Law.
Inquisitors are often sincerely
motivated by a desire to protect human civilization from the forces of
darkness, but they are not above resorting to spying, torture, and
assassination in the service of this lofty aim.
Wizards
A party of wizards consists of
members of an order of wizardry together with their associated servants and
allies. Orders of wizardry are also
called wizard guilds or occult lodges; they are often forced to operate in
secret, because of the common belief that all magic involves invoking demons or
elder gods.
Wizard orders vary in size from local groups which may have a dozen or
fewer members, to international associations which can have hundreds of members
spread out over many lands.
An order of wizardry’s alignment represents the type of spirits its
members commonly invoke in order to attain their magical power. Lawful wizards
customarily associate with celestial spirits, neutral wizards with elemental
spirits, and chaotic wizards with infernal spirits. In addition, lawful wizards
generally aspire to use their magic to benefit society, through spreading
knowledge and enlightenment, while chaotic wizards generally use magic to
enhance their personal power and to attain mastery over others.
Members of sufficiently large orders of wizardry receive a 20% discount
on magical goods or services purchased through the order, in
exchange for paying annual dues equal to 100 groats times their experience
level.
Orders of Wizardry Table
#
|
Order
|
Alternate Name
|
Training Package
|
Magical Specialization
|
Alignment
|
1
|
Order of the Eye
|
White Wizards
|
Theurge
|
celestial magic
|
lawful
|
2
|
Order of Hermes
|
Green Wizards
|
Alchemist
|
alchemy
|
neutral
|
3
|
Order of Mysteries
|
Grey Wizards
|
Thaumaturge
|
elemental magic
|
neutral
|
4
|
Order of Shadows
|
Black Wizards
|
Sorcerer
|
infernal magic
|
chaotic
|
5
|
Order of the Torch
|
Red Wizards
|
Sorcerer
|
fire magic
|
chaotic
|
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