This one's for Allandaros, because he seems so excited about it
NPC PROFILE: SHERE KHAN
Born on one of the outlying planets of the Eared Empire, Khan knew from a young age that he was destined for greatness. In his youth, however, he was a bit wayward and ran into trouble with the law. After a number of odd adventures, however, he became much more focused, deciding instead to become a more or less respectable businessman.
Khan founded Khan Industries, a company known for their spelljamming ships and also their weapons manufacture for said ships. The company produces what are widely agreed to be some of the finest ships created by a large manufacturer (as opposed to single independent builders, for instance). Khan also employs numerous independent contractors who work as delivery agents for supplies: most agree that if you want a valuable package to arrive on time, Khan Industries is the way to go.
Irked by ever-increasing regulations and limitations imposed by the Empire, Khan eventually relocated his business to the free city of Traverse, specifically the orbiting asteroid known as Cape Suzette. There, he enjoys a certain degree of freedom from Empire law, while still able to sell his ships right back to them.
Shere Khan is absolutely ruthless and extremely pragmatic in his dealings, but he also adheres to a strict code of honor and is eminently fair in all his dealings. He will never go back on a deal or alter it without the consent of those bound to a contract under him, and he always pays his debts. On the other paw, he isn't at all tolerant of laziness or incompetence, and the Light preserve you if you should ever betray him.
Shere Khan often hires adventurers for various tasks, usually when he needs a little extra muscle. Payment is usually finder's rights for whatever lost ruin they're exploring, though if adventurers find nothing and it is demonstrably not their fault he will provide compensation for their time and any equipment used. He also usually allows adventurers use of some of his company resources for whatever tasks he sets them to.
Billionaires do tend to take up rather odd hobbies (such as diving into moneybins) and Khan is no exception -- he collects deadly and exotic plants, and fills the common areas of his office building with them. Khan is an expert on the care of carnivorous plants, will never be targeted by the ones in his building. Guests and employees are always warned never to approach the flowerbeds, and he keeps particularly dangerous specimens behind fences... but it also gives him an easy way to deal with betrayers.
Finally, Khan maintains a more or less friendly rivalry with Scrooge MacDuck. The rivalry is friendly primarily because Khan doesn't see MacDuck as a threat.
Khan Industries Ships
Khan's ships are quite different than the ships of the Empire; while Empire ships tend to be ostentatious spun sugar creations, Khan ships resemble nothing so much as aircraft of the 1930s and 40s. He's quite silent on where he got the designs.
Khan actually owns his own private fleet of cargo and fighter aircraft. The cargo aircraft are part of his private shipping and transit services, whilst the fighter aircraft constitute his own personal army.
Monday, November 26, 2012
Monday, November 12, 2012
Summon + Command Heartless
Again, this is pretty drafty.
Anyone can summon and command Heartless. Anyone. This isn't just the purvey of clerics, or even people native to the universe. Anyone who comes to JammerHearts automatically has the ability to summon and command Heartless.
SUMMONING HEARTLESS
Summoning Heartless works exactly like the Lamentations of the Flame Princess version of the Summon spell (LotFP rules here: http://lotfp.blogspot.com/?zx=f9546c7693d08615) , save that anyone can cast it, it ONLY can be used to summon Heartless, and nobody gets a Caster Level bonus regardless of their actual class. Unlike the LotFP version, these are not spontaneously generated creatures, but should instead be selected from the Heartless types.
Sacrifices must be intelligent creatures, and their hearts must be cut out for it to work, and given to the Heartless as food. This will actually create more Heartless in the Shadow plane, and the bodies will vanish into black smoke.
If the Heartless wins the Dominating Creature roll, instead of the LotFP table, consult this table:
1. The Heartless retreats to the Shadow Plane, bringing the caster back with it. The caster is left in the Shadow Plane to fend for themselves against the armies of Heartless there. Good luck!
2. The Heartless' presence in the Plane of Light (Prime Material) is stable and it will not be drawn back to the Shadow Plane. The caster's will is replaced with that of the creature, and the character becomes an NPC. As intelligent Heartless are very rare, the caster and creature simply attempt to destroy everyone and everything in their immediate surroundings. If the caster's Corruption score is less than half of their Charisma score, then if the Heartless is defeated they can be restored. If not, defeating the Heartless kills the caster, as the caster was essentially a Heartless at that point anyway.
3. The rift is held open longer than it was supposed to be; d10 more Heartless with Hit Dice ranging from 1 to the summoned creature's Hit Dice, food into the physical world. They will attempt to slay and consume every living thing.
4. The Heartless devours the caster's heart, but their physical form remains infact, with the Heartless infesting the caster's bodily cavity. The Heartless may use either its own powers, or the caster's. The Heartless is in control.
5. The caster immediately loses their heart and becomes a Heartless that is summoned to the spot, the type determined by the caster's HD, class, and DM preference. Both the summoned creature and the caster's Heartless attack.
6. I'm not sure what to do for 6 (the original LotFP rules say that either the caster sacrifices a PC to the summoned beast, or the rest of the party ceases to exist; Heartless are 99% of the time not very intelligent)
COMMANDING HEARTLESS
In cases where parties encounter Heartless in the wild (rather than summoning them), or in cases where a Summoning goes wrong and they lose control of the Heartless, they may make a Turn Undead check; I personally prefer the LL rules, though you can use LotFP or hell, AD&D rules if you like.
The relevant information is how many HD you'd affect, and if you would normally AutoTurn or Destroy the undead in question.
If your check would Turn a creature of relevant HD, you instead Rebuke the Heartless, causing them to cower and take no actions. This gives them a -2 penalty to AC.
If your check would instead Destroy a creature of that HD, the Heartless are Commanded, and obey the commands of the person doing the commanding. You can only control a total number of Heartless equal to your Hit Dice. If you attempt to exceed that amount, you lose control. The commander must maintain concentration to keep the Heartless; meaning, they cannot take any actions other than moving and commanding the actions of the Heartless.
The Heartless WILL be hostile after control is relinquished, as they only care about one thing, and that's omnoming hearts.
CORRUPTION AND YOU!
Every time someone either Summons or Commands Heartless, they gain a point of Corruption. If their Corruption at any point equals the higher of their Constitution or Charisma, they lose their Heart and become a Heartless themselves. Depending on their Wisdom score, however, something else interesting will happen, but that's A Secret.
Why Charisma? In DnD 3.5, Charisma was described as more accurately representing one's sense of self and force of personality. A person secure in their selfhood will have a stronger presence then someone who doubts themselves. I tend to think of it as more than just how much better your character is at fasttalking than you; it's how secure your character is in their place in the world. This is a bit difference than Wisdom in that Wisdom is how aware your character is of the nature of the universe, whilst Charisma is reflective of internal self confidence... even if your character is totally oblivious to stuff.
It's this way in Jammer Hearts because Sora is a complete dumb-butt at times and VERY unwise, but the kid has personal magnetism out the wazoo. And all the great villains in the games just ooze Charisma, but in a lot of cases they do things that make you go WHAT, WHAT, WHAT ARE YOU DOING (low Wisdom)
Also, Because I Said So.
And now, an attempt at actually statting out the lowest level Heartless, a Shadow. I've never made a monster before. I have no idea what I'm doing. Based it on the LL monster rules, mostly a cross between a rat and a DnD style Shadow. Plz halp fixing.
SHADOW HEARTLESS
Type: Pureblood Heartless
Number: 1d10
Movement: 60ft (20ft) (20 ft (10ft) as shadow)
Armor Class: 11 (ascending)
Hit Dice: 1d4 HP
Attacks: 1
Damage: 1d4
Save: F1
Morale: Heartless do not flee unless killed or successful in devouring a Heart.
Treasure: 1x Lucid Shard when killed (can be traded in Traverse Town for munny, or used in item creation)
XP: I don't know honestly
By far the most common type of Heartless, Shadows are Purebloods: creatures composed of pure Darkness left behind when a Heart collapses. They are vaguely humanoid shapes of pure darkness with glowing yellow eyes and twitching antennae that come up to about knee height. They shimmer and warp as though not entirely of this world.
Shadow Heartless have the ability to de-phase with reality to evade attacks.
Heart Devouring: If a Shadow successfully reduces a victim to 0 HP, it devours the victim's heart. The victim's body vanishes in a swirl of shadows (though all possessions are left behind), and a second Shadow Heartless is summoned. If the devouring Heartless is not defeated, in 1d4 hours it transforms into a higher HD Heartless, based on the class and level of the person whose heart it devoured. A Heartless that has just devoured a Heart will attempt to flee. If the Heartless that devoured the person's heart is defeated, that Heart will re-emerge, but there is no way to resurrect someone from this state.
Shadow Step: A Shadow can sidestep partially into the Shadow Plane, seeming to sink into the floor. Moving to and from this position uses up their action in a given round. While in the floor, Shadows cannot attack, but they cannot be damaged except by magic weapons and spells.
Not finished yet, but preliminary thoughts on Beastfolk
The Eared Empire is populated primarily by Beastfolk, bipedal versions of various animals. Beastfolk can also sometimes be found outside the Empire and across many other lands, but the Empire is where they are most highly concentrated.
This is a bit of a draft, as I'm still throwing together ideas. Races in JammerHearts will probably work as just races, in that you can, say, be a Catfolk Cleric or a Mousefolk Thief. I might still allow races-as-classes for some things, if people so desire them.
Thus far, I don't have any special racial abilities figured out mechanically, but I'll post some ideas with each one of these. I VERY MUCH welcome suggestions or ideas to make this all work.
MOUSEFOLK
Are mechanically identical to halflings, whatever edition or ruleset you're using. Like Halflings, they love good food, simple comforts, and are very good at hiding, and are surprisingly tough little buggers.
I may change one thing, in that Mousefolk may be allowed to take on Arcane magic classes, given how iconic the Sorcerer's Apprentice is... but with the drawback of that they have to take the Wild Mage kit, as their magic is inherently fickle and unpredictable, and tends to lead to giant armies of brooms conquering the world, or random teleportation accidents. They'd also lose their innate magic resistance.
Mickey Mouse is the iconic Mousefolk, though he may not be the best example as he's a ridiculous jack of all trades.
Note that halflings don't exist in JammerHearts, at least not on any known world. There's just Mousefolk.
CATFOLK
Catfolk are nimble and quick creatures. Acrobatic and lithe, they can perform feats of dexterity beyond the ken of most. That being said, they're often known for being aloof, haughty, and arrogant. They tend to get along poorly with all other types of beastfolk save Cowfolk, including each other.
Racial ability adjustments:
+ 1 Dexterity, -1 Wisdom
Catfolk are nimble and quick, but not entirely in tune with the world around them.
Possible thoughts for other racial traits: Something to do with always landing on their feet; not as good as what Birdfolk will get (see below) but something quite good. Something with stealth, but not as good as Mousefolk. Something with climbing and excellent balance, which should just plain be good. Low-light vision/infravision/whatever. Maybe a better unarmed attack, because claws.
Catfolk likely favor Thief/Rogue/Expert and Ranger, as well as Magic-User. While they can probably take on the Cleric class, they aren't as good at it.
Captain Amelia from Treasure Planet is a good example of a member of the Catfolk race.
DOGFOLK
Dogfolk are known for being a little slow on the uptake, but often unshakably loyal. They also tend to have a deep connection to the world around them, an innate inner-connectedness
+1 Wisdom, -1 Intelligence. Dogfolk aren't the brightest bulbs in the pack, but they have keen senses and seem more naturally in-tune with their surroundings.
Possible thoughts for other traits: Something to do with being really good at finding stuff. Something to do with picking up tricks/skills fairly quickly, slash memorizing by rote. Maybe being good at herding stuff. Idk.
Dogfolk are probably really bad at Arcane magic and being sneaky. They make good Fighters, Clerics, Paladins, and Rangers.
BIRDFOLK
Birdfolk are keenly intelligent creatures. They often either go into business, or into the scholarly arts. Some birdfolk do have terrible tempers, though.
+1 Intelligence, -1 Constitution. Birdfolk are possessed of a keen intellect, but their hollow bones render them somewhat fragile.
Reduce falling damage by 10ft: While Birdfolk cannot actually fly, they do tend to have long feathers on their arms, and can slow their descent by rapidly flapping. Birdfolk treat all falls as 10 feet shorter than they actually are.
Possible thoughts for other traits: oh jeez I don't know? They should be the same size as Mousefolk though, they ain't big
Birdfolk heavily favor magic-using classes.
COWFOLK
Cowfolk are often the grunt labor of the Empire. Tough as nails but not terribly bright, Cowfolk can take a lot of punishment, but aren't known for being thinkers and planners.
+1 Constitution, -1 Intelligence. Cowfolk are tough as nails, but tend to be a bit slow on the uptake.
Other traits: I don't know I might just cut out cowfolk because I seriously have no idea
BEARFOLK
Big and lumbering, Bearfolk are fairly rare. If they weren't, they'd make up the majority of the Empire's armies. As it stands, Bearfolk in the military tend to be elite troops, made for intimidation and big damage.
+1 Strength, -1 Dexterity: Bears are big and powerfully built, but not particularly nimble.
Other traits: they should be really damn tall, much bigger than normal. I mean they're bear-dudes.
***
Rabbits, Chipmunks, and Squirrels have the same stats as Mousefolk; as do Rats, but rats are second-class citizens and tend to be treated rather terribly and discriminated against. Foxes are actually most similar to Catfolk. Wolves are Dogs. Some Birdfolk are also Velociraptors. They still have feathers, and are still small, they just have teeth, and are considered weird looking mutants.
HRM.
This is a bit of a draft, as I'm still throwing together ideas. Races in JammerHearts will probably work as just races, in that you can, say, be a Catfolk Cleric or a Mousefolk Thief. I might still allow races-as-classes for some things, if people so desire them.
Thus far, I don't have any special racial abilities figured out mechanically, but I'll post some ideas with each one of these. I VERY MUCH welcome suggestions or ideas to make this all work.
MOUSEFOLK
Are mechanically identical to halflings, whatever edition or ruleset you're using. Like Halflings, they love good food, simple comforts, and are very good at hiding, and are surprisingly tough little buggers.
I may change one thing, in that Mousefolk may be allowed to take on Arcane magic classes, given how iconic the Sorcerer's Apprentice is... but with the drawback of that they have to take the Wild Mage kit, as their magic is inherently fickle and unpredictable, and tends to lead to giant armies of brooms conquering the world, or random teleportation accidents. They'd also lose their innate magic resistance.
Mickey Mouse is the iconic Mousefolk, though he may not be the best example as he's a ridiculous jack of all trades.
Note that halflings don't exist in JammerHearts, at least not on any known world. There's just Mousefolk.
CATFOLK
Catfolk are nimble and quick creatures. Acrobatic and lithe, they can perform feats of dexterity beyond the ken of most. That being said, they're often known for being aloof, haughty, and arrogant. They tend to get along poorly with all other types of beastfolk save Cowfolk, including each other.
Racial ability adjustments:
+ 1 Dexterity, -1 Wisdom
Catfolk are nimble and quick, but not entirely in tune with the world around them.
Possible thoughts for other racial traits: Something to do with always landing on their feet; not as good as what Birdfolk will get (see below) but something quite good. Something with stealth, but not as good as Mousefolk. Something with climbing and excellent balance, which should just plain be good. Low-light vision/infravision/whatever. Maybe a better unarmed attack, because claws.
Catfolk likely favor Thief/Rogue/Expert and Ranger, as well as Magic-User. While they can probably take on the Cleric class, they aren't as good at it.
Captain Amelia from Treasure Planet is a good example of a member of the Catfolk race.
DOGFOLK
Dogfolk are known for being a little slow on the uptake, but often unshakably loyal. They also tend to have a deep connection to the world around them, an innate inner-connectedness
+1 Wisdom, -1 Intelligence. Dogfolk aren't the brightest bulbs in the pack, but they have keen senses and seem more naturally in-tune with their surroundings.
Possible thoughts for other traits: Something to do with being really good at finding stuff. Something to do with picking up tricks/skills fairly quickly, slash memorizing by rote. Maybe being good at herding stuff. Idk.
Dogfolk are probably really bad at Arcane magic and being sneaky. They make good Fighters, Clerics, Paladins, and Rangers.
BIRDFOLK
Birdfolk are keenly intelligent creatures. They often either go into business, or into the scholarly arts. Some birdfolk do have terrible tempers, though.
+1 Intelligence, -1 Constitution. Birdfolk are possessed of a keen intellect, but their hollow bones render them somewhat fragile.
Reduce falling damage by 10ft: While Birdfolk cannot actually fly, they do tend to have long feathers on their arms, and can slow their descent by rapidly flapping. Birdfolk treat all falls as 10 feet shorter than they actually are.
Possible thoughts for other traits: oh jeez I don't know? They should be the same size as Mousefolk though, they ain't big
Birdfolk heavily favor magic-using classes.
COWFOLK
Cowfolk are often the grunt labor of the Empire. Tough as nails but not terribly bright, Cowfolk can take a lot of punishment, but aren't known for being thinkers and planners.
+1 Constitution, -1 Intelligence. Cowfolk are tough as nails, but tend to be a bit slow on the uptake.
Other traits: I don't know I might just cut out cowfolk because I seriously have no idea
BEARFOLK
Big and lumbering, Bearfolk are fairly rare. If they weren't, they'd make up the majority of the Empire's armies. As it stands, Bearfolk in the military tend to be elite troops, made for intimidation and big damage.
+1 Strength, -1 Dexterity: Bears are big and powerfully built, but not particularly nimble.
Other traits: they should be really damn tall, much bigger than normal. I mean they're bear-dudes.
***
Rabbits, Chipmunks, and Squirrels have the same stats as Mousefolk; as do Rats, but rats are second-class citizens and tend to be treated rather terribly and discriminated against. Foxes are actually most similar to Catfolk. Wolves are Dogs. Some Birdfolk are also Velociraptors. They still have feathers, and are still small, they just have teeth, and are considered weird looking mutants.
HRM.
Saturday, November 3, 2012
RADIANT GARDEN / HOLLOW BASTION
WE CAN'T BE FRIENDS IF YOU DON'T THINK THIS IS RAD |
DISCLAIMER: All worlds will have differences from their canon Kingdom Hearts counterparts. This is because THIS AIN'T KINGDOM HEARTS IT'S JAMMER HEARTS.
Right.
HISTORY
AS IT IS KNOWN TO REFUGEES FROM THE GARDEN'S DESTRUCTION
Nine years ago, Radiant Garden was a highly advanced world with a number of offworld colonies within its crystal sphere. Though travel in wildspace was quite new to the Garden, and while there was no way yet to get beyond the edge of the sphere (this was considered to be impossible at the time), the world itself was a near paradise. Radiant Garden had seamlessly fused magic and technology on a fundamental level. Magic was so commonplace and available to the populace that even most pesants could at least manage a few simple charms and cantrips to make life easier. Everyone had magical lighting in their homes, clean water, easy transportation, and unprecedented access to education.
As it used to be. Damn right that's a floating magitek castle suspended over a giant ocean! |
Radiant Garden was a meritocracy in the truest sense. Though ruled by a king, rulership by hereditary had been abolished long ago. Instead, the most intelligent individual of any population was chosen, the one who had the most to offer to the Garden's people in terms of magiteknical progress.
The king during this era of prosperity was a relatively new one, King Ansem the Wise. Ansem was rather young for a king when he was crowned—he was only about thirty years old—but was well known for his theories and investigations into magic. At a young age, he had been instrumental in the development of spelljammer hulls for traveling within the crystal sphere of Radiant Garden. He had also overhauled the aqueducts feeding into the Garden to be 200% more efficient.
The traditions of Radiant Garden said that each King was to have five Apprentices drawn from among the best and brightest of Radiant Garden to serve him, to learn under his tutelage. This served two purposes: one, it was an unprecedented opportunity to learn under a great scientist, and two, it ensured that there would be at least five candidates for the crown who were already familiar with the other functions of government, beyond their abilities in the sciences. Ansem himself had been one of these very apprentices to the previous king.
Ansem reigned for nearly twenty years, twenty years during which he jumpstarted the technology of Radiant Garden to unprecedented heights. He began the first offworld colonies, and he ensured that the people of his world were safe, happy, and well-cared for.
It was not to last.
Nine years ago, the Darkness came. No one knows where it came from, or why, or how. Some do remember seeing Shadows before the end came, others remember disappearances, still others still weep about lost loved ones, but still, none know the source.
It took almost a year. First came the disappearances: people vanished off the street. At first, it was criminals from their cells, then it was the very few homeless, then servants... then, the shadows started appearing. They seemed unreal at first, but more and more of them came, enough that people knew they existed, and still there were the disappearances. Then, the meteor shower, which was seen across all worlds, not just in the capitol. Then, a King from another world came, and while he was just and kind, if very alien, his coming seemed to herald an end... especially since the King never addressed any of these concerns. The foreign King asked Ansem if he knew of the Shadows, and Ansem denied such knowledge, saying that he'd never even seen such a thing. The people still clung to faith in their king -- he'd never let them down before -- but unease swept through them like a tide.
And after. Arguably cooler Absolutely less habitable |
Then the sky split. Water reversed its flow. The earth was riven and from beneath the castle poured the Shadows.
In the first day alone, tens of thousands of lives were lost. On the second day, another offworld visitor appeared, a woman named Maleficient, claiming to be the Queen of the Unsleelie Sidhe, something nobody there had ever heard of. She claimed that Radiant Garden was no longer such a thing, it was now a Hollow Bastion, an empty shell, a place of Darkness, and that it was her own. Her ultimatum was this: that anyone who chose to remain would become part of her army, willingly or not.
People fled to the Colonies, but that did not save them. The very sphere around Radiant Garden cracked and shattered, letting the Phlogiston fill the space. A few lucky souls escaped by Spelljammer or through other, more mysterious methods, but the Garden itself was lost.
POPULATION
Hollow Bastion itself is home now only to Heartless and to Maleficent herself. Some stubborn individuals eke out an existence on the colonies, but it's a harsh life and plagued by Heartless. They probably won't last.
Humans are the main race that populated Radiant Garden. I NEED MOAR THOUGHTS about whether or not there were other races on the other worlds, but, RG: Mostly humans.
Refugees from Radiant Garden live mostly in Traverse Town now, and they were some of the first settlers. A few escaped to Twilight Town, where they live in secret, trying to forget their past lives and live in relative peace. Some scattered individuals can be found elsewhere.
INDUSTRY AND ARMS
Magical technology was quite common, though most of it was practical in nature. Water purifiers, magical lamps that never go out, these were fairly common, as were magic weapons. Radiant Garden had no guns, but crossbows, especially crossbows enchanted with unlimited ammunition, were quite common.
THE UNIVERSITY
As a meritocracy based on arcane knowledge and scientific learning, the University of Radiant Garden was its crown jewel. Before becoming Apprentices, most potential Kings attended this University. Wizards and Magitek Engineers (of whatever flavor you prefer) were some of the graduates of this university.
RELIGION
The people of Radiant Garden believed quite strongly in the Light, a universal force at the heart of all living beings, and also at the heart of worlds. All Radian clerics worship the Light.
The Light holds that all hearts are connected as one, and each heart is a fragment of this greater Light at the heart of all things. The planet itself has a Heart, and that Heart in turn is connected to this Light. Kindness, generosity, selflessness, and friendship are the paramount values of the Light, as is living in harmony with your surroundings and with others.
There is a small but growing cult of Radian clerics who have turned instead to the Darkness, the opposite force, saying that the Heartless are heralds of this new force in the world, and that it is the sign of a new era. They're evil crazy bastards and not to be trusted.
SOME NPCS
The only person who lives here on a permanent basis is Maleficent. Maybe she has some minions, I'll make those up later.
For other Radian NPCs, please see the Traverse Town section.
SOME WARMUP QUESTIONS
Some warmup questions for this hideous thing ayeeep. From here: http://jrients.blogspot.com/2011/04/twenty-quick-questions-for-your.html
I'm working mostly from the straight Kingdom Hearts side of things. Spelljammer stuff may show up moar later. I really do want MindFlayers to be inexplicably a part of this setting.
I'm working mostly from the straight Kingdom Hearts side of things. Spelljammer stuff may show up moar later. I really do want MindFlayers to be inexplicably a part of this setting.
- What is the deal with my cleric's religion?
There are many, MANY gods throughout the cosmos, each situated in an individual Crystal Sphere. Olympus, for instance, has the Greek gods, as one might expect; while Port Royale (or whatever I end up calling the Pirate And Mermaid Themed Land) has a variety of pagan sea gods and spirits (Davey Jones, Calypso, etc). Some places have nature spirits. Honestly, the possibilities are as endless as the worlds themselves. Hell, your cleric might even be an atheist.
The one religion which tends to show up on multiple worlds is that of the Light / Kingdom Hearts, a remnant from when the worlds were all one world. On Radiant Garden / Hollow Bastion, this was essentially the state religion, though religion there worked more like it does in His Dark Materials, ie, it was married quite closely to the sciences. I'll have a whole post on this alone because RG/HB deserves its own worldbuild considering its importance to the setting as a whole. - Where can we go to buy standard equipment?
This depends largely on the world; most worlds do have various shopkeeps who sell standard gear, but sometimes that gear varies. A world like the Deep Jungle, for instance, has very little magic, so most equipment will be mundane. Agrabah, on the other hand, has a lot of unusual magic as while magic isn't strictly commonplace, it's still easier to find than on other worlds. Before the Fall, Radiant Garden was a land where magic and technology were seamlessly integrated, but, well, the Fall.
That being said, Moogles have traveled to and pioneered most worlds, and even sell Moogle Gems, crystals that let you access their shops from any location. - Where can we go to get platemail custom fitted for this monster I just befriended?
Moogles! In addition to being multi-world first class businesscreatures, Moogles are also talented armorsmiths and craftsmen. - Who is the mightiest wizard in the land?
By and far that's Maleficent, Queen of the Unseelie Sidhe. Do not fuck with her.
On the side of the good guys, probably Master YenSid. - Who is the greatest warrior in the land?
Hercules, winner of the last ten years of tournaments at Olympus' famed Coliseum. - Who is the richest person in the land?
Scrooge McDuck, thanks to his inexplicable cross-world ice cream empire. He also manages Moogle Enterprises.
He really does have a giant bin full of money. Attempt to break in at your own peril.
David Xanatos is another power player, but his world is currently cut off from other worlds, and as such he doesn't have the same multi-world spanning empire that Scrooge does. - Where can we go to get some magical healing?
That really does depend strongly on the world you're in. Potions are actually common on almost EVERY world, because they can be made from common ingredients, even from various goos that Heartless drop when they die. For more powerful stuff, though... Olympus has some good clerics, and Traverse Town has a number of refugees from distant lands. - Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
See again: Traverse Town is probably your best bet, being a ramshackle refugee town for people from many distant worlds.
Being cured from being a Heartless or a [REDACTED] is much, much harder, and can't be done by any known magic. - Is there a magic guild my MU belongs to or that I can join in order to get more spells?
DEPENDS ON THE WORLD THEY'RE FROM. Radiant Garden used to have a very powerful University, but it was blown up pretty damn good. Merlin, YenSid, and the Fairy Godmother all know each other in passing and are happy to teach travelers clearly on the side of Good their spells, but they aren't part of any formal organization, also YenSid is a taskmaster and kind of an asshole who will make you carry ten billion buckets before he teaches you one level one spell. - Where can I find an alchemist, sage or other expert NPC?
Traverse Town is your best bet. - Where can I hire mercenaries?
Again, Traverse Town. The Coliseum is also a good place for wandering dudes who like to punch things. - Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
I'll get back to you on that, but mainly: you don't want to be going and waving your stuff around in Port Royale.
More importantly, there are a large number of worlds who know NOTHING of outsiders, even if they DO know about the Heartless threat. According to the people of That Town Which Totally Isn't Disney Town I'll File The Serial Numbers Off Later you're not supposed to meddle in the affairs of other worlds beyond protecting them from unnatural threats; this is also the primary creed of the ancient Keyblade Order... but the Order's been dead for thousands of and seriously who the hell is going to enforce this stuff? - Which way to the nearest tavern?
Traverse Town has some great ones; so does Port Royale. - What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
HEARTLESS
HEARTLESS FUCKING EVERYWHERE
THEY COME IN DIFFERENT FLAVRZ EVEN - Are there any wars brewing I could go fight?
HEARTLESS - How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
The Coliseum! - Are there any secret societies with sinister agendas I could join and/or fight?
[REDACTED]. Joining might not be something you actually want to do, of course. But, well, if your character dies horribly, there might be an opening...
In addition, Maleficent and her League of Villains are always looking for fresh blood to assist them in their ultimate quest. - What is there to eat around here?
DAMN BRO depends on the world. Olympus and Agrabah though are especially known for their fantastic cuisine. - Any legendary lost treasures I could be looking for?
Well there's these rumors about this thingy called a Keyblade.... though apparently only certain Chosen Ones can wield them.
There's also the legendary Magic Lamp of Agrabah, which contains an all powerful Robin Williams, I mean genie. - Where is the nearest dragon or other monster with Type H treasure?
The nearest dragon is Maleficent.
What did I say about Maleficent up under question 4.
Other monster types likely to have serious phat lewt: the Greater Heartless tend to have lots of random junk floating around their bodies, even if that's only solidified concepts that can be used in synthesis. Big Bads of each world also tend to have lewt, though they are not always monsters (Ursula the Sea Witch, Jafar, etc tend to have excellent lewt)
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