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(TFT) More from my campaign.



Well, the list certainly perked up for a while, didn't it?

Here's some more stuff from my campaign, which has been in recess for a long time. Still, I could pick it up again at any moment. 

The main city is Ardonirane -- the Thorsz's city. I took a bunch of the Flying Buffalo Citybooks and have converted some of the material to TFT. They're pretty good for some things. The various places, people and adventures are occasionally interwoven, and the descriptions are good enough that adaptation is pretty easy. 

Anyway, as you may remember, The Thorsz is aided by the Council of 13. They took over 435 years ago, and have run things ever since. Ardonirane sits between the 'older' (culturally) part of the continent (think mostly feudal Europe), and the 'newer' (think more Conan and orcs and weird stuff). The city itself straddles a narrow east-west plain between a mountain range and the sea. Actually, it sits along a very long line where 2 plates are coming together. North, they make mountains. South, they make the sea. 

The Thorsz makes most of his fortunes by charging for good moving through Ardonirane. One charge to come in, another to go out. Unless you use the walled highway though the city, in which case you pay once, but pay more. He also has his army preventing things from moving through the mountains, and the navy preveting movement by sea. You want to get stuff from the newer to the older sections of the world? The THorsz takes his cut. 

He also has his spies, temporal and magical looking out for people messing with his cash flow by using Gates. 

Why is this background important? Because one of the 13 has not been on the Council for 435 years. Because one of the originals wanted to go public with their method of government. Because there was a pretty big flap about it. 

One of the citybooks has a middle-class bakery in it. At the bakery is an old guy who helps out. He's the original council member, but he doesn't know it, because his mind got kind of blasted in the fight with the rest of the council. You can also find his old lab if you know where to look. There's not much left, but it's still a worthwhile trip. You'll lose money going on that trip, but gain information. 

It's also worth noting that the Thorsz does not exist. In fact, he never existed. But the Council fgured that it would be better to have a hero as a figurehead than a bunch of conniving political wizards (and they were right). Every time the Thorsz is seen, he's an illusion. So what if he gets disbelieved on occasion? The Thorsz is a busy guy. He can't be everywhere. So not only does everyone know that the Thorsz exists, but they accept that he's occasionally proxied by illusions. And the Council keeps all the power. 

That doesn't even begin to cover all the stuff going on, but it's a start. There's the secret industrial magic installations, for example... 

Neil Gilmore
raito@raito.com
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