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The city of Tarharth was at one time the latest centre of a extensive empire ruled by the lich queen Kethar, a sorcerer of awesome and délicat power. Her army when using the undead ravaged and overcome the surroundings lands, threatening toward wipe out all life on the angélique. No matter how many times the lich queen was defeated, in a few hundred years she would find a way to come back and begin her conquest just as before. The campaign against Kethar came to a final end as the Emerald Knights fought her way into her sanctuary and brought with them delighted binding stone. When running, the stone sent a lot of fun of magical energy of which captured the lich’s philosophy and bound it in the birthday heart of the stone. The blast did only subtle damage to the city and the main casualties were the knights themselves. All other living workers in the city had fled at the lich’s first re-occurrence.

Six Cities during 2018

Currently the fifth in a series of articles or blog posts exploring cities as the attraction for RPG world building up. This city explores one specific how a city changes when it is populated with only the old.

To keep Kethar bound requires a spirit supplements spell so powerful which it has captured and always going all spirits from within 5000 miles of the stone person area of just four bonus miles around the stone. The tap out did not capture all souls of the dead and does not do now. Only those mood that are compelled or will be ready to remain on this plane become held by the stone. In the early stages the ghosts dragged to help Tarharth were lost along with confused. Many had been haunting a single location for centuries love-making struggled to adapt to haunting an entire empty city.

A century has passed coupled with Kethar has not returned. Typically ghosts have rebuilt as well as , repopulated the city. The tap out that traps them these makes them more corporeal, and in addition they have been able to affect problems. Rather than continue to haunt a suitable ruin, they have chosen to get Tarharth a city in which they are able pleasantly spend their afterlives. New ghosts arrive continually and the spiritual population to the city now stands over at sixteen thousand.

The city architecture and getting started purposes have changed dramatically in the century of ghostly occupation. With no need for supper, sanitation or rest, one of the buildings have been converted into beneficial design not seen anywhere else. Houses lack bedrooms and as well kitchens, instead becoming unliving rooms and workshops. Your civic buildings still find out use, in particular the interacting with hall is used for governance. The most frequented public constructs are the libraries and the museums, for the dead are very my hobbies include the past, particular when it is the former hours they lived in. There are every night concerts and art displays.

Not all ghostly activity is so cerebral. You can find spirits that are still taken by the malice that principal trapped them here. Containment of these wights has necessitated the creation of a spectral watch, mostly made up out of your spirits of priests in addition paladins. They are led in the spirits of the Emerald Knights in combat who also watch over better binding stone.

The city is not without a sitting population. When Kethar ocurred for the final time, Tarharth was a bustling city of twenty thousand. Many escaped that lich’s queen emergence and a bit of were so attached to this homes that they returned, a lot more durable new ghostly inhabitants. Effort to actually live with in the area of persuasion of the greater binding shot were quickly abandoned although, as extended periods attached to exposure to it influence produces magical and spiritual disorders. Instead, a large suburb has grown just outside the city bounds. Amongst those who call you see, the the city their ancestral residence are newer arrivals. Our own ghosts have a desire for materials used they can’t obtain from inside the stone’s area of toll, so there are several merchants and a few factories that meet such needs. There is also a thriving hotel and hospice business. Persons will travel long intervalle for the chance to talk to a good recently departed loved one or to learn from souls from olden days. There are also those waiting returning to die, who seek to remain the mortal plane as believe that closer proximity the actual stone will ensure their individuals capture.

Plot Hooks

  • The heart watch need the parties lessen prevent agents of the lich queen from summoning the lady away from the greater binding normal.
  • The dance have been contracted to present every play that’s only practical for the living to perform.
  • A recently departed party member has become a occupant of Tarharth. The greater holding stone prevents them through being resurrected.

Image Charge – Ghosts by Susan Ackeridge – CC-BY-NC-2. 0

Source: https://6d6rpg.com/2018/01/27/city-settings-city-ghosts/?utm_source=rss&utm_medium=rss&utm_campaign=city-settings-city-ghosts

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2 thoughts on “Settlement Settings – The City in Ghosts

  1. Lots of you will be driving cross-country this week to Indianapolis for Gen Con. Unfortunately, you’ll also be driving home – and you’re way more likely to be exhausted. I’m a fatigue & alertness consultant when not designing games, so this seems like a good time to pull out my standard semi-annual advice to keep you alive. Feel free to share.

    For people driving (or gaming) on short sleep:

    Most people need 7-9 hours of sleep to be well-rested. When you're getting less than that (as most people do), you're far more likely to suffer from something called “microsleeps.” The less sleep you've had, the more likely it is that you'll experience these.

    Microsleeps are periods when a wave of sleep washes over you, for anywhere from a few seconds to a few minutes. Often times, you may not even realize that you've been technically asleep; these can happen while your eyes are open. Don't remember the last five minutes of your drive, or your attention is wandering to things that aren't the road? You're suffering from microsleeps.

    Microsleeps can happen at any time, but they are MUCH more likely when you're sleep deprived. In a recent documentary, they kept someone up for 24 hours and had them drive around a test track for an hour. He remembers drowsing off twice; in actuality, he fell asleep 22 times, and only remembered 2 of them. This is happening to you, too. If you're sitting at a table, no one cares. If you're behind the wheel of a car, you're screwed.

    At these times, your reaction time is awful. If you're on a flat straight empty road, you'll hopefully be okay. If the guy in front of you hits his brakes, though, you'll never be able to react in time. It's incredibly dangerous.

    When you feel this starting to happen, pull the car over off the road, get into the passenger seat, and take a ten minute nap. Walmart parking lots are really good places for this, as they never mind.

    Cold air, a blasting radio – these provide only momentary (and minuscule) boosts to your alertness. A short “power nap” is the only thing that will raise your alertness in the short term. Ten or fifteen minutes of shuteye will help you stay awake for the next 1-2 hours. Caffeine can help too, but isn't a perfect solution. For the greatest effect, take a “coffee nap”: drink a cup of coffee and close your eyes for ten minutes. You'll wake up incredibly alert. (If you're falling asleep during a game, a 5 minute break with your eyes closed can help, as well.)

    Remember, sleepiness comes in waves; you may be fine, then 20 minutes later you're ready to keel over. Sleep-related accidents are much more likely to occur with folks who have been up all night, then who drive farther than 20 minutes. The presence of daylight helps a great deal with your alertness, which is why the vast majority of fatigue-related accidents happen between 1am to 6 am, especially right around dawn.

    Regarding reaction time and the ability to reason logically – studies have shown that after 22 hours without sleep (assuming a morning wake-up time), your performance is equivalent to someone with a .08 blood alcohol level. After 24 hours with no sleep, performance and mental acuity is equivalent to .10 – legally drunk. See, there's a reason you make stupid decisions when tired! And you don't want to know about how you do when you're tired AND drunk. If you're sleep-deprived, keep this in mind when thinking about what you're doing, especially if you have to drive.

    Short naps (10-15 minutes, 20 minutes max) are great for short-term alertness boosts. Long naps (2-3 hours) are even better; they give you restorative sleep and can keep you going another 6-10 hours. Stay away from 1-hour naps. Due to the way your sleep patterns run, a 1-hour nap will often leave you feeling groggy and tired, when a shorter or longer nap will not. Neat, huh?

    The amount of alertness you gain after 5 hours of sleep is significantly higher than the amount you gain after 4 hours. If you have a choice, you'll be a lot happier with that extra hour.

    More than 3 cups of coffee (or doses of caffeine) doesn't make you any more alert; it just makes you more anxious, irritable and prone to stress. Keep your coffee intake spaced out, don't overdo it, and remember that caffeine stays really active in your body for roughly four hours after drinking it. If you try to sleep when caffeinated, your sleep quality will stink; for that reason, try to time your caffeine intake so that you stop drinking caffeine 3-4 hours before your anticipated bedtime.

    There a ton more information that may help, but this is a decent fast primer. Be aware of your drowsiness when driving, and watch out for that mental sluggishness – recognizing it in time may be the best thing you do this coming weekend.

    Holler with questions.

  2. I've been Game Mastering for years now and I've always made my settings and adventures by hand. Though as life gets busy I've been looking into premade settings to make games easier to run. The Midderlands seem really cool and interesting. Has anyone had a chance to run or play in a game set in the Midderlands? What did you think of it? Is there anything someone should know before getting into it? I'd love to hear your thoughts.

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