Saturday, October 8, 2011

Quick Questions for Ygg: 1-11

 Recently, I have seen Jeff Rients' 20 Quick Questions getting picked up again by fellow bloggers (like Richard and Carter Soles). Questions 1-11 were pretty easily answered, but from 12-20 I found a greater number of questions that would demand pondering from me as I look over my sketch of a map and scattered Ygg notes.  Yeah, I was jumping on the bandwagon as it made another tour, but I also post on Ygg from time-to-time in hopes that it will reactivate the PbP.

  1. What is the deal with my cleric's religion?  It all depends first on alignment.  In Ygg, I am going with the three classic alignments of Lawful, Chaotic, and Neutral as warring cosmic principles, and leaving the question of good and evil, not out of role-playing and character, but out of alignment and game mechanics.  I'm offering god options for each alignment, depending on the cleric's culture.  The Northland, Kalokanikai, and Aryan (pronounce: ahr-yahn; think, Persian) are the main human cultures that I have developed to any degree, though I also have given some thought to Elves.  (Dwarves and Halflings I will admit have not gotten the same consideration at this point.  My default assumption for dwarves is admittedly not particularly original, but I tend to go for something Vulcanian.)   For more details on these, see the Players' Guide to Ygg tab above, or, if you are not one of the people who had been talking to me about getting in the Ygg game, both it and the Dungeon of Game Mastery tab.
  2. Where can we go to buy standard equipment?  Standard equipment?  Either finding the craftsmen who provide the equipment in question or going to a local market day.  If by standard equipment you are including adventuring equipment or arms that would not have a common use but would be more adventurer-specific, then one might have to go to a larger town to be sure one would find it.  But adventurers are going to tend to gather in larger towns to start with anyway, seeking employment, information, goods, comrades, hirelings, and -- let's face it -- adventure!  If characters are not burghers themselves, they are going to be people trying to leave the farm (or its equivalent).
  3. Where can we go to get platemail custom fitted for this monster I just befriended?  That better be some strong friendship magic, pardner, cuz monsters are, well, MONSTERS.  Unless they are a rare, only-apparently-a-monster (Not Evil, Just Misunderstood), they are going to turn on you faster than you can get them plate armor with little hearts engraved on it.
  4. Who is the mightiest wizard in the land?  If in the North and asking about a human wizard, somebody in Farlangenforum [Farlangengora?] -- the furthest point at colonization from the Southern civilization reached, where cultures of the North and South meet.  But the most powerful wizard in the world is probably in the great city of Magushabad -- city of mages and thieves on the edge of the Aryanistan cultural sphere, built by an extinct ancient culture.  On the other hand (don't count), I bet those merpeople -- if they truly exist out where sages say a western continent once existed -- would have to have some great wizards.
  5. Who is the greatest warrior in the land?  Definitely some skull-crushing Northman who patterns himself on Thunnar.
  6. Who is the richest person in the land? The head of the richest Kalokanikan merchant family in the middle sea, the Magocrat Magushabad, or the Immortal Emperor of Aryanastan.  Actually, it would be the last fellow, who's crazy-rich, from milking a vast empire.
  7. Where can we go to get some magical healing?  No cleric in your party?  You must have Jeff Rients for your DM, or you're playing with a group of people that are either soft-headed or love rolling up new characters!  In a world where healing potions existed, the market would demand production and distribution of such an item far beyond any other magic item.  Local temples of healing would likely have a cleric that was a healer and capable also of brewing healing potions.  The locals will know where to go, unless you are in some gods-forsaken part of the world.  Don't worry, you'll know if you are from the dearth of humanoid populations.  Better stock up on healing one way or another before you go there.
  8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?  See above.  The higher level of magic required, the more likely you will be forced to seek what you need in higher population centers.
  9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?  Quite possibly: let's make one up!  You either belong to some kind of magical organization or you had a master you apprenticed under.  Hopefully you stayed on his or her good side if you don't belong to such a group.  Of course, many magic-users kill other magic-users or steal their spell books.  Or they sucker groups into going with them to dangerous places where old spell books might be.
  10. Where can I find an alchemist, sage, or other expert NPC?  It depends on whether finding said expert is going to be a fun part of the adventure, in which case it will be an ordeal just answering that question, or an incident on the way to the real fun.  While the answer will always be explained in setting terms, when it comes to where they are and the time and money it takes to find and hire them, game time and energy will depend on the fun involved.  
  11. Where can I hire mercenaries?  Easily in any large town, but possibly in small towns.  Rarely outside of towns.  Inquire at local tavern or hire a crier, if they operate in the vicinity.

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