Q: What does a Dwarf call a 20-pound sledge?
A: The little one
Q: What does a Dwarf call a pair of 20-pound sledges?
What's on your mind?
Q: What does a Dwarf call a 20-pound sledge?
A: The little one
Q: What does a Dwarf call a pair of 20-pound sledges?
The Academy of Banneretus is a military academy within the Association. The Academy of Banneretus's mission is to educate, train, and inspire the cadets so that each Knight Banneret is a leader of character and prepared for a career of professional excellence and service to the Association.
Within each of the Major Baronies, there is an Academy of Banneretus.
Ranks within the Academy of Baaeretus
Plebe: The youngest recruits within the Academy, similar to a page or errand.
Cadets: The students, most often within their teenage years, being trained at the Academy to become Knight Bannerets. Similar to a squire or charge.
Knight Banneret: Commonly known as Banneret, these are the knighted graduates of the Academy of Banneretus. They will serve the Barons often as military officers.
Within Midian many classes have a per additional level. I have always assumed that "per additional level" was meant as levels beyond the last level listed on the class write up.
Is this assumption correct or does the per additional level begin after level 1?
A table at The Roost gets busted up pretty badly before Rek can drag the offenders out by their necks. Bethany says, "Damn, tomorrow's going to be busy. We need to get this fixed right away."
Talmir and Gunna pipe up simultaneously, "I'll do it."
Bethany asks, "Has anyone seen Jim or Hank?"
I have been working on the Association again lately and I have been thinking of making some changes. (See the talk page for possible changes in the titles.)
Up until this point I have allowed the idea that the Association was more or less a confederation of Baronies in Western Suditerre but as I have worked on it my mindset has shifted. The framework that I have drafted, pulling heavily from the US Cnnstitution, is clearly not confederal but is in fact federal. Previously I allowed for the idea that some number of small baronies within the boarders would be "unicorporated" but the more I consider it, the more I realize that it would not work.
With time and reflection, I now believe that all of the Baronies would be part of the Association, though it would have started with a subset of the total. The title Baron & the territories known as Baronies might also be changing. (again see the talk page.)
Here are some more things that we're working on for Conquest. I won't bore you with the workup this time, because we have a lot to cover. I'll just get to the fucking monkey.
The basic cost of living for a lower class person is 500f a month. This works out to 150f in taxes, the same in food, and 200f for rent. For most people, this wouldn't leave much else in the piggy bank (after 60f for tithes, you'd only have enough for a couple pints of beer a day). Doubling this gives you +2 on social checks and saving throws. Each subsequent doubling (from 1000f to 2000f, et cetera) is another +2 bonus. Yes, you can do half-levels for an odd-numbered bonus.
This works going backwards as well. Living very cheaply (urban poor) is half of the cost, but you're sharing a small rat-infested flat with roommates, skipping meals (and not getting good ones when you do eat), and generally having to make do as much as possible. This causes a -2 on saving throws and social checks. Spending fuck-all (hobo beggar) is a -4 penalty, and a sure path to starvation.
One option to avoid freezing to death in a cardboard box is to live off of the land. If you don't own the land (and if you had that kind of money, you'd be sleeping indoors) you run the risk of getting caught by the owner or the law. To replicate this mountain man living, you can use the appropriate survival skill. Were this an actual job, it would earn around 400f a month. But, even though it's not, we can still use it as a guide for how well you can survive in the wilderness. Roll a skill check every month. A simple success gets you the equivalent of 400f worth of food and shelter. You won't live well (it's called 'survival' after all, not 'livin' the sweet life') but you hopefully won't starve or freeze to death. Every point of additional success beyond the target value of ten gets you another 20% (80 florins) worth of surviving. If you roll well enough, you can support more people. Conversely, rolling poorly subtracts that same 20% from your baseline 400f worth as privation takes hold.
The 500f per month figure is intended to be a simple number that's easy to math. It's so you don't have to track meals, road tolls, postal costs, or things like that. Just cut the cost of living from your income, and be done with it. If you don't want anything special, just stick with the baseline 500f figure.
These figures assume maintenance of an existing lifestyle. Should your lot in life change significantly, for better or worse, you'd need to spend money to move to a different house, wear different clothes, et al. to properly make use of this new lifestyle. You can also purchase a new lifestyle outright, for example, if you are maintaining an alter ego, or you want an emergency hideout. A lower class lifestyle costs 3000f, middle class costs five times as much, or 15,000f, and upper class jumps another five times, to 75,000f. These are basically six times your cost of living.
All of the above also assumes that you are sticking close to home most of the time. Living in hotels and eating out every night is expensive. As a rule of thumb, increase your costs of living by six times for life on the road, if you are actually staying in proper accommodations.
You don't have to pay anything for the standard of living that you start out with. You already have all of that stuff. You don't really get anything special with any lifestyle. That is, you don't get a free horse as part of being middle class, or servants for upper. Those are separate expenses. What the increased costs of living cover are things like better clothing that gets replaced more often, fresher food and more of it, a nicer neighbourhood, and your social standing.
Another thing that you can do with costs of living is with wealth dice. For an additional 200f each, per month, you get another wealth die to make small purchases without having to worry about counting pennies. Wealth dice are 1D12s, with successes on 6+. If you succeed on the roll you can buy something worth up to one guilder without needing to track expenditures separately. Once the cost of an item starts climbing up to where you're dropping gold on it, it is significant enough to keep track of how much you spent. You can roll your full wealth dice once per day. Further rolls on the same day, whether to buy something else or to reroll a failed check, reduce the number of dice in your pool by one. For example, Talania hates math, and has more money than some churches, so she spends 2000f a month on wealth dice. She can then roll 10D12 for purchases of up to a guilder. Should she fail to roll six or higher on any of these dice--but she wants to keep drinking anyway--she can reroll, but now only has nine dice for the rest of the day for whatever else she wants to spend them on.
This is the first publicly-posted hint in the contest. As such, I think that I'll make solving this one worth 20,000 experience points to the first person who can solve it. It's a multi-step puzzle, but these are all things from history, so hopefully not really that difficult. This message also gives the location of the next clue.
While I like the idea of magic items being rare and special, these should still have a market value. As such, they can be bought and sold. There is both a supply and a demand, and thus there is a market. I don't want magic items to be too cheap, because that makes them too easy to acquire, and would thus change the feel of the setting. On the other hand, I don't want magic items to be so pricey that the loot from defeating a bad guy puts the troupe in a new tax-bracket. So, let's let the market decide this. Any magic item takes time to create, and the crafting mage's time is worth money. Such crafting will often have other requirements that would also have a monetary value, like material components or minimal experience/skill levels. Not only is there an absolute floor cost of the money needed to feed and house this mage--as well as pay for other enchantment requirements--but if this floor isn't economically feasible, then crafting magic items isn't a career field that anyone will seek. However, this would increase the rarity of magic items, and this lowered supply would increase their price. Increasing the price would in turn increase the demand for magic item creators, thus improving wages for them.
Rarity of skill is another self-correcting issue. If studying the skills necessary to enchant items is more difficult due to the rarity of people with that skill, then this not only increases their demand (and thus wages) as teachers, but also increases the earnings of those that successfully manage to study said arts.
Consider a young apprentice, looking for a new career path. If the wages they might earn for creating magic items are favourable, then this is a career they might pursue. However, if it's not worth their time, then our young apprentice will seek work elsewhere. This then will increase the demand for new enchanters, as discussed above, until the price point for earnings is comparable. The short version of all of this is that crafting magic items should be comparable to crafting mundane ones, adjusting for the time requirements, expertise, and added expenses, of course.
A counter-argument can be made that all magic items should only be made by old, experienced, and retired mages. These wizards would have the resources, expertise, and free time to create magic items to their hearts' content, and their wealthy retired state would mean that the normal economic adjustments for earning a living at item enchantment would no longer concern them. The obvious counter-counter-argument then is that almost no magic items would ever have much use to anyone who isn't otherwise a retired wizard. There might be many mystic goodies for hair loss, enhancing your bladder or erections, or forcing your grandchildren to visit, but almost no magic swords. This would make useful magic items rarer, thus more expensive, and thus create a market for non-retirees to start making these items with greater general utility.
With all that out of the way, we have been working on better guidelines for mystical tattooists, rune-enchanted items, alchemy, lunaruen, permanently-inscribed circles, and blood magic sacrifices for enchantment. These will all have similar mechanical bases to crafting mundane items, but each area of enchantment will have its own advantages and unique flavour.
Who would you consider to be the greatest wizard, the most powerful warrior, the wealthiest, or the most influential, in all of Midian? Is there anyone of note where these categories overlap, even if they don't quite have the top spot in any one? This includes pcs and NPCs.
In the Meat World® this would arguably be: Elon Musk, Chuck Norris, Bill Gates, and either President Barak Obama or Chancellor Angela Merkel. Mr Gates gets an additional honourable mention as he's also one of the most powerful 'wizards'.
I have my ideas for Midian, but I want to know what you guys think.
I'm sure you have all noticed the changes in the site's appearance. You may have also noticed that the maps completely disappeared. The 'talk' pages are also hidden from casual view. None of these are our doing here. These are changes that Wikia is doing of their own accord.
The next thing on the agenda is deleting the forums. Their plan is to migrate these to Discussions--you know, something we intentionally have turned off--but since almost none of the threads here neatly fit as towel sections at the bottom of a particular page, I don't know what's going to happen to them.
Survivor: Dark Horror Campaign
You have survived an encounter with Zombies. You can burn this status to survive another encounter with Zombies that would have otherwise killed you.
In a recent conversation an interesting idea was conjured.
In the Association there is a formal process that allows for legal duels. Within the formal process is the role of "Second", these individuals plan and organize the duel and try to talk the duelists out of the fight. From this a profession is born, a professional second or Esquire. An Esquire is hired to serve as a second, as an advocate, barrister, attorney, counselor or solicitor. Effectively they are lawyers.
The idea is great, now I need help building it. This could be anything from a full class, a codicil, a kit, or just a skill suite. Currently I am favoring a Codicil for Esquire and a skill suite called Page.
A Page would be a trainee or student of law.
Another Alternative would be a full class for Esquire with a skill suite for Page and later a kit for Judge.
The Judge kit could be used from either Ginsliger or Esquire.
"What is best at dice? To TPK, crumple their character sheets, and hear the lamentations of their henchmen."
Are there any other good quotes that can be twisted for game purposes?
Though real-world racism is deplorable and awful, nasty epithets can add a lot of colour to in-game conversations. Who originally calls some other group a horrible name isn't all that important; these things have a way of spreading. Racial slurs also don't have to make sense. They just have to sting. I've added a few ideas below, but what do you think we can add to this?
Elf: keeb, prancer, flower-eater, or just "Don't you have toys to make?"
Goth: gloth or glum
Formourian: digger, choob, or dirt farmer
Dwarf: grubber, potato head, or shorty
Heldann: laspert or beach monkey
Northern Protectorate: jeffer or war toy
I have added the following to the Association. I would like your opinion.
Put simply, a duel is an arranged engagement in combat between two individuals with matched weapons in accordance with agreed-upon rules. Duels are not inherently lethal though they are very dangerous to those individuals foolish enough to be involved and those bystanders that are near enough to be injured.
Duels are fought not so much to kill the opponent as to gain "satisfaction", that is, to restore one's honor by demonstrating a willingness to risk one's life for it, and as such the tradition of dueling is generally reserved for members of Baron Households; however, it extends to those of the upper classes generally. On rare occasions, duels amongst even the poorest members of society occurs.
Within the Association a Duel is a very specific legal action taken by two willing principal participants. Breaking any of the legal protocols required for a duel can lead to charges being brought against the principals. A duel generally finds its roots in an offense, perceived or genuine, of one individual (offended) by another (offender). The offended individual challenges the offending individual in writing. *Note the idea of delivering a challenge by assaulting the offender with a slap a cross the face with hand or glove does not meet the legal requirements of a duel in the Association. It is far more likely to lead to an immediate violent response that will not be condoned by the laws of the Association and it will leave both principal parties liable for their actions. The challenge, a legal document written in formal language, must detail the, real or imagined, grievances and a demand for satisfaction from the offender. Within the challenge the offended and offending individuals must be identified and are known as the "Principals". The challenge must be delivered within one week of the offense, if a challenge is not or cannot be delivered within one week's time no duel can legally proceed. Usually the challenge is delivered to the offender by the offended's chosen "Second".
When a challenge is received the challenged party may chose to accept or refuse the challenge. Their are several reasons why a challenge may be refused, the first and most common is that the perceived slight or offense was false or frivolous. In this case a letter of refusal and apology may be enough to bring satisfaction in accordance with the law. In the case of a genuine offense, a refusal may be perceived as cowardice and an individual that often gives offense and refuses the challenges generated by said offense will gain a reputation of cowadice. In addition a refusal letter is a legal document and the challenger may bring the challenged to court if they are not satisfied with the apology given within the letter of refusal. Once in court a Judge will hear the case and determine the outcome of the case, including but not limited to fines and imprisonment.
When a challenge is accepted both Principals chose, if they have not done so already, a trusted representative to act as their second. Being chosen as a Second by either Principal can be an honor and can be very dangerous. The Second serve a vital role, they make all of the arrangements between the Principals and the principal parties should have no direct dealings with one another until the matter is resolved. Seconds are also required to persuade their principal to find a safer alternative to resolve the grievance. This could involve back and forth correspondence about a mutually agreeable lesser course of action, such as a formal apology for the alleged offense. After all of this, if the principal parties are determined to proceed with a duel additional arrangements must be met.
In accordance with the law the challenged party has the right to set the terms of the duel, if the challenger is unwilling or unable to meet the terms set by the challenged party than their grievance is considered frivolous and their challenge must be withdrawn by their second. The terms and conditions of the duel must be agreed upon by both principals. These terms and conditions include but are not limited to: time, location, weapon, and lethality. Often duels are set to terms such as first blood, or in the case of firearms, a single shot. Again it is the role of the second to persuade the principals to agree on terms for the duel that would limit the chance of a fatal outcome.
In addition to the terms of the duel the second must also arrange for a physician/s to attend to the principals and a "Master of Arms" to proceed over the duel. The Master of Arms ensures that the agreed upon terms are upheld and that the weapons for the duel are of equal quality. The Master of Arms can stop a duel at any time if they feel that the duel has gone beyond the terms or the principals have broken the terms of the agreement. The Master of Arms is often a Gunslinger but can also be a Justice, a General, or a Baron as long as they are agreed upon by both principals.
The location of the duel is one of the terms of the duel and it must be secured in advance of the duel. A good duel location should give no advantage to either principal. A good location should also limit the risk of injury to bystanders based on the chosen weapons. For example, an indoor location might be suitable for a duel that is limited to short swords but is unlikely a good choice for a duel with pistols.
Additional arrangements for the duel that must be seen to by the seconds includes determining who should be formally invited to act as witnesses to the duel, the dress code of the duel, and whether refreshments will be provided. Any cost of the arrangements for the duel must be provided by the principals and is also part of the agreement.
According to the law, a duel must occur within one month of the challenge. If the agreement cannot be reached for the duel to occur within one month than the duel cannot proceed, though the offended party may still seek legal action by the courts for their grievance.
At the time and place of the duel only five individuals may be within the field of honor of the duel. These individuals are the principals, their seconds, and the master of arms. At least one physician must be present to be able to provide medical assistants but at the time of the duel the must be outside of the immediate area of danger. Additional witnesses can be present according to the agreement and other bystanders may be near but every effort should be made to keep them back at a safe distance.
Each second will keep on their person throughout the duel a white flag, or other such device, that will indicate that the duel should be ended. The duel will be initiated by the Master of Arms who will first make a final request to each principal to reconsider the duel for a more peaceful alternative. If both principals are determine to proceed the Master of Arms will start the duel according to the agreement; counting paces, dropping a red handkerchief, waving a flag, et cetera.
Today I had a conversation with the parents of a former student. The student is taking an Advanced Placement (AP) course. The conversation began with them explaining that the student was finally caught up in her AP course but that they were unable to help her much with the materials. I tried to be understanding but said, "AP is a bitch!" They continued to explain some of the difficulties that she was having with the course and finally came to a particularly assignment that they considered very difficult.
The assignment requires the student to develop their own country, including things like government and culture...all I could say was, "Some of us do that for fun!"
One of the ways to tie the characters together at the start of a new campaign is to have a theme for the group. This gives everyone some direction, not only in how the campaign will start, but in how to craft their characters. This thread is for those ideas.
Military/mercenary: This one is probably the simplest and easiest to do. The only real requirement (if you are a small group of sellswords) is knowing how to fight, but even then there are other options. For example, a syndic could be the purser, an apprentice wizard could be the quartermaster, or a rogue could be the cook. A more hardcore version would have everyone in the same type of unit in a larger army: all spearmen, or armoured cavalry, or archers, for example. The hardcore variant can also specify a particular nationality and ethnicity, but military life is notorious for exposing one to a multitude of different people and backgrounds.
Pirates/privateers: Likely the second simplest and easiest, you are all working on the same ship. Like weapon skills in the previous example, some sort of nautical expertise is needed.
Band: Musicians on the road are pretty much player-characters with instruments already. Even in modern times, you can mostly just swap drug addiction for psychosis, and the similarities between pcs and musicians are uncanny. Investing in some performance-based skill and equipment is simple enough, and this theme allows for a broad range of other options for characters. Non-musician characters are certainly possible: managers, roadies, drivers, groupies, and the like.
Undead: The two biggest drawbacks of being the lone Vampire in a troupe are not being able to do things during the day (which is when most things get done) and difficulties in staying fed. If everyone is playing a Vampire however, then these stop being so problematic. Ghouls and Black Trolls have similar scheduling requirements, and can fit into an otherwise all Undead game. This theme not only allows for a hiatus that lasts years, but such a break can even be trivial or common.
Mages: In many game systems it is comically suicidal if everyone wants to play the wizard. Midian, however, allows this sort of thing with aplomb. A game where everyone plays a different type of mage--or variant thereof, just look at the different categories of necromantic spells to see how easily that tradition can be reskinned--can be a lot of fun. Trade spells or carefully guard your secrets, seek out new and strange lores, and just generally go about showing everyone the folly of messing with a group of wizards.
Family: You'd think this would be the easiest do do, right? Nope. Getting a bunch of players to willingly all be members of the same family is surprisingly difficult. Since most families are genetically related, a common ethnic, economic, and national identity is needed. The difficulty with this theme is that it takes more cooperation in character creation than the other themes, at least initially. The benefit is that family bonds can be the strongest of all, and can weather even the longest and most challenging campaigns.
Tech: This is the most 'out there' theme so far. Everyone plays one of the more technologically inclined character types. Shootists, warlandi, technological warriors, and of course, technomancers, are all viable options. It takes a special kind of gaming troupe to pull this one off, but in the right hands can really be a blast.
What are your ideas?
What would you recommend as the best class for a brand new player to play? As in, someone who has no experience with roleplaying.
Traditional wisdom has been to play whatever class has the least overt abilities. That is, when someone brand new to gaming starts in D&D, they are told to roll up a fighter. I disagree with that logic. As the original tank class, fighters are expected to slug it out on the front lines. Not only does that mean that there's a good chance that the new and inexperienced player dies early in the first session, but they are involved in the mechanics of the game each and every round--multiple times per round, as often as not. Plus, since fighters in that system can use every weapon and armour, there's a paralysing number of choices when making the character, and not much gold to go around. The expense of armour and weapons does eat up a lot of gold pieces right away, but that can leave a player feeling unprepared, which can be worse for their confidence than the value of the time saved.
Instead, for D&D, at least, I would suggest a starting player run a mage. Low hit points is a perfect excuse to stay out of the direct battle. Rather than having to instantly memorise much of the game's combat engine, you can sit back and watch how it plays out for a while. A first level mage's main job--especially in earlier versions of that game system--is mostly to just sit back and wait for that one shot to cast their solitary spell. Trust me, the other players will let you know when that one chance is appropriate or not. No armour, and only a staff or dagger as a weapon, means that the player has more freedom for shopping, but with things that make more sense for a newbie. That is, it's much easier to figure out if you want to buy more rope or more torches, and harder to figure out the difference between a glaive-guisarme and a fouchard-fork. If the new player is impetuous, really anxious to roll some dice, and isn't a complete dick, then playing a cleric may be an option (decent combat abilities, mostly waiting to heal someone else) but wizard is the best bet... even though most old-school gamers would directly disagree with me.
But, this isn't D&D, this is Midian. What do you feel is the best class for a new player? Rogue seems like a good choice: the class is cheap and easy to get into, and has a very fuzzy role. Scout might also work well. However, there may be some benefit of a heavier class. That is, having fewer free skill selections to pick (after 'buying' the class) reduces the problems with having a glut of options, and a better defined role may be easier to get into. Syndic is almost certainly right out, though.
What do you think?
One of the many projects in the works is revising the relationship rules. As you should already be aware, there are a tremendous number of options for customising a relationship. However, many players would rather not devote too much time and effort into this. I should point out that the bonus contacts gained from having a high Personality score can already be held back, and fleshed out during play.
What should be the minimum amount of detail for a contact? You can already gain 'shifts' to improve the usefulness of a contact just by adding details (such as with the stable address or details options) but what should be the bare minimum to get things up and running in order to play your character? Currently, the guideline is that you should answer the Five Ws of journalism: who, what, where, when, why, and how. Is this too much? Should there be a reduced bare minimum, like just picking one or two of these? For example, you have a buddy in Argent named Tim, or you know a master carpenter who's good friends with your cousin. Would this level of detail suffice? Would just a single reference point be good enough, like having an associate in the Darkmouth Emirate, or just that you have an enchanter companion? Should the strength of the relationship affect this required level of detail at all?
I'm mostly asking about what should be the requirement for starting characters. Relationships developing during play is a whole separate issue.