Nekromanti Söker en setting att bygga vidare på

Nora

Veteran
Joined
31 Jul 2014
Messages
4
Hej
Jag funderar på att spelleda en kampanj och söker en setting för att slippa göra allt jobb själv. Kampanjen utspelar sig i en stor by eller stad i fantasy/high fantasy värld. det jag söker är en beskrivning av stad och dess invånare, gärna med mycket intriger mellan olika personer eller fraktioner i staden.
Någon som har ett tips på ett färdigskrivet äventyr som har en sådan stad beskriven, som jag kan tjuva?
MVH
 

Rymdhamster

ɹǝʇsɯɐɥpɯʎɹ
Joined
11 Oct 2009
Messages
12,049
Location
Ludvika
Well, Warhammer FRP har ju tagit för vana att basera sina kampanjer kring just de stora städerna. Absolut bäst av dessa, skulle jag säga, är middenheim-delen till 1:a editionens kampanj: Power Behind The Throne och (tror jag) tillhörande "A guide to Middenheim".

För här får du just det du vill ha, med massa intriger hit och dit, och en rejäl beskrivning av själva staden med massor av material att spinna vidare på.
 

Stövelkatten

Mästerkatt
Joined
13 May 2005
Messages
804
Location
STHLMKRTLLSTHLMKRTLLSTHLMKRTLLSTHLMKRTLLSTHLM!!!!!
Krilloan eller Chronopia till Drakar och Demoner är välbeskrivna. Fantasyfaktor: Hög, ganska vanilj. Chronopia är även en skopa "steampunk".

Flera av städerna i Forgotten Realms (FR) får också anses välbeskrivna. Problemet med FR är att världen i stort är ganska spretig och av lapptäckeskaraktär. Men det slipper du ju om du bara vill yxa en stad och dess omgivning. Hela regioner kan också funka.
Fantasyfaktor: Hög, mycket magi

Edit: Av dessa så är Krilloan den enda som kommer förpackad i en kampanjbox med äventyr.
 

anth

Vetefan
Joined
24 Feb 2003
Messages
10,271
Location
Fjollträsk
Nora;n104662 said:
Jag funderar på att spelleda en kampanj och söker en setting för att slippa göra allt jobb själv.
Vilka rollspelsregler tänkte ni använda?
(det har egentligen inte så stor betydelse, men olika settings passar olika bra till olika rollspel, så du får bättre svar om vi vet)
 

chrull

Stockholm Kartell
Joined
17 May 2000
Messages
8,420
Stövelkatten;n104705 said:
Krilloan eller Chronopia till Drakar och Demoner är välbeskrivna. Fantasyfaktor: Hög, ganska vanilj. Chronopia är även en skopa "steampunk".

Flera av städerna i Forgotten Realms (FR) får också anses välbeskrivna. Problemet med FR är att världen i stort är ganska spretig och av lapptäckeskaraktär. Men det slipper du ju om du bara vill yxa en stad och dess omgivning. Hela regioner kan också funka.
Fantasyfaktor: Hög, mycket magi

Edit: Av dessa så är Krilloan den enda som kommer förpackad i en kampanjbox med äventyr.
Krilloan finns ju dessutom lagligt och gratis här:
http://www.riotminds.se/downloads/OLD/43a.pdf
http://www.riotminds.se/downloads/OLD/43b.pdf

Men visst finns det flera städer beskrivna i FR? Waterdeep har väl minst en bok som bara handlar om staden och hur man kan äventyra i den? Eller?
 

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
17,725








Sigil is a strange, Gothic, and often raucous metropolis that lies outside the rest of the Multiverse, inhabited by all manner of odd folk and ruled by the mysterious Lady of Pain and political parties—"philosophers with clubs", in more ways than one—called the Factions, all of them searching for the Truth behind the Multiverse. It is the hub of a vast network of magic portals that lead to every plane of the multiverse.

While the Lady of Pain is considered the ultimate ruler of the planar metropolis called Sigil, "the City of Doors", the Factions perform virtually all the actual administrative and practical functions of the city. They are the ones the people look to for authority; the Lady only gives edicts or appears personally under rare circumstances. Each of the Factions is based around one particular belief system; many of the Factions' beliefs make them enemies where their other goals and actions might have made them allies. All Factions hold many secrets from non-members and even their own members, for the fewer know a secret the more secret it is (and these are secrets of power, either wielded or potentially gained by the Faction's adversaries).
  • Athar
("Defiers", "The Lost"), who deny not only the gods' right to pass judgment over mortals, but their very divinity. They claim that the gods (whom they call "powers") are powerful but have limits and do not deserve worship. Instead, Athar priests channel divine power from what they call the "Great Unknown", or what they believe to be the true divine force behind everything. Their headquarters in Sigil is the Shattered Temple, the former temple of the dead god Aoskar. The Athar are broadly derived from real-world atheists, agnostics, and Deists.
  • Believers of the Source
("Godsmen"), who believe that each life is a test, and that every person has the potential to become a god. Their headquarters is the Great Foundry, symbolizing their belief that the multiverse constantly forges and refines all beings. Shares many parallels with Hindu and Buddhism. However, the ultimate goal is not Nirvana but apotheosis.
  • Bleak Cabal
("Bleakers", "Madmen"), who deny that any belief system has any merit; as they see it, the universe has physical rules, but no metaphysical or philosophical ones, therefore any meaning in life must come from within. Their headquarters is the insane asylum of Sigil, called the Gatehouse. They are derived from real-life existentialists and nihilists.
  • Doomguard
("Sinkers"), who believe in the sanctity and inevitability of entropy. They see the decay and destruction of the universe as necessary; for once it is destroyed all imperfections will be gone with it, paving the way for a perfect new world. Their headquarters is Sigil's Armory, where they forge weapons as tools of destruction.
  • Dustmen
("The Dead") believe that both life and death are false states of existence, that there is a state of True Death which can only be accomplished by denying one's emotions and physical wants and needs (a conception similar to oblivion, but also conceivably to Nirvana). Their headquarters is the Mortuary, where Sigil's dead are interred or cremated. Their philosophy is closely related to acosmism, with a more death geared ideal. The faction shares similarities with Buddhism and with the Stoics as well.
  • Fated
("Takers", "The Heartless") believe that those with power and ability have the right to own what they control and to take what they can from those who are unable to keep it, and that it is their right to exploit any situation to their advantage, regardless of how it affects anyone else. Their headquarters is the Hall of Records, where they serve as the tax collectors of Sigil. They are derived from real-life Social Darwinists and the philosophies of Max Stirner.
  • Fraternity of Order
("Guvners"), who believe that knowledge is power; they learn and exploit both the natural laws of the universe and the laws of society. Their headquarters is the City Court, where they serve as judges and legal advocates. They recall the Sophists of Classical Athens.
  • Free League
("Indeps"), who reject the other factions and their bureaucratic, hierarchical dogmatism; in fact, they don't consider themselves a faction at all. For this reason, they don't have a factol or an official headquarters, though Sigil's Great Bazaar serves as an unofficial one. They believe in individual freedom as the highest good and could be considered similar to libertarianism.
  • Harmonium
("Hardheads"), who believe that peace and stability can only be established under one rule — theirs. The planar faction known as the Harmonium is actually just a small part of a much larger political entity which rules over the entirety of the Prime Material world of Ortho. In Sigil, they serve as the city's police force, and their headquarters is the City Barracks. They are related to present day authoritarianism, particularly religious evangelicalism and fundamentalism. It is strongly advised that visitors to Sigil never, under any circumstances, use the term 'Hardhead' in front of Harmonium members.
  • Mercykillers
("The Red Death"), who believe in justice and retribution at the expense of all else. Their name does not come from "killing out of mercy," but rather "killing mercy." Their credo that mercy is for the weak, and the merciful should be punished. Appropriately, their headquarters is Sigil's Prison, where they carry out the sentences of convicted criminals.
  • Revolutionary League
("Anarchists"), who believe that social order and man-made laws are inherently corrupt and must be destroyed—though none of their members can agree on what, if anything, should replace them. Like the Indeps, they don't have a factol or a headquarters, though they have many safe houses and secret meeting places.
  • Sign of One
("Signers"), who believe that everyone is the center of their own reality and that reality can be reshaped by the power of imagination. Their headquarters is the Hall of Speakers, which houses Sigil's legislature. Some of them are solipsists, though most are not so extreme.
  • Society of Sensation
("Sensates"), who believe that accumulating experiential knowledge through the senses is the only way to achieve enlightenment. Their headquarters is the Civic Festhall, which features an endless series of entertainments and a library of magically stored experiences. They are remniscent of ancient Epicurianism, as well as the more modern empiricism.
  • Transcendent Order
("Ciphers"), who believe that by tapping in to the 'cadence' of the planes and acting through pure instinct they can achieve a higher state of being. Their headquarters is the Great Gymnasium, where members can train to improve their bodies and minds. Their philosophy could be considered similar to Taoism and Zen Buddhism.
  • Xaositects
("Chaosmen"), who believe that the only truth is revealed in chaos. The Xaositects have been quite accurately described as being "totally off their rockers, every one of 'em." Their headquarters is the Hive, which is the most disorganized part of the Sigil ward of the same name. Some may consider their philosophy a slight twist to accidentalism, but a far more relevant parallel is the Cynics (Greek ??????? "dogs") of antiquity. There is even a gang of Xaositects called the "Starved Dogs Barking" featured in Planescape: Torment. Compare with real life discordianism.
 

Stövelkatten

Mästerkatt
Joined
13 May 2005
Messages
804
Location
STHLMKRTLLSTHLMKRTLLSTHLMKRTLLSTHLMKRTLLSTHLM!!!!!
chrull;n104708 said:
Krilloan finns ju dessutom lagligt och gratis här:
http://www.riotminds.se/downloads/OLD/43a.pdf
http://www.riotminds.se/downloads/OLD/43b.pdf

Men visst finns det flera städer beskrivna i FR? Waterdeep har väl minst en bok som bara handlar om staden och hur man kan äventyra i den? Eller?
Jorå, det gör det. Har ingen exakt koll på vilka. Vid varje utgåva av FR har man beskrivit vissa delar av världen i mer detalj, tänkta kampanjmiljöer för nya karaktärer. Dessa är oftast knutna till en stad. Man måste ju kunna sälja sin loot.

Datorspelens städer, exvis Baldur's Gate och Amn, har sjukt mycket lore. Kruxet är väl att man måste spela spelen för att ta del av den.
 

anth

Vetefan
Joined
24 Feb 2003
Messages
10,271
Location
Fjollträsk
DnD har många städer beskrivna till sina olika settings

Forgotten Realms har Waterdeep som antagligen är en av de bäst beskrivna städerna i något rollspel.
http://www.dndclassics.com/product/...e?src=hottest_filtered&it=1&filters=0_44710_0
http://www.dndclassics.com/product/...e?src=hottest_filtered&it=1&filters=0_44710_0
http://www.dndclassics.com/product/...5?src=hottest_filtered&it=1&filters=0_44710_0
http://www.dndclassics.com/product/...e?src=hottest_filtered&it=1&filters=0_44710_0

Eberron har Sharn:
http://www.dndclassics.com/product/...5?src=hottest_filtered&it=1&filters=0_44709_0

Dark Sun har Tyr
http://www.dndclassics.com/product/...e?src=hottest_filtered&it=1&filters=0_44707_0

World of Greyhawk har City of Greyhawk, men den boxen verkar inte finnas på DnD Classics

Planescape har Sigil, men jag tror inte att Sigil har någon egen bok/box.
 

charl

Veteran
Joined
10 Jul 2015
Messages
104
Stövelkatten;n104724 said:
Jorå, det gör det. Har ingen exakt koll på vilka. Vid varje utgåva av FR har man beskrivit vissa delar av världen i mer detalj, tänkta kampanjmiljöer för nya karaktärer. Dessa är oftast knutna till en stad. Man måste ju kunna sälja sin loot.

Datorspelens städer, exvis Baldur's Gate och Amn, har sjukt mycket lore. Kruxet är väl att man måste spela spelen för att ta del av den.
I just fallet Baldur's Gate finns det relativt mycket information om staden även i rent rollspelsmaterial. Sedan 4e utgåvan har utgivarna arbetat på att göra Baldur's Gate till den nya "huvudstaden" för settingen, antagligen just för att staden har lite brand recognition från datorspelen till skillnad från Waterdeep.
 

nyvinter

Illustrationist
Joined
20 Aug 2012
Messages
550
Location
Mörkmården (småland)
Tänkte också direkt på Sigil (Planescape är för övrigt en av de få D&D-produkter som jag verkligen gillar.)

anth;n104728 said:
Planescape har Sigil, men jag tror inte att Sigil har någon egen bok/box.
Fel! In The Cage - A Guide To Sigil finns! Den är lite kort med sina 130 sidor men den är riktigt bra. (Kanske behövs även Uncaged - Faces Of Sigil för offentliga spelledarpersoner och The Planewalker's Handbook för lite mer tematisk och världsomspännande information som In the Cage förutsätter att man redan vet osv)
 

Staffan

Myrmidon
Joined
7 Jun 2000
Messages
4,228
Location
Lund
Jag har inte tittat så noga på den själv, men jag har hört mycket gott om Ptolus. Den lär vara väldigt detaljerad (boken är på 671 sidor), med ordentligt med praktiska korsreferenser och sådant (om boken t ex refererar till "The Knights who say Ni" finns det en marginalnotering som säger "The Knights who say Ni, p. 42").
 

Nora

Veteran
Joined
31 Jul 2014
Messages
4
Tackar ödmjukast för alla svar! Beträffande system så har jag inte riktigt bestämt mig ännu.
 
Top