Dr Who. Traveler. Thieves' World. August 24, 2005 Thieves’ World® the movie???? Probably not, but you can’t have a movie without an option and, for the first time ever, there’s a active TW movie option. My agent’s been working on this for almost a year...and I still don’t understand all the language that we haggled over, but Jonathan Matson (my agent) assures me that in the (admittedly unlikely) event that we go into production, my interests and Thieves’ World®’s interests have been adequately protected.
But, today I signed the papers and we’re officially “under option” for the next twelve months (with an option to renew). Our “Purchaser” is Scot Barbour who has recently had some film-festival success with a documentary called “Malfunkshun: The Andrew Wood Story” which premiered in Seattle earlier this summer. Scot’s a long-time TW fan who came to me with his proposal. (Oh, and for something completely different, but relating to last year’s announcement about the game...I’ve opened a new page for Thieves’ World® gaming.
S Ancient Past - Blackmoor. Homebrew Campaign Settings. Dark Sun. Lankhmar. A Magical Medieval City Guide (DnD Other)/Around Town. Buildings vary from towns to cities. Towns are not as structurally dense as cities, allowing green space and more independent buildings. In cities people build homes in blocks, with open space for gardens within the block of homes.
The wall of one house backs into the wall of another house, making the homes within a block safer from crime, warmer in the winter, and providing a communal feeling to city life. In early cities, craftsmen of the same vocation live together in the same block, rendering the naming of streets and buildings after the craftsmen who originally settled there. As more people enter the city and space becomes limited, occupational segregation lessens, and the open spaces within the block become sheds, extra storage, workshops, or even extra housing. Although these grouped homes sharing external walls are called blocks, that is no reflection on their shape, size, or orientation. Every ward has a water supply, either a well or a gravity fountain fed by a cistern.
Sandbox Fantasy: Random Human Village Determination. The Space Genre is more friendlier to random creation of various setting elements. Mainly due to the fact that space has little in the way of "terrain"and that the physical laws that govern the distribution of stars and planets can be easily distilled to a set of charts aka Traveller. Elements of the Traveller approach can be applied to Fantasy Games which helps in managing a Sandbox Campaign. What follows is a table I made for a contest on The RPG Site two years ago. It allows you to make random human settlements quickly and easily. The population modifiers attempt to adjust the distribution to a more natural setup. Random Human Village Determination1 Hex = 5 miles or 10 km Stat block12-345678-9 1 Fortification Level2 Wall Level3 Local Water Level4 Local Soil Fertility5 Local Resource Level6 Population7 Government8 Law Level9 Tech Level Fortification level2d6+Modifiers 12 A-Citadel11 B-Castle10 C-Keep9 D-Stone Buildings8 E-Wooden Keep7- X-None Government1d6-1d6+Population.
Lost Civilizations of the Points of Light Setting - RPGnet Forum. Medieval Demographics Made Easy. The Welsh Piper » Hex-based Campaign Design (Part 1) Campaign Design by the Hex deutsche Übersetzung In my quest for rapid campaign development, I came across an elegant idea called Six sided gaming: Hex magic on Greywulf’s Microlite d20 site. Subtitled “the lazy gamer’s guide to world building,” Six sided gaming suggests launching your campaign with an adventure in a single hex, then placing adventures in each of the six surrounding hexes, assigning hex terrain and encounters to match the adventures you’ve chosen.
As the campaign grows, you simply populate the next “ring” of surrounding hexes, and so on and so on. Defining the campaign by its adventures—instead of the other way round—is a great time-saver and perfect for the busy GM. With Greywulf’s kind permission, I’ve expanded the concept into a slightly different approach, but with the same time-saving goal. Skip to Part 2… The Hex Map Sub-hex Template N.B. Choose Climate The first task is to determine climate. Assign Hex Terrain Let’s begin with some basic terrain types: Example Scaling Up. Wilderland Demographics. I originally posted this on the Necromancer Games Judges Guild forum in 2007 This info is taken from Triumphant Grand Tactical and Demographics found in Wilderlands of High Fantasy (old) and the Ready Ref Sheets some definitions 1 able bodied men = 4 to 5 people or 1 household.1 sq mile will feed 320 able bodied men1 sq mile needs 30 able bodied men to utilize at 100%1 5 mile hex has 13,856 acres1 5 mile hex has 21.65 sq miles1 5 mile hex has 625 .2 mile hexes1 .2 mile hex has 22.17 acres1 .2 mile hex has .035 sq miles1 5 mile hex, with 100% utilization, can feed up to 6928 people.1 5 mile hex will require 650 able bodied men to utilize at 100% Note the book give 6400. 1 .2 mile hex will feed 11.085 able bodied men1 .2 mile hex will require 1.039 able bodied men 1 historical manor has 1500 acres(includes a hamlet or village)1 historical manor will need 70 able bodied men for labor1 historical manor will feed 750 people.
Finally. Ships of the Wilderlands. For a time last summer I thought I was going to run a Freeport campaign. Naturally, I decided to set Freeport in the Wilderlands--I ended up placing it in Hex 0420 on Map 12 (Isles of the Dawn)--and this got me thinking about nautical technology in my campaign world. Now, I'm as much a fan of the great galleons of the Age of Sail as the next person, but as I thought things over, I developed a sense that the Wilderlands needed something a bit pulpier, a bit more Bronze-Iron-Dark Ages, if you will. The only canonical nautical technology I was aware of was the longships of the Vikings Skandiks, and those would be staying for sure, no questions asked. I mean, what's cooler than Viking longships? © Angus McBride/Osprey Publishing And right now you are muttering, "Nothing's cooler than Viking longships.
" This decision only strengthened my resolve to avoid galleons, or even medieval caravels. First, some definitions: Galley: The galley is primarily designed as a warship. Wilderlands Demographics: Pastoral Cultures. I sat down with Harn Manor, Wikipedia, the Department of Agriculture website, and some other sources to crunch some numbers on Pastoral societies. Herding animals is more productive than growing crops. But there are several catches. It is more labor intensive particularly if you are herding swine. While different herd animals (cows, goats, sheep, etc) have useful secondary products (milk, fleece) nearly all your food value is going to come out of a annual slaughter just before winter/dry seasons.
You are going to have to feed the remaining animals. If you live in areas of poor land quality (like the dry continental regions of Eurasia) you need a lot more acres and keep on the move. Now the figures Pastoral Agriculture (Cattle, Goat, Sheep)1 sq mile will feed 500 people1 sq mile will need 50 able bodied men to work at 100% Pastoral Agriculture (Swine)1 sq mile will feed 800 people1 sq mile will need 100 able bodied men to work at 100%
Points of Light Setting. Expedition to the Planes. Introduction Having stepped through a door between worlds, at the invitation of Heironeous, the four expeditioners have a chance to acquaint themelves with this new world and settle into life in Sigil. On investigating the city they have found that the Hextorite temple that attacked them (and was eliminated) seems to be the only one in the city, and the Heironean temple they found appears to be the only such temple. It seems that Hextor's attempt to invade the Forgotten Realms is not centered in Sigil, but is based somewhere (or somewheres) in the Astral Sea. Members of the First Temple of Heironeous, Sigil, are trying to find out information to help you.
All they currently know is that Hextorites have been ferrying material into the Astral Sea, probably in an attempt to build a base there, as the Astral Sea has very little solid material that has not been claimed and defended. First Temple of Heironeous, Sigil This building has been purchased and is owned by the church. Julia Desiree. Grodog's Greyhawk Castle Archive: grodog's Version of Greyhawk Castle. Central Elevator The Levels The Demi-Planes Random Notes Sources Development Log 19 November 2012: I finally have access to greyhawkonline.com again to update my web site, so I'll be re-posting updates and new content on the Castle created since the end of 2010: pez 07 October 2010: Added the new ex-level-07 filled maps. Heather's away on vacation next week, so I may start working on updating my sketch key notes too. 25 September 2010: Major Update: I linked in the many maps that I've been working on since December 2008's watershed "The Landings Level" map.
I haven't culled the various notes about the maps and encounters from the threads on Knights & Knaves Alehouse's Megadungeons forum yet, but will do so eventually. 2 January 2009: draft second "landings level" map added. 29 December 2008: 2 new maps added: the environs and Landings Level maps. I've got some players who'll begin to adventure in it soon, too =) Background How have you fold/spindle/mutilated your version of Castle Greyhawk? NPCs. Mystaran Geography.