Glendale by the Lake (Sourcebook)

OrcishBarbarian

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If you're getting deja vu here, it's because I started this thread about a month ago. It never seemed to gain any traction, at least in part due to demands on my time then. So now that I have more time I'm reviving it. But this time around I want to do it better...so I'm going to create a background, include some more material about the town, the peoples there, the pantheon of deities worshipped, house rules for the game itself, etc.

So you'll probably see this thread move up and down the list here at SRP as I add material. Around mid-December, I'm going to actually start the story. All are welcome. If you have any questions, or you'd like to contribute, PM me. I'll be putting up an OOC thread shortly if you want to chat publicly about the game.

So you can get an idea of what the story is going to be and what this is about, I cut and pasted the original intro. Enjoy...and subscribe to the thread if you want to keep up with Glendale.


Glendale-by-the-Lake. Its history...at least, that which was known to its human inhabitants...spanned six centuries, back to the Founding. The story of the Founding had been passed down through generations of Glendalites. The Saga's fine details had been lost to the passage of time, fading into the mists of history much like the other side of the Lake itself faded into the mists of early morning.

622 years ago, fourty-four families, the Founders, had been on the losing side of a war of succession. They were given a simple choice: to live or die. Die executed as traitors, or live in permanent exile, banished from the Empire, their names stricken from the Citizen Rolls, abandoned by men and Gods alike.

Made of stern stuff, they chose exile. And so began the two-year journey across mountains and trackless wastes, through blizzards and scorching summers, to more fertile land where they could establish themselves. Some died along the way, or split from the group. By the time the Families reached the Lake, 37 were left. And they knew they had reached their Promised Land.

The Lake was full of fish. There was flat land abutting the Lake, fertile for crops, orchards, and livestock. The hills above the site had veins of copper and iron. A small river provided water, and forests were ready to provide timber.

The first five centuries after Glendale's founding, the city built itself to prosperity. The land was friendly. Other villages around the Lake traded. From the loins of the hundreds who had founded Glendale, came thousands of descendants. Some of spoke of forming expeditions to do further Foundings...or they did at first.

But as the Fifth Century wound to a close...those who were sensitive to such things came to the realization that this land had a cycle all its own, vastly more ancient than the Founders themselves, driven by forces beyond human comprehension. Cycles between light and darkness, good and evil. Explorers of nearby areas found ruins of other villages and cities...and other ruins, with dark inscriptions and black-metal weapons. The spiritualists came to realize that at the time of the Founding, the Lake and its environs had been in the "summer," in a cycle of Good and Light. Late in the summer. And now "summer" was changing to "autumn," as the shadows or renascent evil grew longer. The ruins around, the spiritualists and sages warned, were ample evidence these forces had played out their dramas in ages past with other inhabitants...and would again.

However, the Glendalites wanted no part of these ill tidings, preferring to relax in their vineyards, read in their libraries, till their fields, work their mines. But there was not as much labor as there had once been...for the Glendalites were settling into ennui. They were becoming indolent around the edges...just as the evil in the land around them was gathering, rising anew. The races of Darkness...the orcs, the gnolls, the goblins, and other fell beings...were growing in number, lurking beyond the borders of the city.

Only some chose to lurk no more. But there was no war, no sacking, no invasion of orcish legions. The tactic of the dark races ware far more subtle...and all the more terrifying. 22 years ago had been the first Dark Birth, when a human female had given birth to an orc. She and the baby were thrown into the fire, and the high priests warned that this was the price of consorting with the forces of darkness.

The idea that an orc could have taken her against her will had apparently never occurred to these holy men...

Two years later, another Dark Birth occurred. Six months afterwards, another. Two months after that, a woman gave birth to a litter of three gnolls. Each was destroyed...until the husband of the woman who had given birth to gnolls came upon the High Priest one night and slit his throat in retribution. As he sat in gaol, three more such births occurred, and the High Temple was burned to the ground.

Ask many of the town's womenfolk--something the High Priests had not bothered to do--and one would find the "Dark Births" came about in a perfectly natural way. The first woman had been caught in her vineyards by orc warriors, the second browsing for herbs in the forest, the third had given herself willingly after her daughter had been captured. Only they had been too ashamed, too frightened of what people would say, to speak.

As we begin our story, Glendale has seen about thirty such births. Two orcs and three gnolls have reached maturity...to slip away into the night, and join the growing ranks of humanoids lurking in the woods. And, even as most of Glendale cowers in fear, the creatures have become bolder. Now at times they enter the city, going into the taverns, demanding to be served. And almost every night, in some part of the town, screams can be heard. And some farming families have made their own "peace" with the inhuman tribes...giving food and the chance to breed with wives and daughter in exchange for not being burned out of their homes in the dark of night...

And this is Glendale at the current time. Role-playing opportunities abound! You can play a young person who realizes he or she is on a sinking ship, and seeks to fight the hordes...or get away from Glendale and go adventuring for fame, glory, and loot! You can play a local maiden and live out her deflowering at the hands of the humanoids. Or, take the role of one of the monsters and go raiding! Or play anyone else you like. Adventuring characters and raiders will be run as D&D 2.0 characters (don't worry, you don't have to know the system--I've tweaked it anyway) starting out at zero level. You'll choose a class (or find yourself in one) and level up in the usual ways. If you're in this at least mostly for the sex, you can forgo systems and I'll run your character freeform; I offer the D&D option for those who would like classic D&D, with that thrill of levelling up, finding your first +1 weapon, rolling that crit, etc. Characters can begin in any occupation.

All characters are mortals...no superpowers, no vampires, no dragons, etc. Acceptable species are human, orc or gnoll--PM me if you want to play anything else. You can post your character (and any questions) right here in this thread.
 
Character Classes Permitted

Warriors The industry-standard stand-up fighter. This character class eschews gods and magic, believing in the Han Solo creed that ancient religions and hocus-pocus are no substitute for a good blaster at one's side. In Glendale these days, there are few true warriors. There is no standing army like in the Imperial times, and the gladiatorial contests that made contests of weapons and steel fashionable have long since gone out of favor. A sword in public view is a rarity.

The most common warrior-types in Glendale are archers, since skill with the bow and arrow places dinner on many a Glendalian table. Part of the Festival of Vernalis each spring is an archery contest. It may well be up to you, the new breed of warriors who have arisen in response to the threats, to reintroduce the martial arts to your decadent and soft countrymen!

20% of all warriors begin with a fine (+1 to hit but nonmagical) weapon found in their family's attic or basement.

Among the orcs, gnolls, and other fell creatures, the martial arts are very much in use, and warriors among the humanoid races are far more common. To reflect this, warriors from these races begin at second level.

Magic-user Brought over from the Empire, the arcane arts still enjoy some practice in Glendale. However, the practice of magic is largely academic these days rather than practical. Fewer and fewer young people are willing to undergo the rigorous discipline necessary to become wizards.

Most wizards in the game will come from the Arcanium, the academy of wizards in Glendale. Perhaps they will adventure to try and find the source of corruption that the Elders have sensed in the past few years. Or maybe they will have turned from the academic path to seek fame and fortune in the field. There may also be some solitary practitioners...in any event, wizards venturing into the field are presumed to have some training and practice, and begin at second level.

Among the humanoid races, wizardry is less developed. Skill at arms rather than intellect is valued. Thus, humanoid wizards begin at first level.

Rogues: Like any other human community, Glendale has its share of freebooters and rogues. Some are members of the Twilight Guild, which is the primary thieves' guild in Glendale. Many are independent. Some even lead double lives with a respectable profession by day while followng a less honorable calling after hours! Glendalian rogues begin at second level.

The humanoid races likewise have rogues. Some are spies scouting out farmsteads for raids. Some prey upon trade caravans and other targets of opportunity. Others cut throats if the price is right. Humanoid rogues begin at second level.

Priests. Every intelligent race has gods and goddesses to worship, and Glendalians have a pantheon (described in the Pantheons document) all their own. The course of training varies for the orders of each deity...some study in a rarified, academic atmosphere while others have a more earthy, practical approach to training acolytes. The same is true of the humanoid races. All priests begin at second level.

Mystics. Mystics worship the forces of the supernatural, but at a higher level of abstraction than priests. A mystic may worship the sun, nature, fire, life, animals, monsters, etc. A mystic chooses his own calling. Mystics may call upon a deity for spells or other aid...whether the deity answers is another matter entirely! Generally a deity in the overall portfolio the mystic worships will grant first and second level spells, but get progressively more choosy with subsequent spell levels. Of course, the mystic must be of sufficient level to cast said spells.

Both human and humanoid societies have mystics, who start at first level.
 
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