Ancalagon
10-25-2009, 09:01 PM
Hello
If you folks wouldn't mind giving me a hand, it would be greatly appreciated!
Background: Warhammer frpg game (2nd ed) using the system but not the setting. Said setting is pseudo-historical: It's set in 1150 AD in what is now Turkey, at the very edge of the byzantine empire. However, there is magic, elves and dwarves etc. The game happens in Zeugma, a city that in real life was sacked over a thousand year before but in my game still stands.
The party is a group hired by a merchant as "guards/problem solvers" on retainer. They have done missions for both said merchant and the city and have shown themselves to be tough (dwarf pit fighter, human outlaw, elven bounty hunter and hobgoblin chekist), reliable and moderately discrete.
In the recent past, the PCs have faked a brigand problem, stopped a dangerous magical item from falling into the wrong hands and have explored/looted a tomb on behalf of the city.
The Plot: The party is asked by their merchant boss to travel south. A small town that is an important re-supply spot for caravans has been taken over by a new governor - who's since has raised taxes and fees on passing caravans to the point of extortion. This is bad for trade, and the merchant want the party to do something about it.
The governor is the bastard's son of the third son of the Caliph in Bagdad, and is ambitious and a trouble-maker. His father has arranged for him to get a position well away from the capital - a soft exile so to speak. The bastard is taking advantage of his position to rake in the cash. He has a group of hanger-ons who followed him in exile, and the local thugs have flocked to him too. A direct confrontation is therefore quite challenging. Furthermore, he has recently moved his headquarters to a ruined fort near the town, giving him a solid defensive position. The local elders don't think that what he's doing is right, but they feel powerless to intervene.
Where I need help:
1: Is this enough?
2: I have a bit of an idea for "more", but I'm having a hard time developing it. This small fort, built on a cliff side, was actually built on the ruins of "something else". The bastard has aquired/gained partial control/etc of something of power - he feels that with this *magic thing*, he will finally be able to fulfill his ambitions - hence his very rash actions at the moment. He's therefore milking the traffic while building up/mastering the *magic thing*
thanks!
If you folks wouldn't mind giving me a hand, it would be greatly appreciated!
Background: Warhammer frpg game (2nd ed) using the system but not the setting. Said setting is pseudo-historical: It's set in 1150 AD in what is now Turkey, at the very edge of the byzantine empire. However, there is magic, elves and dwarves etc. The game happens in Zeugma, a city that in real life was sacked over a thousand year before but in my game still stands.
The party is a group hired by a merchant as "guards/problem solvers" on retainer. They have done missions for both said merchant and the city and have shown themselves to be tough (dwarf pit fighter, human outlaw, elven bounty hunter and hobgoblin chekist), reliable and moderately discrete.
In the recent past, the PCs have faked a brigand problem, stopped a dangerous magical item from falling into the wrong hands and have explored/looted a tomb on behalf of the city.
The Plot: The party is asked by their merchant boss to travel south. A small town that is an important re-supply spot for caravans has been taken over by a new governor - who's since has raised taxes and fees on passing caravans to the point of extortion. This is bad for trade, and the merchant want the party to do something about it.
The governor is the bastard's son of the third son of the Caliph in Bagdad, and is ambitious and a trouble-maker. His father has arranged for him to get a position well away from the capital - a soft exile so to speak. The bastard is taking advantage of his position to rake in the cash. He has a group of hanger-ons who followed him in exile, and the local thugs have flocked to him too. A direct confrontation is therefore quite challenging. Furthermore, he has recently moved his headquarters to a ruined fort near the town, giving him a solid defensive position. The local elders don't think that what he's doing is right, but they feel powerless to intervene.
Where I need help:
1: Is this enough?
2: I have a bit of an idea for "more", but I'm having a hard time developing it. This small fort, built on a cliff side, was actually built on the ruins of "something else". The bastard has aquired/gained partial control/etc of something of power - he feels that with this *magic thing*, he will finally be able to fulfill his ambitions - hence his very rash actions at the moment. He's therefore milking the traffic while building up/mastering the *magic thing*
thanks!