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Plots About Town

April 19th, 2011

Joshua Zaback

Grave Plots Archive

                Hello everyone, and welcome to another exciting Grave Plots, where we bring you new plot hooks and adventure ideas each and every week.  This week I’ve been giving some consideration to towns and cities and the role they play in fantasy games.  In life, the places where groups of people have settled, whether that be a humble village or thriving metropolis, represent some of the most vibrant, diverse, and incredible settings for the human experience.  In the best fantasy novels and movies the importance of the role these places play in the human experience is clearly evident.  The phenomenal distinctiveness and attention to detail provide us with an organic setting that not only serves to show us the defining aspects of the creator’s imagined world and how the characters interact with the society in which they live, but also draws upon our own shared experience, which allows us to relate to the author or director’s creation in a more meaningful way.  In fantasy games, however, all too often are towns and cities relegated to a generic and easily disregarded backdrop, fit only as a convenient place to house the magic item shop.  Particularly, this a flaw most visible in computer games, where often the player is unable to enter a building that isn’t a shop (provided there even ARE any such buildings), let alone have a conversation of any length or substance with an NPC who isn’t directly “relevant” to the story.  Some of these games even go as far as to put the players on a path through the town, effectively turning a town into a maze with building shaped walls. 
                With tabletop games, it isn’t that uncommon for DMs to show up at the table with a “town” that consists of a short list of services covering the PCs’ basic needs, without any attempt to add flavorful details or characters with personality.  As a result, the simulated day in town tends to more closely resemble catalog shopping than anything else.  In the worst case we have particularly disillusioned DMs showing up with towns that are literally nothing more than a gp limit and whatever plot-important incident he or she might need at the time.  To me, it would seem that in fantasy games we need to make a change towards establishing a more genuine, in-tune town experience, and what better way to do that then with some new plots!  So please join me for a moment while I list off just a few new plot ideas to help revitalize those trips to town and recapture some of the wonder that should rightfully accompany those moments.

The Ban

Witherford
                When Gerald Humphery, lord governor of the township of Witherford, a small city nestled on the banks of the White River, died suddenly in his manor last month, he had no heir to succeed his position, and so King Harold IV was forced to appoint someone to the position.  The king chose a paladin by the name of Roger Maddige, a distinguished warrior and devout follower of Elsar, god of morality and judgment.  In his brief time as lord governor, Sir Roger has managed to bitterly divide the town over his recent proclamation banning the production, sale, and consumption of alcohol, punishable by a fine and a five year imprisonment.  Social and political battle lines are being drawn in Witherford, as men and women choose where they stand on this important issue with a partisan fanaticism.  Taverns and distilleries keep their doors open in clear defiance of the lord’s mandate, and religiously motivated mobs set to blaze the homes of those they believe to be guilty of impurity.  Just as brawls were beginning to break out on the streets, Sir Roger imposed a strict martial law, officially closing the taverns and distilleries, disbanding the mobs, and arresting or killing dozens of men and women who refused to go along quietly.  Now, guards patrol the streets, fearful of retaliation from disgruntled citizens and wary of any group larger than four or five people, and smug zealots and fair-weather fanatics strut about town sneering at their neighbors and declaring a victory for morality.  All the while, commoners and noblemen alike spend their nights drinking in illegal speakeasies and plotting the downfall of the lord governor.  In these troubled times the PCs will find no shortage of opportunities for adventure; just a few examples follow.

The Marcers
                John and Ilsa Marcer are a sweet older couple who, previous to the lord governor’s decree, owned the Marcer Brew House and Tavern, a local landmark that has been in the Marcer family for ten generations. They have become the driving force behind a popular dissident movement in Witherford.  The Marcers, like so many others in town, lost not only their livelihood but also their way of life to the governor’s ban, and when it was made known that the Brew House would be razed to make room for a new temple to Elsar, they began to organize the people against what they’re calling “iron-fisted tyranny.”  In the time since organizing, however, they have attracted a large number of enemies, including Waylen Grance, the local priest of Elsar, and Kelly Havram, a corrupt guard who likes to kill rather than arrest those who break the law. As such, the Marcers are looking for skilled adventurers to act as muscle for the movement.  Activities will likely include providing for the personal defense of prominent members, proactively addressing threats to the movement, and actively advancing the goal of repealing the lord governor’s decree.

The Church
                Waylen Grance is a charismatic priest and a community leader. In his many years of service to Elsar, never before has he felt so blessed as to follow a man like Sir Roger.  Now, finally, morality and order have come Witherford and its people are on the path to righteousness. Still, all is not yet well in Witherford.  So-called speakeasies allow deviants to indulge their baser natures in direct defiance of their lord’s order; guards have taken to the streets and, casting justice aside, have arrested or killed members of his church and put a halt to all efforts to force the unworthy from Witherford’s walls; and of course, malcontents like the Marcers actively plot revolution and threaten all that the church stands for.  Waylen still has hope that these problems can yet be addressed, and he is currently seeking out like-minded adventurers to help put Witherford back on the right track.  PCs throwing in with Waylen will likely be asked to do a lot of morally questionable things in service to the greater good, but is Waylen really looking out for the interests of Witherford or merely seeking to expand his own personal influence?

The Smuggler
                Officially, Gregory Stag is an officer of customs and shipping working for the lord governor in Witherford; unofficially, he is a smuggler, sometimes pirate, and the main supplier of black market goods to Witherford.  Since the ban, Gregory has turned a rather substantial profit by providing the speakeasies with black market liquor and wine, and has turned his interests primarily towards those ends.  Unfortunately, a few day’s hence, guards killed the smugglers he was working with, and that’s left him with a gap in his operation that he needs to fill if he has any hope of retaining his lucrative profits.  As such, Gregory is looking for a group of capable individuals willing to join his team for a split of the profits.  Should the PCs decide to work with Gregory, their duties will include manning a cargo ship and transporting illegal materials from beyond Witherford into the city, delivering illicit alcohol to secret locations without attracting the attention of the guard, and participating in other potentially dangerous activities in order to ensure the continued profitability of the operation.

The Lord
                Lord Governor Sir Rodger Maddige realizes that he isn’t the most popular ruler in Witherford’s history, but he refuses to compromise on moral issues and really believes that what he’s doing is in the best interests of the people.  Unfortunately, the people don’t seem to see it that way, and rather than try to counsel the people, the church seems to do nothing but antagonize the populace. Even his own guards are growing discontent, afraid of the very people they’re meant to protect, and of course everyone blames him.  Seeing his people on the road to ruin has made Sir Rodger desperate, but he knows that all hope for a strong, united Witherford is not yet gone. However, things cannot continue as they are.  Seeing the PCs as something special, he asks if they would serve as his champions to help restore order and happiness to Witherford.  Should the PCs agree, their tasks will include providing a positive spin for Sir Rodger and decreasing malcontent in the city, negotiating with community leaders to help unite the people and quiet discontentment, and seeking out subversive elements and eliminating them before they can become a problem.

                Well, that’s all for this week’s Grave Plots. Join me next time for Azata week, when I’ll be talking about well, Azatas. Until then, I would like to wish you all the best in your gaming endeavors.