April 19th, 2011
                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.