[HMtW] The End of the World

Alright, (the intended to be, but failed) brief sabbatical to purge my brain meat of whalecraft is over. It got real bad for a moment, worse than the almost model train phase. I know too much about American whaling to ever be happy again. Now though, I can return focus to the reason I burdened myself with this cursed knowledge.


I suppose I should take to making a map at some point, to see where the heck this setting is going. Ain’t doing that now, though. Now, I’m starting at the End. 


The End of the World


At the Center of the World lies the City. Deep underneath the City lies the Dreamer. 


But that is very far away. 


Out from the City, passed the noble halls of Ironvein; through the near endless silver forests of Tembel Ceviri; passed the toxic lands bordering the quicksilver lake Hidrargo; out, out, out to the very edge of the horizon. Out to a soft spot in the firmament, which keeps the earth protected from the Astral Sea, where lies The End of the World. 


Not really as dramatic as it sounds, the End of the World is akin to a coastal port with ships setting off to the mysterious distances of the Astral Sea, and returning with strange eldritch treasures. Youngfolk, full of vim and vigor, set off on life defining adventures, returning as capable, hardened veterans…if at all. Every day, uncounted fortunes are unloaded by the longshoreman’s union and sold within the markets, the goods destined for farther inland, ever closer to the City. A constant breath: Treasures in, Supplies out. 


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The End of the World doesn’t contain as many city distracts as the City does. The idea here is that it’s a much smaller city and that your resources are out in the destinations. You want curses lifted? There’s someone out there who knows how. Go, find a location, get access to it’s districts and move on.

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Power Core

Power within the city lies with the Longshoreman’s Union and an “equal” council of union representatives from trades around the city. The Longshorman know they hold all the cards, as any disruption on the loading and unloading of ships causes ripples and trouble both in Terra Firma and Mare Astrale, and stands as the only reason neighboring kingdoms haven’t made military claims of the city. And the sedative offer of gold made from import taxes. 


The Wizards, on the other hand, think they run the city. They certainly sling enough gold around town to make a case for it. They don’t make the case, however, as they hardly ever leave their tower. They just throw money at things and assume.


Districts


The Docks

The literal focus and point of the city, the Docks serve as the connection between the Astral Sea and Terra Firma. Here ships are laded and unladed, repaired, maintained, even bought and sold. Here is where you go in search of an Agent, those that own the ships, should you fancy yourself the Officer sort, as they tend to hold shop near their treasured warehouses. Or anyone, really, that might have a job for you out in the Astral Sea, should you prefer the Vagabond route.


Sensations

The hustle and bustle of an ever busy port, longshoremen shoving their way past any possible lulligagers. The scent of warm coffee and tea from various street vendors hangs in the air, mixing with the smell of rotting whale parts. Somewhere a dog barks. Wooden wheels of too full wagons creak on the cobble stones.



The Wizard’s Observatory

A menacing tower, rising above the city and leaning well over the edge, it’s patchwork construction seemingly wanting to betray the inhabitants to a grim fate among the Void, yet unable to bring itself to do so. The wizards here fuss over the multiple telescopes that dot the walls of the building and debate over the meaning of star signs in relative luxury, compared to the rest of the town. When they’re not creating nightmare machines fueled by astrogris to carry out the most mundane of tasks, that is.  


Here too may be found jobs, higher in pay, but far less practical.


Sensations

An oppressive, hushed stillness. Are the wizards asleep or locked in study? The scent of strange tobacco, rare whiskey, and bacon hangs in the air. The occasional soft tapping of chalk on board can be heard.


The Flea Market

Obviously there’s a market. Not on any grand scale as the Omphalic Market within the City, but the place is a port, of which the point is the movement of trade goods. So there’s a market. A lot of the business here is done in bulk, aiming to stock ships full of supplies and trinkets to take out into the Sea, in order to return with new, interesting trinkets, to then sell and ship back towards the City and points in between. But it is also a town, still, and smaller merchants are around to provide supplies to the lone traveler.


Sensations

The sound of hawkers yell about their wares, dogs barking at one another, laughter of unwatched children. The chorus of complaints as someone tries to take their cart down the street already choked in foot traffic. Mud and more mud (you hope it’s mud) squishes under foot from recent rains. The scent of cooking meats and sweet treats wafts from bakeries.



The Graveyard 

Life as a sailor on the astral sea is a dangerous one. As such, the hills around the End of the World are dotted by countless graves. Most are empty, hollow memorials to forgotten comrades, but there’s enough full that a small contingency of the Silent Order tends to the graves. A noose hangs from the branches of the lone tree on the highest hill, an instrument left as a grim warning to pirates.


By visiting this district, the characters may pay respects to fallen comrades or purchase lavish funerals for the deceased.  


Sensations

A chill wind sweeps across the low hills, coming off the astral sea. An ominous stillness hangs over the district, with little ambient sound to interrupt. The scent of freshly dug dirt lingers in the air.


Special City Action

Visit Grave: Visiting the resting place (or memorial) of a fallen comrade you’ve had a Funeral for (pg 158, core book) and sharing a story about them - a memory of times passed - while drinking over the grave allows you to charge a temporary bond with that person. 



Jetsam and Lagan Street

One would imagine the city’s largest product and export to be some magic item made from exotic crystal scraped from the rings of a far flung gas giant, but given the amount of sailors that come through port and the sex industry that has developed to meet their needs, it’s actually orphans and venereal disease. Given this, this area’s streets are lined with questionable doctors and orphanariums that serve as the headquarters for the area’s roaming youth gangs.


Sensations

The waft of strange chemicals lingering on the air, both perfume and medicinal. Suggestive glances from sex workers leaning from windows. Broken glass littering the street from thrown bottles.


Special City Actions

Buy Rumors: For a bottle of whiskey and a nip of pipeweed, you’re able to buy rumors off of the street orphans that roam the city. There’s a lot of these little bastards and, let me tell you, they get into everywhere. The GM tells you one of the rumors on their City Events table. 


Treat Affliction: By dropping money all over the district between various doctors with curealls for sale, mixing them all up, and hoping for the best as you swallow the concoction, you’re able to heal an additional Affliction level per 50g spent. 


Madam Widmanstätten’s Home for Wayward Astropolgists

It’s really just an abandoned warehouse converted into hastily made apartments which have gotten overfilled with survivors of the Astropolgist guild collapse. They’ve brought with them what treasures and rarities they could salvage. They’re a morose sort, but are willing to study any artifact you bring them for identification. A donation is needed, of course.


Sensations

A stuffy, poorly lit warehouse with creaking floors and vaguely defined walkways between mountains of oddities and stuff. Dust and mildew linger in the air. Voices and academic bickering echo from the hastily built second floor, the very structure of which creaks and groans, threatening to collapse.


Special City Action

Identify Object: By making a generous 100 gold donation, and allowing for a few days time, the otherwise listless astropolgists are able to research and identify an object, as well as tell any needed objectives to unlock the item's abilities. (Have I mentioned that yet?) 



Amenities of the City

The Edge Hotel

Spending shoretime under the luxury lifestyle allows you the chance to stay in the Edge Hotel, an inn built out and over the edge of the world. Staying in a suite hanging off the earth, swaying slightly in the cosmic breeze and backwash of ships in port, gives one a new perspective on things. Gain 1xp the first time you spend a night here.



City Events


Card

City Event

I

[Curiosity] Ugh: A rapidly passing cart splashes mud and foul onto a random adventure. 

II

[Curiosity] Sausages!: A man with a vendor’s tray full of hot sausage offers to sell one on a bun to the party. He never confirms the meat source.

III

[Curiosity] Stop Thief!: An elderly stall keeper cries out about a thief as multiple children run past, one bumping into a random adventurer before continuing their escape. 

IV

[Curiosity] Dog Fight: Two unattended mongrel dogs fight in the drizzling rain.

V

[Curiosity] Heavy Rain: A near flooding rain falls, dampening sights and sounds.

VI

[Happening] Strike!: The Union has gone on strike and the Docks are shut down. The only city action that can be taken is Carousing.*

VII

[Happening] Election Day: The Union is holding elections and the candidates are buying what votes they can. Upkeep is significantly cheaper: Destitute +3G**; Impoverish 15G; Common 25G; Luxurious 50G

VIII

[Happening] Wizard Shit: Some wizard bullshit has unleashed maleficence throughout the City. The "Prepare Components" City Action is not available, and any RP scene will be hassled by a random maleficence.

IX

[Happening] Quixotic Market: A ship from the Quixotic Fleet has docked in port. The air is flooded with the scent of strange spices. Cats in town gaze on, all too knowingly. PCs have access to a limited Quixotic Market as a City Action.***

X

[Happening] Shut Down: A strange sickness stalks the streets of the End of the World and ships are being turned away. No additional City actions can be taken here at this time.****

XI

[Rumor] Pirates Sighted: The pirate ship Second Chance has been sighted in the void around Gallium Debtors Prison. 

XII

[Rumor] Ancient Treasure: It said a treasure of vast wealth hides among the crystalline asteroids of the Dreaming Fields

XIII

[Rumor] One of Them: Anyone that is seen by an Observer slowly becomes one. 

XIV

[Rumor] Chosen One: Anyone chosen by the Keeper in the port of Bedlam’s Gate gets granted one wish.

XV

[Rumor] Good Fortune: Carving your name in Portia’s Wall brings a year of good luck.

XVI

[Travel Event] Bottle Kids: A gang of orphans appears on the street and starts throwing glass bottles at the party. 

XVII

[Travel Event] Stag and Doe Night: A party of drunken wizards stagger by, a few members of which begin to hurl insults. 

XVIII

[Travel Event] Help in the Alley: A figure calls to the PCs, begging them to come help their friend in the alley. Look at the discard pile. If the top card is yonic, the figure tells the truth. If phallic, they are lying and it is a trap.

XIX

[Travel Event] Easy Riches: A man loudly explains how he’s won a small fortune at a lucrative street game, and insists the party members try it. (In case you’re not one for subtly, the game is rigged and the man is in on it.) 

XX

[Travel Event] Trainee: A young dwarf bumps into a party member, in a very obvious failed attempt at pickpocketing. If/when the party confronts the dwarf, [party] dwarfs step out of the shadows and begin to lay accusations against the adventurers. 

XXI

[Signs and Portents] (better left written when more of the setting exists)


* Perhaps you use the His Majesty the Barkeep module during this time? 

** Character gains 3G from “donations to the poor” made by the Candidates

***What does this mean? Stay tuned. 

**** No taxes for entering the cities. “Taxes” are taken when traveling back towards creation. 


The Job Board


Card

Available Job

I

Magus Flynn needs a crate of hypatian quasicrystals and will pay top coin to ensure discretion is taken. 800 gold

II

Morthrid the Masked wishes for his face back. He lost it years ago in the Quixotic Fleet home port. Return it and you’ll be able to claim a reward from his curio collection or 1000 gold

III

Professor Alborough of House Elm wants an Observer for his menagerie. Bring him a live one for a 1000 gold reward. 

IV

Grim Bloodhorker, professional street urchin, needs a package smuggled into the Maw. 200 gold upon delivery.

V

Aathen Evergreen represents the Ethereal Whaling Company, who have recently lost contact with their Whaling Camp #21. Return with information about the camp to receive 250 gold for your troubles.

VI

Jaesh the Broken needs you to transport a crate to Bedlam’s Gate and open it upon arrival. It is VERY important you keep it safe and open it when you get there. (Secret: He’s inside) 400 gold upon arrival and opening.

VII

Warden Ironfist has posted a bounty on Sopherus Leeni, who escaped Gallium Debter’s Prison. 500 gold for their capture. 

VIII

Nadie Glimmerwright is looking for her sister Maddy Glimmerwright, an Astropologist, last seen aboard the ship Millenium Parsec. 100 gold for your return with news.

IX

Jhustyn the Shield Broken of House Peprone, whose head is visibly older than his body, needs you to smuggle a package into Gallium Debter’s Prison. 300 gold upon arrival.

X

Dal’oth the Starry Eyed, a local wizard, keeps having nightmares about the Dreaming Fields. Have a look around as you pass and he'll owe a favor upon your return.

Page

Traum Gossamerwright needs a case of jerky dried from organically sourced anxiety, a cask of mead made using water from the well of souls, and a tin of tobacco - all from the Quixotic Market. 200 gold plus expenses (with bill of receipt).

Knight

Briggus Millie of House Millie wishes for a baan sword and is willing to pay 500 gold for one. (Briggus doesn’t realize that only 8 have ever been discovered)

Queen

  Markus Gladston needs several casks of Phanes Draught delivered from Bedlam’s Gate to his tavern. 100 gold for your troubles.

King

Kalcium Underbrooke has been expecting the arrival of the Cradle of Mithras (ship, not the asteroid formation) but it is over a month past expected arrival time. Find it and return with news of its fate for 300 gold.


“This isn’t usable on its own, you should have started with the dungeons.” Yes, yes, I saw that half way through, but by then it was too late. This HAD to get finished, or it never would. Purely due to that “starting at the end” pun. I apologize for nothing.


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[SWS] Mercenaries

 

There's another bandwagon going around, something about Randomness. There're rules, though I didn't actually read 'em, just sort of looked at them and acknowledged their existence before I just assumed I knew what the article was about. I did see, however, a certain entry absent from a certain random list. Message received, Birdman. Message received loud and clear. The response shall be cruel. 

Anyway, I ain't doing any of that nonsense. What I _am_ doing is taking a look at my collection of unfinished ideas and rolling for which one to work on. Then rushing slightly due to what day it is. And the winner is...

Mercenaries Redux

The friendly NPCs of Some Weird Sin are nebulously categorized into one of three groups:

  1. Contacts - They're the black market dealers you speak to between missions. They're the informants you've hired to case a place in your planning stage. They're people who will happily take your money, but won't put themselves in danger for you. They're obtained through roleplay and the Fixer ability. 
  2. Groupies - These are a weird combination of Contacts and Mercenaries. Enthralled by your charisma, they'll do nearly anything for you, even, eventually, put themselves in danger via combat. They provide a skill based on their current career, 10 inventory slots, and +1 to Defense and Attack. However, they don't want your money. No, no. They want favors. 
  3. Mercenaries - These are what PCs would be if they didn't have Players playing them. They're other people in the same line of work as you, though each have a different advertised skill, based around (usually) the templates. They provide a +1 to Defense and Attack, and work for hard cold cash. No inventory slots, as they've their own shit to carry. 

That's fine and all. I mean, it's worked so far. Though lately, I've had me the hankering to complicate the Mercenaries a bit. Anyone can acquire them, might as well make it slightly pretty. So given that, Mercenaries now come in two flavors: Nobodies and Named. 

Nobodies
These are your basic, well, nobodies. Effectively just starting out in this life style, willing to do anything for cash. They ain't even got a name yet. They provide a +1 to Defense/Attack and will perform tasks based on their advertised skill. 

JobCostDescription
Chemist₽300Self taught. Fun at parties.
Cracksman₽300They've practiced a little with cracking a safe. They even did it once.
Driver₽250Fine as long as it's not a manual transmission
Electrician₽300Don't use the male-to-male connector they hand you.
Gunman₽400Sometimes you just need an extra gun.
Joeboy₽300Bodyguard jacked full of growth hormones
Lookout₽100They could literally be replaced with a remote camera.
Medic₽650They're pretty sure they can keep the patient alive.
Scriptkitty₽550Amature hacker with some questionable apps
VR Influencer₽400They have some following. Might be useful.

Not a complete list, mind. Just for exemplifying. 

Named
This is where it gets more interesting. These people are established and have names. Mind you, not legal names, but the nom de guerre that members of the merc community like to adopt. They also have hopes, desires, and unique abilities you can deploy in the field. They also provide a +1 plus their level (starting at 1) to the usual Attack/Defense. All this will cost you more though. 

So why pay the price? A few reasons:
  1. You get what you pay for. Each has a unique ability they're able to use, not just access to a skill. You will have to buy it per use up front, however, with any unspent usage going to waste. 
  2. They're upgradeable. Those hopes and desires I mentioned? While your character runs on XP, the Named Mercenaries run on meeting certain goals. "Find my father's killer." "Get my car back." "Steal the mayor's kidney." That sort of thing. You help them out, and you'll unlock an additional level (thus increasing their Attack/Defense bonus) and getting a new ability out of it. 
  3. Domain play. This ain't the most thought out part at the moment, despite the idea banging around in my head for a while. Basically, if'n the PC crew starts looking to irk out their own turf among the gangs of the city, the Named Mercenaries are hireable to cover the boring parts of base building.  

Examples

Name - Role $PricePerJob 
Goals: Describes what the character needs you to do, in order to level up.
Dislikes: Witnessing the hiring PC engage or encourage this causes a loyalty check. 
Level 1 Ability (+CostPerUse): Describes the ability that the +CostPerUse is paying for.
Level 2 Ability (+CostPerUse): Describes the ability gained once the Named Mercenary has their Goal met.

Johnny Lockheart (he/they) - Pretty Boy $6000
Converse shoes, leather jacket, and a grin that could melt a steel beam, Johnny is Grade A Pretty Boy - a Face unconcerned with the mercenary gig - usually just in it for the Flash and Cash. He'll do the job you want, and he'll look good Beautiful while doing it. 
Goal: A friend of his from the club scene has gone missing and was last seen with technocultists. Be a dear and find them, would you?
Dislikes:  
Level 1 Ability (+$1000/use): That Damn Smile - After a failed social attempt by the supported PC, he'll swoop in with that smile of his, along with a little honeyed words, and allow for a second attempt at the check, now made with favor. 
Level 2 Ability (+2000/use): Disarming Smile - Literally. With a quick flash of the pearly whites and a wink that would have destroyed Puritan society in an instant, he's able to make the target drop whatever is in their hands. No save, he just does that.

"Tex" Redgrove (he/him) - Gunslinger $4000 
I want you to imagine Orville Peck with a Colt SSA Peacemaker strapped to his side. If you won't, I certainly will. But, also, use that as a character description. His cowboy themed attire often makes him the butt of jokes in the local merc community, but his deadly accuracy while shooting from the hip stifles any laughter. 
Goal: A local gang leader has taken his motorcycle as collateral. The debt has been paid off, but the gangbanger insists additional interest is needed. Damned if he's paying it. Help him get that bike back.
Dislikes: Liars and Cheats
Level 1 Ability (+$2000/use): Dead Eye - Performs a single ranged attack that automatically deals the supported character's Max damage to the target.
Level 2 Ability (innate): Fan the Hammer - Multiple Dead Eyes can now be chained up to six shots at a time across multiple targets. 
 

So What If a Named Mercenary Dies?
Well...did the PCs see a body? Did they confirm beyond a shadow of a doubt that it was dead? No? Then guess who has some hot new cyberware and a burning desire for revenge!  Hell, even if they did, capitalism values not the sanctity of life and death if there's the possibility of profit. Jank the carcass full of cyberware, behold it to a megacorp that hates the players, and send the poor stuck-between-life-and-death bastard after them.
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