Worldbuilding: The Factions - Part 2
Please note: this is a blog version of the special 'Behind the DM's Screen' episode of the podcast. If you would prefer to listen to the audio, you can find it at: Stories From The First Watch - Behind the DM's Screen part 2 | The firstwatchstories’s Podcast
Last year, I produced a special episode of Stories From The
First Watch called ‘Behind the DM’s screen’. This was meant to look at some of
the wider world and narratives going on outwith the adventures of the main PCs
and seeing how these events could possibly affect the party’s progress. It also
gives me the chance to further develop other plot strands if I’m feeling stuck
in the direction I’m going, and to work out how these different plot strands
could interact as the story becomes more complicated. As before, l rolled a
d100 twice for each faction on the Mythic GM Emulator’s ‘Event meaning’ table
to give me a two-word prompt, which I can then turn into a storyline
development.
Now, I’ll list each faction to see how their initial event
roll developed, and what their new roll could lead to. Just a quick warning –
if you haven’t yet listened to the last few episodes of the main show, there
may be some minor spoilers, so tread with care!
For Luken and the Cohort of Paha, I initially rolled ‘truce
military’. I used this to bring them back into alliance with the goblins, after
their spectacular fallout in the Halls of Kharamund way back in episode 15.
This time round, I rolled the phrase ‘Take Elements’. This suggests to me that
the necromancer is looking for some kind of element or material to boost his
power and regain his lost forces. More on this to come.
For the villagers of Hollow Hill, I originally rolled
‘praise allies'. This fitted very well to the fact that Perdo had been
commissioned by Reeve Denwald in episode 19 to spy on the party and determine
whether they were trustworthy. Perdo sends a message back to Hollow Hill,
confirming the PCs are on the side of good, although not before Denwald has
been imprisoned on the orders of the Godsmen. This time round I rolled ‘Spy
Lies’. Hmm. Does this refer to Perdo, or this there another spy in their
midst? The villagers have already been sabotaged by Gionna the bard, who stopped
the village militia from coming to the party’s aid in their battle against the
Cohort of Paha, in episode 8. Maybe she wasn’t the only nefarious agent to confuse and
confound the hapless Reeve Denwald. I’m going to put a pin in this one for now
and see how the other plot strands develop.
For the Godsmen, the military branch of the cult of the
Allgod, I originally rolled ‘starting vehicle’, which I interpreted as their
captain, Alvira, being possessed by Luken, after the party had defeated their
patrol in the wastes of the Great Wilderness. This time I rolled ‘Bestow
Advice’. This immediately gave me the idea that the leader of the Godsmen,
likely to be a high-ranking Cleric or Priest, had the ear of Lord Merrick, and
was counselling him on what to do about the unrest in the city of Forlond.
Perhaps the Godsmen will aid the city guards in their oppression of the
populace - more of which later.
For Lord Merrick’s administration, I first rolled ‘travel peace’. As we have seen, this seemed to imply that Merrick had dispatched envoys to Shazinbund to negotiate and to come to an understanding over the dwarf king’s tariffs and withdrawal of trade. Next, I have rolled ‘harm Dispute’. I think this is easily applied. The dispute with the Shazinvar dwarves is causing economic chaos in Forlond and is harming Merrick’s authority. He is responding by imposing a curfew, giving the city guards unprecedented powers to search for dissidents, and employing members of the notorious Border Patrol to support them, first seen in episode 22.
For the thieves of the Grey Fellows guild, I originally had
‘trust business’, which I interpreted as the thieves’ guild undertaking Robin
Hood activities to help the poor folk of the city, and to fill their own
pockets from the coffers of the beleaguered merchants, whilst they still could.
I then rolled ‘Betray conflict’, which suggests to me that something, or
someone, may have tried to infiltrate the thieves and throw their plans into
jeopardy. I have an idea of who this may be, but I’m not going to reveal that,
just yet.
For the dwarves of Shazinvar, I originally had ‘malice dominates’.
This has certainly been applied to Lord Bargrim and his minions. In episode 33,
his elite Stoneguard up in the Green Vale to intimidate the inhabitants, and to
pressure Wild Thom and into hunting down his own brother, Molko, who is
captured by the PCs, and taken off by the Stoneguard to a fate unknown. Bargrim
has also refused the overtures of the ambassadors from Forlond, taking two
prisoner and sending the others, Ret and Donyel, back into the Wilderness with
their tails between their legs. This time round, I have rolled up ‘oppose
project’. This certainly makes sense so far, and there is now the complication
of Gregor, who in episode 37 was abandoned by the party as they turn away from
Shazinvar. I imagine he will likely be looking to oppose their plans from now
on.
For the goblins, I rolled ‘punish trick’. This works well
with the events of episode 37, in which Keff’s goblin scout troop ambush the
party with a rock fall, and are, spoiler alert, punished for it. We shall see
how the rest of the horde, in alliance with Luken, will respond to this
setback.
Finally, for the Border Patrol I first rolled ‘celebrate
dispute’ which I took to mean that Merrick had requested their assistance to
quell the rebellious uprisings that were beginning to take hold in the city.
Next, I have rolled ‘Oppose comfort’. They will therefore use any means
possible to make the citizen’s lives difficult. Forlond is indeed becoming a
powder keg, and who knows if and when it will erupt?
For the College of Magik and the Gnomes, I decided not to
re-roll their existing plot prompts, as I had not yet found a way to
re-incorporate them into the ongoing narrative. Therefore, I’ll hold on to
their current prompt, which are ‘guide the spiritual’ and ‘usurp energy’, until
I find a way to make them appear in the story.
Well then, that has developed the world nicely. There seem
to be three main plot points coalescing: the tension between the Dwarf King of
Shazinbund and the human Lord of Forlond; the resulting unrest in the city
itself; and the sinister machinations of Luken and the cohort of Paha. There
are also other minor plots that may grow more significant in ways I have not
yet imagined, plus the addition of new plots and side quests that the party
will have to navigate.
For now, we will return to the party in the next episode proper, as they navigate the Copper Hills, in the shadow of Shazinbund.
In the meantime, you can listen to all the previous episodes, plus many other excellent solo roleplay podcasts, at soloroleplayersnetwork.com . If you like the show, you can, if you wish, pass on feedback at firstwatchstories@gmail.com or donate me a metaphorical coffee at
https://k-fi.com/storiesfromthefirstwatch
Thank you, and join me next time, for more Stories From The First Watch.
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