So! I didn't play type 4.
I sat down with the other player in the group who had actually played D&D before and we tried to read the PHB and DMG, respectively, and the books began to look like Chinese Algebra.
Based on a reading of the rules, Type 4 is a board game wherein some roleplaying might happen.
The other guy made an executive decision and DM'd a game of Type 3, which I also have issues with.
Anyway, counting me, there were three of us who I think are really interested in playing D&D, one was kind of along for the ride, one was completely clueless, and one was trying to play the game exactly like an MMO and consequently becoming frustrated.
If the group survives, I'll eventually hit 'em with second edition, maybe some LotFP:WFRPWTFBBQHAX.
In the meantime: Funerary things! Or:Why on Oerth would people who live in a world where the undead are a very real thing ever bury their dead if they had another choice?
Look, all I'm saying is, if you live in a world where zombies, mummies, and animated skeletons etc. are a real threat and there's no Christian belief in a mass resurrection at the End of Days, would you not burn grandma so that a wandering necromancer doesn't use her to kill you?
Furthermore, wouldn't big churches sport crematoriums instead of graveyards?
Just a pre-morning-shower thought. Wouldn't have made the post-title but I have a weakness for puns.
Also, I did that thing in the post below and had fun doing it. I think I'm going to try and crank out a dungeon a week, I'll probably fail. And if I don't, it's not like anyone reads this.
Wednesday, March 20, 2013
Monday, March 18, 2013
Thursday, March 14, 2013
This is a journey into the Hell of Hells
So I might find myself running a D&D Type 4 game this weekend.
In the year 2000, I had been playing Type 2 for a few years, at least two, and then, several times a week, easily more than 300 sessions, so figure more than 1,000 hours.
Maybe 2,000 or more.
When Type 3 dropped, my gaming group ran to the local game shop (long since defunct) and checked out the new books. We thought the art was great, we thought the layout was cool. We thought the rules were shit.
Apparently, we were the only humans on the planet who thought that, but none the less, we were horrified by the new rules.
To us, they were dumbing down the game, making it more munchkin friendly, and generally betraying the game we held dear.
We took it as a slap in the face and looked down on the game, the people that made it, and especially the people who played it.
Fast forward.
Type 4 announced.
"Maybe this won't be shit," says I.
Then I watched a developer diary video where some suit from Wizards tells me the game is designed to allow for and encouraged min/maxing. And he used the term min/maxing.
And rage ate my heart.
Min/maxing, or the process of making sure that your character is optimized in every way, that he has the best "build" that all negatives have been minimized and all bonuses maximized, this was mortal sin. Cardinal sin.
From day fucking one the D&D I played was not about who could roll the biggest numbers. It was about the adventure, what was happening, how we reacted, how interpersonal relationships developed, how we failed, and how we triumphed despite our failures.
And I did then as I do now feel that this type of game is superior to others.
The rules exist as a framework for playing the game, playing the game is not playing the rules.
Shit, I can distinctly remember at least one session where we didn't even have dice.
Type 4 looked like it was built on the antithesis of my gaming philosophy.
A lot of folks seemed to hate it as well and I felt justified. I took sick satisfaction in every negative review I read.
Then I started reading blogs. Gaming blogs, OSR blogs, game design blogs.
And I gave up on D&D. Which is to say, I quit giving a shit about the "official" version of my game. In my opinion, it has sucked for more than a decade, and therefore long past the point where I should even think about it. Fuck it. I have my game and I'm happy with it.
I have even reached the point now where I'm trying to rid myself of the "My D&D is better than your D&D" mindset.
'cause what's the fucking point?
So long as you aren't playing FATAL, your game probably has some merit and so long as you're not coming to my house and slapping the dice out of my hand, who am I to kick you in the throat and cram my horseshit nerd game down your gullet.
To that end, I may end up playing in/maybe DMing a Type 4 game this Friday.
Just thinking those words turns my guts. But this is about growing and development, right?
Also, I hope to lead the noobs who are playing the game in the paths of righteousness, convert them to a more elegant form of D&D, from a more civilized age.
In the year 2000, I had been playing Type 2 for a few years, at least two, and then, several times a week, easily more than 300 sessions, so figure more than 1,000 hours.
Maybe 2,000 or more.
When Type 3 dropped, my gaming group ran to the local game shop (long since defunct) and checked out the new books. We thought the art was great, we thought the layout was cool. We thought the rules were shit.
Apparently, we were the only humans on the planet who thought that, but none the less, we were horrified by the new rules.
To us, they were dumbing down the game, making it more munchkin friendly, and generally betraying the game we held dear.
We took it as a slap in the face and looked down on the game, the people that made it, and especially the people who played it.
Fast forward.
Type 4 announced.
"Maybe this won't be shit," says I.
Then I watched a developer diary video where some suit from Wizards tells me the game is designed to allow for and encouraged min/maxing. And he used the term min/maxing.
And rage ate my heart.
Min/maxing, or the process of making sure that your character is optimized in every way, that he has the best "build" that all negatives have been minimized and all bonuses maximized, this was mortal sin. Cardinal sin.
From day fucking one the D&D I played was not about who could roll the biggest numbers. It was about the adventure, what was happening, how we reacted, how interpersonal relationships developed, how we failed, and how we triumphed despite our failures.
And I did then as I do now feel that this type of game is superior to others.
The rules exist as a framework for playing the game, playing the game is not playing the rules.
Shit, I can distinctly remember at least one session where we didn't even have dice.
Type 4 looked like it was built on the antithesis of my gaming philosophy.
A lot of folks seemed to hate it as well and I felt justified. I took sick satisfaction in every negative review I read.
Then I started reading blogs. Gaming blogs, OSR blogs, game design blogs.
And I gave up on D&D. Which is to say, I quit giving a shit about the "official" version of my game. In my opinion, it has sucked for more than a decade, and therefore long past the point where I should even think about it. Fuck it. I have my game and I'm happy with it.
I have even reached the point now where I'm trying to rid myself of the "My D&D is better than your D&D" mindset.
'cause what's the fucking point?
So long as you aren't playing FATAL, your game probably has some merit and so long as you're not coming to my house and slapping the dice out of my hand, who am I to kick you in the throat and cram my horseshit nerd game down your gullet.
To that end, I may end up playing in/maybe DMing a Type 4 game this Friday.
Just thinking those words turns my guts. But this is about growing and development, right?
Also, I hope to lead the noobs who are playing the game in the paths of righteousness, convert them to a more elegant form of D&D, from a more civilized age.
Wednesday, March 13, 2013
I'm thinking of running a G+ game, also setting junk and stuff
I've read about flailsnails and I'm hooked up to the G+ and I'm seriously considering running a pickup game.
But then I think, "Maybe I should play a few pickup games first,"
and then I think, "Fuck that."
I think I know my world well enough to run a one-shot at the drop of a hat. So maybe I will.
On Thrailia
The Dark Ages by Jonas DeRo
Thrailia is an ancient kingdom based primarily on the Zan'drick peninsula on the eastern shores of Skovorod. It has been ruled by the Thrailkill Dynasty since its founding, some 2,000 years ago.
Currently, it is ruled by the young princess Ellysia Thrailkill, who, by the rules of succession, will relinquish the throne to her younger brother, Alexander IX, when he comes of age.
Thrailia is a classical feudal society, with all land within it its boarders belonging to the monarchy and ruled by appointed vassals.
For generations, Thrailia was in a near constant, though not always active, state of war with its western neighbor, Myralon, though the last two Thraillkill Kings made great inroads in the way of diplomacy and the two nations are now on friendly terms. Currently, Thrailish emissaries have been attempting to establish diplomatic relations with the dwarves of the Iron Empire.
All members of Thrailish society belong to one of three orders: commoners, nobles, and clergy. Commoners support the nobles who in turn protect the commoners. The clergy are responsible for the spiritual well-being of the nation.
The principal religion is the Thrailish Irevarian Church, headed by the archdiocese at Searider. Traditionally, the royal family practices a different faith, worshiping the ancient storm god Tor. Elves are allowed to worship their traditional gods, the Seldarine, but worship of the two other human deities of the Triumvirate, Setis and Kali, is forbidden.
Nearly 500 years ago, Thrailish forces captured the a huge chunk of elven territory including the elven capitol. Since then, many elves have seamlessly integrated into Thrailish society, serving as consorts, courtiers, and courtesans to Thrailish nobility. It is seen as fashionable to have an elven paramour among the nobility, and consequently, half-elves are not uncommon.
All Thrailish common men train with bows from the age of around eight, likewise, all Thrailish noblemen train with sword and lance on horseback from a similar age. The Thrailish are renowned for their cavalry, archers, and navy.
The relatively long period of peace in the last 200 years has seen many nobles pursuing the fine arts as well as the martial and occasionally, war will break out between them. These skirmishes are unlikely to attract royal attention, unless of course the threaten the stability of the realm. These conflicts often involved months of troop maneuvers and posturing, perhaps a siege, and sometimes bloodshed. More than once, the whole ordeal has been solved by a literal chess match in the middle of the battlefield while each army cheers on their respective commander.
As a people, the Thrailish tend to be tall, thin, and fair skinned. Hair and eye colors fall within what we would recognize as the normal range. Certain individuals, however, hare born with eyes that range from red to violet and are said to have descended from the original inhabitants of the Zan'drick peninsula, a people who's name and culture has been lost to history.
But then I think, "Maybe I should play a few pickup games first,"
and then I think, "Fuck that."
I think I know my world well enough to run a one-shot at the drop of a hat. So maybe I will.
On Thrailia
The Dark Ages by Jonas DeRo
Thrailia is an ancient kingdom based primarily on the Zan'drick peninsula on the eastern shores of Skovorod. It has been ruled by the Thrailkill Dynasty since its founding, some 2,000 years ago.
Currently, it is ruled by the young princess Ellysia Thrailkill, who, by the rules of succession, will relinquish the throne to her younger brother, Alexander IX, when he comes of age.
Thrailia is a classical feudal society, with all land within it its boarders belonging to the monarchy and ruled by appointed vassals.
For generations, Thrailia was in a near constant, though not always active, state of war with its western neighbor, Myralon, though the last two Thraillkill Kings made great inroads in the way of diplomacy and the two nations are now on friendly terms. Currently, Thrailish emissaries have been attempting to establish diplomatic relations with the dwarves of the Iron Empire.
All members of Thrailish society belong to one of three orders: commoners, nobles, and clergy. Commoners support the nobles who in turn protect the commoners. The clergy are responsible for the spiritual well-being of the nation.
The principal religion is the Thrailish Irevarian Church, headed by the archdiocese at Searider. Traditionally, the royal family practices a different faith, worshiping the ancient storm god Tor. Elves are allowed to worship their traditional gods, the Seldarine, but worship of the two other human deities of the Triumvirate, Setis and Kali, is forbidden.
Nearly 500 years ago, Thrailish forces captured the a huge chunk of elven territory including the elven capitol. Since then, many elves have seamlessly integrated into Thrailish society, serving as consorts, courtiers, and courtesans to Thrailish nobility. It is seen as fashionable to have an elven paramour among the nobility, and consequently, half-elves are not uncommon.
All Thrailish common men train with bows from the age of around eight, likewise, all Thrailish noblemen train with sword and lance on horseback from a similar age. The Thrailish are renowned for their cavalry, archers, and navy.
The relatively long period of peace in the last 200 years has seen many nobles pursuing the fine arts as well as the martial and occasionally, war will break out between them. These skirmishes are unlikely to attract royal attention, unless of course the threaten the stability of the realm. These conflicts often involved months of troop maneuvers and posturing, perhaps a siege, and sometimes bloodshed. More than once, the whole ordeal has been solved by a literal chess match in the middle of the battlefield while each army cheers on their respective commander.
As a people, the Thrailish tend to be tall, thin, and fair skinned. Hair and eye colors fall within what we would recognize as the normal range. Certain individuals, however, hare born with eyes that range from red to violet and are said to have descended from the original inhabitants of the Zan'drick peninsula, a people who's name and culture has been lost to history.
Friday, March 8, 2013
CSI: RPG
I haven't had the chance to be a player or a DM/GM/Ref/Storymaster/Arbiter/bastard/etc in quite a while and I find myself hungry to roll dice.
Hungry to the point where I've been rolling characters just roll dice.
There's a fun exercise in rolling up stats. Should you be rolling up stats with no particular type of character in mind, you can roll your stats in order and use them to decipher what type of person those stats describe.
A couple of examples, rolled 3d6 in order:
Character 1:
STR - 4
DEX - 7
CON - 12
INT - 6
WIS - 12
CHA - 14
The pathetic strength score and dismal intelligence could suggest a life of relative luxury, with no need for the character to flex his muscles or brain. The above average constitution further supports this hypothesis, implying an upbringing of proper nutrition and sanitary conditions. The above average wisdom and high charisma means that despite his low intelligence he's a fairly deep thinker, and quite popular, probably because he's not smart enough to be an asshole. Pretty, too.
What we have here is a cleric or priest. Probably the third son of a noble or wealthy merchant shipped off to join a monastery because, frankly, he wasn't good at anything else. He's not strong or smart enough to win glory in battle or business, but he's insightful enough to comment on philosophy when he's not being confounded by his boot laces. He's a surprising fellow, with only the occasional nugget of wisdom keeping him from being more than just a pretty face.
Essentially, we have Steve Carrell's character from Anchorman with all the wisdom of Silent Bob and the looks of Adrian Brody.
Character 2:
STR - 11
DEX - 7
CON - 8
INT - 17
WIS - 5
CHA - 15
A certifiable genius. All that time studying, however, has come at a price, below average dexterity and mediocre constitution tell us that this fellow didn't spend much time running through green fields and climbing trees. More likely most of his time is spent indoors pouring over his beloved tomes. He is also somewhat disconnected from the "real world" perhaps preferring to lose himself in mathematics or literature. Still, he's fairly strong, those piles of books can weigh a ton, and he's had to lug them up and down many flights of stairs. Of course, he probably hasn't realized this. He's the sort who knows the importance of lacing your boots and can describe multiple ways to do so in evermore efficient ways, depending on the situation, but lacks the foresight to tie his own before going on a walk, if he ever went on a walk. In this interpretation, his high charisma points to an "other-worldliness" about him that people find fascinating. He's so far removed from the world around him that he seems special in some strange way. He literally thinks on another level.
Here we have the beautiful genius, most likely a mage, though a fighter would be an even more interesting choice.
Of course, the above examples are just one way to interpret the numbers. In the OSR, the idea seems to be "play the character you want, numbers be damned", and I think it's the same attitude that leads people to eschew alignment. The numbers, alignment, and other things should not be seen as straightjackets, binding the player to certain mechanics, but as frameworks to be built upon.
Try to figure out what the numbers mean, find out who the character is, get inside their head and branch out a bit. The fuck the torpedoes approach ensures that you will always play the character you want to play, but I find that it also leads you to playing the same characters over and over again. Playing the numbers almost guarantees a huge amount of dissimilarity and, therefore, uniqueness in your characters.
Begin Rant:
I've had a player who, in literally every game has played incarnations of the same character: Sarion Hawk, bastard sword wielding human warrior obsessed with gaining platemail. Fuck that guy. I want to play with him one more time. I'll start his character with platemail. Left without his tradition and singular driving force, I'd like to see if he becomes paralyzed or if he will finally mature as a player.
End Rant.
Begin Tangent:
This whole post feels too damn sanctimonious. Do what you feel, whatever, I think this is a neat way to do things, but fuck me, right?
End Tangent.
Hungry to the point where I've been rolling characters just roll dice.
There's a fun exercise in rolling up stats. Should you be rolling up stats with no particular type of character in mind, you can roll your stats in order and use them to decipher what type of person those stats describe.
A couple of examples, rolled 3d6 in order:
Character 1:
STR - 4
DEX - 7
CON - 12
INT - 6
WIS - 12
CHA - 14
The pathetic strength score and dismal intelligence could suggest a life of relative luxury, with no need for the character to flex his muscles or brain. The above average constitution further supports this hypothesis, implying an upbringing of proper nutrition and sanitary conditions. The above average wisdom and high charisma means that despite his low intelligence he's a fairly deep thinker, and quite popular, probably because he's not smart enough to be an asshole. Pretty, too.
What we have here is a cleric or priest. Probably the third son of a noble or wealthy merchant shipped off to join a monastery because, frankly, he wasn't good at anything else. He's not strong or smart enough to win glory in battle or business, but he's insightful enough to comment on philosophy when he's not being confounded by his boot laces. He's a surprising fellow, with only the occasional nugget of wisdom keeping him from being more than just a pretty face.
Essentially, we have Steve Carrell's character from Anchorman with all the wisdom of Silent Bob and the looks of Adrian Brody.
Character 2:
STR - 11
DEX - 7
CON - 8
INT - 17
WIS - 5
CHA - 15
A certifiable genius. All that time studying, however, has come at a price, below average dexterity and mediocre constitution tell us that this fellow didn't spend much time running through green fields and climbing trees. More likely most of his time is spent indoors pouring over his beloved tomes. He is also somewhat disconnected from the "real world" perhaps preferring to lose himself in mathematics or literature. Still, he's fairly strong, those piles of books can weigh a ton, and he's had to lug them up and down many flights of stairs. Of course, he probably hasn't realized this. He's the sort who knows the importance of lacing your boots and can describe multiple ways to do so in evermore efficient ways, depending on the situation, but lacks the foresight to tie his own before going on a walk, if he ever went on a walk. In this interpretation, his high charisma points to an "other-worldliness" about him that people find fascinating. He's so far removed from the world around him that he seems special in some strange way. He literally thinks on another level.
Here we have the beautiful genius, most likely a mage, though a fighter would be an even more interesting choice.
Of course, the above examples are just one way to interpret the numbers. In the OSR, the idea seems to be "play the character you want, numbers be damned", and I think it's the same attitude that leads people to eschew alignment. The numbers, alignment, and other things should not be seen as straightjackets, binding the player to certain mechanics, but as frameworks to be built upon.
Try to figure out what the numbers mean, find out who the character is, get inside their head and branch out a bit. The fuck the torpedoes approach ensures that you will always play the character you want to play, but I find that it also leads you to playing the same characters over and over again. Playing the numbers almost guarantees a huge amount of dissimilarity and, therefore, uniqueness in your characters.
Begin Rant:
I've had a player who, in literally every game has played incarnations of the same character: Sarion Hawk, bastard sword wielding human warrior obsessed with gaining platemail. Fuck that guy. I want to play with him one more time. I'll start his character with platemail. Left without his tradition and singular driving force, I'd like to see if he becomes paralyzed or if he will finally mature as a player.
End Rant.
Begin Tangent:
This whole post feels too damn sanctimonious. Do what you feel, whatever, I think this is a neat way to do things, but fuck me, right?
End Tangent.
Thursday, March 7, 2013
Plans within plans within plans within plans
The Principal Instructor sat in his private chambers, pawing a map of the continent, greed boiling in his heart.
He was surrounded by opulence. The finest tapestries hung on the ornately paneled walls. He sat on a cushion embroidered with the finest thread. The greatest luxuries shipped from around the world were piled about him. All had been bought with coin squeezed from the wealthy families that sent their sons and daughters to the College. Vast sums (and promising students) had been loaned to the dwarves of the Iron Empire for their forced annexation of their gnome cousins, and those investments were beginning to yield a return. Should he live another 150 years, the Principal Instructor would never want for wealth.
And so, the old magician's eye had slowly turned from his accounts to the map that now lay before him. His eyes had wandered first to the west, to the city states of Myralon. But who would want to rule over such a place? The Myralonians were too independent. Too headstrong. Too used to making their own decisions. The Thralish, however, had lived and died under the rule of the Thrailkill dynasty from time immemorial. The common people would little notice a change in sovereignty and the nobility would bend the knee to whoever sat the throne if it meant keeping their fur collars and paltry chains of office.
The Instructors bony finger guided a long and manicured nail across the velum map tracing an invisible route north from the College to Thralish capitol.
He would not challenge them openly, his pride prevented the thought that he could not. He would be subtle. Beyond subtle. His hand would guide events to create the situations he necessary for success. And of course he would be successful. How could he not? This was his way, he was a gentle conqueror. As he had ascended to the head of his school, as he had ascended to the head of the College, as he would ascend to the throne of Thralia, those he would rule would come to beg him for authority.
He opened a drawer and produced a piece of fine parchment, and reached for a freshly cut quill.
It would begin as it always began: with a whisper. The right whisper, delivered to the right ear, at the right place, and at the right time.
When he had sealed the letter, he sat back and looked upon his work and recalled his first lessons.
"We do not kill. We plant the seed that grows the tree that falls on the house that kills the foe."
He would plant the seed and after a summer, reap a crown.
He was surrounded by opulence. The finest tapestries hung on the ornately paneled walls. He sat on a cushion embroidered with the finest thread. The greatest luxuries shipped from around the world were piled about him. All had been bought with coin squeezed from the wealthy families that sent their sons and daughters to the College. Vast sums (and promising students) had been loaned to the dwarves of the Iron Empire for their forced annexation of their gnome cousins, and those investments were beginning to yield a return. Should he live another 150 years, the Principal Instructor would never want for wealth.
And so, the old magician's eye had slowly turned from his accounts to the map that now lay before him. His eyes had wandered first to the west, to the city states of Myralon. But who would want to rule over such a place? The Myralonians were too independent. Too headstrong. Too used to making their own decisions. The Thralish, however, had lived and died under the rule of the Thrailkill dynasty from time immemorial. The common people would little notice a change in sovereignty and the nobility would bend the knee to whoever sat the throne if it meant keeping their fur collars and paltry chains of office.
The Instructors bony finger guided a long and manicured nail across the velum map tracing an invisible route north from the College to Thralish capitol.
He would not challenge them openly, his pride prevented the thought that he could not. He would be subtle. Beyond subtle. His hand would guide events to create the situations he necessary for success. And of course he would be successful. How could he not? This was his way, he was a gentle conqueror. As he had ascended to the head of his school, as he had ascended to the head of the College, as he would ascend to the throne of Thralia, those he would rule would come to beg him for authority.
He opened a drawer and produced a piece of fine parchment, and reached for a freshly cut quill.
It would begin as it always began: with a whisper. The right whisper, delivered to the right ear, at the right place, and at the right time.
When he had sealed the letter, he sat back and looked upon his work and recalled his first lessons.
"We do not kill. We plant the seed that grows the tree that falls on the house that kills the foe."
He would plant the seed and after a summer, reap a crown.
Tuesday, March 5, 2013
Flurry of creativity!
For me, creativity comes in spurts.
I think I've ranted, at length, about Vornheim, the complete city kit, yes? If no, google it. Some brits gave it an award for being the best thing ever since 1993.
Anyway.
Easily my most favorite hunk of the thing is the NPC generator tables combined with the E-Z Bake Web O' Intrigue Generator, AKA NPC connections map.
It is a tool for quickly generating relationships between four NPCs with six rolls of the trusty d6.
Plug in your NPCs, roll your d6, interpret results. And you have a situation, usually a fairly interesting one.
Now, I've been thinking about my campaign world (not the one with deserts and demons and robots) and some retooling I've been doing and I thought, "Let us apply this NPC relationship generator to the four most powerful political entities in my world. Thus, we shall gain an over-view of the current political landscape and insight into the world."
The results?
The Myralonian City States have become a major trade hub for the whole of the continent. Money and goods flow through them, making them powerful, but the lack of a singular government keeps them from focusing that power towards any singular goal for very long.
Myralonian aid to refugee dwarfs returning to their homeland made it possible for a charismatic military leader to unite all the dwarven peoples under one banner and go a-conquering. Enter the Iron Empire. The Iron Empire's first major conquest was that of the gnomish lands to the east. To overcome the gnome's magic, the Empire borrowed heavily from the College of Mages, to which they are now deeply in debt.
The College has become a political beast in the past few centuries, where once any student who showed magical potential was accepted, now huge entrance fees are levied as well as tuition. The various headmasters, have begun importing many luxuries out of the Myralonian City States and it is rumored that the Principal Instructor has set his lustful eyes on the ancient kingdom of Thralia.
The Kingdom of Thralia, ruled by the ancient Thrailkill dynasty, is at peace and on friendly terms with the city states of Myralon and working to establish diplomatic relations with the Iron Empire.
I think I've ranted, at length, about Vornheim, the complete city kit, yes? If no, google it. Some brits gave it an award for being the best thing ever since 1993.
Anyway.
Easily my most favorite hunk of the thing is the NPC generator tables combined with the E-Z Bake Web O' Intrigue Generator, AKA NPC connections map.
It is a tool for quickly generating relationships between four NPCs with six rolls of the trusty d6.
Plug in your NPCs, roll your d6, interpret results. And you have a situation, usually a fairly interesting one.
Now, I've been thinking about my campaign world (not the one with deserts and demons and robots) and some retooling I've been doing and I thought, "Let us apply this NPC relationship generator to the four most powerful political entities in my world. Thus, we shall gain an over-view of the current political landscape and insight into the world."
The results?
The Myralonian City States have become a major trade hub for the whole of the continent. Money and goods flow through them, making them powerful, but the lack of a singular government keeps them from focusing that power towards any singular goal for very long.
Myralonian aid to refugee dwarfs returning to their homeland made it possible for a charismatic military leader to unite all the dwarven peoples under one banner and go a-conquering. Enter the Iron Empire. The Iron Empire's first major conquest was that of the gnomish lands to the east. To overcome the gnome's magic, the Empire borrowed heavily from the College of Mages, to which they are now deeply in debt.
The College has become a political beast in the past few centuries, where once any student who showed magical potential was accepted, now huge entrance fees are levied as well as tuition. The various headmasters, have begun importing many luxuries out of the Myralonian City States and it is rumored that the Principal Instructor has set his lustful eyes on the ancient kingdom of Thralia.
The Kingdom of Thralia, ruled by the ancient Thrailkill dynasty, is at peace and on friendly terms with the city states of Myralon and working to establish diplomatic relations with the Iron Empire.
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