I’m hanging out now, working on the map of Duskwall, if you want to drop in and chat.

I’m hanging out now, working on the map of Duskwall, if you want to drop in and chat.

I’m hanging out now, working on the map of Duskwall, if you want to drop in and chat.

https://plus.google.com/hangouts/_/hoaevent/AP36tYd08YR7tHtEN54JZ1ujnZSwOgL0wN6_igohKRdDtTuEUhJ1UQ

Hey, I’m probably going to have a Broken Crown (alternate Duskwall setting: revolutionaries trying to dethrone the…

Hey, I’m probably going to have a Broken Crown (alternate Duskwall setting: revolutionaries trying to dethrone the…

Hey, I’m probably going to have a Broken Crown (alternate Duskwall setting: revolutionaries trying to dethrone the Emperor) playtest in mid-late April.

Anybody interested in playing in  a hangouts version of it around then?

Is it sad that I already know what I am posting when we pass the Womb of Night stretch goal?

Is it sad that I already know what I am posting when we pass the Womb of Night stretch goal?

Is it sad that I already know what I am posting when we pass the Womb of Night stretch goal?

Faction Blurbs

Faction Blurbs

Faction Blurbs

Some short blurbs for the factions on the ladder. Will surely revise for the final book, but these should serve for your quick start games.

The Unseen: An insidious criminal enterprise with secret membership.

The Silver Nails: A company of Severosi mercenaries turned to crime when the war for Skovlan Unity ended.

Lord Scurlock: An ancient noble, said to be immortal, like the Emperor. Possibly a vampire.

The Hive: A guild of legitimate merchants who secretly trade in contraband. Named for their symbol, a golden bee.

The Circle of Flame: A refined secret society of antiquarians and scholars; cover for extortion, graft, vice, and murder.

The Dimmer Sisters: House-bound recluses with an occult reputation.

Ulf Ironborn: A brutal Skovlander, newly arrived in Duskwall and fighting everyone for turf.

The Fog Hounds: A new gang of smugglers looking for a patron and clients.

The Lampreys: A new crew of scoundrels, getting into the spirit trade.

The Lost: A group of toughs, bravos, and ex-soldiers dedicated to protecting the downtrodden and the hopeless.

Duskwall Council: The rulers of the city government, lead by the Lord Governor.

Skovlander Refugees: Hopeless refugees from the Unity War, turned to criminal opportunities when denied all others.

Ironhook Prison: Where many scoundrels spend the bulk of their lives. Several criminal operations are run by convicts inside its walls.

Spirit Wardens: The bronze-masked hunters who capture and destroy rogues spirits. Also run Bellweather Crematorium. Membership is secret.

The Bluecoats: The street patrol of the City Watch. Known as the meanest gang in Duskwall. Corrupt, violent, and cruel.

The Inspectors: The investigators of the City Watch. They have a reputation for ethics and integrity (no one likes them). They present evidence for prosecutions to the city magistrates.

Leviathan Hunters: The daring captains and crews that grapple with titanic demons on the Never Sea to drain their blood for processing into electro-plasm.

Sailors: The captains and crews for merchant and Imperial Navy ships.

Dockers: The hard-bitten laborers who work the docks.

Gondoliers: The guild of canal boat operators. Venerated by ancient tradition. Said to know occult secrets (many things are submerged in Duskwall.)

Cabbies: The coach operators of the city. An impressive gossip network.

Rail Jacks: The men and women who protect the electro-trains of the imperium from the savage spirits of the Deathlands.

Church of the Ecstasy of the Flesh: The “state religion”, if there is such a thing. They honor the sensual life of the body and abhor the corrupted spirit world. Structured as a mystery cult.

The Weeping Lady: A charity and pseudo-religion, honoring the first Lord Governor of Duskwall, said to be a champion of the poor.

The Path of Echoes: A popular mystery cult which borders on open rebellion against spirit laws. They revere the ancients, and seek to gain knowledge from the past — including consorting with ghosts.

The Forgotten Gods: A jumble of cults and mysteries which attempt to follow the old ways from before the cataclysm, doing the bidding of demons and darker things.

Deathlands Scavengers: Convicts from Ironhook given the choice of execution or work as scavengers outside the lightning barrier. The shortest of life spans.

I wake up to find a stretch goal got surpassed just after I went to sleep.

I wake up to find a stretch goal got surpassed just after I went to sleep.

I wake up to find a stretch goal got surpassed just after I went to sleep. I was torn between this and the awesome Cyberpunk 2077 trailer. 

https://www.youtube.com/watch?v=8GPGQoR6f6w

Say when pulling the job you decide to ambush the guards, say use force for effect, but only get a partial success…

Say when pulling the job you decide to ambush the guards, say use force for effect, but only get a partial success…

Say when pulling the job you decide to ambush the guards, say use force for effect, but only get a partial success so take 2 of their 4 segments. 

How could you follow that up?

Also what does that represent in narrative terms?

One thing I would like to see is some more examples of play as to how it all hangs together.

One thing I would like to see is some more examples of play as to how it all hangs together.

One thing I would like to see is some more examples of play as to how it all hangs together. For example under Putting It All Together, I would like to see those as extended examples.