lunes, 9 de julio de 2018

The Wyld Packs

The Wyld Packs: Skin Changers


City in Shadows


A society of Beast



The society of the Skin Changers is one of opposites working together. It's complex and simplistic at best. When you are dealing with beings that are both the primal instinct of nature and the mind of man, things get interesting. This creatures are self aware that they are part of nature itself and at the same time some of them are created by weird methods. Magick is a has it ways to create a skin changer although that doesn't guarantee that you will be accepted among the packs.

The Hierarchy of beast is basic at best. The strong lead, the weak follows. If you want to prove yourself to the Wyld Packs you need to prove yourself strong enough to withstand their trials. In more than one sense Beast are more social than human kind. When food runs low, Hunters provide. When cubs are born female take turns to nurture them. Skin changers are Beast that turn into the shape of Men and Men that take the shape of Beasts. Werewolf on the other hand, are an entirely different kind. Those cursed by night and marked by the wolf are their own unique brand of supernatural.

Almost all beast that can develop enough sentience can become Skin Changers. Bulls, Wolfs, Lions, Ravens, Sharks, you name it. thus if enough of them awake such sentience, they can teach the knowledge to the rest of their kin and multiply. In ancient times the number of Skin Changers was far bigger than it is now on the modern nights. Human worked most of them through hunts and fear of the monster of the night. Perhaps an elaborate scheme of old wizards and vampires to control the number of potentially dangerous beings taking over their cities. No one is certain to be honest; but that's what the records says.

Werewolf: In his own regard Werewolf are an entire brand of paranormal beings apart skin changers. Werewolves don't control their transformations in most cases. It's a curse given by the moon to those who dare offend her. Powerful wizards also sought the way to acquire the power and blessing of such Skin Changers and commit terrible sins and thus got stuck in a mid transformation. nor man, nor beast, both a mix of both. powerful yes, but lacking in self control. There are also those who are born hybrid. Born from a skin changer and a human parent. neither a full Beast not a pure Human; but a mixture of both bloods. Werewolves are an interesting topic that we may develop more later.






lunes, 2 de julio de 2018

Magic in the City in Shadows

City in Shadows


Magick


How it Works?

Magick is the most abundant power in the world. Everything that surround you posses it. Although that doesn't mean that each and every being knows how to draw magick and work with it. quoting those who are great at it.

"Magick is the art to use will and bend the rules of reality"

You can't break the rules of reality at all, but you can work your way around them to create a desired effect. The only beings that can warp reality with their mere presence are The Others and is as toxic as it can get. Warping reality does not only create inconsistencies in the place around you, but also the people and fundamentally the magick of such place.

Magick works in three major ways depending on who is wielding it. Ritual, Sorcery, Evocation. these are the major branches of magic. There may be many more sub-branches; but we'll focus on this for the time being.

Rituals: The way a ritual works is pretty simple; but it's not easy for everyone. A ritual can create powerful magick effects but requires time and preparation. This kind of magick takes Careful preparations in order to works its effects.

As an example let's work through a ritual together.

Name: Ritual of the Ward
Effect: This ritual creates an area protected by a magickal aura that prevents unwanted beings entering or spying on such location.
System: The player declares the area the Ward will take effect on. Then it rolls its magic skill(Core) or Careful(Accelerated) the difficulty level its determined by the area that its being affected.

+3 for a house/appartment
+4 for a small building
+5 for a Manor or Building
+6 anything way bigger than that.

each shift pass the total goal grants additional invokes to the Warding Aspect or additional effects at table discretion.

Sorcery: It's the most available way to the common folk and new wizards. This works more cinematic than let's say rituals. Sorcery requires the Wizard to recite the actual spell. The higher their magic skill the easier their spells may work.

Let's see a sorcery example:

Name: Call of the Storm
Effect: The spell can call a downpour or a storm depending on how good the wizard its at sorcery.
System: The PC determines which kind of rain wants to be summoned. Then it must talk the actual spell. the higher the magic skill the most words they can put into the spell.

Spell: Unto the skies I call for the rain to bless the land.

Difficulty will be determined by Game Master at discretion depending on how plausible the spell is at the moment. It will naturally be harder to call upon a storm if the skies are completely clear and devoid of clouds than if it was already a cloudy day.

Evocation: The hardest to control of the magick ways, but it's the most versatile. it embodies the true nature of a wizard. The use of their will and focus to create powerful effects on reality. From the most common like fireball to the strangest like using tendrils of shadows it all can be cast with evocation.

Name: Shadow Edge
Effect: Use to attack with your magic skill. generates a cutting aura surrounding one of the arms or legs of the user.
System: allows the wizard to use their magic skill instead of fight skill to attack an opponent. if the roll fails, the Effect banishes and they get a stress on their Backlash Track

In the world of City in Shadows magick has a cost when it fails. Which gives chance to the GM to work the backlash in very interesting ways. The Backlash works as the Mental or Physical Stress tracks but this works on magic. The higher the Magic Skill the more backlash a character can take.

Using the previous example of the Shadow Edge if during a defense roll PC fails the roll the most benign result will be it merely disperses and PC has to recast it next turn. if Failing by two or more shifts it may get hit by the disperse of magickal energies, or unable to control its own magick. GM can get creative with this aspect of the game. Nothing is free when dealing with magick

jueves, 28 de junio de 2018

Wizard Circles

City in Shadows


Wizard Circles

For wizards the circles are the most commonly used symbol not only as a tool of the craft, but as a symbol of unity among those who follow the old ways. The circles are not only a way for wizards, witches, and even warlocks to craft and share their works but also to reconnect with the elemental force of the universe.

Wizards hierarchy is to be respected and not to be violated. If any infraction is discover either two outcomes might be expected. You are to be dispatched for good, they'll send the Executioner for your head, or you might be exiled from the circles and you are on your own. there is a difference among lone wizards and exiled ones. A lone wizard might ask for help if any task is bigger than himself. An exiled one might be lock just by showing its face on a circle after being exiled or even executed. Archaic methods indeed; but this are the ways that had made the Circles stand for so long through history.

Circles are arranged by skill and deeds done to the group. A newly join wizard might be skilled but done nothing to the Main Circle then be assigned to an Outer Circle then as the wizard work for the circle it can work its way to the inner ones. There are three outer circles, three middle circles, and three inner circles being the core one the one with the eldest and wisest of all wizards. Why this arrange because wizards know that numbers hold power, specially the number three. three times three is a powerful number and the inner circles benefit from that magickal relation.

This doesn't mean there is just one group in the outer circle at the time and that it will be always that way. what it means is that there will be magic circles formed by newly discovered practitioners that will start in the outer circles and work their way in. It isn't rare for circles to form and disappear after their task are done. Some choose to move all at a time so their magickal connections are only strengthen as time goes by and they climb the ranks. 

Magickal society is a strict one, and of many secrets to be discovered. Many youngster practitioners are labeled as Warlocks because they were never approached by a mentor and broke the rules without even realizing it. Wizards live very long lives if careful enough which make them stick to traditions far more than mundane will ever do.

The Rules of the Circle

Never break the circle
Don't reveal yourself to mundanes
Don't force your will on mundanes or other wizards
Don't morph any human into something else (they end up scarred always)
Never raise the Dead from its grave
Never under any pretense invite the Outsiders to our reality.
Anyone who dares to alter time will be executed at once
Respect thy Elders
Nothing is for free

viernes, 27 de abril de 2018

Vampire Organization

City in Shadows


The Covenants


The vampire covens are the basic structure of the vampire society. Vampires are a highly organized species. They have live some from the very beginning of civilization they understand how the game of politics works. Vampires meddle in the politics of mundane since the dawn of times. Vampire dance a dangerous game since they are no longer alive they need living dolls to work their biding. To play the Vampire game is to play a game of shadows and masks in the world.

The Hierarchy


The hierarchy of the covenants is of high importance to the vampires. Without of such structure the vampire dominion over certain regions should have fade centuries ago. A weak link on a chain that have eons being formed can destroy an entire dynasty of vampire rule over the lands. The vampire Hierarchy of organization goes something like this. At least this what our data have recalled about such organization.

Ranks:

Newborn: Those who are either chosen or choose to become a new vampire to the ranks of the Children of the night. At this stage no visible powers are shown neither any of the usual traits of the vampire blood affect the individual. If the Newborn is a wizard its magick still works as usual. just after the change its when their magick transform or cease to work at all.

Blooded: This is the first step in vampire existence. Their power are relatively over human capabilities. Speed, Endurance, Strength, are increased. They need to feed of living blood at least once a month or their system start to fail. Also at this stage depending on the bloodline of vampire that infected the victim their traits start to show.

Acolyte: An acolyte is a vampire that started its way into a coven. the first level any aspiring vampire to enter the nights dance should take. Acolytes are usually regarded as the foot soldiers, messengers, and essentially disposable units for the Vampire society. If you finished your journey through the acolyte rites you may become a Priest for the vampire society.

Priest: Priest are the higher rank one can get inside a coven. Priest are the ones who lead all the rites and ceremonies. The knowledge to correctly perform a Blood Ritual to allow the vampire to acquire magick is only shared to those who reach such rank. As the leader of the covens also they must take responsibilities for what those under its rule do.

Regent: Regents are those who watch over certain groups of covens. They are the hands of the Royals whom are designated more by the bloodline that create them than an actual rank. Although the rank of Royal can be achieved by a Regent if clever enough to contribute to the game of shadows they play.
Regent are the hands of the Royals among the covens they must make sure Priest have their Newborns in check and their Blooded from creating a mess their first few nights. If any of them step out of line its their duty to execute them. If the matter gets too out of hand, they must give word to the Concordat to dispatch the Executioner.

Royal: This are the most ancient of the Bloodlines. Their Rank is achieved through cunning, manipulation and survival. Families that hold massive power over certain world regions. That have sleeper agents on Mundane politics. Secrets of ancient powers and legends. Royals have an honor sit among the entire society of Vampires.
Nonetheless this Rank can be acquired if the Vampire is clever enough to do a major service to the Species or give birth to many Blooded from its own blood.

Concordat: The Concordat is the highest rank coven of them all. The eldest vampires are the only allowed to be part of it and even then only if one of the sits in the concordat is empty to allow newcomers. Vampires old enough to claim that they walk among Egyptian and Sumerian gods. Only one among the Concordat can be chosen to take sit among the Council of the Six. Most importantly only the Concordat can sent the Executioner to pass justice in case of a massive threat to the society due to internal ambitions and conflicts.

Vampire Laws

- Preserve the secret
- Feed it's survival and pleasure, don't abuse
- Respect the Hierarchy
- Don't create new Blooded without authorization
- Guard the lands
- Respect the blood and those who give. 
without them you are doomed.

jueves, 19 de abril de 2018

my30dayworld: Day 30

City in Shadows


Are the areas of your world cartographed? Which are the boundaries?


Mundane World

In the mundane world almost all areas are mapped due to the mundane obsession of know things. Although are certain areas that remain hidden because of the beings that lived there. The clearest example are many underwater regions that remain hidden due to the presence of deep old creatures that dwell on the oceans. Many mountains remain hidden because the packs guard them. There are plenty of lands out there that are still to be discovered. Yet this is all on the physical realm, our reality.

Undercity

Mapping the Undercity is a bit harder than it may occur at first glance. Undercity connects all settlements around the world. Due to this fact it's hard to determine where you are at any exact point of the city. Also this a pretty good place to hide things. Unless you know where you want to go and how to get there you may also wander for years. Time also moves differently in the Undercity. An hour may move faster and only last a few minutes or a day can last an entire week. One must have care when traversing the Undercity. Also there are places lost in time. You may find cities of old periods of time, maybe a few years back or even centuries. There are stories of places created by spirits that can't rest. Although those are rare due to the great energy a spirit must have at the time of its death.

Undercity can  be used as an entire setting for a campaign if the placer characters are wanderers or lone heroes, or maybe a year of adventures was just a two week vacation on the mundane world. That's up to you.

The wyld realm

Where faeries dwell is an even more interesting realm. It is divided into four major ecosystems. Each one adjust to the likes of their Queens. There are entire kingdoms within each of the four major regions of Wyld. One could say five if you take into account the uncharted lands that are under the rule of the Wyld Hunt King. 

Autumn Region: This is the land where the leaves fall and the crops are meant to be picked. It's a land of constant renewal and relative peace. Its dominant element its Earth most of the faeries that dwell here and the rest of the members of this Queen Court are related to earth. Gnomes, Trolls, Sprites, you name it belong in here. Also this Queen domain its called the land of Mountains.

Summer Region: The land of intense heat and bright days. In here the ruling element its Fire . The land of the Summer Queen its one of the most extreme weathers to be endure for those that are unprepared. Salamanders, Efreets, and Pixies are part of the beings that inhabit the land of fire. There are many volcanoes in this realm without the blessing of the Summer Queen the intense heat of the land of summer can consume unsolicited guest only those strongly versed in fire magick or void energies can traverse summer without permission and remain unscarred. 

Spring Region: The most peaceful of all the realms of the wyld. The season of growth, of birth, of renewal, all those concepts are present on the land of spring. The Queen of Spring is the most benevolent being in all the wyld. Elves, Sylphs, etc... The ruling element of Spring its Air. So a peaceful breeze usually blows through all the region; but as benevolent as the queen may be remember that a sweet breeze may become a hurricane at any time. Never make one of the Queen of the Wyld mad.

Winter Region: Harsh, cold, unpredictable, that is the land of winter. The ruling element of winter is Water and its both the definition of its strength and its adaptability. The Queen of Winter is also known as the Blizzard Queen. She is as beautiful as its dangerous. Address winter with respect and it shall not make your travels harsher than they should be. Large plains of snow fields plagued with arctic beast and water spirits. There are a few frozen lakes and rivers where some of the biggest beast of wyld lurk beneath. 

The Uncharted Lands: This lands are under the rule of the Wyld Hunt. The king of the hunt is the fiercest warrior in all Wyld. This lands are called the uncharted due to their vast extension and changing nature. Not even the elder faeries know their exact layout.

The Void

The void realm is hard and its name is deceiving. This realm its everything but void. Here its the realm where The Others dwell. the entire composition its unknown. Not because lack of effort but due to lack of the ability to return from the void. Only the Void Walkers those born with the ability to channel the void are able to travel inside of it for brief periods of time. Even with that ability the void change its layout every time one enters in it. This is at the whim of the great Others. Elder gods of times prior to the universe that still lurk out there.

martes, 17 de abril de 2018

My30dayworld: Day 29

City in Shadows


Which is a legendary Relic of power on your world?


Following the thread of legendary artifacts discussed on a previous post, here I will post the most powerful artifact that is know to exist since times before the first incursion. Many relics were lost in the battle and the knowledge to produce them was lost with the crafters that made them. 

The Council Table: The high seat of power of the council of the six existed far before they use it as their meeting ground. The stone table is said to be crafted by the gods themselves in times lost to memory. On the table great decisions have always been made. Pacts seal, blood spilled, power remains there. Rumors told that when the first incursion happened the table itself called those who formed the first council. As warmongering as all the race were at that time, something made them put their differences aside to reach a common goal, Survival.

Devils Grimmoire: A legendary book that it is said to contain the darkest of the knowledge known to demons. It's a relic for Demons and Angels alike. It is said that it can reach out the far borders of existence itself. It's so dangerous that the order is to destroy at sight. Without hesitation.

lunes, 16 de abril de 2018

My30dayworld: Day 28

City in Shadows


Which Character would you play in your world?


From all the collection of character that may appear in the vast world that is City in Shadows. I'll choose to play a wizard. Why because its my favorite archetype on urban fantasy stories. There will always be monsters that lurks in the darkness. There always be Vampires, Skin Changers, and those whose patrons are angels, demons, or gods; but personally I'd like to play a character that is for all purposes like any other person but with the power to set things right.

For example sake I'll share my prototype character with you, bare in mind this is for Fate Core so, You'll be seeing aspects in here.

Full Mechanics on my setting still on construction, but the basis for this game will be Fate Core and maybe Accelerated.

Name: John A. Howler
Main Aspect: Chaos Wizard and Writer.
Main Trouble: The Rifts seems to follow me
Aspects: Always trying to do what is right.

+5
+4 Writing 
+3 Investigation, Lore
+2 Drive, Crafts, Athletics
+1 Notice, Stealth, Contacts, Burglary

Stunts:
Eyes of Chaos: +2 to investigation rolls when dealing with magickal stuff.
I have read about it: Allows the player to create an advantage when acquiring knowledge 1/scene.

Spell Books: Shadow Book, Grandma's Grimmoire, Works of the Illusionist.

sábado, 14 de abril de 2018

My30dayworld: Day 25 to 27

City in Shadows


Which are the most misunderstood playable races?


Those who are tainted by the curses are the most misunderstood among all the playable races. The curse of a Demon place a taint over those who are in service of such patron. The curse of vampirism also make people look at them with suspicion. Those who are cursed are not well received among certain groups of entities. Some Fae are also put aside due to their mischievous nature.

Those Cursed by a Demon: One can't be born cursed by a Demon; but can be Demon blooded if the circumstances are right. Demon blooded are rare usually the product of a Demon with a Mundane produce another mundane or in the best of cases a Wizard of minor talent. This beings are not considered inherently evil despised their birth. Those who bear the mark of the Demon Pact on the other way are not look at with good eyes among others who are not their kin. The Demon Pact seals and links the soul of one being to a Demon as its new master. A demon may seal many pacts at the same time and feed of their souls as much as he wants. Those tainted by the demon start to become less and less of their former self the more they use their demon lord power. In the end those who abuse of the mark tend to become a lesser demon of the court of their Demon Lord.

Vampirism: There are a lot of versions of how the first vampire came to be. Some claim it was Cain, others that it was the son of some immortal bitten by a bat. The truth is that we can't be certain such elder vampire are either sleep or slain. Nonetheless what we do know is that they are a highly infective specie. Depending on the vampire race you may find that the infection advance faster or slower; and present various different symptoms. Ultimately those bitten by a vampire become part of such vampire race. Those who are newborn can disguise themselves as humans because they don't show any of the vampire race manifestations. There are certain concoctions wizards make that can avoid the full transformation of a newborn into a full vampire, yet the suspicion exist that many throw themselves at the embrace of such beings for eternal life in exchange of any information prior. There have been cases of wizards turning into vampires to prolong their lives and thus creating obscure branches of magic that no mortal dare to practice.

Which Deities dwell in your world? How much they interact with?


Deities no longer dwell that much in the world. Although they can be called upon. All legends in certain points of history have been truths. Celtic gods, Egyptian gods, Pagan or Norse gods existed at certain point of human history. Some may still exist others may have fade into oblivion. Gods without worshipers tend to disappear over time. Following this rule new gods may also been born in modern nights. The most overwhelming god presence that still exists to these days is the one of the Christian god which grants a power that grants its followers the power to fight the things who lurks in the dark. Such power is Faith, and true faith is something hard to acquire and maintain.
Direct interaction with the world are rare. Only when something of Doomsday proportions its about to happen Gods manifest themselves to choose or help a champion in its quest to save reality itself. The Others have been considered as gods by some cults and cultures which was how they find the way to enter our reality the first time. Thousands of years of worship empower them and they are still worship, just less notoriously nowadays than in antiquity.

Did any people revere nature? How deeply?


The Skin Changers are the ones who are more deeply connected to the world. They are part of what they called Mother Gaia the more deep their connection the more power they can gather from it. Without going into to much detail of their deep traditions and how they interact with the world they are the ones who protect the world more ferociously from the advance of the industry and pollution. Many ambientalist groups have Skin Changers among their ranks without realizing it. Skin Changers despise all other race because they feel they are murdering the great mother. In one way or another they are right. They Welcome certain circles of wizard among them those who feel the same connection to the mother as them. Such circles are most commonly known nowadays as Wiccans although not all wiccans are true wizards. 

jueves, 12 de abril de 2018

My30dayworld: Day 22 to 24

City in Shadows


Which important bodies of water exist in your world?

A few major bodies of water exist in this setting and they form an important part of the History and mythos of the Raven's Creek community.

The Raven's Creek: that gives the main city of my setting its name. This river although the city is of considerable size its a source of pure clean water. The water of Ravens Creek have special properties that potentiates certain spells and helps herbs grow better. The skin changers protect various points along the course of the creek that serve as their sacred grounds. Wizard circles also take place along the river and its beautiful for families to spend time camping there and in the forest that surrounds certain areas of the creek.

The Black Lake: This lake although its name may sound misleading is of pure clean water. what gives the lake its name is the black sand that forms its shores. This sand may appear like metal dust but its just a rare sand that can only be found there in the area. Commonly used for certain rituals, or to make ink this sand holds special value to some Fae whom use it in their larger than life composition due to its purity and connection to the land. 

Raven Creeks water plants: This is the only water body that isn't natural in the city; but its important to the city and their supernatural inhabitants. In this water plant many strange sightings have occurred through the history of the town. Many workers hold the stressing night shift and the large buildings responsible of the sightings of shadows running there. Among the supernatural community there are stories and legends of the water spirits making sure the water of the creek that goes in remains pure when it leaves the plant. It might be true or just a well planned prank of some supernatural ambientalistic entity. 

What's Valuable in your world?

For mundanes the coin and money are what holds more important to them. The same couldn't be said for the rest of the supernatural community on Raven's Creek in general.

In a previous post I mentioned Blood, Names, Souls and in some cases for some weird beings and wizards Dreams.

Dreams: For the entities in the Oneiros or Wizards working with dream entities the dream of people are far more valuable than to the common folk, included other supernaturals. The oracles used dreams to predict future events in the life of a person or to determine which event shaped a being into what it is now. Dreams are currency in the Oneiros( the dream realm). The lord of the Oneiros only accept dreams as payment to those who seek his advice or patronage. Dreams of greatness can boost the favor of the lord of dreams in your favor. While nightmares can be used to gain the favor of the dream when enacting revenge against an enemy. 

Which is the Tech level in your world? Does magic integrate?


Tech level is the same level we have now in our days. Cellphones, tablets, any smartphone you came to imagine. Computer, internet, cars and so on. Its interaction with magick or magick users is interesting to say the least. Skin Changers can use technology without much problem. Demons, and Angels can use it too as long as they won't project their presence to intense around it. Fae they don't bother that often with mundane tools; but to some they are amusing. To wizard most of the technology tend to misfire from time to time. As long as a wizard is not working magick or gathering its presence around technology it can work itself with as much ease as any mundane. When magick is being gathered the logic in which technology operates cause it to fail or fried in the most extreme case due to magick capabilities of bending reality when its in use. 

domingo, 8 de abril de 2018

my30dayworld: Day 17 to 21

City in Shadows


Which races populate your world?


I already mentioned them so, talk about them again will be a bit redundant: but Vampires, Demons, Angels, Skin Changers, Faeries, Wizards and Outer dimensional godlike entities. 

Which Relics of Old shape your world?


A bunch of ancient books and relics of legends are scattered around the world. The big stone tablets written by the outsiders in the time of their first incursion are still out there. Not each tablet was recovered or even found its location. I'll mention a few of the most notable Relics and Amulets within the knowledge of the council.

The Enemies Gate:  This is the name given to stone tablets inscribed with the Others glyph, rites and incantations that will help them get into our reality. Some of them were found in Germany near the end of World War II when the first Incursion was repelled. There are rumors of many more out there but their locations remain unknown for many of the low ranks of all the races. Only the council and their inner circles are the ones with knowledge about them.

The Abominations Tome: Written down by a Wizard with an unholy interest in transgressions against the patterns of life on earth. Within its pages the secrets to create the most unholy aberrations are contained. One of the creations of this Dark Wizard was the inspiration for a certain book in which pages a mad scientist dreaming of perfection created something unholy. 

The Six Swords: The swords of the Executors of the council are on of the most renown Relics in the entire world. All the races know about the swords. They were forged with the remains of an ancient dead god and imbued with the power of the first council members. This swords are meant to cancel the powers of one of the races. Each is possessed by the personal Executor of the representative of such race in the Council to avoid any member to become power hungry and disrupt the order, that is fragile at best.

Other relics will be mention later. For the time this are some of the most relevant ones. 

How are Taxes and Tributes collected in your world?


Not much to mention here. Urban Fantasy reflects our world so many of the taxes are collected as usual in our world. Tributes among the races are not that much of a thing except when doing rituals or summoning them. Topic for another day.

Are there evil races in your world?


Good and evil are within all the races, although one could say an slight exception of this rule are Angels and Demons. Nonetheless the truly evil race seeking for the destruction of everything in existence are the Others, The enemies. Besides them all the races have the potential to play good and evil. Their nature is based in their personality not in their race. The first conflict in heavens proved us that not all angels are free from darkness and many demons aid humanity through the ages proving that not their entire race is free from the capacities of doing good. 

Are there many Underground locations beneath your world?


There exist a place that is called Undercity created out of the mix of magical energies from the various individuals of their cities and the constant presence of the void trying to break through into our reality. within this place lay a great place in which various races established merchant guilds, information brokers nets and many more things under the cities of the mundanes. Finding entrances to the Undercity is hard and in most of the cases you need to be invite to the Undercity if you want to find it. Not all the races now where it is. Not all members of each race are allowed in the Undercity. All of those who are within are meant to protect the city and those who invite new members to the city are responsible for their guest actions until membership is extended upon them. 

martes, 3 de abril de 2018

My30dayworld: Day 14 to 16

City in Shadows


How safe is to travel in your world?

Travel in the City in Shadows world can be as safe or dangerous as it is in the real world. it may occasionally become such an horror trip to those poor mortals that are unlucky enough to get across the supernatural can lead to interesting stories. Even prepared wizards or dangerous skin changers can end up meeting gruesome fates when traveling and got entangled with Cultist or their own natural predators. 

Which mystical material is valued in your world?

In the City in Shadows exist a few valued materials each with very interesting applications depending on who get its hands or claws on it. 

Names: names are the highest valued currency one can give, sell, and possess. With names you can command, force or curse any being you can imagine. The only way a being can obtain a true name is when is given to it by the owner of such name. Because of such situation many wizards change their names when among others supernatural creatures. Among humans names are given so casually that it may seems they have lost their value but the truth is otherwise. Any common human may have the ability to cast magic using the names of powerful ancient creatures or get consumed by them when calling them without proper preparations. Common mundane don't need to worry giving their names among them due to most of them can't do anything with such knowledge; but when they are in doubt of supernatural beings it's better to keep them secret.

Souls: This currency applies mostly to Angels and Demons. They feed on souls or depend on them to work in places they can't trespass. Yes there are places where Demons and Angels have no jurisdiction and must intervene to ensure their machinations. Wizards can't do much with souls, it's not their domain, although when a soul is offered to a wizard it may generate a bond that isn't easy to break or bargain out.

Blood: Blood contains power, and in one way or another it's as powerful as someone true name. Blood potentiate vampires and allow them to live their undead existence, however don't give them power over those whom they feed. If used in Rituals the attack against the owner of such blood can't be avoided unless they prepare themselves a huge protection circle and even then it's hard to avoid its full effects. Also if certain creature blood is used to potentiate one spell it can create bigger and stronger results than the blood of common animals or mundanes. Blood is powerful, don't waste it or leave it where it can be stolen with ease by some unwanted being.

Are construct common in your world?

Not anymore. In the modern nights there are no great constructs as they may have been in the past. Although some wizards that choose to live secluded create small golems to serve as assistants or guardians of their lairs. There is always the possibility of the occasional Necromancer playing Dr. Frankenstein and creating such a chimeric being and releasing it upon the world. However such occurrences are scarce. Mundane authorities will notice any grave robber with ease. Sights of Huge clay like monstrosities roaming through the woods also won't go unnoticed for too long. Nothing stop the Wizards to play god and create such beings but it's at their own risk.