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Visit our Website at www.livingimagination.com Lead Developer: Harald Henning Authors: Inger Henning Celeste DeAngelis John Faugno Larry Fitzgerald Joe Unfried Shayne Brown Marcy Canterbury Lee Lucsky Steve Novella Evan Bernstein Steve Kubat Thomas Anderson John Forish Jacek Chodnicki Edward Povilaitis David Hoenig Mike Grenier Editor: John Faugno Cover Art: Jhoneil M. Centeno Interior Art: Milos Milic Marcio Fiorito Jose Rivera Pares Eric M. Lofgren- Jeff Himmelman Owen Kuhn Graphics: Robin Mazzola Layout: Steve Novella Art Director: Celeste DeAngelis The LI Logo is a registered trademark owned by Living Imagination, Inc. Both the Twin Crowns fantasy world and the Lione Rampant fantasy live-action roleplaying world are intellectual property owned by Living Imagination, Inc. All Living Imagination characters, character names, and distinctive likenesses thereof are trademarks owned by Living Imagination, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Living Imagination, Inc. This product is a work of fiction Copyright October 2004, pdf version 1.0 This product requires the use of the Dungeons and Dragons® Players Handbook, published by Wizards of the Coast® Special Thanks: Nicholas Henning, Karl Henning Sample file
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Page 1: Lead Developer: Cover Art: Sample file · Art Director: Celeste DeAngelis The LI Logo is a registered trademark owned by Living Imagination, Inc. ... Although infighting within a

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Visit our Website at www.livingimagination.com

Lead Developer: Harald Henning

Authors:

Inger Henning Celeste DeAngelis John Faugno Larry Fitzgerald Joe Unfried Shayne Brown Marcy Canterbury Lee Lucsky Steve Novella Evan Bernstein Steve Kubat Thomas Anderson John Forish Jacek Chodnicki Edward Povilaitis David Hoenig Mike Grenier Editor: John Faugno

Cover Art: Jhoneil M. Centeno Interior Art: Milos Milic Marcio Fiorito Jose Rivera Pares Eric M. Lofgren-Jeff Himmelman Owen Kuhn

Graphics: Robin Mazzola

Layout: Steve Novella Art Director: Celeste DeAngelis

The LI Logo is a registered trademark owned by Living Imagination, Inc. Both the Twin Crowns fantasy world and the Lione Rampant

fantasy live-action roleplaying world are intellectual property owned by Living Imagination, Inc.

All Living Imagination characters, character names, and distinctive likenesses thereof are trademarks owned by Living Imagination, Inc.

This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the

material or artwork contained herein is prohibited without the express written permission of Living Imagination, Inc.

This product is a work of fiction

Copyright October 2004, pdf version 1.0

This product requires the use of the Dungeons and Dragons® Players Handbook, published by Wizards of the Coast®

Special Thanks: Nicholas Henning, Karl Henning

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Introduction ....................................... 4 Chapter 1: Geography ........................ 6 Duchy of Parma ..................................... 6 Towns near Parma ................................. 9 Map of Parma....................................... 10 Chapter 2: History........................... 12 The Founders and the Falians .............. 12 The Thieves War................................... 13 Nil Desperandum ................................. 13 The War of Succession ......................... 14 Elghin The Great Innovator .................. 14 Chapter 3: Government .................. 15 The Duke and Nobility.......................... 15 The Senate of Parma ............................ 16 The Ducal Council ............................... 16 The Parma Nationale ............................ 17 Lagorio Navel Base ............................... 18 Parman Law......................................... 19 Laws of Parma ..................................... 20 Laws of Solaron.................................... 22 Chapter 4: Culture ........................... 23 Calendar of Events............................... 23 Party Excuses ...................................... 25 Social Norms and Mores....................... 25 Social Status........................................ 25 Greetings ............................................. 26 Table Manners ..................................... 26 Polite Conversation .............................. 27 Social Faux Pas.................................... 27 Vendetta .............................................. 27 Parman Dress ...................................... 28 Art and Theater.................................... 28 Economy.............................................. 29 Imported and Exported Goods .............. 30 Shipping and Passage Fees .................. 30 Transportation ..................................... 31 Chapter 5: Organizations ............... 32 Divine .................................................. 32 Arcane ................................................. 35 Martial................................................. 37 Mercantile............................................ 37 Chapter 4: New Rules ..................... 41 Prestige Classes ................................... 41 Rituals................................................. 48 Creatures............................................. 52 Magic Items ......................................... 53

Chapter 7: Neighborhoods ...............54 Parma Vecchio The Palace District ................................55 Giardini Verde ......................................65 Rrhenzai University...............................73 Porto Vecchio........................................80 Via Lidano ............................................86 Bocchi Quarter .....................................89 Arena District .......................................97 Khesta Quarter ...................................107 The Lip ...............................................112 Noverde Slums....................................118 Parma Nuovo Argenti Promenade..............................123 Plaza Giustizia ....................................133 Spalla da Mettere................................141 Theater District...................................153 Foreign Quarter ..................................161 The Guilds..........................................168 Porto Grande ......................................178 Piazza di Cortilay ................................185 Altobergo Yards ..................................189 Saluteri Point......................................195 The Islands Merino Island......................................200 Lagorio Naval Base..............................207 L’Isola di Benedetto.............................212 Chapter 8: Beneath the Surface ...216 BS1: The Calumbrian Connection .......216 BS2: La Chiatta del Morto and L’Isola di

Benedetto......................................219 BS3: The Fort .....................................221 BS4: The Mage Guilds.........................225 BS5: Magus Island..............................227 BS6: Man of the People .......................229 BS7: The Palace ..................................230 BS8: Patron War .................................234 BS9: The Scales of Justice ..................236 BS10: The Swansong Shipping Co.......238 BS11: Vendetta Senza Fine .................239 Chapter 9: Behind the Scenes .......242 Chapter 10: NPC’s ...........................292 Appendix: OGL ................................310

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About this Book

Welcome to the Streets of Silver, Living Imagination Inc.’s first Adventure Guide. Although written for the Twin Crowns campaign setting, the book is self-contained and can be used in most campaigns. This book is designed to introduce players and game masters to the city of Parma, the largest port of the Northern Empire province of Novarum. Within these pages you will find all the information you need to play in and run a campaign centered on the city. Whether adventuring in the city itself, or using it as a base for wilderness adventures, Parma offers a rich and complex setting to develop your characters from young novices to leadership positions. Whether you enjoy the high fantasy of opposing magical powers, the base intrigues of politics, or the demonic monsters of nightmares, you will find them in these pages.

This book is divided into three parts:

The first part, which includes chapters one

through six, contains public information which any character with appropriate background education would know. As such, it is open to both players and game masters, and represents the main reference material in this guide. It covers geography, history, political structure, law, economy, and other important commonly known background information about Parma.

The second part, chapter seven, contains detailed descriptions of the many neighborhoods of Parma. Although the information contained in these pages is not exactly secret, it does assume an intimate familiarity with the area, which may not be appropriate for a character – especially an adventurer from out of town. Players should ask the game master which neighborhoods they are allowed to read about. Game masters may allow players to read a neighborhood described in this section if they are locals from the neighborhood, or spend enough time gathering the information. Living Imagination gives permission to game masters to copy these pages for handout to players.

The final part, chapters eight and up, contains private and secret information, which only the game master should be privy to. In order to read this section, you must first go to our web site (www.livingimagination.com) and be screened for game master authorization. Player characters who read this section

may find themselves cast into the Void, with immediate loss of all remaining gifts. In chapter 8 the game master will find an overview of the major plot lines that are currently active in Parma. Chapter 9 follows with descriptions of the secrets of minor plot lines, locales, and personalities introduced in chapter 7. Many NPCs that occur predominantly at one location are described in this chapter also. Chapter 10 contains statistics for all NPCs that occur in multiple neighborhoods or plot lines, in particular the major NPCs introduced in chapter 8. Finally, the book concludes with appendices that contain tables of interest, including random generation of encounters in Parma.

Throughout the book, locations are often followed by a notation in parenthesis that identifies the neighborhood and location number where the location is described in detail. In chapter 7 the public information about the location can be found. In chapter 9 the game master’s secret information can be found. Additionally, in all sections of the book, names that are printed in italics indicate that more detailed statistics and information for them is to be found in chapter 10, the NPC chapter.

As a game master, you can decide which of the many major and minor plot lines you wish to introduce your players to, and to what depth you want to pursue that plot line. There are no fixed timelines given – rather we provide a description of the motivating forces and goals

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of the major participants, as well as suggestions as to how the plot may play out and how players may be hooked into it. The city is a dynamic setting, and players may stumble upon plot threads while pursuing an entirely different goal – which may be as simple as finding a new suit of armor, or as involved as spying on the Ducal Council. The game master is encouraged to let players pursue multiple goals, and have multiple plot lines playing out at the same time. This will allow you to experience the richness and depth of Parma.

The pull-out map provided with the book is designed for use by players and game masters. The large public buildings and most major institutions are labeled, with the exception of secret locations. Inside this book you will find additional larger scale maps for each neighborhood, which a game master may photocopy to hand out to players if desired.

Conversion to other Campaign Settings

If you wish to use the Streets of Silver in

your own campaign setting, please feel free to change the city to match your world. Following is a list and brief portfolio of the gods in Twin Crowns, so that you may substitute appropriate gods from your setting:

Argon – civilization, technology, alchemy Artifice – merchants, thieves, profit, material

gain Bellinger – war, fire, strength Brashtamere – joy, celebration, happiness,

vice Grumach – undead, disease, death Jaad – peace, knowledge, wisdom The Maker – creation, purity, good Mirenae – healing, aid, destruction of undead Solaron – justice, truth, law Ullon – murder, deceit, blood The Unmaker – destruction, corruption, evil The Wylds – nature, balance, life If you do not use the Maker’s Plan outlined

in Twin Crowns, where every person is guaran-teed 5 lives, then assume that any reference to multiple gifts (lives) of a person in this book re-fers to either an instance where they were in-deed raised, or just a very close call – perhaps a grievous injury or a severe punishment just short of death.

Welcome to Parma

Welcome, good reader ! Let me, Armando Gustere – premier actor in the Parma Players Guild - welcome you to the Streets of Silver in the most exciting and exhilarating city in the Empires. I don’t make such a claim idly – although you should know that in Parma, a good boast is necessary to underscore any point. Be assured - this city holds great wealth and dire danger in equal amounts. Its heart

beats to the sound of coins and the murmur of many dark secrets. Parma’s nickname probably was first used in reference to the canals of Parma Nuovo, the main island. It is certainly true that in the winter months there are many wind-still days with bright gray skies where the light gleams off the canals as off a sheet of silver. The name was quickly adopted, however, to also refer to the wealth that many a merchant has achieved as his ships return from far ports laden with foreign treasures. Finally, some say that the name refers to the Parman penchant for dueling – where a common phrase is to “draw silver”, since most fine weapons have a beautifully etched silver coating.

Parma is a place where the old ways of Novarum and the new ways of the Northern Empire meet and embrace each other. Rich and proud in culture, but agile and modern in spirit, the people of Parma maintain a solid foundation in tradition while always looking for a new opportunity. Money talks in Parma – but nobody listens to you unless you also have the style and class to impress the audience, whether she be a rich socialite, an iron-fisted merchant, or a stubborn bureaucrat. Even a little coin can go a long ways, if you have the artistic talent or charisma to back up your story. However, zero coin is unacceptable – every person involved in a transaction in Parma expects a little “silver grease” to take the next step. The trick is knowing who needs to be paid off, and exactly how much is required. The answers are often not obvious, and a wrong choice may land you as a participant in a duel in the Plaza Vendetta.

Opinions are held strongly and defended vigorously in Parma. And no topic engenders more opinions from Parmans than the artistic endeavors. Theater and music, painting and sculpture, architecture and design – these are things a true Parman values above coin. Perception is reality in Parma – and perception of beauty or quality is very subjective. A perceived slight will be taken as seriously as an intentional insult. Passing friendships are made freely and quickly, but can be destroyed just as easily. Deep friendships, however, inspire unquestioning unity against all outsiders. Behind it all stands “la familia” – the unwavering support structure of one’s extended family that every native Parman can rely on. Although infighting within a family can be fierce and even deadly, those differences are put aside when an outside danger threatens a family member.

Over this base of serious businessmen and skilled artisans is cast an ambience of joy and energy. Whenever a chance for a party presents itself, Parmans will make use of the opportunity. Life is celebrated at every turn, and in every aspect. And so, although Parmans duly respect the church of the Maker and the church of Solaron – the most popular and powerful church in Parma is without a doubt that of Brashtamere.

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Sailing north up the Great Inland Sea along the Novarese Coast, the Captain turns east into the mouth of the Lor River, and with a race of the tide, he enters the lagoon of Parma. The sting of the sea is lost instantly, the boat slicing easily through the calmer currents. The waters in the lagoon are clear, casting clean reflections of the huge Fortress Marina on Lagorio Island, the outermost island of Parma, a city built half on the mainland and half among a marshy network of canal strewn islands. While sailing around Lagorio a listless soldier with his cap over his eyes waves half-heartedly out of a sentry box. Now the bright orange, yellow and purple sails of fishing boats that have come in for the day can be seen all along the many docks of the city and outlying villages. In the shallows solitary men stand knee deep in sludge prodding the mud for shellfish. Rounding a promontory, the captain sees the city before him.

The shining young buildings of Parma Nuovo, the new city built on an island, surround the city clock tower, surveying the lagoon in splendor. The incessant bustle of boats docking and disembarking makes maneuvering difficult, signalmen from the shores trying to keep some semblance of order. From the vantage point of an incoming ship, a string of strikingly bright royal blue and magenta pennants can be seen waving high above the city from the rooftops of the tallest buildings. Their path leads the eye across the canals of the islands to the mainland, over the gargoyles squatting on the edges of rooftops, to the domes of Rrhenzai University where a colossal statue of Umbro Vaggio, one of the four founders of Novarum, stands proudly waving a magenta pennant. From there the pennants wind up the hillside next to the stunning Gardens of Parma where willow, pear, and olive trees lilt over shimmering gray and pink stone walls, eventually reaching the highest point of Parma where the pennants line the gateway drive to the translucent marble Ducal Palace sitting lordly over the city.

The Duchy of Parma

Most of Novarum is blessed with fertile land. Vineyards, olive farms and wheat fields dot the countryside. The lands to the west of Voltara all the way to the Parman Coast are lush and grassy, with rich soil ready for tilling.

The Duchy of Parma, located farthest to the west, is cradled between the sandy shores of the Great Inland Sea and the waters of the Lor River. The climate is temperate with mild autumns, winters and springs. The summers, however, can be wicked, especially in Parma, with heavy heat and humidity, and the ubiquitous waters making for glaringly bright days and the air thick with mosquitoes.

The Duchy of Parma has a total population of approximately 400,000 people. The vast majority is human, although there is a significant minority population of khesta (10%). Other races are only sparsely represented, with about 5% shallorians, 3% elves and half-elves, and at most 1% each of dwarves, kithraas, and half-orcs. The majority of the common people live in small farming and fishing villages dotting the countryside and shores. Each farming village is likely to have a few large farms, vineyards, or ranches owned by the local nobility that employ the majority of the population. In the fishing villages the people are apt to be much more individualistic, with each family owning its own boat. Some villages have grown into towns, serving as the commercial trading centers for all villages within a day’s walk.

It is estimated that in the duchy there are about 450 villages with populations around two to three hundred people each. In addition, aside from Parma itself, the duchy sports three cities with populations exceeding 5,000. Furthermore, there are 45 towns with populations averaging 2000 people. The cities and the three closest towns to Parma are briefly described in the following pages.

Many of those born in the countryside and the smaller cities and towns head to the city of Parma to seek their fortune as warrior, mage, artist, artisan or priest. Parma proper and its immediate surroundings are packed with an estimated 90,000 of the Maker’s children, who reside there as laborers, revelers, merchants, aristocrats, nobles, adventurers, soldiers, students, and dreamers. Fertile vineyards, lush grassy ranches, and bountiful orchards surround the city. The shores are crowded with fishing villages whose inhabitants can count on the rich yield of the Lor River delta. Also of note is Fulda, a Falian city a mere fifteen miles up the Lor River, which is physically the closest major settlement to Parma.

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