More changes to the Coats of Arms as I write the setting book. GreenFord simply MUST have green and blue, because grass and river ford, duh. Also, no religious cross on the shields of the northern Rook Hill or Green Ford, as they have not been fully assimilated into the Ecclesiarchy, as have the southern shires and High Burgh. #TTRPG
Fighters & Wizards RPG Solo Campaign Episode 006. #TTRPG A suprising discovery is made at the end of this one! https://t.co/K0kQAFU1J4 via @YouTube
Coats of Arms. The concept is to make them easy and evocative to paint on miniature figures. As always, keep your tabletop miniature gaming simple! Its a hobby, not a chore! Fighters & Wizards #TTRPG
Only humans, half-elves, and half-orcs are playable in my Fighters & Wizards rules. Why:
"All player characters walk as mortals of human blood and bone. No elves of starlit grace, no Dwarves of mountain forge, no Gnomes of warm hearth or the scriptorium. Human nature bears the full weight of our stories, with all our fleeting fire, stubborn hope, and capacity for greatness and ruin.
Half-Orcs and Half-Elves are permissible choices for player characters. Though they carry the blood of other folk, they remain mortal, short-lived, and shaped by the same hopes, fears, and limitations as any other human. Their mixed heritage grants them certain advantages or burdens, but they are still part of the human story.
By making every player character human, or half-near to it, we stand together as mortals in a realm of wonders and terrors far older and greater than ourselves. The fantasy becomes sharper and more wondrous when seen through human eyes; the dangers feel more real, the friendships more precious, and every triumph more honestly earned, for they are won not by gifts of blood or grace, but by will, wit, and the fragile spark that makes us human.
In this way, my rules remain a story about flawed, hopeful, and short-lived humans striving against the monstrous and fantastical.
@OriginalGrogna1 I'm not sure there is any book in existence that makes adding to this pile better. The three books are sort of like a BLT sandwich. Can't be improved.
Fighters & Wizards Solo Campaign Episode 005 opens with LoreMaster Campbell flipping the hourglass, showing off the new Kingdoms of the NorthHumbrian Isles regional map for the companion book, and dropping the fellowship back into Rook Hill after Hamishβs offer about the howling in the northern hills and a hunting horn missing from the Boarβs Head tavern. The party wrangles over who can be trusted with the first purse of reward gold, then works the tavern for rumours while the clock on their welcome in town keeps running. Outfitters and the road north are waiting, and whatever is doing that howling is still unanswered. #TTRPG #DnD #RPG
Working on the map today, at the beginning of my "Settlements & Encounters" companion book draft as I establish my setting for Fighters & Wizards. The map's inspiration is a scaled-down recreation of medieval England and Scotland. #TTRP#RPG
My fantasy kingdom for Fighters & Wizards, as I post episode 004 of my solo campaign on YouTube. The adventuring begins in the extreme northern town of RookHill. My inspiration for the map and its folk is beloved Scotland.π΄σ §σ ’σ ³σ £σ ΄σ Ώ #TTRPG
Today, on the solo campaign on YouTube, I introduced the Frontier Watch. The captain, Aldric "Hawkeye" Vane, means serious business; the rest of the watch, not so much. #TTRPG
@MnehmosTMRI I am the players! And the LoreMaster! This is a solo. I am making things up as I go along. What happens next is TBD by my wits and the dice. Cheers!
Hawkeye is a suspicious man himself. As captain of the Frontier Watch, he has good reason to be. He paid the town's resident Hedge Wizard for Hire to accompany him and confronted the party about the Half-Orc just as they were entering the Boar's Head tavern. Dice were rolled, and the final net result was Hawkeye giving the party three days before they were to get out of town. Now, as the true adventure begins in the tavern-- where any good campaign starts-- the party must somehow prove themselves within three days to Hawkeye if they intend to make RookHill a base of future operations. In the next episode, Coinbags will undoubtedly throw a temper tantrum that the party was not booted from town immediately. Gnomes are very excitable. :-)
You can watch the campaign on YouTube. The source of concern over the arrival of a Half-Orc within the town walls actually originated from the fears of a Gnome accountant to the richest merchant and Burgher of RookHill. Gnomes have an instinctual dread of Orcs (and Half-Orcs). Some say this gnome, named Quillan Coinbags, is the true power in the town. He urged Captain Hawkeye to investigate. Coinbags's paranoia is not entirely unfounded. Orcs are always a threat to the Kingdom of NorthHumbria, and the sudden appearance of a Half-Orc stranger in town can unsettle the good folk of RookHill. https://t.co/Yza4xSiFZS