I really wanted to write a recension of Zak’s Vornmeim from LOTFP, but I decided against.
Instead, keeping with the spirit of the manual, I’ll just use it and see how it rolls. Later on today I’ll play a game and I want to do a fat hour of prep. While listening to Therion’s Vovin. The followup and final opinion on Vornheim is here.
Anyway, PCs travel freely between Capolago (home base in my campaign) and the Dungeon of the Mad Archmage (run by Bowser’s player, my cousin Andrea). How to get them to Vornheim? Actually, not how (that’s easy, airship or sea ship laden with rare woods and food), but WHY?
I need a local hook that can kinda push them there in a nice way. Rolling a random page lands me on the Library of Zorlac: Archmage Darkcloak will demand the PCs, since they caused the death of his apprentice Roderick and since Bowser owes him a favour, to recover a serpent reader. Noone heard of such things in my campaign world, but DarkCloak knows that “such unique and misterious artefact from another world” is owned by a private book collector in Vornheim. Recover it, or else: they’ll have a contact in Vornheim, i’ll come up with that later.
So far, easy: snake readers can be quite expensive but are not unfindable in Vornheim. But I need some intrigue. Comes out the connection table on page 53. Darkcloak is connected by NPC1, a native Vornheimer called Dick the Wit, which is (roll, 5) secretly (as in “one of many Dick’s personas”, roll roll roll) Okto of Skarr, a lotus addict aristocrat owning lots of really good farmland close to Skarr, a city far away (actually, he doesn’t). Okto entered Vornheim’s who’s who by feigning to be (roll roll roll) cousin of Kyle of Zord (yes, the family name is different, marriage between families happens, and he knew that Kyle doens’t know about his family branches and that one of his half-cousins’s wives is from Skarr), a sweaty and insecure epicurean employing the best chefs in the city, unwittingly sharing power with his sister, Tittlieb of Zord (yep, it’s the Vornheiman female version of Gottlieb, or Amadeus, but in this case she loves Tittivilla), a grubfight champion. Tittlieb (roll, roll) hates the f*ck out of Dick but respects Okto.
Ugh. Conflicting constraints. I love conflicting constraints Constraints are directions allowing design to flow.
Tittlieb hates Dick as they used to be lovers in their youth (15 years ago), but ran away with all of her jewelry. She’s still mildly upset about it. At the same time she respects Okto as he’s rich, interesting, great at entertaining guests, and a relative. She doesn’t know about Okto being Dick, as he’s a damn good actor and conman. Conflicting requirements fixed.
Anyway, Dick and Kyle want to get rid of Tittlieb, and promise the PC that they’ll tell them who the book collector is if they manage to find a way to make Tittlieb GTFO of Vornheim. What not many people know is that… I need more stuff. What? Location, location, location. I need to populate the tower housing the Zords, called Zord Tower.
From the building table, a brothel ( “The Soft Damsel”), a food market hall full of pickpockets, a lawyer studio (“Pugnale, Portafoglio & Pantalone” [knife, wallet and trouser] are the three lawyers), the mason shop that built and maintains the tower, a tavern (where Tittlieb plays grubfight), another lawyer studio (“Ingannamorte” [deathtricker]), a curio shop (“Magic Box”, sells magic boxes), a nameless winery, another lawyer (“Gragnuoli Brothers”), and another brothel (not belonging to any corporation, therefore illegal, seeming a normal apartment shared by a number of ladies). And two airship mooring masts (one in the market, one in Zord’s villa on top), 4 air bridges connecting the tower to other neighbouring tower clusters, 50% chance that a secret passage links any two given buildings in the tower (known to the old masons obviously, 1% that an inhabitant knows of about passages).
Many lawyers studios… I need guilds!
There are (roll 2d6) 4 lawyers guilds in town: the Most Estimated Union of Barristers, United Piemakers and Lawyers, Vornheim Black Advocates and Grand Advocates Guild. I pick Italian surnames for lawyers, insurers, bankers and moneylenders, just because of my genuine hatred for what they are doing to the place where I was born and raised; as a result NPCs from the above categories are usually evil and rich sociopaths that entertain good relationships with the mob. Ah, don’t get me started on the Vornheiman mob.
To simulate the spread of big and small guilds I came up with a neat rule: associate the guilds to a non uniform dice distribution (for example, 4 guilds -> spread with 4 possible results -> either 1d2+1d3 or 1d4 twice then pick highest), then roll for each.
- PP&P -> 1,1 -> 1 -> MEUP
- Ingannamorte -> 4,1 -> 4 -> GAG
- GB -> 3,2 -> 3 -> VBA
The lawyers are always scheming. I dunno how or what. But hey are. They always do. They’ll hire the PCs to do odd, almost perfectly legal stuff.
Now, I imagine I don’t really need a plot or situation as I have a number of locales and odd NPCs and that will fuel the next sessions. I’ll just put the players in Vornheim and let them cause the usual trainwreck. Because they always manage to.
First, pre-game judgment: the book rocks. It threads a path rarely taken: describing a campaign setting encoding its behaviour. I can see a lot of material in the same style supporting it coming out of the OSR. I hope this will happen.