Sample Fiefs Thread?

Discussion on playing Fading Suns. Experiences, stories, and questions related to being a player.
User avatar
Angelman
Posts: 1034
Joined: Wed Nov 23, 2011 5:11 am

Re: Sample Fiefs Thread?

Postby Angelman » Thu Dec 11, 2014 4:27 pm

Welcome to the forum, Juergen. Its nice to have you onboard :)
I love the fief, a very grounded and strong concept. Power as a fief's reasorce is something I like very much, it makes every kind of sense to me :)
Brilliant stuff, really! I hope you contemplate writing up more of these :D
Writer, editor, & developer for:
FASA Games Inc. (Fading Suns Revised: PG, GMG, Criticorum Discord)
DramaScape (numerous projects)

User avatar
Juergen Hubert
Posts: 2
Joined: Thu Dec 11, 2014 7:50 am

Re: Sample Fiefs Thread?

Postby Juergen Hubert » Fri Dec 12, 2014 1:42 am

Angelman wrote:Welcome to the forum, Juergen. Its nice to have you onboard :)
I love the fief, a very grounded and strong concept. Power as a fief's reasorce is something I like very much, it makes every kind of sense to me :)


It rather sprung to my mind. As a day job, I work for an institute/think tank researching renewable energy, and when I read about all the wind turbines in the Anschok City Region I immediately started to think about the implications.

Brilliant stuff, really! I hope you contemplate writing up more of these :D


Probably - as I find the time.

AusJeb
Posts: 1
Joined: Fri Dec 12, 2014 1:01 pm

Re: Sample Fiefs Thread?

Postby AusJeb » Fri Dec 12, 2014 2:26 pm

Here's a location from my campaign set on Vera Cruz, a Hazat system

Charioteer Agora, Los Aztecha, Vera Cruz

Overview The Agora is the primary League presence on Vera Cruz. Nearly all off-world trade passes through the Agora, and many goods are available in the Agora that cannot be obtained elsewhere on Vera Cruz. As a League holding, the Agora has some of the most advanced technology on Vera Cruz.

Relations The Charioteers administer the Agora as an independent fief under license from the Hazat. Under agreement with the Hazat, access to the Agora is restricted to certain nobility. Most of the Guilds maintain a presence in the Agora. The Agora is of interest to the League not only as a gateway to Vera Cruz but also for the access to Kurgan Space from the Vera Cruz system.

Description The Agora is in the northern part of Los Aztecha, it lies between the spaceport to the north, peasant housing to the south and industrial zones to the east and west. The Agora is made up of a number of low rise buildings and warehouses. Its entertainment district is one of the liveliest places on Vera Cruz with a wide variety of venues maintained by the Brewers, Scravers, Companions, Muster, and other Guilds. Young members of the Hazat covet a pass allowing access to the entertainments available in the Agora, and the Church regularly pressures the Hazat to limit access. Access between the Agora and the city is through a controlled checkpoint.

History The League had its greatest success against the Hazat on Vera Cruz before the Patriarch Jacob I brokered a settlement. Even with the peace, the Reeves and Scravers had spread dissent within the peasantry on Vera Cruz and dissent even among some of the Hazat. The Agora was established as a zone where the Hazat could contain and monitor the League's activities. The Hazat also suspects that Kurgan infiltrators continue to hide in the Agora.

Men-at-Arms Security is provided by the Muster who maintains a well-equipped garrison. While the number of troops in the garrison is limited under the treaty with the Hazat, additional Muster units frequently pass through the Agora on their way to and from Kurgan space. Individual Guilds have security for their own facilities. The Hazat have a guard post on the square outside of the Agora's gate.

Personas These are some of the notable personas from my campaign. Other Guilds have representatives that may be brought into play as needed.

- Free Trader Maximus. The Agora Commander for the Charioteers. He oversees its operations and maintains relations with the Bursandras and other Hazat and the with the Council of representatives from other Guilds in the Agora. While Maximus appears to be in his late 40s, he is actually much older. He traveled extensively before he was appointed to command of the Agora.

- Louie. The Scraver Chief in the Agora. He is always on the lookout for recovered tech from Kurgan Space and for contacts among the Hazat. He is a master at getting things into and out of the Agora. He has the largest network of connections in Los Azetcha and across Vera Cruz of anyone in the Agora. Louie is portly and disheveled, appearing to be in his mid 50s. Louie came to Vera Cruz during the war with the Kurgan, seeking opportunity.

- Fredo. Louie's enforcer. Muscular, and appears to be in his mid 30s. Wears simple, but tailored, clothes. Keeps his hair short.

- Donna Elena Escovedo Bursandra de Hazat. Serves as the chief point of contact between the Hazat and Free Trader Maximus. A striking women in her early 40s with long, black hair. A noted fencer. Doesn't enjoy dealing with the League, but values the prestige of her assignment. Rarely visits the Agora. More often found in her office in the Palace near the center of the city. Has a range of spotless daily, casual, and dress uniforms.

User avatar
Angelman
Posts: 1034
Joined: Wed Nov 23, 2011 5:11 am

Re: Sample Fiefs Thread?

Postby Angelman » Fri Dec 12, 2014 5:11 pm

Welcome to the community, AusJeb! I hope you like it here :) And I think you're sample fief is brilliant! I've wanted to see a League fief for a long time now, and this one delivers expertly! More please! :D
Writer, editor, & developer for:
FASA Games Inc. (Fading Suns Revised: PG, GMG, Criticorum Discord)
DramaScape (numerous projects)

Amlost
Posts: 146
Joined: Mon Feb 27, 2012 9:04 pm

Re: Sample Fiefs Thread?

Postby Amlost » Sun Dec 21, 2014 10:51 pm

Merry X-Mas

St. Aster Hermitage

Overview: St. Aster’s is a fortress hermitage that protects one of the more popular routes between northern and southern Sabtah. For this reason alone it is valued by the Almalthean’s. Sitting alone as a bastion for travelers St. Aster’s is a welcome site to those coming from the north about to embark on the long journey south or travelling north into the contentious regions surrounding the decimated city of Abdera.

The small fiefdom has been granted to the Almalthean Sect by the Karalli-Van Gelder family on a hundred year basis. The head of the family sees great value in allowing the fief free reign in the area, providing a bulwark against aggression from the south.

Description: The Hermitage sits on the spur of the Derritt Mountains overlooking the Baetica Ocean. In the foothills below are the roads of the Taulker Pass that lead from the sands of the Regla Desert to the south; north to the once great city of Abdera in the north.

Saint Aster Hermitage is a significant fortress complex that rises above the hill and sea scape below. Formerly known as Fort Taulker the fortification overlooking the Taulker Pass was built by the former Decados aligned Karalli family during the 4400’s. Once a vast complex, much of the structure is abandoned and the inner fortifications are all that remain manned.

The region below is a fertile hilly region whose local produce provides well for those residing in the hermitage and for sale to regional travelers. Most of the regions inhabitants reside to the north of the pass around the township of Taulker (pop. 750). While a few seasonal farms lie to the south surrounding a 200 inhabitant Hironem hamlet known as Ssuanirelm.

The hillsides on either side of the pass administrated by Hermitage are sublet to the Wranglers Guild. They raise Vertrets, flightless sub-avian rock-hopping creatures used in local jerky (tastes like turkey jerky), common fare for travelers in these parts.

History: Fort Taulker was built by a then Decados aligned Karalli family in the 4400’s and was once a heavily armed fortress defending the passes to the south primarily from Li Halan transgressions to the north. When the Van Gelder landed troops during Vladamir’s wars and seized the region the Karalli family was killed or married to the Van Gelder to the last member. They retained control of the region even after their failed invasion and Van Gelders fealty switched to the House of the Mantis once more.
Sanctuary Aeon was granted a hundred year lease on the dilapidated fortress in 4884 for services rendered in treating the current Baronesses inbred (and rumored a member of the changed) father and an extension by the current Baroness in 4984.

Assets: The Hermitage rules over the lands surrounding the pass below. Taxes and tithes from the peasants (numbering less than three thousand) who live there provide bountifully for the Hermitage. The excess of which is sold to passing travelers for coin. These pay in full for the upkeep of the hermitage, upkeep of the soldiery, and the maintenance of the small hospice.
The Hermitage also provides shelter for passing travelers and provides the services of the Almalthean Missionary’s in turn for tithes and tribute. The residing Deacon-Administrator often brings in 100-200 FB a month from these endeavors.

Men-at-Arms: In taking ownership of the strategic pass the Almalthean’s have installed a garrison run by the Knights of Yara. Typically 4-7 Knights reside in the fief each with a small allotment of soldiers in their care from the regional peasantry. Each Knight is armed with what he/she brings with him/her while most of the soldiers (5-20 per knight) are armed with primitive swords, pikes, and shields. They act as local sheriffs for the Hermitage’s lands ensuring taxes and levies are paid.

Personas:
Master Doctor Jerod Predite:
The current Deacon Administrator of the Hermitage; is a former promising student of the Grail School whose rise was stymied by assignment to this difficult post. He is a tall dark haired young man who administers his charges with willful purpose. He personally has taken control of the small hospital within the Hermitage and takes great pride in his accomplishments as a healer.
He was once the youngest Master Doctor to take over such a significant holding; now he is seeing his peers surpass him. His ability to advance his knowledge in the ways of Sanctuary Aeon’s healing arts are limited by the remoteness of his location and the views of his bishop (who believes Jerod to proud and full of hubris). He has turned to gathering books and knowledge of the arts of medicine from alternative sources.
Kavi Kim Kollien: Sister Kim was born on Icon, trained on Artemis, and sent to Cadiz on a two year training assignment. She has been here three years. Her replacement was killed in an attack on her convoy in route and has served since. The large framed platinum blond has spent her years here as the deacon of the local church as well as manager of the hospice. She has been acting as the local minister to the people; a position she dislikes and is trying desperately to escape.
Chin Yuestan of the Amalthean: The young Chin is a potential trainee of the order. Born in Vinci Falls to the south, son of a factory worker, he has latched onto Deacon Administrater Predite hoping to get sponsorship. Jerod saw intelligence in the young man, putting him to work as an apprentice as a chemist. Holding the post for the last decade he has jumped into the position and the power it entails within the fief.
Tolmik Epsilon: “Ep” was born in the ruins of Abdera and was apprenticed to the Purgers Guild at a young age. After a horrific accident he was brought to the Hermitage to be treated in his teens. He worked in the service of the sanctuary for a decade before setting up shop for himself. Epsilon’s General Store supplies convoys arriving from and departing the Regla Desert. His Guild affiliation is officially with the Mercers Guild of Cadiz but has gained significant allies in the local Purgers, Scavers, and Vinters Guilds.

User avatar
Angelman
Posts: 1034
Joined: Wed Nov 23, 2011 5:11 am

Re: Sample Fiefs Thread?

Postby Angelman » Mon Dec 22, 2014 1:14 pm

Another great fief, Amlost! I love these down-to-earth locations steeped in setting, easy to incorporate into any campaign.

I think the freebie, fan material, pdf release will turn out to be something very special indeed :D
Writer, editor, & developer for:
FASA Games Inc. (Fading Suns Revised: PG, GMG, Criticorum Discord)
DramaScape (numerous projects)

Amlost
Posts: 146
Joined: Mon Feb 27, 2012 9:04 pm

Re: Sample Fiefs Thread?

Postby Amlost » Mon Dec 22, 2014 11:13 pm

Thanks for the kudos;

I really hope I can get my Pilgrims Guide "The Way to Urzenkai" completed to were I'm happy with it before the fan publication.... Really should be working on that but kinda burned out of Nowhere.

User avatar
Angelman
Posts: 1034
Joined: Wed Nov 23, 2011 5:11 am

Re: Sample Fiefs Thread?

Postby Angelman » Tue Dec 23, 2014 5:58 am

That sounds absolutely amazing! I wanna go visit the Urzenkai! :D
Best of luck, Amlost (and I totally get the being burned out on a subject thing)
Writer, editor, & developer for:
FASA Games Inc. (Fading Suns Revised: PG, GMG, Criticorum Discord)
DramaScape (numerous projects)

Amlost
Posts: 146
Joined: Mon Feb 27, 2012 9:04 pm

Re: Sample Fiefs Thread?

Postby Amlost » Tue Feb 10, 2015 12:48 am

Let this help in your way to visit Urzenkai.

Also this is in response to Aurin and Angelman's last queries to the "Of Bastards and Exiles" thread. They have led me down another train of thought with the Valleniado. Thanks;

The Downslope Barony

Overview: The minor house Valleniado controls a large slice of land south east of Pampana. The small barony controls the southern land route out of Pampana; a major trade route to the Nassari and a secondary pilgrimage route to All Saints. The Barons of Downslope have resided here for centuries but since the expulsion of most of their clan from Stigmata Downslope has become a social center for the minor house.
The village of Salvadi held twenty “unlanded” Valleniado families in the wake of the Symbiot Invasion and now remains home to just short of a dozen. They represent the core of the once proud house near Pampana. They own or operate dozens of regional operations ranging from mining to the local bloodstone trade.

Relations: The Baroness maintains excellent relations with the Imperial Garrison and prior to ascending to the Barony a year ago it was rumored she and Capitan Henry Snowdon, the garrison’s second in command, were courting. Few Merchants and fewer churchmen travel to this fief other than as pilgrims attempting to take a shortcut to All Saints on the way to see Urzenkai.
The Minnoc Nassari have long fought for free access to Pampana and numerous confrontations between them and the Valleniado Barons have broken out in the past. While they are reluctant to attack pilgrims travelling to All Saints the Minnoc have no qualms about attacking trade or mining convoys. Various lesser nobles who live in the barony maintain better relations with the Minnoc often working closely with the family.
The Taz Nassari have more cordial relations with fief. They work hard to maintain good relations primarily in an attempt to stymie the Minnoc Nassari’s power and secondly to utilize the Barony as a safe exchange for the Bloodstone that they mine in their native territory. The Taz also are the primary source of local guides for local gargoyle pilgrims.

Description: The civilized populated portions of Downslope lie along the road that shares its name. One hundred kilometers from end to end on a map twists and turns to the gates of Salvadi make for a trip of nearly two hundred. The remainder of the fief is little but harsh rugged uphill terrain and low scrubland peaks and hills.
The northern borders of the Downslope Barony lies 120 kilometers to the south of the Pampana along the southern land route out of the Amazonia Mountains. The long road leaves Pampana thru the Agra Valley to the south. One enters into the Downslope barony at the Rossa Monument that leads to the first set of switchbacks out of the valley.

Local troops, known as Judex, maintain a series of eight stations along the route and patrol the footpaths surrounding the region. These stations are usually accompanied by a small village of a dozen people who rely on local trade, mining, ranches, and indoor agriculture.
The only major settlement one encounters is the massive Pilzenci quarry, a quarter of the way to Pampana, that was previously abandoned more than two centuries ago but served as the final landing zone for a dozen escaping refugee transports from Stigmata. Now it has been slowly converted into a greenhouse complex. It is the largest settlement outside of Salvadi with some 200 inhabitants.

Salvadi, the seat of the barony, lies in the final series of switchbacks leading into the southern valley of Pampana to the foothills of the Amazonia Mountains. Entry into the town from Pampana is usually unbarred as you pass a thru the gates of the stone and metal palisades. The last five switchbacks constitute the core of the town. The village is densely built up consisting of homes, greenhouse, cisterns, shops, and workshops. These stone and brick buildings are limited to three stories tall.

Starting midway down the fifth switchback the town is bisected by a large set of stairs that act as the primary pedestrian route thru town. At each intersection of the stairs and the road are the large family homes built over the last hundred years to accommodate the refugee Valleniado families. Built mostly by refugee families noble houses these large homes were built to hold, feed, and employ vast families left here in the days after the invasion.

St. Demenico’s is located at the top of the first switchback. The original small chapel has been converted to an entry knave for the new larger church. The parish is still maintained by a single priest responsible for all 3,000 inhabitants of the barony as well as preaching to the visiting tribal’s. With the expansion of the parish the old cemetery was built over and tombs incorporated into the western wall of the church.

The Salvadiori Fortress sits at the bottom of the last switchback, its front gate greeting travelers, the last vestige of noble power before the wastes. The fortress was greatly expanded to accommodate the refugee population in 4900. Now the three story halls on each side of the courtyard have been converted into storage facilities for dry goods. The keep itself is a smaller four story structure with thick walls and few windows. A remnant of much more violent days, it has since seen numerous modifications including the additional of a elevated causeway leading to the family park courtyards (also accessible from the top of the second switchback).

The fortress is linked to the city gatehouse (and hence the city wall) that controls all access to the town by a small causeway. The wall is a thick structure of varying layers of stone, long grass, and brick that has stood broken since its construction by the Justinian.

Wall Street sits between the hillside of the last switchback and the town’s defensive wall. It is the commercial center of the town with easy close access to the gatehouse. The eastern, gate-ward side of the street is home to the food and dry good markets. Eastward of these markets one finds the core workings of the fiefs commerce. Here deals are arranged, redstone is traded, and salvage deals are made.

The regions outside the walls of Salvadi are home to numerous ventures. Roving mining and salvage operations are common. The Atlas Stella, a stout pillar with a sphere sitting at an unnatural angle, marks the eastern boundary of the fief with the northern extent of the Taz Clans territorial claims. It is also the last oasis before the long trek into the desert on the way to the Gargoyle of Nowhere. An unmanned camp is maintained nearby for use by travelers in route to All Saints.

History: Little can be found indicating habitation of the lands surrounding the fief prior to the rediscovery of the world. The Atlas Stella is the only sign of pre human inhabitation in the fief. Human remnants are just a cryptic; a road here, a buried land vehicle there, and the occasional structural post.
When House Justinian established the Pampana mining facility in 455 1 the charter created a dozen small barony’s surrounding it in fealty to the County Pampana. This quickly fell apart as it became obvious that House Justinian couldn’t maintain control of this poor fief so far from its wealthier fiefs.

House Valleniado seized the fief in the chaos of surrounding the election of Regent Heinrich Justinian’s reign (Known now as “the Weak Regency”). They seized the minor fief from the previous Justinian owner as payment over a debt. When the Toreson and Justinians relinquished control of Pampana to the Regency, Valleniado secured ownership of the property separate from Regency control.

The fief remained a minor side note until the Symbiot invasions and the evacuation of thousands of citizens of House Valleniado to Nowhere in 4900. The sleepy fief immediately became host to thousands of inhabitants and dozens of nobles. Baron Daris Salvadiori Valleniado, the current Baronesses great grandfather was seen as a savior of the family during these efforts having spent much of his wealth in housing the people.

The rule of the Baronesses grandmother and uncle saw many hardships and work to rebuild some of the family’s wealth. By 4960 the immigrant boom died off with numerous scions of the refugee Valleniado establishing separate mining operations, joining the Pamapana bureaucracy, and joining the local guilds.

Assets: The barony has profited over the last century hosting its refugee cousins. While they are now poor shadows of their family’s great wealth they are welcome income bringers to the barony. The annual stipend from local knights businesses allots to over 600 FB’s. Another 400 FB’s comes in from taxes from non-house residents.

Most of this (700 fb to 850 fb) is spent to maintain the guard, social services, and to host local holiday celebrations with the populous. Another 75 goes annually to the local churches tithe boxes.
The redstone trade, income from the quarry, surplus food from her greenhouses, and rents paid on properties brings in 400 fb annually.

Men-at-Arms: The Barony maintains a significant military force concentrated in Salvadi. 60 men at arms reside in the town barracks. Armed with locally produced pump action rifles and short swords they act as the first line of defense for the barony. The house guard consists of twenty men/women who are trained in the ancient martial arts of house Valleniado known as Fuoco. They are armed with a medium revolver, rapier, and stiletto; armored in studded; and deadly proficient in hand to hand combat.

A dozen aged members of the house guard have graduated to the level of Judex. These individuals are local sheriffs, rangers, and judges. They usually command one or two local militia to assist in local issues. Armed as they can they still retain the basic armament or a house guard.
In case of attack from outside forces the Baroness maintains a stockpile of a hundred rifles and swords to arm a militia population.

Personas:

Baroness Millicent Salvadiori Valleniado (b. 4988): The young baroness has only recently taken over her fief from her sick elderly uncle. Where the Baron Blythe Valleniado was a constant thorn in the side of the local Imperial Authorities the young Baroness is a comparatively complacent replacement. She is a notoriously competitive young lady; a capable swordswomen and endurance runner (No small feat on a world with a thin atmosphere). She is an ambitious unmarried noble woman whom many find attractive and actively court as a prospective bride. She remains an elusive catch wary to marry outside the family but unwilling to marry below her station.

Sir Aimone DiPavia Valleniado (b. 4957): The DiPavia have been the most well off the local landless Valleniado families since they arrived. They brought with them significant mining and refining equipment from Stigmata and have used it to great effect. Sir Aimone is the head of his clan and spends much of his time traveling to and from various claims and mines across the southern Amazonia Mountains. Of all residents here he maintains the best relations with the Minnoc Nassari, hiring many of them as guides, miners, and protection. The Casa DiPavia sits on western corner of the Stairs and the First switchback; his wife, two children, their spouses, and six grandchildren are usually in residence.

Dame Sybille Medarto Valleniado (b. 4951): Dame Sybille has finally come to the head of the Medarto clan having outlasted her long lived parents, an elder sibling, and two husbands. She is bent on making the most her recently inherited position. Sybille has focused growth of her family’s fortunes on agricultural interests. She has negotiated with the Mudders Guild of Rudra to establish a soil and fertilizer facility at the abandoned Medarto mine six miles north of town. She is also actively looking to purchase more advanced equipment while expanding her facilities. Dame Sybille is a confident women, short, with dark hair, and a lot of attitude. Sybille resides with her spinster sister, a cousin (recently returned from Imperial service), and her three children in the 3rd switchback Medarto Pallazo.

Sir Raimond Bagau Valleniado (b. 4968): Raimond is the youngest head of any family after his parents deaths while serving the Regency during the Sacking of Byzantium Secundus (4979). After a short period of his uncle, Bishop Ercole Valleniado, Raimond was invested as head of the family when he married Donatella Landi in 4987. They have seven children together and live in the sprawling 2nd switchback Landi Pallazo. The Bagau family own some (but high tech) metallurgical smelters used for refining high value ore. They also rent a number of high tech workshops in Salvadi and Pampana to visiting local guildsmen. Thru marriage the Landi family’s Pampana real estate holdings and land convoy business has come into Bagau assets.
Raimond’s bishop uncle, cousin’s in the Imperial Navy, and a cousin commanding a mechanized division on Stigmata keep the Bagau family well informed of off world happenings. The Landi clan was quite large a century ago and dozens of relations of that family can be found in the guilds on Nowhere.

Bene’ Draight (b. 495?): Bene’ is the local Taz Nassarri’s chief man. Born in the wilds he has lived, on-and-off, here for three decades. He appears old beyond his years, worn from the elements and cradles his left arm maimed in an accident thirty years ago. He possesses a quick wit and judicious temper. He can be found most days on the rocky slopes on the western side of the market making deals, trading trinkets, and acting as diplomat for his clan.

Adventure Idea’s:

Baroness Millicent as a patron: The young baroness’s request to bring Baron Blythe to the South Tavanzati Estates in Rudra to be cared for has been approved . Enroute via airship to Necropolis, Millicent thwarts an assassination attempt of her uncle. The Baroness asks for the characters assistance, as the only fellow noble(s) onboard to protect her uncle and determine the reason for the attack. Unfortunately the assassin she killed was not the only one on board.

Baroness Millicent as an adversary: The Baroness has a trap set for anyone looking for her uncle’s treasure. A forged document has been created and circulated throughout showing the route to a ruined building at the edge of the baronesses territory hinting to its location. The location is a trap, designed to ensnare and kill those who go there. Should the characters be too greedy they may be enticed to look.

Return of Honore’ Cambia: Many children of the refugees have been restless in Salvadi, this was especially true of Honore’ Cambia Valleniado. He left the village at age 16 to see Pampana, Necropolis, and eventually the known worlds. He has now returned, a decade later, to the small village. He brings with him a small fortune (supposedly) from old family lands on Stigmata. He drives others to join him on what some suspect is a fools venture. The characters, recently on Stigmata, know that the proposal he is selling is very dangerous for an unprepared party and feel obliged to inform the baroness.

Husk Attack: The Kalinthi have driven the sorceress AK-Lanait from her fortress and across the desert. With her travel an army of husks. The entire town is locked down trapping the characters inside. Help is on the way from Pampana and from the Kalinthi force. However a successful attack on Salvadi could resupply her forces to escape to the west. Warned by a Nassari scout the town is prepared and able to defend against the sorceresses forces….. Until screams are heard from St. Demenico’s crypts.

User avatar
Angelman
Posts: 1034
Joined: Wed Nov 23, 2011 5:11 am

Re: Sample Fiefs Thread?

Postby Angelman » Sun Feb 22, 2015 6:32 pm

For some reason I forgot all about this fief! I intended to read it when you first published, but didn't have the time just there and then, and then I forgot all about it. Oh well, read it just now :)

I really like this one, Amlost. It is a well thought out, many faceted, and rich sample fief of great potential. With a map and a couple of illustrations, this one could easily have been included in an official sourcebook on fiefs in the Known Worlds, and most GMs would have no problem milking at least a mini-campaign out of this smallish fief alone! Good work, Amlost!
Writer, editor, & developer for:
FASA Games Inc. (Fading Suns Revised: PG, GMG, Criticorum Discord)
DramaScape (numerous projects)


Return to “For Players”



Who is online

Users browsing this forum: No registered users and 1 guest