Apprentices Abroad     

Campaign Prospectus

Campaign Name:Apprentices Abroad
GM:Jeff Wilson
Type:Realistic Fantasy
Starting Level:100 points
Setting:The land of Yrth, ca. 1990 A.D. TL3M. Base city is Tredroy, in Cardiel, Al-Haz, and Al-Wazif.
Sourcebooks in Use: the GURPS Basic Set, GURPS Fantasy, GURPS Magic, GURPS Martial Arts.

Character Creation Guidelines

"Characters from Tredroy must have at least 1 point in the Streetwise skill. Detect Lies, Fast-Talk, Forgery, Law, Shadowing, and Stealth are all common skills; Tredroyan characters may take any of them regardless of their social class or background. Merchants, mercenaries, nobles and ostlers may learn the Riding skill. Any Tredroyan may learn the following combat skills: Brawling, Knife, Knife Throwing, Sling and Staff. Mercenaries, men-at-arms, knights and nobles may learn any combat skill (although mercenaries may not carry bows, crossbows or polearms within the city). Weapons beyond TL3 are not available.

"Outside of the Mercenaries', Thieves' and Assassins' Guilds, no guildsman may have social disadvantages whose reaction modifiers total -2 or less.

"If there is a city guild for a trade, it is an offense for anyone to practice that trade unless he is a member of the appropriate guild. Offenders are apprehended by the Watch and delivered to the appropriate guildhall for discipline, since practicing a trade is considered a de facto application for guild membership. The guild may then apply any 'internal discipline' it feels appropriate.

"No one may sell goods or services to another unless he is a member of the guild which provides that product or service, or unless he is a member of the Company of Merchants, or unless he is selling to a member of the Company of Merchants.

"No one may carry arms within the limits of the city unless he is a member of the Mercenaries' Guild. Daggers, staves and slings are legally considered 'improvised weapons,' and therefore not covered by the law. Bows, crossbows, pole weapons more than four feet in length, and plate armor are all considered 'restricted,' and only men-at-arms may carry them.

"Anyone convicted of theft is taken to Smuggler's Square at midnight on Wednesday. Any members of the Thieves' Guild are welcomed back among their brethren. Anybody who isn't a member can explain himself to the Guild."

Roles: Player characters will be frequent members of a trade caravan for the merchant house of Lee. The trade caravan includes routine trips to al-Siyassi, Craine, Zarak, and Sahud, and has long term arrangements with the Mages' and Mercenaries' Guilds for defense and logistical support. This and other errands as assigned by their masters are a prime opportunity for apprentices to gain worldly experience and status within their professions. Anyone who might accompany such a group is suitable to be a PC.

  • Merchant Apprentice: Patron (Master Lee An Quam, on 9 or less), Status 1, Duty (to Master Lee, on 10 or less), one point in a non-native language, Ciphering at IQ, Economics-10, Mathematics-10, Administration-11, and Merchant 12.
  • Mercenary Apprentice: Status 1, Shield-12, and one weapon skill (sword, axe or mace) at level 13.
  • Mage Apprentice: Literacy, Magery, Status 1, Patron (Master Justinian, on 9 or less), Duty (to Master Justinian, on 10 or less), Enchant-15.
  • Herald Apprentice: Heraldry-13, Bard-11.
  • Thief Apprentice: Patron (Master Zocco, on 9 or less), Duty (to Master Zocco, on 10 or less), plausible cover story, Stealth-13, and at least 3 other crime (not necessarily "theft") related skills at level 13.
  • Harper Apprentice (Minstrel): IQ 12, Singing-12, and one Musical Instrument-12.
Others may join the caravan from time to time; squires or new knights, trying to earn those spurs, new acquaintances met on the road, relatives, or any assorted campfollowers, and the occasional romantic entanglement is likely.

RACES

Nonhuman PC Races: Centaurs, Dwarves, Elves, Half-Elves, Gnomes, Goblins, Halflings, and Reptile Men. Weres: No.

EQUIPMENT

Starting Wealth: One thousand halala ($1000). Characters may spend all of it as they wish, for travelling gear or whatever else. Tech Level: 3 plus magic.

MAGIC

Magic Items:Characters should not start with any enchantments they could not make themselves. Cost will be for materials only, since apprentices' cost of living is covered by their master. See p.M9 for spell components.
Mana Level:Normal.
Improvised Spells:No.
Rune Magic:No.
Aspected Mana:Infrequent.
Clerical Magic:No.
Knacks:Restricted (Mages cannot also have knacks).
Alchemy:Restricted (Guild secret). PC's may have the opportunity to learn during play. Legal elixirs are available at "rare" cost. Unlawful elixirs: Hermes, Eris, Juno, Nemesis, Priapus, Thanatos, Pluto, Eros, and Philemon. Secret or unknown elixirs: Phobos, Tithonus, Circe, Daedalus, Odysseus, Tyche, Hebe, Persephone, Apollo, and Vulcan.
Magery:1, 2, or 3.
Magic Resistance:Racial plus 1-5.
Limited Magery:Yes.
Familiars:Any features except Demonic.
Restrictions on Magic:Many powerful spells are secrets of the Mages' Guild, including:
  • Animal Spells Shapeshifting. Anyone learining Animal Spells must have a pet or personal animal companion (like a horse).
  • Body Control Wither Limb, Alter Visage.
  • Comm & Empthy Mind-Reading.
  • Earth Flesh to Stone, Entombment, Earthquake, Summon Earth Elemental.
  • Air Whirlwind, Summon Air Elemental.
  • Fire Explosive Fireball, Essential Flame, Summon Fire Elemental.
  • Water Geyser, Summon Water Elemental.
  • Enchantment All except Enchant, Staff, and Powerstone.
  • Food Poison Food, Banquet.
  • Healing Halt Aging, Instant Restoration, Instant Regeneration, Resurrection.
  • Illusion & Creatn Complex Illusion.
  • Knowledge Pathfinder, Analyze Magic.
  • Light & Darkness Invisibility.
  • Making & Break Reshape, Copy.
  • Metaspells All except Magic Resistance, Counterspell, and Ward.
  • Mind Control All except Keen Senses, Alertness, and Rear Vision.
  • Movement Wallwalker, Locksmith, Lockmaster, Flight, Teleport, Ethereal Body.
  • Necromancy All except Banish.
  • Protection Missile Shield, Force Dome.
  • Plant Create Plant.
  • Sound Silence.
Implied restriction extends to spells with prerequisites on the above list. When apprentices have proved themselves worthy, they will be allowed a more liberal curriculum.

New Skill:

Wizardry (Mental/Average)defaults to Occultism-4

This skill is used mostly to make a living as a professional wizard, but a successful roll will identify magic rituals. If this is a spell known to you, you will recognize it. Unlearned spells will only be generally identified, i.e. "a conjuration of fire" or "the sorcerer is using some type of warding incantation". All sensory penalties will apply, and this skill will be at penalties for reduced rituals (see sidebar, p.M7).

Occultism defaults to Wizardry at its base level for a professional wizard. You must know at least one spell before improving this skill.

PSI

Powers: None. Empathy and Danger Sense may still be taken by any character.

SKILLS

GURPS Fantasy: Ciphering (M/E), Distilling (M/A), Dyeing (M/A),Glassblowing (P/H), Illumination (P/A), Masonry (P/E), Needlecraft (P/A), Netmaking (P/E), Tanning (P/A), and Weaving (P/E) are in use.

GURPS Magic: Magic Breath (P/E), Magic Jet (P/E), and Spell Throwing (P/E) appropriate for spells known.

GURPS Martial Arts: Body Language (M/H), Off-Hand Weapon Training (Special), Philosophy (M/H), and Wrestling (P/A). Boxing (P/A) is often taught to armsmen of the Mercenaries' Guild. Knife (Mein-Gauche) (P/A) is known in Araterre (see Fencing under Basic Set). Fighters may attempt realistic maneuvers. No other features.

Basic Set: Breath Control, Judo, and Karate are unknown outside of Sahud. Fencing is known in Araterre, and may be taken by any character who owns the appropriate weapons and possesses skills appropriate to nativity or long residence there.

Languages: Anglish, Arabic, Chinese, French, Hebrew, Italian, Ladino, Latin, and Patois Tredroyen (common tongue of the city, defaulting at -4 to Arabic, Anglish, French, or Italian).

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