Welcome to the Twilight Age Ever since the Empire-That-Was receded, no human endeavor under the fading red sun has reached its heights. Some say humankind no longer possesses the know-how to reach such grandeur. Others claim that confronting daily a sun that could fail them at any moment has filled folks with a spirit of defeat. Regardless of the reasons, it is in the face of such apocalyptic ennui that we find the peoples of Ur-Dun. Just south of the fallen Imperial capital city, this series of towns have become petty city-states just as embroiled in squabbles as they are in desperate dependencies fundamental to their survival. These human-led settlements are not the only civilized peoples in Ur-Dun. The mortal regents possess delicate treaties with distant Elfin Courts. The Gloaming Hills below the Slumbering Mountains are populate with small pastoral settlements of the hill dwarf (re: gnome) descendants of the folk that built the Imperial-era structures that litter the r
Dungeons are packed with treasure. After all, isn't that why adventurers decide to plumb their depths? While treasure finds of items that spend easily like coins of precious metals, gems, and jewelry often make up the winnings of successful adventuring expeditions; they are not the only items of value a party will haul back to the surface world. Eager to make the most out of a group's expeditions, they often grab anything that looks like one could turn over for a quick coin or two. To turn such items into gold, though, adventurers have to locate an interested party to sell these art objects, non-magical tomes, trade goods, and other valuable dungeon oddities. Below is a new downtime system for locating buyers for dungeon treasures not inherently valuable like coins or gems or easily pawned off due to being made of inherently high-value items (like jewelry, items made of precious metals, etc.). The activity is based on some of the other downtime systems designed by Ben L. we
Outside of sessions at the table, time in the Twilight Age moves at a pace that matches our own. So one week passed in our world = one week passed in the Twilight age. This, combined with the proscription of ending each play session outside of danger, will mean players will find their characters with time to kill back in Orm between adventures at the table. What Is There Even To Do In Orm? Below is a list of downtime activities players can pursue between sessions. Most take one week to perform and those that don't will say in their rules (like magical research). Details for each activity are linked into the action title below. They are: Building an Institution - Form a gang! Build a theater troupe! Invest in a bar! To develop these and other similar enterprises, describe how you are going to develop the institution (often involving the spending of gp) and roll 2d6 for your level of success. Carousing - See below for rules for partying it up between adventures. Carou
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