Simple and useful. One of those things people sign with a shrug but don't bother to read and have a disagreement about later... meaning more roleplaying. However, such disagreements can be now decided and brought to an end much easier. Go to Comment
The presence of a superior, possibly big brother-esque adventurers guild that demands it's pound of flesh from the Heroe's loot? I like the idea. Sign the contract, pay the 10% of the loot and gain all the benefits of the guild.
Legal representation in grave-robbing trials, interdiction by the guild when an adventure strays to close to theft and vandalism. Angry nobles foiled by the guild. Not bad as long as you pay your dues and don't forget that the guild always gets its share Go to Comment
I have used something like this twice in two different game groups and they both fel lthrough to no avail. The group broke apart due to the signing of the contracts. They felt it was too restrictive when it was in fact set up to help them.
The problem is, when al lthe group except one signs it and is not held by those same guidelines they are left out. The supposed guild takes al lthe rewards and only offers it to those who signed the contract. They can not be healed or raised if they don't sign it. I think it is a good idea to set group rules for certain groups and players, but in the end I think it causes to much of a headache. Go to Comment
I was saying in general. To be specific since the sub asked if we had any information of using one I put personal experience in it.
In the one I used and saw fit that it was viable to be in a guild, that if you were not part of said guild you would not be able to gain the benefits of said guild. Therefore if you don't sign on with them they will not waste funds and manpower on someone not of their guild. Go to Comment
A small village full of healers and priests. When the PCs arrive they could be healing a bunch of orcs or some other evil type being. They could also be healing the party that the PCs just defeated perhaps.
Thing is, this village is a place of peace and healing and anybody is welcome no matter their background or race. They will help and protect anybody. The clerics and priests are powerful enough to stop almost any type of harm from coming against anybody that seeks their sanctuary.
May only be slightly known to the common folk but those in power have always known about the place and always have it watched. It can also be used as a neutral meeting place for different sides to mediate.
It is not a large village but the buildings in it are awe inspiring in their beauty and craftsmanship. Not huge, just perfect. Go to Comment
Upper Lowerton and Lower Upperton are two villages in eternal strife. Some time ago they parted in dispute over some land, and now it is unsure which village is older. Both claim theirs. Travelers are often treated better or worse, depending on their perceived connection to the other village. Go to Comment
This village looks quite normal, but has a problem with a nearby living illusionist and prankster. The mage performs at irregular intervals for the crowd, and somehow fails to notice they have enough. Any visitors are likely to be sent with a message to him, and end up in a very silly adventure. Go to Comment
More people used to live here, but the local iron mine was closed after some humanoid raid. Villagers complain about how good everything was before, and how bad is it now. Some plan to reopen the mine, but have in fact done nothing for it. Dungeon possible. Go to Comment
The village lies close to the sea (hence its name), and naturally does fishing.
The peculiar thing is the obsession with time of the locals: anything must be done at the right moment, and there is a right moment for everything. From the early morning, the schedule decides what when to do. Visitors are likely to be ignored until the evening, when the work is done, and it is time to speak with guests and be social.
Locals get nervous if anythings disturbs their peaceful and organized existence, and are at pains to change the plans. If desired, there could be a reason beyond mere beliefs to live like this. Go to Comment
Another of the less friendly villages (will there be an end to this?), locals are suspicious of strangers, and not above asking who they are, what they want, and if they stay for long.
There has been quite a bandit activity in the last few years, the villagers have lost a large part of their crops, the local militia came always too late. Skeptical of adventurers (they had too little money to hire any), they took it in their own hands. Most houses have now small openings serving as arrow-slits, crude crossbows are hidden inside, and the villagers train with their makeshift weapons regularly. You better don't make them mad...
(And by the way, Jerd's Farm was the first settlement here. Having five daughters, most locals are descendants of Jerd. The village is some 150 years old.) Go to Comment
It is rumoured that a sort of little people living deep in the green woods have magic acorns. If they throw and hit someone with by one of these acorns the victim will experience temporary madness for a small duration of time, making the babbling victim easy to capture of kill.