Facts discovered from the cache of tomes found behind the secret door on The Reliquary. The books are written in High Thulian and require that language to discern.
3.10. The Eldritch Empire ruled absolutely for hundreds of years, cruelly putting down any resistance to their imperial ambitions. Despite this, rebellions occurred regularly as Men tried in vain to throw off the shackles of those they believed to be alien invaders.
4.2. When the Eldritch Empire began to tear apart, the Gods called on their Thulian worshippers to rise up against their alien oppressors. The Thulians achieved a number of victories against the Eld. The Thulians attributed their victories to their Gods, and their devotion inspired other Men to take up the crusade. With each defeat at Thulian hands, the Eld lost ground.
4.3. Some Eld opposed the excesses of their own Empire, knowing that the Chaotic rot at its core could never be purged. Although few in number, these Eld wished to atone for their brethren’s evil behavior. They joined their magic to the Thulians’ clerical power during the rebellion, greatly contributing to its success.
4.4. Eventually, the rebel forces reached Dwimmermount. The divine magic of the Gods deactivated the Perimeter barrier, and the rebels attacked through The Path of Mavors and the tunnels of The Deep Hollows. After weeks of battling from level to level they seized the Great Machine on The Manufactory and with it, control over Dwimmermount. The Thulians honored the heavenly patrons who made the capture possible by building Lawful temples and shrines to the Gods of the Great Church throughout Dwimmermount, most notably on The Reliquary.
4.5. Within months of capturing Dwimmermount, the Thulians drove the Red Elves from the face of Telluria. Astral incursions through The House of Portals and The Divinitarium continued for many years as the Eld took advantage of secret portals which were set to open during conjunctions, but the war was effectively over. Mankind had triumphed.
4.6. After the Thulian victory, those Eld who had abjured their brethren were allowed to stay on Telluria. Nevertheless, these Eld kept mostly to themselves, as Men had suffered for too long under the Eldritch whip to look kindly on them. The Elves of Telluria are descended from these Eld through a process that remains among the mysteries of their race.
4.7. With the Eldritch domains in chaos, the Thulians now established their own empire. From the island of Thule far to the north, the Thulian Empire ruled justly and firmly. Under its dominion, new lands were explored and settled, and Mankind flourished. Great engineering projects were undertaken and knowledge expanded. However, the Thulians treated non-humans as second class citizens at best, and tightly controlled non-clerical magic. The Great Church became the universal faith of Man while alternatives were suppressed. Following orders dictated from above caused Men to become dogmatic.
4.8. In time, like the Eld before them, the Thulians encountered resistance to their continued rule. Outlying regions of the empire struggled for independence, and non-humans, particularly goblins, sought to chart their own course free from human interference.
4.9. As the Thulian Empire’s resources gradually became exhausted by warfare, the emperors looked to the remnants of the monstrous armies left on Telluria by the Eld as a means to maintain Imperial authority. Exceptional individuals were recruited, cloned through the use of the Pool of Life and the Essence Machines, and trained under strict military discipline and regimentation. In time the now-familiar races of humanoid beastmen began to emerge from the chaos of the Eldritch troops.
4.10. Marshalling their legions of beastmen troops, the Thulians began to fight back brutally against ever-more frequent rebellions against their rule. The Empire slowly descended ever further from Law into tyranny. The stage was set for the Fifth Era.
The basic rules set we are using will be the Labyrinth Lord clone of B/X Dungeons & Dragons with some of the Advanced Edition Companion options, which incorporates some of the AD&D options (such as splitting race & class).
I'll post a character creation guide and house rules in separate threads.
You can't make money unless you go into crippling debt. Muntburg will bail us out.
That's it! That's how we'll bring down Dwimmermount. Not with swords and spells, but with over-financialization. We'll start by selling 2-yr, 5-yr and 30-yr DD Bonds that we have no intention of repaying. Then we can set up dummy corps to sell Credit Default Swaps as insurance for bondholders that we will indeed actually default on our bonds and finally we'll set up a third corporation to sell real estate futures to petty nobles and wealthy yeoman farmers that want to brag that they "own a piece of Dwimmermount" once its pacified. We'll then blow the biggest of speculative bubbles, before watching it all collapse... by then we'll have repositioned and already front run the market, shorting the shit out of everything. We'll make so much fucking loot we'll never have to adventure again!
Bugman the dwarf is in search of the greatest beer recipe ever made. Dwarven histories (which mostly revolve around beer) suggest that the greatest beer was Dwimmer Lite, a brew crafted by dwarven master brewers in the Dwimmermount.
Once this lost treasure is recovered, Bugman will build his refectory and get brewing. Many dwarfs surmise that the reason the dwarfs are dying off is because there simply isn't anything good enough to drink. By resurrecting this quintessential beer, Bugman will be saving dwarfdom.
Bugman often sings,
"The Double Ds have been drinking and are ready to fight!"
The leader is not the sole decision maker in the group. Everyone should be contributing to the decision-making process.
The leader's job is to:
a. Keep the party on-task.
b. Settle disputes (using voting process and breaking ties if need be).
c. Make minor decisions for the party as a whole to keep the game moving.
Relay the party decisions and goals to the DM, so the DM doesn't have to listen to 7 different voices.
The leader should not be telling other people to shut up or making important decisions for the party without party input.
If you are the leader, please:
BE a leader. Set an example. Be focused, on-task, and into the game.
Make sure everyone's voice is heard and has a chance to contribute.
Assist the DM in making sure the game runs smoothly and efficiently.
If you are not the leader, please:
Be polite to the leader. It's a hard, thankless job. As @JohnY says, it's like herding cats. Drunken, douchebag cats.
Be quiet when the leader is telling or asking the DM something. This is to the benefit of everyone.
Relay what you want to do to the Leader, not the DM. If you want to search a wall, go off to explore another room, etc. etc. tell your leader! The leader's job will then to be aggregate all that data and give to the DM so time isn't wasted. "Okay, @Gombar wants to investigate the statue, while he's doing that, @Jackson and @edpfaff are pulling security, and @TomunistParty and @Judge_John are opening the treasure chests." Boom. You tell the leader, the leader tells me.
The Process of Gameplay should be like this:
The DM describes the situation (DM only is speaking -- everyone else, please STFU).
The party dicusses everyone's plan of action (players chattering -- DM is quiet except to answer clarifying questions).
The leader relays this information to the DM (just the leader and DM chattering -- everyone else is quiet).
The DM describes what happens, calling for rolls as needed (DM only is speaking -- everyone else, please STFU).
El Cid needs to take that love potion straight to the castellan of Muntburg. "My life, the most incredible vintage was recently discovered in the depths of Dwimmermount, and you should be the first to taste it."
Are there "top" and "bottom" versions of the love potion?
If we aren't fighting minotaur at the moment, would you agree to have the party fund pay the horn? Also do we want to upgrade the lab?
I think we should put it to a DD vote, but I'm not opposed to either. If we need to prioritize, I say increase the lab's value. I think your fungicide spell is brilliant and much, much more useful than your repeater.
I have missed too much play time to weigh in here. Let me get my bearings.
Did we secure the life pool/ forge/ astrolabe?
Is Reylas the Black (the DREAD WIZARD of DWIMMERMOUNT) doing research or side projects?
What are the beasts we are fighting? Anything especially perilous about them?
What is the issue with the Fists?
We've cleared the area, but not secured it unless/until we get a FOB set up around it.
Reylas ID'd some potions during this last trip back to Muntburg and is now hanging with his new lady friend as far as I can tell.
On level 3 we've encountered Thouls, piranha mouthed frog dudes and a room full of azoth-mushrooms that either kill or put one to sleep.
The Fists have secured an area with mercs in the northeastern section of Level 2b (The Reliquary) that we haven't explored yet. Presumably they have our treasure.
Is there any other way to open the "alchemists" door?
What is the force field we walk through when we enter through the dwarve's passage?
They don't know how to open the Alchemist's Door, but suspect it has to do with astronomical movements.
They can tell you that Dwimmermount -- throughout its history -- has been shielded for some reason by many layers, like an onion has layers, that prevent entry or deeper intrusion into the most deepest levels. The dwarven barrier is just one of these layers outer-most. The Great Machine controls these protections and some say a powerful being is held within one of these layers deep, deep within Dwimmermount. Be careful raising and lowering these levels if you ever get access to the Great Machine, for you never know what you might release from Dwimmermount or open a gate into Dwimmermount.