The Fifty Worlds

Megalopolis

Starting Characters

In principle, novice adventurers from Megalopolis could come from any part of society. In practice, there is one background which is so much better than the others that it is really the only one worth considering. If this isn't the background you want, start from somewhere else.

You are the son or daughter of a loyal retainer of one of the families of Knights. Your grandfather was a henchman of one of the original Knights who founded the city. His sons, including your father, were henchmen of the original Knight's sons. One of his daughters (one of your aunts) married one of the original Knight's younger sons, so some of your cousins are upper-class and you yourself can legitimately claim to be upper-middle-class.

If you are male, you will probably have received some training at arms and will know how to use a sword. If you are female, you will probably have received some training in the healing arts from the Megalopolitan Orthodox priesthood. Male or female, you will probably have attended the College of Knowledge long enough to have some understanding of magic. All of this has been paid for by your patron, who regards you as part of the family.

The time has now come for you to make a decision: do you wish to settle down into upper-middle-class life (perhaps becoming a butler, if male, or marrying and raising children, if female)? Or do you wish to go adventuring and make a name for yourself? You have chosen the latter, and your family approves of this choice. The next time someone advertises for adventurers, you intend answering the advertisement. Perhaps you will help guard a merchant caravan, or perhaps you will accompany a sage from the College of Knowledge on a journey of exploration. If nothing is advertised, perhaps you intend setting out on your own to see the city your grandfather was born in.

You are much more likely to be good than evil, and much more likely to be lawful than chaotic. You may be any character class except druid. Fighters, paladins and rangers are most often (but not always) male. Thieves call themselves "scouts" or "spies".

If you want one of the pre-existing kits, you may be a Cavalier, a Diplomat, an Explorer, a Rider, a Scholar, a Scout, a Sharpshooter, a Spy, a Swashbuckler or a Weapon Master.

Alternatively, if you do not want one of the pre-existing kits, you get three free proficiencies in lieu. If you are male, two of these are weapon proficiencies and the third is spellcraft. If you are female, they are non-weapon proficiencies: healing, spellcraft, and one other of your choice.

You can speak the following languages: the Common Tongue, the Desert Tongue, and one other human language (the language of wherever the Knight and his henchmen, including your grandfather, came from).

You may have any of the optional abilities listed for newly-created characters, including Limited Magical Skill, Limited Granted Power, and Psionic Wild Talent, for the listed character point cost.

The Knight and his family attach great importance to self-reliance, and expect you to make your own way in the world while adventuring. They will not provide any assistance. However, you have the valuable social benefit of a safe location to return to between adventures.


The College of Knowledge is important enough to have its own page.


Click here to continue.


Xukry's Illusionist Show in Megalopolis

With minor variations, the five weeks you spend in Megalopolis are much the same as the five weeks you spent in Atlantis. The minor variations are these:

1. Megalopolis has its own language, but everyone also speaks the Common Tongue. The upper classes actually speak it as well as native-born Atlanteans.

2. You are not performing at a theatre. Instead, you are performing in the hall of a castle, the home of the aristocratic Sopenne family.

3. You and Nylchrinie share a room in the castle. Although there are baths on the premises, they are unsatisfactory when compared with what you have become used to in Rajeya and Atlantis. Similarly, the food is nutritious, but it is not as tasty as what you were eating in Atlantis.

4. However, on the plus side, the castle has servants. If you ask for something reasonable, the servants will arrange it.

5. Although there are fewer shops in Megalopolis, there is the Great Bazaar, where you can buy anything. You note, rather uneasily, that the Great Bazaar includes a slave market, and meditate on the possibility that if you are not careful you might end up being the goods rather than the customer.

6. As a city, Megalopolis is rather more friendly than Atlantis, but less peaceful. Megalopolis is ruled by knights, and they take their knightly business seriously. Legal cases are often decided by duels. These duels are fought, very politely, according to formal rules, but the important point is that they are fought.

7. The head of the castle, Duke Oylux Sopenne, is a charming philanderer in his early thirties. He wants sex with no strings attached, and makes this abundantly clear. He knows that in due course he must marry and produce an heir, so he does not waste any time. If you want sex with no strings attached too, fine. Off you go. If not, he will not waste time trying to persuade you. There are at least a dozen other pretty dancing-girls on the premises.

At the end of the five weeks, Xukry informs you that the show is moving on, to Yjsbso. He asks you and Nylchrinie whether you want to go with the show or remain in Megalopolis.

Click here if you wish to remain in Xukry's company and go on to Yjsbso.

As you are leaving Xukry's company, you have to hand your working clothes back to Xukry. That includes the earrings. Suddenly, you find that your fingers have no trouble removing them. In their place, Xukry gives you a jewelled ring. (If Nylchrinie chooses to stay in Megalopolis too, he gives her a matching ring.) He also gives you a letter of introduction addressed to a friend of his named Kryptos.

You have various options in Megalopolis, but I have not yet written many of them up. Consult your DM.


The Advertisement

In several of the innumerable inns in Megalopolis there is an advertisement asking for adventurers. It gives very few details. If you ask around, you discover that advertisements like this are not unknown. Some of them are genuine, while others are traps for the unwary.

Since this one asks people to meet at the College of Knowledge at a particular time, and the College of Knowledge is a respectable institution, this might be one of the genuine advertisements. But you can never really be sure.

If you choose to answer the advertisement, click here.


Kryptos the Sage

You receive word that Kryptos, a sage at the College of Knowledge, wants to talk to adventurers. It is all very hush-hush. Something about it does not quite ring true - this is not a standard bodyguarding adventure.

If you choose to find out what Kryptos has to say, click here.


You have various options in Megalopolis, but I have not yet written any of them up. Consult your DM.


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