Professional Documents
Culture Documents
Issue #7
Q UARTERLY
August 2007
CREDITS
Author: Robert J. Defendi
Editing: Tim Dugger, Heike Kubasch
Pagemaking, & Layout: Tim Dugger
Artwork: Toren “MacBin” Atkinson, Peter Bergting, Joel
Biske, Jeff Laubenstein, Pat Ann Lewis, Colin Throm
ICE STAFF
CEO: Bruce Neidlinger
President: Heike Kubasch
Editor/Jack-of-All-Trades: Tim Dugger
Pagemaking: Sherry Robinson
Web Master: Tim Dugger
Office Cats: Rajah, Pheobe, & Matsi
Rolemaster Quarterly Copyright © 2007 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without
permission. Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville,
Virginia 22902. Web: www.harphq.com and www.ironcrown.com.
TAILORS’ GUILD
Overview: Everybody needs clothes; however making
clothes is not as skilled a job as some. Because of this, the tailors
don’t permeate every level of society the way that more skilled
craftsmen, such as cobblers, do. A person can make their own
clothes. If they have absolutely no skill in sewing, they can find a
widow who’s willing to do the work for far less than a
guildsman (though this might be illegal as it violates the
guild system). If all else fails, there are always old clothes
shops, and these are everywhere in the lower parts of a city.
Tailors serve all walks of life from the middle
class up. They tend to handle a sophisticated (or at
least wealthy) clientele, but they have an advantage
that most craftsmen don’t have. They spend hours
at a time with their clients, performing fittings, taking
measurements, trying on samples, picking swatches.
The Jewelers may have access to the pocket books of the
most influential people in society, but the tailors have their
ear for hours at a time. The tailor to a king might well
spend more time with him than his own wife. Add to this
the intimate relationship that can build between client and
tailor and you have a powerful recipe for influence.
Philosophies: Tailors are a customer-centered
business. This might seem redundant, but other craftsmen
can create what they like and allow the customers to come to
them. If a sword maker likes etching rose patterns into his
swords, he can make as many of those as he wants and see if
they sell. A tailor doesn’t have this luxury. They may make
samples and rack items, but for the most part, they are at
the whim of their client. The client tells them exactly what
they want and the tailor has to make it. That’s their job.
But tailors are just as artistically driven as the
next craftsman.
NARRATION
As a final note, there
are times when rolls and
blood and cracking skulls
are what your table needs.
There are others when
narration does the job.
Never string out a battle
when it doesn’t add to the
fun of the game.
Sometimes you need to let
your own mental batteries
and the enjoyment levels of
your players be your guide.
There are many planes in the multiverse. Some are Note: Almost everything in that last sentence is
more terrifying than the Void. Some are more alien. misleading. Concepts of planes lying next to one
None are more evocative in the mind of the man. Even another, the size of planes, ideas of “inside” and
the lowliest peasant has heard talk of the Void, the great “outside” are all analogies placed by the minds of
darkness that surrounds the other planes. The Void is mortals for concepts that lie outside of our ability to
where many of the most vicious demons originate. It’s comprehend. Each plane is infinite. Each plane is,
the graveyard of the foulest elves and the most twisted effectively, its own universe. Models that show the
human sorcerers. It is where broken gods go to die. pales and the Void as layers of spherical shells, for
The Void is the end of creation, the broken shell instance, are merely mortal attempts to draw in
around the planes of life. It is dark and twisted and evil two dimensions something that might actually
by its very nature. To spend time there is to know span hundreds. They are a shorthand at best.
suffering. To spend a lifetime there is to know madness. People entering the Void might not do so in their
actual bodies, though this is difficult to prove (the bodies
NATURE OF THE VOID seem identical, but most sages believe there should be more
Academics cannot even agree on what the Void is. lasting physical effects to the trials one goes through in the
Some people thing that it is nothing more than an outer Void). It’s most likely that they form some sort of physical
darkness, a vast expanse of nothingness outside of all the analog on the other side of the gate, a form that feels the
planes of creation. Others think that it is formed of the same to them but is suited for the magical nothingness of
dark dreams of a thousand dead gods. Others feel it is a the void. While there, a person can still seem to breathe.
nightmare realm formed from the collective evil of all the They can fight and speak and perform normal biological
living creatures in every plane of existence. Some think acts (though they rarely want to). They can certainly die.
that it’s the connective stuff of the multiverse, the Whatever the nature of a person’s physical form in the
framework of nothingness in which the other planes rest. Void, being there is torture. The skin burns and aches, every
Still others believe that it is the 7th pale, a plane of vast breath is like inhaling super-heated smoke. Particularly
emptiness to counterpoint the inner six. sensitive tissue, such as the eyes and ears, flare with pain.
No one can agree for certain. In fact modeling where Tears ducts and mucus membranes work full-time to flush
one plane rests in relation to another is a highly suspect the affected regions. All maneuvers in the Void incur a -10
practice. Most people agree, however, that at the very penalty (from blurred and damaged senses) if the character
least most of the Void lies beyond the pales, and that’s it’s can find a way to make himself impervious to the pain.
the largest and most diffuse of the Infernal Planes. Otherwise, the pain adds an additional -10.