Currently dropped the shadowrun campaign for the summer. I'm thinking again on old ideas as a GM, and into the Trow Fortress thing.
In the middle ages of our games, you can find 4 major types of hunting:
1. Traps
This one is perpetrated by kobold societies, mostly. This skillful little people play the role of peasantry in this universe. Trapping rabbits or even bigger stuff puts meat on their tables when there is game around. The noble Trow can put these too, of course, helped by their kobold courtesans. But they will only use this methods if there is some major necessity to exterminate a pest such as wargs, never for food or pelts. For example, in real life, wolves were lured with bait into merciless hooks tied to trees.
2. Bow + Stealth, in any proportions. This is mainly used by elves, which more or less live for and by it. Of the three races, elves are the most prone to use poison. Kobolds can also practice this discipline by taking advantage of their stealth bonus, but with shorter range bows or slings and aiming for smaller game. They make for good poachers, too; though of course, hunting or even being caught with a bow in somebody's woods is a good way to get a ticket for being hung alongside the wolves (as an interesting note, 1/3 of all england was considered at a given time to be Royal Woods). Trow can, of course, hunt with bows and even crossbows; unless they want to hunt in a more "social" way (see below)
3. Trained Animals
Falconry, often combined with horses and or dogs, is a staple for Trow houses that settle the prairies. The type of bird used is a symbol of status: hawks for the lesser nobles, falcons of varying colors for the greater; rocs of different sizes make good gifts for Lords and Kings, even if they are unwieldy to use. The advantage of birds is that they have massive reach and speed, and can fetch prey who is already flying or swimming on the water.
Dogs are also appreciated for all their obvious skills. There is an upcoming post about dog breeds! I should write it at anytime, THIS YEAR. But lets not forget about ferrets and moongoses, used by kobolds mainly, but are also a favorite of Trow kids.
Elves never use animals for hunting. They embody the animal instead.
4. Hunting Par Force
This is a great rite that can take one day or more. Only big game is hunted this way; deer, boars, bears or higher (its a fantasy world, go wild)
The Lord of a land sends invitations to a group of nobles to participate into it from time to time. This serves many purposes: the first one is, of course, the social function: there was no Whassap groups or MSN in the middle ages, so this served to check on everybodys disposal and their overall strength: How well can X ride at his age? How strong are his sons? I wonder if he will bring that hot concubine from last year. Lets check on Y's loyalty; is he too flattering or on the contrary, is he disrespectful? let's propose Z an alliance to invade X's lands, and maybe arrange some matrimonies.
Everybody could seize this chance to do the same, should they attend.
The second purpose was to train the green young warriors: for that day they would do for the first time many things that they would later do in war: tracking, chasing, riding in armor into a pack of unknown men. One or two groups of riders had to circle behind the selected prey and push it towards a third group using dogs and, sometimes, bows or javelins; so the third group would meet the animal tired and debilitated, with little HP. Then a man would battle the animal 1v1 in melee using a sword or a spear; and then blowing a horn in respect to the deceased beast (it was, however, considered disrespectful when killing female animals unless they were wolves)
The third function was obviously to display and test one's power.
I like to run genre-appropiate social situations and in the last campaign, the PCs killed a king in the middle of one hunt, after scanning the loyalties and gaining the favor of a group of nobles.
I want to run more huntings, of all four types when appropiate, as I want to focus from now on on the more boring parts of an adventure. I want to make slice of life interesting, if you want to put it that way. I have learned that is not hard to do with the right group, as the shadowrun campaing has taught me. Still, I want to make a list of things to do to spice up a hunting session. Of course, players that investigate correctly should know about the twist prior to the hunting; much more when I have habilitated scrying spells being somewhat common: it is easy to find somebody in this world to lend you a cryptic oath. (More on this on next entries)
1. The animal being tracked is actually a witch shapeshifting as an animal.
2. The animal is cursed by a demon and is very dangerous to tamper with
3. The animal is actually divine and will put a geas on one or more of its harrasers, probably the killer.
4. Elves are angry about the whole hunt. They cannot fight the whole squads but will attack small groups or men that separate from the party.
5. Somebody's kobold is trying to sabotage somebody's performance subreptitiously, maybe YOURS. Drugging your horse, blunting your arrows or similar. Make up something based on the NPCs personalities.
6. Something is dangerous at the forest and nobody told you. Quicksand, a deadful canyon, a river to be forded.
7. More monsters than the tracked one are nearby
8. Something magical is happening in the forest. Maybe there is a sleeping spell around a clearing and it makes your group to fail finding the prey on time.
9. and more to be added.
One more thing to style 4: a ruler must know his land (Machiavelli said that).
ReplyDeleteAlso, great complications/hooks!