Seven Cities Classes: Belum


Hey here's a custom B/X or OSE class that you probably can't use in your home game. Useful! Partly because it's tied into the Mesopotamian city setting and doesn't really work outside of that context, but mainly because I've yet to design half the mechanics it relies on such as Riches, Courtly Influence, Rumours, and Reputation. It replaces the Elf in B/X's seven classes set up. 

This is a very rough version and lots might change as I add the missing mechanics but it should serve to illustrate the type of vibe I'm going for.



Belum (Noble)



You and your family are the scions of the gods and thus naturally are set above all others in the city. Free to rule with impunity and do as you wish, or at least do as you wish as long as that is what the gods also wish. Your family talk of the duty and responsibility of nobility, but you are not the heir, and though like all citizens you live for, and would die for, the glory of your city you are freer than most. Free to pursue the noblest of pursuits; your own personal pleasure and glorification. The day to day business of court is not your concern. Instead the passing passions, fashions, fads and self-serving debauchery that fleetingly engage the bored and beautiful youthful rich of your great city are your major concern. Of course that doesn’t mean you can’t or won’t dabble in courtly affairs. After all that is the greatest game of all.

Belum’s are minor nobles with little chance of ever ascending to the throne. As such they are free to do as they wish with most of the benefits of royalty and only minimal responsibilities. Mostly young Belum are left to their own devices only being called to serve the city in times of war. Of course, as many of your flatterers will tell you just because your are not the “current” heir doesn’t mean you can’t turn you attention and ambitions to your family’s throne!

The prime requisite for a Belum is Charisma and their is a minimum requirement of CHR 9. A Belum with a Chr of 13 or higher will gain an XP bonus of 5% and one extra roll on the Entourage Table and the ability to cast charm person once a week. A Belum with a Chr of 16 will gain a 10% XP bonus and two extra rolls on the Entourage Table and the ability to cast charm person once a day.


Belum roll 1d6 for HD per level. The armour they wear is light and decorative (AC7) and young nobles are too vainglorious to hide their faces under a helm or hide behind a shield (though a shield bearer may be part of their entourage). The primary weapon of nobles is the mace, which is also a symbol of their power and status. As well as the Mace nobles usually carry a bronze dagger and when going to war in the war carts will use throwing sticks, bows, and javelins.




The Mace


The mace is a symbol of royal power and each noble’s mace is imbued with divine power, a boon gifted by the gods the family and city serves. These powers manifest as combat spells (randomly chosen at various levels). They act and cast like wands but instead of having a set number of charges they gain 1 charge for each HD of enemies slain in combat. Maces count as magic weapons and thus are able to hit monsters and gods that can only be hit by magic weapons.

There is a lot of ritual, myth and ceremony surrounding maces it is an insult for any noble to wield the mace of another, and usually the way most blood feuds between, and within, royal houses are started. For anyone not of noble status to even touch a royal mace is a taboo usually punishable by death. If for any reason a noble loses their mace they will lose 1d4+1 members of their entourage, -2 CHR, -2 reputation, -2 courtly influence, and gain +2 enemies until they have redeemed themselves via god given quest which will earn them a replacement Mace upon completion. At which point they will lose the negative status effects, lose the extra enemies, and gain back replacement entourage members (at a rate of 1 a week).


At 1st level roll 1d6 to determine your mace’s special power . . .

1-3: Cause Light Wounds
4-6: Magic Missile

At 3rd level Roll again on table 1 (duplicates mean 1HD of enemies slain now equals 2 charges) or take the power Striking.

At 6th level take another roll on a table 1 again, or convert Cause Light Wounds to Cause Serious Wounds, take Striking or roll 1d6 . . .


1-2: Ice Storm
3-4: Lightning Bolt
5-6: Fireball

At 8th level take another roll on a lower level table or convert Cause Light Wounds to Cause Serious Wounds, take Striking or roll 1d6 . . 

1-3: Deathspell
4-6: Disintegrate

At 12th level choose any power or take a duplicate for increased charges.



The War Cart


Image result for sumarian war cart



The other great status symbol of the cities noble is the war cart. Large and trundling these machines of war are perfect for rolling over the enemy infantry, and equally good for posing in the city palace precincts. War Carts are large and sturdy providing protection to their passengers +1 AC. War Carts can also be targets for attack they are easy to hit AC8 but hard to destroy HP60.

Roll 1d10

Your war cart is . . .

1: Armoured +1 AC against melee attacks
2: Decorative +1 reaction roll with callow youths and the peasantry.
3: Ancient and storied +1 Courtly Influence and reaction rolls with nobles
4: Sturdy +10 to Cart’s HPs
5: Fleet +10’ movement 
6: Warlike spikes and blades cause 1d6 damage per turn against nearest unmounted enemy
7: Covered +1 AC against missile attacks
8: God Blessed +1 saving throws for all passengers
9: Small +1 AC against attacks from other war carts (only room for PC and driver)
10: Large room for one extra warrior


Family, Entourage, and Enemies


Nobles are not mysterious strangers blowing into town, paranoid lone wolves, or friendless drifters. Nobles are tied into a community by family bonds, need an entourage to function and will naturally collect an enemy or two in court and in the city.


Family

The first thing you need to know is your place and status within your family especially in relation to the heir to the throne. Roll 2d6 

You are . . .

2: The only other royal offspring - Your family are overprotective and your entourage consists of a bodyguard and a taster is addition to any other members you generate on the entourage table. You have also been kept away from court (-2 courtly influence) but have +4 riches as there are no other siblings. Despite your parents best efforts your elder sibling, the heir to the throne, considers you a threat.

3-6: Third in line to throne behind your sibling the heir to the throne. You have 1d8 younger siblings. +2 courtly influence, +2 Entourage rolls, +1 enemy rolls.

7-10: Just one of many royal siblings you have 1d4-1 younger siblings and 1d4+1 elder siblings.

11: Largely forgotten. So far you have failed to make an impression on court and the city. You have 1d4-1 younger siblings and 1d4+1 elder siblings. -2 entourage, -2 enemies, -2 riches, -2 courtly influence.

12: You are the favoured seventh sibling considered blessed by the gods and beloved by everyone, but considered a political non-entity. +1 CHR, No enemies, +3 riches, -3 Courtly influence.


Parents



Your Father 


1: Believes you to be a bastard cuckoo - Father is enemy -2 Courtly Influence
2: Is paranoid you seek to Usurp his chosen heir +1 courtly intrigue -2 riches +1 enemy
3: Is cold towards you -1 courtly influence -1 riches
4: Is indifferent
5: Is warm and supportive +1 courtly influence +1 riches
6: Prefers you to the heir +2 courtly influence +1 riches +2 enemies


Your Mother


1: Hates you because you remind her of your father (who, by the way, is not her husband the king). Mother is enemy -3 courtly influence
2: Is cold towards you as you are not the heir and thus not important. -2 courtly influence
3: Is keen to see you married for her political gain rather than yours -1 courtly influence 
4: Is warm and supportive +1 courtly influence +1 riches
5: Considers you her favourite +2 Courtly influence +2 riches +1 enemy
6: Is obsessed with you and treats you like her baby - 2 courtly influence, +2 Riches -1 Chr


Your Brother/Sister the heir is. . .


1: Convinced you seek to usurp them and in turn seeks to see you dead. +2 enemies +1 courtly influence, -1 riches
2: Actively working against you. +1 enemy -1 courtly influence +1 false rumours
3: Blindly arrogant and does not consider you a threat. -1 enemy -2 courtly influence
4: Indifferent towards you. -1 courtly influence.
5: Seeking your support and actively seeks you favour. +1 entourage, +1 riches, +1 courtly influence.
6: Naively loves you and is thus vulnerable to your schemes and machinations +2 entourage, +2 courtly favour


Siblings


For each of your other siblings roll 1d6 because they . . .

1: Hate you due to childhood spats. +2 enemies
2: Consider you a rival at court. +1 enemy -1 courtly influence
3: Fear you and pay to keep in your good favour whilst secretly plotting against you. +1 riches, +1 courtly influence, +1 enemy
4: Will leave you alone if you leave them alone. -1 courtly favour
5: Consider you a favourite and dotes on you. +1 riches, +1 entourage
6: Have your back and will throw their support behind “any” political move you make at court. +1 entourage, +1 riches, +2 courtly favour


Entourage

All nobles have in their entourage at least the minimum staff of 1 charioteer, 1 groom, and 1 body servant. They are your servants and they will follow your orders (up to a point). Each will have a loyalty score that works like morale if tested (by terrible treatment, bad orders, etc) they may become surly and disobedient, or even desert you. It is also your responsibility to pay their way.

Once a week or game session you can approach one them to gain a useful Rumour.


Entourage Table


Shield-bearer
Spear-carrier
Warrior
Bodyguard
Charioteer
Cup-bearer
Groom
Body Servant
Taster
Animal Handler +1 exotic pet
Fixer
Poet
Philosopher
Musician
Fool
Doctor
Masseuse
Lover
Interpreter
Priest
Purser
Victualer
Chef
Procurer
Narcomunger
Minor Noble
Craftsman
Merchant
Sculptor
Impressionable youths (1d4+1)
Hanger on


Enemies

These are petty enemies and unlike any genuine enemies gained in the course of the campaign, these don’t pose a threat to life and limb. Unless of course you antagonize them and escalate the enmity. For the feud to be done with (and the penalties removed) your Referee will give you opportunities to roleplay a resolution, or a minor quest might be called for.

Enemies Table


Craftsman: +10% cost of all individual items
Merchant: +10% cost of all bulk or trade goods
Artist/poet/Musician -1 courtly influence +1 false rumour
Callow Youths: -1 reputation
Priest: -1 on all rolls to remove banes -1 reaction roll with all NPC priests
Soldiers: -1 reputation -2 reaction roll with all NPC soldiers
Ushum Mara: -1 reaction roll when trying to negotiate entrance to Ziggurat or audience with Deities
Thug: 1 in 6 chance per week being pick pocketed, quarters robbed, entourage member mugged -1 riches
Minor Noble (from own city): -1 Courtly Influence +1 rumor
Minor Noble (from other city): +1 reputation, +1 Courtly influence -2 reaction roll with any NPC from that city 1-6 chance per week of assassination attempt if you stay in the city.
The People: -2 reaction roll with all citizens 1-6 chance per day of being hectored, spat at, or pelted with rotten food (or worse)








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Comments

  1. Are you currently running this setting?

    The problem I had with creating a Mesopotamian setting came down to the XP == gold facet of D&D. I wanted to be some sort of progression, but it came back to how would that fit/look in Sumer (even a fictional one). I looked at Pendragon, I looked at Tekumel/EPT. I just couldn't crack the nut.

    In my mind, a Mesopotamian game would be more about making one's city strong, making one's god/dess(es) more venerated, raising one's status by actions and deeds. But, especially with older versions, that's hard to bolt on for folks who are used to XP from killing monsters and taking their gold.

    How do you do it?

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  3. Hey, Chgowiz good to see at large in the OSR again. Not running the campaign yet, don't have enough materials. So far I've only worked up three of the seven B/X classes.

    The stuff you mention status, serving the city, etc. is exactly the sort gameplay I was looking at focusing on. I'm hoping it will be a city based sandbox, with most of the action taking place in the PC's home city. The vague concept is zero to hero D&D characters vs Supers (the Deities). The gods in the setting taking the place of the bestiary from standard games. I'm thinking campaigns will start with faction intrigue, politics, in the home city, get to intercity conflict mid-campaign and by the time the party hits name level they'll be going toe to with enemy gods, maybe even their owns city's gods.

    All this could change as I develop more material, play test, etc.

    For XP I was thinking it would be mission/achievement based. There will be lots of gods, cults, and factions that can provide missions, but I want it to be a sandbox experience so I want players to be able to push their own agenda within the overall feel of the game which is everyone working to good of their city and its gods.

    I did mission based in my last campaign (Redwald/Wulfwald) and it worked quite well. The players served lords who gave them missions. If missions went well their lord gave them gifts and XP was awarded for gifts like so . . .

    Simple food and drink 10xp
    Fine food and drink 25xp
    Iron cloak pin = 35xp
    Bronze brooch = 50xp
    Feasting = 75xp
    Silver ring = 100xp
    Golden ring = 200xp
    Well-crafted jewellery = 250xp
    A drinking horn with gold and silver filigree = 500xp
    A feast in your honour = 750xp
    A broadsword = 1,000xp
    A hound of great pedigree = 1,500xp
    A Silver ingot = 2,000xp
    A decorative jewel encrusted sword and scabbard = 2,500 xp
    A garnet encrusted drinking cup with intricate Dragon shaped handles = 3,000xp
    A Hawk or Falcon = 3,500xp
    A suit of mail = 4,000xp
    A suit of Dweorgas scale mail = 5,000xp
    A magic weapon, armour, or item = 10,000 xp

    So I might do similar for this campaign but with boons from gods for XP instead of gifts. Not sure how I'll award the player centred achievements yet. I tend to work organically and create systems as and when I need them. At the momeng I'm thinking it will be linked to class and forwarding the city's agenda.

    For example if you're playing a priest does the scheme you come up fit the temples agenda, does it help you city? If it does both these it'll get more XP than if it only serves the players agenda. This should push play in certain directions without disallowing anything. So if your priest just wants to line his own pockets and gods and temple be damned he can do that but he won't progress as quickly.

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