Seven Kingdoms Fairy Tale Campaign

Once Upon A Time...
...dragons and unicorns roamed an enchanted land. In this land,
frogs could speak, peas were a deadly menace to any princess and
fortunes could be won through wit and courage. It was a land
where fairy tales came true, with great regularity.
World Background
The Seven Kingdoms is a self-explanatory name. The island
continent upon which the game has been set is divided into seven
kingdoms. The land is feudal with an ascending heirarchy:
knight, baronet (and lady), baron (and baroness), viscount (and
viscountess), earl (and countess), marquess (and marchioness),
duke (and duchess), prince (and princess), king (and queen).
There is a very small merchant class, but the land is primarily
occupied by peasants. Humans are the main lifeform. Elves,
dwarves, and halflings have not been sighted. The primary and
only religion is Roman Catholic. Most kingdoms have their own
archbishop, though there is no Pope in evidence. Only one
language is spoken throughout the entire continent (English, for
sake of expediency). Dress and customs follow those of the
Western European tradition during the middle ages. The game
world may advance beyond this preliminary continent, but
currently, only Caucasians of the Anglo-Saxon persuasion exist on
the island continent.
Important people and places:
Story in Progress:
The Woodsman, the Rogue and the Princess
Game System
I will be using GURPS for Character Generation and Combat. Magic
will occur by the following rules:
- Magic is absolute.
- Magic is very common.
- All spells must be phrased as a rhyming poem of the form:
aabb or abab.
- Power of spells is based on the length and complexity of the
poem.
- Players should form poems based on his/her character's
relative intelligence.
- All magical poems must be extemporaneous.
- Magic cannot be used by PCs on other PCs.
Player characters (PCs) will be created with 100 points. Attributes
should not exceed level 14 or fall below level 6.
Advantages
- Born 3rd or 7th Child - 10 points
- You are destined to succeed. You were blessed by fate as being the
last child in either a family with three children or seven children.
- Fairy Godmother - 25 points
- You have a fairy godmother who watches over you, protects you and
who helps you in time of need. However, fairy godmothers do not
always come running when you call.
- Knighthood - 60 points
- Generally, only can be taken by males. You have been knighted
by your king and must follow the Code of Chivalry. You are skilled
in Broadsword, Lance, Mace (or Axe), Riding, and Shield at a Basic Skill
Level (Dex or Strength, depending on the skill) +3. You also have Status
Level 2.
- Leadership - 10 points/level
- You have the ability to attract loyal retainers who follow you and
use their innate magical abilities to your benefit. You can only
have one loyal retainer per level of leadership. The maximum
number of loyal retainers you can have at any one time is the same
are your level of leadership.
- Magery - 5 points
- The ability to do magic. Magic is dependent on the player's
poetic ability rather than the roll of the dice. In the Seven
Kingdoms, the magic is used in everyone's daily life. If this
advantage is not taken, then any magic attempted by the character
will automatically fail. This does not apply to magical items.
- Nobility - Variable
- You or your parents are landed gentry. You gain all the social
status, monetary benegits and courtship advantages associated with
your station.
- Baronet (and lady): Comfortable, Status Level 3 - 25 points
- Baron (and baroness): Comfortable, Status Level 4 - 30 points
- Viscount (and viscountess): Wealthy, Status Level 4 - 35 points
- Earl (and countess): Wealthy, Status Level 5 - 40 points
- Marquess (and marchioness): Wealthy, Status Level 6 - 45 points
- Duke (and duchess): Very Wealthy, Status Level 6 - 55 points
- Royalty - 75 points / 80 points
- Your parents rule one of the Seven Kingdoms. You gain all
social status (High Status - Level 6), monetary benefits (Filthy
Rich) and courtship advantages associated with your station. Cost:
75 points. Or, if you already happen to be King or Queen, then
your social status is Level 7. Cost 80 points.
- Advantages not Available
- Absolute Direction, Absolute Timing, Acute Hearing, Acute Taste
and Smell, Acute Vision, Alertness, Allies, Animal Empathy,
Clerical Investment, Danger Sense, Eidetic Memory, Empathy, High
Pain Threshhold, Immunity to Disease, Intuition, Language Talent,
Legal Enforcement Powers, Lightning Calculator, Longevity, Luck,
Magical Resistance, Mathematical Ability, Military Rank, Night
Vision, Patrons, Peripheral Vision, Rapid Healing, Status,
Toughness
Disadvantages
- Cursed - -60 points
- You were cursed by a witch, evil fairy, etc. Curses are
randomly chosen from the curse grab bag.
- Fall From Grace - Variable
- This disadvantage can only be taken by an unmarried character.
You are no longer a virgin. Dragons, unicorns and other mystical
creatures will react accordingly. In society, non-virgins (if
discovered) are frowned upon: peasant males lose some status and
respect (-5 points), peasant females can be ejected from proper
society or forced to become whores (-10 points), knights and nobles
are unchivalrous and face instant death from a fellow knight or
noble (-20 points), princesses are completely unmarriageable and
will be punished in any number of horrible fashions (-25 points)
- Wicked Stepmother - -20 points
- You have a wicked stepmother who enjoys tormenting you. She
forces you to do time-consuming chores and will thwart your desires
whenever possible.
- Wicked Stepsister - -10 points
- You have a lazy stepsister who spies on you, forces you to do
her chores, and tattles on you to your stepmother. She will try to
use you to further her own goals.
- Disadvantages not Available
- Addiction, Epilepsy, Illiteracy, Low Pain Threshold, Primitive,
Unluckiness
Skills
- Skills not Available
- Agronomy, Astronomy, Astrogation, Battlesuit, Beam Weapons,
Bicycling, Biochemistry, Biology, Blackjack, Black Powder Weapons,
Blowpipe, Bolas, Chemistry, Computer Operation, Computer
Programming, Criminology, Demolition, Driving, Engineer,
Firearms, Force Shield, Force Sword, Forensics, Free Fall,
Genetics, Geology, Gunner, Intelligence Analysis, Judo, Karate,
Languages, Linguistics, Mechanic, Metallurgy, Parachuting,
Photography, Physics, Piloting, Powerboat, Psionics, Psychology,
Scuba, Skiing, Speed-Load, Spells, Telegraphy, Underwater
Demolition, Vacc Suit, Zoology
Typical Curses in the Curse Grab Bag
- Dastardly Deed
- You will do something horrible (or everyone will
think that you have done it). This deed will result in you being
hunted from place to place until you are slain.
- Fawn
- You are physically a fawn and unable to speak. You get
uncontrollable urges to bound through the forest being chased by
hounds.
- Fish
- You are physically a fish. You must remain in water to
stay alive. If caught by a fisherman, you may be forced to grant
wishes.
- Frog
- You are physically a frog. You like flies and need to
stay moist.
- Hideous
- Your appearance is so noxious that people have to keep
from retching. -6 on any reaction roll. People who interact
with you on a constant basis must make periodic Will checks to
prevent themselves from being physically sick.
- Midas Touch
- Anything you touch turns to gold, ie food, spoons,
other people, your clothing. The effect is not transferable,
thus if you are wearing gloves, then whatever the gloves touch
will not turn to gold. Of course, you won't be able to bend your
fingers either.
- Mute
- You cannot speak.
- Old Age
- You are old before your time. This can manifest itself
not only physically, but mentally as well. You look like you are
at least 100 years old, if not more. Health Level 7 (max.). If
your health level was already below 10, then drop 3 levels.
Dexterity Level 7 (max.). If you dexterity level was already
below 10, then drop 3 levels. Strength Level 7 (max.). If you
strength level was already below 10, then drop 3 levels.
- Simple-minded
- Intelligence Level 3. Good luck.
- Spindle
- You will prick you finger on a spindle and die. This
curse only applies to royalty. Anyone else must repick.
- Swan
- You are physically a swan.

Important People and Places
- Crimson Witch
- Red, known more popularly as the Crimson Witch, is known for being
terrible: terrible beauty, wrath, vindicitiveness, and power. Politically
astute, she
has never alienated the crown to the extent that she would be labelled an
enemy of the Kingdom. She has blamed the falls from grace, physical
disasters, and overall mischief which has resulted from her charms, potions,
and spells on the faults of others. Red claims that she only provides the
means for those who have wickedness in their hearts. However, trouble may
be brewing in her Crimson Fortress. In the last few years, a great feud
has erupted between her and the Royal Magician Theron. Neither speaks of
the feud, but sparks fly whenever the two are near.
- Desolate Moors
- Covered in heath and scrub, the Moors encompass the western half of
Marlandia. Not many people live out on the Moors, making it a very
empty and lonely place. Its most famous denizen is the Royal Magician
Theron whose home putters over the Moors.
- Enchanted Forest
- Covering the eastern half of Marlandia, the Enchanted Forest is filled
with wild animals, fairies, bespelled streams, witches, trolls and the
occasional unicorn. One of its most famous denizens is the Candy Witch with
her delectable and delicious house. The Candy Witch loves to catch young,
plump children. She uses them for her favorite recipes, Apple Roast Boy or
Sugar and Spice Girl Pudding. Parents warn their children to beware
of strangers and to never stay out past sunset when in the Forest.
- King Wenceslas
- Ruler of Marlandia, King Wenceslas is the proud father of seven beautiful
daughters. His eldest daughter, Princess Allis, is especially close to her
father as she advises him on some of the weightier aspects of his rule. His
youngest, Princess Ellis, is even more beautiful than her mother, Queen Solana.
Two of his daughters have been sacrificed to dragons in order to save the
Kingdom from perishing in flames.
- Marlandia
- Situated on the nothern coast of the Seven Kingdom continent, Marlandia
is subject to cold, frosty winters and mild summers. Two major trade roads
run through the kingdom: the North Coastal Trade Road and the Rimeview-Utherton
Trade Road. The Kingdom is divided into five major geographical areas: the
Ice Sea, the Enchanted Forest, the Desolate Moors, the Dragon Mountains, and
a fertile farming heartland.
- Rimeview
- The town, proudly called a city by its inhabitants, of Rimeview is situated
on the northern coast of the the Seven Kingdom continent. It is the
crown seat of the Kingdom of Marlandia. The town prospers not only
from the trade brought in by the white masted ships which skirt the coast
but also from its location at the nexus of two major trade roads. The
North Coastal Trade Road runs parallel to the coast, edging around the
Desolate Moors to the west, but plowing through the Enchanted Forest to the
east. The Utherton-Rimeview Trade Road runs south from the town, through the
Dragon Mountains to Utherton in the Kingdom of Lor Drago. A small
pocket of fertile land lies between the town and the mountains. Several
villages dot the pocket, but none are more than 3 days journey from
Rimeview.
- Royal Magician Theron
- Royal Magician is a rather inaccurate nomer for this man. He is only the
royal magician for the Kingdom of Marlandia because King Wenceslas dislikes
Theron less than he dislikes the Crimson Witch. Theron is known
for being rather rude and inconsiderate. He lives in a rapidly moving castle
which travels the Desolate Moors. The castle can usually be found by
following the plume of black smoke pouring out from its chimney.
Known Mythical Creatures
- Dragon
- The creature can be male or female. Lizard-like, a dragon
has a pair of bat-shaped wings sprouting from between the
shoulder blades. The creature can spout fire from the mouth and
nostrils. Dragons live in caves on rocky mountainsides; some
lairs are harder to reach than others. Dragons are known to
terrorize villages and demand tribute.
- Giant
- The creature is usually male. About 10 to 20 times the size of a
man, the giant can easily crush humans in the palm of his hand. Giants
are known to live in grand castles on top of clouds. Treasure and other
magical items can be found hidden in the giant's home. Giants are not
known to be very bright, but they do have a keen sense of smell.
- Ogre
- The creature can be male or female. The females of the species are known
as Ogresses. About five times the size of a man, the ogre has a penchant
for eating human flesh. The flesh of a child is considered to be the most
delicious by an Ogre. Most ogres have poor eyesight but a keen sense
of smell which they use to hunt their prey. Ogres are found throughout
the Seven Kingdoms. They are the most ubiquitous of the magical creatures.
- Troll
- The creature is generally male. He is usually green, heavily
covered with warts, and large. Trolls like to live under bridges
and will demand toll for use of their bridge.
- Unicorn
- The creature can be male or female. It has the body of a
horse with a pearl or silver spiral horn on the forehead. They
are generally found in forested country. Unicorns are known to
lay their heads in the laps of virgins.
Other Important Information
The Seven Kingdoms was originally and unconsciously based on a fantasy world
created by Diana
Wynne Jones in her book,
Howl's
Moving Castle, a great piece of juvenile fiction.
This book, as far as I know, is no longer in
print, which is a great pity. Though, it may get a revival now that Hayao Miyazaki has released his movie. Though, I really think he butchered out some of the best parts of her book. You can find out more about Diana Wynne
Jones and her literary works at the
publisher related website.
