Avaliação (DmYan Framework)

[The City Borders] - Score: 4/10

WHAT WORKS:

  • Há elenco/nomeação básica e traços visuais da cidade.
  • Potencial para facções e intriga já sugerido.

WHAT FAILS:

  • Bloco de preparação genérico não preenchido; faltam ganchos, relógios e encontros específicos.
  • Mistura EN/PT e resíduos de referência de livro prejudicam fluidez.
  • Faltam facções ativas, cenas urbanas e recompensas ligadas a escolhas.

BRUTAL TRUTH:

  • Recorte do livro com checklist genérico; não está pronto para mesa paga.

FIX IT:

  • Preencher ganchos com objetivos e recompensas específicas deste local (não genéricas).
  • Escrever relógio de resposta + 2-3 encontros nomeados com risco/benefício claros.
  • Revisar linguagem para PT-BR fluido e remover metatexto do livro/regras genéricas.
  • Mapear 3 zonas urbanas com cenas e facções reativas; definir boatos e intrigas.

The City Borders

Fonte: 06 Chapter 3- Summoned by the King.md — seção “The City Borders”

M22. Mount Volkan

The black, rocky crags of Mount Volkan loom over the northern quarter of the city. At its summit, the great mountain dips into a gently-sloping basin. Although trees grow in abundance on the mountain’s slopes, the interior basin has been cleared to create flat fields.

The Great Games are held at the peak of Mount Volkan. The proving grounds for the Games are inside the basinlike crater of the extinct volcano. The Great Games are held outside of the city walls, because they are held sacred as a neutral, non-political event. All of the Kings of Thylea send their best to compete in the Games.

M23. The Vineyards of Mytros

You come to a vast field with row upon row of grape vines. Although there are no obvious signs of caretakers, the vines are thriving, and fruit hangs heavy. The plant life surrounding the vineyard is healthy—but nowhere near as green and lush.

These vineyards are owned by a dozen mercantile families that live within the city. For centuries, these vineyards have been cared for by a tribe of satyrs.

Encounter: The Fey Glade

Following the road through the vineyards, you come to a wooded pass flanked by two large marble statues of leering nymphs. Passing between the statues, you enter a foggy dell carpeted by dead leaves and wild rose bushes. In the mist ahead, you hear the sounds of musical laughter and revelry. It seems that you’ve stumbled upon a glade of fey creatures.

This is where the caravans meant for the Temple of Lutheria (M20) have gone. Satyrs have been waylaying the caravans and stockpiling wine casks in the glade. Boreas (NE Satyr Minstrel) is here, playing a gentle tune upon his enchanted harp. He is accompanied by his brothers, three satyrs, who are drinking wine and entertaining a Dryad. Boreas has permanently &Reference[condition=charmed] a Water Elemental, which tends to the vineyards for him.

The Four Winds: Boreas

Kyrah recognizes Boreas as one of The Four Winds, a troupe of fey bards who broke into the Temple of the Five and stole her divine instruments. The @item[Boreal harp|ArcanumWorldsOdysseyoftheDragonlords] is one such instrument. Recovering it by force will be a challenge.

There is a r 1d100{75%} chance that the harp will be destroyed in the battle, leaving behind a set of nymph-hair strings.

Keepers of the Vineyards. Boreas claims that the wine merchants struck a bargain with him years ago, for which he and his brothers were to be compensated in wine. The terms of payment were vague, but the satyrs interpreted it as one cask per month, as long as the vineyards of Mytros remain fruitful. They claim that they were the ones who enchanted the vineyards, centuries ago, ensuring that the vines would flourish.

Trellus and Septia. The merchants, Trellus and Septia, are only humans with short memories, and they’ve broken the oath made by their ancestors. Boreas mocks the siblings, claiming that Lutheria will swallow their souls as punishment. He offers the heroes his @item[Instrument of the Muse; Boreal Harp|ArcanumWorldsOdysseyoftheDragonlords|Boreal harp] if they will bring him the heads of the treacherous merchants. If the heroes comply, he will smash the harp before handing it over.

M24. The Soldier’s Gate

This heavily-trafficked gate leads northward into the Heartlands. During the day, the road is filled with centurions, pilgrims, and merchants traveling between Mytros and Estoria. At night, the road is patrolled by soldiers with torches, who rotate shifts between a series of stone guard towers.

This gate is always guarded by two captains and twelve soldiers. They are replaced each hour by an identical squad from one of the towers along the road.

M25. The Harp Bridge

This stone bridge is suspended from cascading rays of bright copper wire. When the wind catches the wire, it produces concordant, harp-like melodies. The songs are joined by a chorus of beautiful voices from nearby.

This bridge is the gathering point for a flock of sirens. There are over twenty sirens in the flock, and they live in the estates to the west of the bridge. They gather here throughout the day to sing together, and their collective mood fluctuates from one day to the next.

There is a r 1d100{50%} chance that they will be either joyful or mournful. On days when they are joyful, commerce in the city flourishes. On days when they are mournful, the city is more superstitious.


Gancho e Objetivo

  • Por que ir a esta cidade? Defina 1-2 motivações fortes (resgatar alguém, roubar algo único, forjar aliança ou destruir a ameaça central de The City Borders).
  • Estabeleça objetivo claro de saída (conquistar, escapar, negociar) e custo do fracasso.

Clima e Sensações

  • Traga 3 sentidos em cena (som, cheiro, textura) que diferenciem esta cidade; repita-os para manter a identidade do lugar.
  • Mostre sinais de poder local (patrulhas, rituais, marcas no terreno) antes do confronto principal.

Perigos e Relógios

  • Crie um relógio de 4 partes: patrulha chega / terreno piora / líder reage / colapso ou contra-ataque.
  • Liste 2-3 perigos ambientais específicos de The City Borders (armadilhas naturais, terreno difícil, clima, magia latente).

Pistas e Agência

  • Entregue 3 pistas que apontem rotas alternativas (atalho, aliado possível, fraqueza do chefe). Nenhuma pista deve ser única.
  • Permita escolhas: infiltração, diplomacia, barganha ou ataque frontal devem ter consequências claras.

Encontros e Táticas

  • Escreva 2 encontros menores que revelem o tom do lugar antes do clímax; varie interação social/combate/exploração.
  • Para o chefe ou força dominante, defina táticas de abertura, reação a fuga/rendição e o que acontece se forem enganados.

Recompensas e Consequências

  • Vincule recompensas a objetivos (informação rara, bênção, recurso logístico) e não só a tesouro genérico.
  • Anote como o mundo reage ao resultado (facções locais, deuses, rivais) para manter continuidade.

Preparação Rápida

  • Mapas/zonas essenciais (entrada, coração do local, rota de fuga) em 3 camadas.
  • Nomes e vozes de 3 NPCs-chave; 3 detalhes visuais prontos para improviso; 1 rumor verdadeiro e 1 falso.