Usually I prefer to quote to keep things clear but I think I'll just spam.
(There are few enough posts that I don't think it'll be too hard to figure out what people are responding to).
The town
originallygrew up around the castle (though it always sprawled into the SE a bit, it's flatter there). Now the quartinine line is where it's marked on D'A's map, the ghost section (great idea!) is on the NE beyond the castle.
The abandoned ghost section has strange sounds and occasionally lights at night.
Sometimes children, who aren't strong affected by the daze, dare each other to go up into the ghost town, most don't get very far, maybe just peaking into the first house accross the line.
If I want to futz with the map later will that be possible? (is it simple to change things around?)
I'd actually like to move the castle to a cliff closer to the river. So it's the same hight, and overlooking the town but approaching from the river means going up a steep flight of stairs.
Races: Humans, one family of half-elves, can incorporate Teiflings and Dragonborn if there's interest.
When you exalt you'll be able to pick up "crunch" of another race but you'll still look the same.
Eldan is a half elf, so are his father and grandfather, the rest of your immeadiate family are human (with obvious elvin blood).
(I see being half-elvin as being a bit of a sliding scale sort of thing, it doesn't have mechanical effects)
If it's ok your grandfather isn't dead; instead it was his brother (your great uncle), who your father was apparently exceptionally close to, who died and was sent down the river.
Your grandfather is a half-elf with "strong" elvin blood. He had a brother and a wife who died of old age, but he still looks like a human in his 50s.
Your grandfather's intensely dazed, so long as you know he's never spoken. His behavior is, for the standards of the town, quite poor. He sits and smokes a strange mixture of two plants one a weed he grows outside of the ramshackle bungalo near your house where he lives.
The other is a dark black root that grows in the "bramble".
Generally the kids (Eldan, brothers, male cousins) have to crawl around in the bramble for a few hours once every few days to get it for him.
If nobody gets it for him, after about five days he'll get up and drag his butt into town to get it in a big huff. Which is when the other peculiar behavior happens. He's, for lack of a better way to put it, a skirt chaser. He'll follow around one woman after another. He's dazed, and they're dazed so they basically just ignore him and he follows them passively about.
Your father, Eldan, absolutely can not stand this behavior. As soon as he finds out it pops him directly out of whatever daze he's he's in and he immeadiately goes and tows your grandfather back to his hut.
Any other half elves that turn up will presumably have been from women who didn't say no to your grandfauther.
[The stuff he's smoking doesn't do anything. All the kids have tried chewing it, smoking it, whatever, it's foul (your grandfather has a nasty hacking cough and black teeth). He doesn't seem different after he smokes it. It's just something the daze makes him do.
[Hope that's not too intrusive; let me know what you think and we'll work it.]
Love the cousin thing, lets come back to it soon.
There is a glowing globe somewhere in the city, either inside the ruined castle in the main hall, or else in another large building. A group of people tend to vegitables that grow from long vines hanging down the walls. It's light is peculiar in that anything that's exposed to it grows well. (This is where the food that you couldn't grown in fields)
The globe stops glowing if it's exposed to actual sunlight, so it needs to stay in a big room somewhere. The globe's light is uneven and it needs to be turned periodically to evenly grow things. It is tended to by a golden skinned woman named Ambrosia. She wasn't golden skinned when she was the bakers daughter. Her son is golden skinned too; only six, but close to the size of a full man.
There is a market area between the two intersections of the lines in the center of the circle on the map. There is a stone arch (think St. Louis) at one end. There are guards here and at the castle.
People come and deposit what they've made on blankets for others to take.
The bramble is the NW zone. I don't know what it is underneith (the canal zone? a residential zone with old stone houses?) but everything is overrun with plants of various types. People can and do pick berries from here, but otherwise most people avoid it.
There is a big building, with stain glass windows and funny pictures inside. People think it's important, they sometimes find themselves leaving their normal dazed activites to gather there, but no one knows why.
Re: Food storage facilities depleteing.
I agree that that could be a powerful driving force and is very in genre.
I think that the trick with big "push" factors is that they sometimes limit people's choices. If the town is starving then that becomes a priority. In a PoL setting, obviously, it's not like you can go to the next town over and bargain for food.
So the PCs might, reasonably find theselves organizing wagon trains of food from far off locations. Lotsa work.
I think everyone should have a hook.
- The cousin that prays in front of a statue is a great hook.
- One day when you were a child you climed up to the top of the castle's remaining tower on a dare, in the distance you saw thached roofs of a village. Some nights, in the evening, you think you can see smoke coming from over the horizon in that direction.
- One night, you saw something like a really big snake slither from the edge of town down among the reeds of the river and into the swamp that begins where the southern edge of the town ends.
- You remember having a brother when you were a child, who used to carry you on his shoulders and tell you funny tales. You're sure of it, but no-one else remembers him anymore.
- You have no parents. People don't really know where you came from. It's like you just appeared one day.