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Airwalkrr's Shatterscape OOC (D&D 3.5)
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<blockquote data-quote="hafrogman" data-source="post: 4435628" data-attributes="member: 8858"><p>I don't know if we want to set an overall theme to our world, or just start going at it peice-meal. I guess if we want, we can tweak anything later to match the plan.</p><p></p><p>I was going to take a look at the EN Wiki, but the link just wipes my cookies instead. But I guess we can start in this thread and move it to the wiki later.</p><p></p><p>Narovan seemed interesting, and got me thinking about a few things, a few little additions to your city.</p><p></p><p>[sblock=Narovan]<strong>People:</strong></p><p>The people of Narovan are an odd assortment. Few would chose to live in a city where death lurks every night, and yet the city's population is stable, if not thriving. Most of the people are simple townsfolk, too poor, stubbon or downtrodden to leave their homes for an uncertain life elsewhere.</p><p></p><p>There are, of course, criminals who come to what they perceive as a lawless town, eager to prey upon the weak. They are often unpleasantly surprised to learn that the Midnight Guild brooks no competition, and takes pointed measures to insure that the townfolk are secure from everything except the guild itself.</p><p></p><p>Still, the council's restrictions are few, if any. And much that is frowned upon or outlawed elsewhere can be found on the streets of Narovan. If one is careful not to tread on the guild's toes, there is a great deal of profit that can be made in such a place.</p><p></p><p>And so in one town, assassins mingle with tradesmen, mercenaries and travelers crowd the inns, while the simple townsfolk attempt to scrape together a normal life.</p><p></p><p><strong>The Dawn House:</strong></p><p>There is one tiny force at work against the Midnight guild in Narovan. In truth, it survives only because the guild leaders have not taken steps against it. Perhaps this passive act of resistance amuses them, or they enjoy the element of challenge that it adds, or they just have not gotten around to it yet.</p><p></p><p>Once the sun has set, and all wise people have holed themselves away, safe behind locked doors, death stalks the streets of Narovan. But death plays by the rules. Every night, as the sun sets, the Dawn House opens its doors, shining light into the night. All who are caught outside after dark may try to make for the light as a refuge. </p><p></p><p>The house also serves as an orphanage, taking in children who have lost their parents to the Crucible. Most of the orphans eventually leave the care of the house, but some chose to remain and take over custody of the house, maintaining the sanctuary and watching over the younger children.[/sblock] But either way, a city full of assassins may not be where we want to start our adventures (or it may be exactly where we want to). So I figured I'd start on at least one alternative.</p><p></p><p>[sblock=West Fork]The Dyne River runs through the kingdom, providing a route for people, goods and information traveling to all reaches of the land. The river flows south, away from the king's capital, into the more sparsely settled frontier lands. Somewhere in the middle, a major tributary flows from mountains to the east and joins the river, combining their flows.</p><p></p><p>At the confluence, a small town has arisen to serve the trade barges that travel the river. The area itself is not much to look at. Poor weather and bad farming have stopped the town from ever growing too large, but the river itself provides a livelyhood for most of those that choose to settle there. The town may be small, but there is always a steady stream of traffic on the river, and it is said that at one point or other, everyone finds themselves passing through West Fork.[/sblock]</p></blockquote><p></p>
[QUOTE="hafrogman, post: 4435628, member: 8858"] I don't know if we want to set an overall theme to our world, or just start going at it peice-meal. I guess if we want, we can tweak anything later to match the plan. I was going to take a look at the EN Wiki, but the link just wipes my cookies instead. But I guess we can start in this thread and move it to the wiki later. Narovan seemed interesting, and got me thinking about a few things, a few little additions to your city. [sblock=Narovan][b]People:[/b] The people of Narovan are an odd assortment. Few would chose to live in a city where death lurks every night, and yet the city's population is stable, if not thriving. Most of the people are simple townsfolk, too poor, stubbon or downtrodden to leave their homes for an uncertain life elsewhere. There are, of course, criminals who come to what they perceive as a lawless town, eager to prey upon the weak. They are often unpleasantly surprised to learn that the Midnight Guild brooks no competition, and takes pointed measures to insure that the townfolk are secure from everything except the guild itself. Still, the council's restrictions are few, if any. And much that is frowned upon or outlawed elsewhere can be found on the streets of Narovan. If one is careful not to tread on the guild's toes, there is a great deal of profit that can be made in such a place. And so in one town, assassins mingle with tradesmen, mercenaries and travelers crowd the inns, while the simple townsfolk attempt to scrape together a normal life. [b]The Dawn House:[/b] There is one tiny force at work against the Midnight guild in Narovan. In truth, it survives only because the guild leaders have not taken steps against it. Perhaps this passive act of resistance amuses them, or they enjoy the element of challenge that it adds, or they just have not gotten around to it yet. Once the sun has set, and all wise people have holed themselves away, safe behind locked doors, death stalks the streets of Narovan. But death plays by the rules. Every night, as the sun sets, the Dawn House opens its doors, shining light into the night. All who are caught outside after dark may try to make for the light as a refuge. The house also serves as an orphanage, taking in children who have lost their parents to the Crucible. Most of the orphans eventually leave the care of the house, but some chose to remain and take over custody of the house, maintaining the sanctuary and watching over the younger children.[/sblock] But either way, a city full of assassins may not be where we want to start our adventures (or it may be exactly where we want to). So I figured I'd start on at least one alternative. [sblock=West Fork]The Dyne River runs through the kingdom, providing a route for people, goods and information traveling to all reaches of the land. The river flows south, away from the king's capital, into the more sparsely settled frontier lands. Somewhere in the middle, a major tributary flows from mountains to the east and joins the river, combining their flows. At the confluence, a small town has arisen to serve the trade barges that travel the river. The area itself is not much to look at. Poor weather and bad farming have stopped the town from ever growing too large, but the river itself provides a livelyhood for most of those that choose to settle there. The town may be small, but there is always a steady stream of traffic on the river, and it is said that at one point or other, everyone finds themselves passing through West Fork.[/sblock] [/QUOTE]
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