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A Dungeon-centric Setting Idea: Help me flesh it out
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<blockquote data-quote="Dannyalcatraz" data-source="post: 4701570" data-attributes="member: 19675"><p><u><strong>Thieves' Guilds</strong> may:</u></p><p></p><p>1) be used by wealthier types to help them do some claim jumping, especially if they suspect something particularly valuable is in the area they're going after- kind of like how thugs were often hired to get ranchers to give rail barons favorable prices on land for the trains to be built.</p><p></p><p>2) operate certain legitimate businesses nearby better (read: richer) claims. Those might include supply shops (with gear of questionable quality), bars (with watered booze), gambling houses (with crooked dice), and, of course, "recreation centers."</p><p></p><p>3) have members stake a claim in a strategically located area in order to use as a staging ground for raids on other claims.</p><p></p><p>4) run protection rackets</p><p></p><p>5) relocate en-masse to a subterranean claim if its good enough.</p><p></p><p>6) use the tunnels for smuggling and storage.</p><p></p><p>7) use the tunnels for spying</p><p></p><p></p><p><u><strong>Cults & Religions</strong> may:</u></p><p></p><p>1) revere the Ancients</p><p></p><p>2) know why the Ancients died out or whatever their fate was</p><p></p><p>3) protect surviving members of the Ancients</p><p></p><p>4) try to drive off claimholders (by force) if they are not respectful of the Ancients.</p><p></p><p><u></u></p><p><u><strong>Mercantile Guilds</strong> may:</u></p><p></p><p>1) operate certain legitimate businesses nearby better (read: richer) claims. Those might include supply shops (with quality but high-priced gear), bars (with watered booze), gambling houses (with crooked dice), and, of course, "recreation centers."</p><p></p><p>2) try to drive off claimholders (by force) if they don't purchase at least part of their gear from local merchants.</p><p></p><p>3) hire the party to retrieve certain raw materials from the abandoned underground networks</p><p></p><p></p><p><u><strong>Adventuring Companies</strong> may:</u></p><p></p><p>1) be used by wealthier types to help them do some claim jumping, especially if they suspect something particularly valuable is in the area they're going after- kind of like how thugs were often hired to get ranchers to give rail barons favorable prices on land for the trains to be built.</p><p></p><p>2) have members stake a claim in a strategically located area in order to use as a staging ground for raids on other claims.</p><p></p><p>3) run protection rackets</p><p></p><p>4) relocate en-masse to a subterranean claim if its good enough.</p><p></p><p>5) use the tunnels for smuggling and storage.</p><p></p><p>6) may use the tunnels for spying on foreign powers.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4701570, member: 19675"] [U][B]Thieves' Guilds[/B] may:[/U] 1) be used by wealthier types to help them do some claim jumping, especially if they suspect something particularly valuable is in the area they're going after- kind of like how thugs were often hired to get ranchers to give rail barons favorable prices on land for the trains to be built. 2) operate certain legitimate businesses nearby better (read: richer) claims. Those might include supply shops (with gear of questionable quality), bars (with watered booze), gambling houses (with crooked dice), and, of course, "recreation centers." 3) have members stake a claim in a strategically located area in order to use as a staging ground for raids on other claims. 4) run protection rackets 5) relocate en-masse to a subterranean claim if its good enough. 6) use the tunnels for smuggling and storage. 7) use the tunnels for spying [U][B]Cults & Religions[/B] may:[/U] 1) revere the Ancients 2) know why the Ancients died out or whatever their fate was 3) protect surviving members of the Ancients 4) try to drive off claimholders (by force) if they are not respectful of the Ancients. [U] [B]Mercantile Guilds[/B] may:[/U] 1) operate certain legitimate businesses nearby better (read: richer) claims. Those might include supply shops (with quality but high-priced gear), bars (with watered booze), gambling houses (with crooked dice), and, of course, "recreation centers." 2) try to drive off claimholders (by force) if they don't purchase at least part of their gear from local merchants. 3) hire the party to retrieve certain raw materials from the abandoned underground networks [U][B]Adventuring Companies[/B] may:[/U] 1) be used by wealthier types to help them do some claim jumping, especially if they suspect something particularly valuable is in the area they're going after- kind of like how thugs were often hired to get ranchers to give rail barons favorable prices on land for the trains to be built. 2) have members stake a claim in a strategically located area in order to use as a staging ground for raids on other claims. 3) run protection rackets 4) relocate en-masse to a subterranean claim if its good enough. 5) use the tunnels for smuggling and storage. 6) may use the tunnels for spying on foreign powers. [/QUOTE]
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