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Can a town exist in a dungeon(my players, stay out)?
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<blockquote data-quote="blackshirt5" data-source="post: 866412" data-attributes="member: 7871"><p>It's not only a matter of coming to Fortresstown to trade items(although considering the caliber of adventurers that hang out there, it's a distinct possibility that some people come there just to do that). Fortresstown is there to have a safe haven, a well-fortified basecamp, for explorations and forays further underground into the ruins. One of the things that impeded the original groups of adventurers who created Fortresstown was that they'd have to break off exploration early to get back to the surface, or else risk death venturing back through the Dark Labyrinth. So they chose to clear the level below the Dark Labyrinth and turn it into a basecamp, and they used their connections to the Adventurer's Guild in Freeport to bring in other adventurers(to help in the security and diversify the availability of resources in the town).</p><p></p><p>After 25 years, the town has drawn some highly skilled adventurers from all over the world(samurai, Nyambean warriors, Khemites, dwarven craftsmen, and many more), so the variety of services you can purchase is disproportionate to the town's relatively small size, and you can hire a wide selection of skilled mercenaries(the first trip through the Dark Labyrinth is always the hardest, because on return trips you can hire a minotaur to guide you through, for example). There's a thieves guild(all of the thieves seem a bit distracted in their day to day lives, however, since they all feel the urgent call of Drendari, the demigoddess of shadow, who is imprisoned two levels below, in the level called The Complex. And yes, I am borrowing Drendari from the Scarred Lands.), armorers, weaponsmiths, magic users. A good number of adventurers choose to stay here if they retire(especially dwarves), continuing to make money selling their wares(be those wares training, swords, healing, divination, or whatever).</p><p></p><p>Basically, the idea is to have a frontier town with a major twist. You're cut off from civilization more than with most frontier towns in this world, because you'd have a hard time teleporting from this one(thanks to the high levels of magic all throughout the dungeon; Reona will recount the story of a hard-arse dwarven mage that is now eulogized as McSplat, who didn't heed the warnings from others about the dangers of teleporting within the dungeon). Dunno, I'll see how my players like it. But with the variety of player options that they can bring into the game in this town(as I said, adventurers come from all over the world. Leeds Castle is famous the world over[and it's gonna be a <strong>big</strong> world when it's done] as a place of great wealth and as a proving grounds[which is why such a high number of samurai make the long journey from the East to come here to prove their honor] for young heroes[and villains].)</p></blockquote><p></p>
[QUOTE="blackshirt5, post: 866412, member: 7871"] It's not only a matter of coming to Fortresstown to trade items(although considering the caliber of adventurers that hang out there, it's a distinct possibility that some people come there just to do that). Fortresstown is there to have a safe haven, a well-fortified basecamp, for explorations and forays further underground into the ruins. One of the things that impeded the original groups of adventurers who created Fortresstown was that they'd have to break off exploration early to get back to the surface, or else risk death venturing back through the Dark Labyrinth. So they chose to clear the level below the Dark Labyrinth and turn it into a basecamp, and they used their connections to the Adventurer's Guild in Freeport to bring in other adventurers(to help in the security and diversify the availability of resources in the town). After 25 years, the town has drawn some highly skilled adventurers from all over the world(samurai, Nyambean warriors, Khemites, dwarven craftsmen, and many more), so the variety of services you can purchase is disproportionate to the town's relatively small size, and you can hire a wide selection of skilled mercenaries(the first trip through the Dark Labyrinth is always the hardest, because on return trips you can hire a minotaur to guide you through, for example). There's a thieves guild(all of the thieves seem a bit distracted in their day to day lives, however, since they all feel the urgent call of Drendari, the demigoddess of shadow, who is imprisoned two levels below, in the level called The Complex. And yes, I am borrowing Drendari from the Scarred Lands.), armorers, weaponsmiths, magic users. A good number of adventurers choose to stay here if they retire(especially dwarves), continuing to make money selling their wares(be those wares training, swords, healing, divination, or whatever). Basically, the idea is to have a frontier town with a major twist. You're cut off from civilization more than with most frontier towns in this world, because you'd have a hard time teleporting from this one(thanks to the high levels of magic all throughout the dungeon; Reona will recount the story of a hard-arse dwarven mage that is now eulogized as McSplat, who didn't heed the warnings from others about the dangers of teleporting within the dungeon). Dunno, I'll see how my players like it. But with the variety of player options that they can bring into the game in this town(as I said, adventurers come from all over the world. Leeds Castle is famous the world over[and it's gonna be a [B]big[/B] world when it's done] as a place of great wealth and as a proving grounds[which is why such a high number of samurai make the long journey from the East to come here to prove their honor] for young heroes[and villains].) [/QUOTE]
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