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DARK SUN - Most Used City?
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<blockquote data-quote="Mark Hope" data-source="post: 4933621" data-attributes="member: 27051"><p>For me, there are several reasons:</p><p></p><p>It's nice and big, with several different districts (including cliffside noble enclaves, a haunted market district, and the awesome Plain of Burning Water.</p><p></p><p>The Shadow King is a great ruler. Frequently rumoured to be demised, he has a hands-off policy towards his city, concentrating on personal, esoteric interests. Yet when something demands his attention, he gets involved personally. This "sliding-scale overlord" is great for a DM who wants flexibility in how his sorcerer-king behaves.</p><p></p><p>His templars are fascinating. The King's Wives are divided up into some really innovative groups, including an internal secret police that watches over the other templars. Always wanted to run a "CSI Nibenay" game, based entirely within the templarate.</p><p></p><p>A local elf tribe, with a neat backstory at the outset of play, and a thoroughly detailed elven market.</p><p></p><p>Layers upon layers of civilisation, heaped one atop the other. The oldest parts of the cities predate recorded local history, as do the mysterious catacombs below Nibenay.</p><p></p><p>The whole "decadent nobles lost in drug-dreams" thing. Inspired by Moorcock's Melnibone (almost the same name!), Nibenay's nobles and its House Shom are a great sinister backdrop, quite unlike the meddling political nobles of Tyr, for example.</p><p></p><p>Great local environment - Crescent Forest, Great Salt Plain, Mekillot and Windbreak Mountains and Plain of Buning Water all immediately near the city, with Giustenal and the Silt Sea only a few days away.</p><p></p><p>It's look and feel - mad carvings everywhere, multi-level streets, cyclopean stone monuments and statues, immense civic structures. Local elves call the city "The Basilisk" because it seems like everything there is slowly being turned to stone.</p><p></p><p>A killer bard's quarter that allows me to lift plots wholesale out of "The Wire"!</p><p></p><p>A believable setup for elemental cults, with only a handful of little temples doing their thing, each with its own solid plot hooks attached.</p><p></p><p>The on/off war with Gulg and the total contrast between Nibenese and Gulg cultures - makes for a great "we fear the Other" element in the game.</p><p></p><p>The local chapter of the Veiled Alliance is truly weird, with a freakish spirit-entity called the Zwuun tied to the chapter - and also to the fantastic "Dark Sun Zombie Apocalypse!" adventure <em>Marauders of Nibenay</em>.</p><p></p><p>etc. etc. Nibenay all the way!</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Mark Hope, post: 4933621, member: 27051"] For me, there are several reasons: It's nice and big, with several different districts (including cliffside noble enclaves, a haunted market district, and the awesome Plain of Burning Water. The Shadow King is a great ruler. Frequently rumoured to be demised, he has a hands-off policy towards his city, concentrating on personal, esoteric interests. Yet when something demands his attention, he gets involved personally. This "sliding-scale overlord" is great for a DM who wants flexibility in how his sorcerer-king behaves. His templars are fascinating. The King's Wives are divided up into some really innovative groups, including an internal secret police that watches over the other templars. Always wanted to run a "CSI Nibenay" game, based entirely within the templarate. A local elf tribe, with a neat backstory at the outset of play, and a thoroughly detailed elven market. Layers upon layers of civilisation, heaped one atop the other. The oldest parts of the cities predate recorded local history, as do the mysterious catacombs below Nibenay. The whole "decadent nobles lost in drug-dreams" thing. Inspired by Moorcock's Melnibone (almost the same name!), Nibenay's nobles and its House Shom are a great sinister backdrop, quite unlike the meddling political nobles of Tyr, for example. Great local environment - Crescent Forest, Great Salt Plain, Mekillot and Windbreak Mountains and Plain of Buning Water all immediately near the city, with Giustenal and the Silt Sea only a few days away. It's look and feel - mad carvings everywhere, multi-level streets, cyclopean stone monuments and statues, immense civic structures. Local elves call the city "The Basilisk" because it seems like everything there is slowly being turned to stone. A killer bard's quarter that allows me to lift plots wholesale out of "The Wire"! A believable setup for elemental cults, with only a handful of little temples doing their thing, each with its own solid plot hooks attached. The on/off war with Gulg and the total contrast between Nibenese and Gulg cultures - makes for a great "we fear the Other" element in the game. The local chapter of the Veiled Alliance is truly weird, with a freakish spirit-entity called the Zwuun tied to the chapter - and also to the fantastic "Dark Sun Zombie Apocalypse!" adventure [i]Marauders of Nibenay[/i]. etc. etc. Nibenay all the way! :D [/QUOTE]
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