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How would you make a canal city work as a fantasy RPG setting?
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<blockquote data-quote="J.Quondam" data-source="post: 8971772" data-attributes="member: 7030100"><p>I haven't finished reading the setting yet, so I don't have many details, but....</p><p></p><p>The <em><strong>Swords of the Serpentine</strong></em> RPG is by default set in a canal city, with a <em>"Lankhmar meets Renaissance Italy"</em> sort of vibe heavy on intrigue, heists, and the like. The historical premise is that the a goddess pulled up a bunch of islands from the bottom of a wide river delta, and the huge chaotic city was built among them. The city is called "Eversink" because its buildings are always slowly sinking back into the ground; this isn't a geological effect, but just a supernatural fact of life in the city.</p><p></p><p>As expected, the city is criss-crossed by a network of canals large and small, so boats figure heavily, of course. The city's many islands are also connected with bridges, ranging from rickety wooden planks to elaborate stone spans. As well, the islands naturally separate the city into zones or quarters with different atmospheres and influences. There's also a clear contrast between old architecture and new development constantly being added on top of the submerging buildings. Though the game isn't really about delves, afaict, the fact of sinking buildings imply there's a massive, ancient underground world - partially dry, partially flooded - suitable for hiding, exploration, and illicit activity.</p></blockquote><p></p>
[QUOTE="J.Quondam, post: 8971772, member: 7030100"] I haven't finished reading the setting yet, so I don't have many details, but.... The [I][B]Swords of the Serpentine[/B][/I] RPG is by default set in a canal city, with a [I]"Lankhmar meets Renaissance Italy"[/I] sort of vibe heavy on intrigue, heists, and the like. The historical premise is that the a goddess pulled up a bunch of islands from the bottom of a wide river delta, and the huge chaotic city was built among them. The city is called "Eversink" because its buildings are always slowly sinking back into the ground; this isn't a geological effect, but just a supernatural fact of life in the city. As expected, the city is criss-crossed by a network of canals large and small, so boats figure heavily, of course. The city's many islands are also connected with bridges, ranging from rickety wooden planks to elaborate stone spans. As well, the islands naturally separate the city into zones or quarters with different atmospheres and influences. There's also a clear contrast between old architecture and new development constantly being added on top of the submerging buildings. Though the game isn't really about delves, afaict, the fact of sinking buildings imply there's a massive, ancient underground world - partially dry, partially flooded - suitable for hiding, exploration, and illicit activity. [/QUOTE]
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How would you make a canal city work as a fantasy RPG setting?
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