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[Mor's End Discussion] Time to open shop!

Buttercup said:
wiz-o-plains :) I'm on my lunch break right now, and really only have another minute or two. But I saw some grammatical errors that I'd like to correct, although generally your introduction looks excellent. (Like I said up above, I'm anal.) I won't be able to do that until this evening, around 8:00 or so. Can you wait that long before posting? Sorry I don't have time to do it now. Crazy day in the library.

Gotta run.

Buttercup,
I say 'edit away!' Thanks very much for taking the time.
I won't post thread until tomorrow.

Lalato,
The Castellian came from a recent post of Krug's. I liked the titled so kept it in.

Knightfall1972,
I'll make sure and put your update stats in the post.
The dwarf is a nice idea.

g.
 

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Conaill said:
Castellan. Drop the "i". No respectable dwarf would call himself a castellian. That's a poufta elvish title! :D

Krug off-handedly suggested a castellan as a second-in-command. Dunno if we wantto have both a Castellan and a Prime Minister though... sounds a little too top-heavy perhaps?

I'll drop the Prime Minister from the mix.

Castellan it is!

g.
 


Hmm.. I think the Castelllian should be human, and no he shouldn't be called Krug. :D He only has a wish for money, not power.

Perhaps Althea Stangus, a Human or Half-Elf F6/Ar4?

What's a sexier name for 'Ministers'? Perhaps we should use something else so that city Ministers aren't confused with project Ministers.
The thesaurus says: administrator, agent, aide, ambassador, assistant, cabinet member, consul, delegate, diplomat, envoy, executive, legate, liaison, lietenant, officeholder, official, plenipotentiary, premier, prime minister, secretary, statesman

Minister for Govt has to decide. ;)

Additionally, I think there should an area called the Squats. This is where the squatters, composed of the lower class, refugees and rural folk just arrived in town, reside. Some part of the Squats extend into the warrens, despite the warnings of the local watchguards.

The Squats has an open area called the Brown Market (named so for the colour of the water there) where anyone may set up a shop or stall. Most stalls sell food or other small household items. Various gangs assert their territorial rights here, collecting 'protection money' from stall owners and bashing pickpockets. Jongleurs and entertainers are also prominent, and surrounding the market are a bunch of seedy taverns and inns catering to out of towners and those passing by.

Magic shop: I think it's all right if we add a caveat. Has to be convincing though.
 
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wizardoftheplains said:
Hail inhabitants of En World! Welcome to the EN World City Project GOVERNMENT idea submission thread. This thread is dedicated to the exploration of the Government and Politics behind the En World City Poject. Please take a moment and peruse this thread (and some of the others located in Plots and Places) and help us develop the city further.

Government Questions (feel free to post your thoughts on the following). As ideas develop we’ll mold the politcal structure of the city. As is the nature of these boards, the city will be open to diverse ideas and be a bit chaotic at times. Nevertheless, Mor’s End has managed to become a thriving city.

I'm going to post my corrections or suggested changes in bold, so they're easy to see.

Background: Mor’s End.
Known as the City of Crafts by some, and the City of Coins by others, it is an independent City-state in the region of Enheim. It is a self-sufficient city, known far and wide for it’s abundance of natural resources, rather large artisian community, and as a melting pot of races, idealogies, and professions from all over.

Population: 10,200 (Small City): Integrated - 37% human, 20% dwarf, 18% gnome, 10% halfling, 7% elf, 5%
Resources: Iron, sapphires, clay/pottery, cattle, silk

GOVERNMENT
Such a chaotic city needs a strong ruler, and it has one in the person of Lady Kelvin, Matriarch of Mor’s End. Little seen in public these days, she nevertheless makes her presence felt through the actions of the city’s ruling council. This leadership body, lead by Prime Minister Krug, keep the diverse and sometimes anarchic (Wiz, I was thinking that chaotic or maybe undisciplined, or even wild would be better. Anarchic means no government, and we just said there is one.) city humming.

Questions I pose to you all regarding Mor’s End Governmental Issues:

1. The Leader is a mysterious female matriarch, hardly ever seen in public. Lady Kelvin is a beleagured leader trying to keep a hold on her independent city-state. In a feudal lord (should this be feudal land? lord doesn't make any sense in this context, IMO) the city's trade and position would be much admired; in a frontier land her city is one of the furthest spots, an outpost serving civilized settlements. She moves around the city unseen. The daily duties of running the city are done by a Castellan(spelling corrected) and other officials, perhaps. Post some rumors in this thread as to who she is and how she came to power.

2. The day to day governmental workings of Mor’s End is(are, not is) managed by the House of Ministers. They post the laws, settle (dis)agreements, and keep the city going. We have a few EN World people in a few of these positions, but what are the others’ personalities and secret goals of these ministers? And what is.(<--eh? What is what?) Post here.

3. Military. What type of standing army does it(the city instead of it, I think) have? Composed of companies of mercenaries, city guards, loyal guardsmen, etc? Please post any thoughts you have here.

4. Intrigue. Every city has a few secret societies that influence the government and businesses within it. Come up with a few. Currently we have the Glittering brotherhood which holds the secret of cutting the Mor’s river(is it Mor's River or Mor River? I don't know, but we should be consistent, whichever we choose) sapphires in a way that brings out their magical qualities, and the Merchant’s Guild, which holds a monopoly on trade coming through the town. What part does the Thieves Guild, the University, or other organizations such as Houses (do you mean Noble Houses?)play? Is there a secret police?

5. Allies. Mor’s End is currently eoconomically allied with a nearby dwarven community called Kul Moran. Who is their leader and what are that community’s motivations with(in instead of with, I think) allying with Mor’s End? What other economic or military allies does Mor’s End have? Post here.

6. Temples and Religion. The city has a collection of small local gods. Not important to develop larger ones since this city is mentmeant to be adaptable to many DM campaigns who’ll usually import their own gods. But do any of the local dieties or beliefs particularly stand out...and why. Especially if they have any political muscle. Post here.

7. Threats. What constantly(I'd take out the word constantly, since you get the same meaning with the word always that you used below) threatens the city of Mor’s End, keeping the government always on the watch and how does the government deal with these threats...ignore, keep a militia? Is is maurauding band of ceatures nearby.(? instead of .) Post here.

8. Anything else involving the government. Post here.

Note: Other threads dealing with the economy, trade, crafts, npcs, etc. of Mor's End will be posted soon by the various Ministers. Add your two cents to the creation of this fair city.

-----

See, there wasn't very much, and it was all minor. You did a great job, I think!:)
 

Krug said:
What's a sexier name for 'Ministers'?

Aldermen
Council Members
Barristers (not exactly synonomous, but I like the word)
The Conclave
Dukes/Duchesses
Assembly Members
Advisors
Wardens or Warders(especially good if there is one for each "ward" of the city)
Guides
Chancellors
 


Wow! I go away for two days, and come back to find you guys have done this amazing amount of brilliant work already! Consider me stunned! :eek:

Glad to see you've cut down on the most obvious in-jokes an ENworld references, though. I was very disappointed to see Entropia/Entropy leading the poll, as I thought that poll was gonna be the final word. "Nonna Deleric" is good; it's a subtle joke and sounds like an actual name. "Eric's Grandma" on the other hand, is an obvious joke-name and I'm glad it was dropped.

I feel kinda like an intruder now, butting in at this late stage, but if their's anything I could do, just say the world... Also, if you feel I'm too much of a late arrival, just say the word, and I'll get out of your way. I will not be offended if you do!

Maybe I could start considering what kind of districts the city should have? How they are located in respect to each other, etc...

I'm up for pretty much anything, as long as nobody asks me to draw anything! ;)
 

From Knightfall1972's excellent summary, The Overview is edited below...

I kept the inside jokes... since the pre-history of the city is probably the best place to keep them.

Feel free to edit or delete... :)
--sam


Overview: Erek Noahn, the infamous barbarian explorer, was the first human to lay claim to the area now known as Enheim. With the help of his grandmother, a witch of great power, he was able to control the caravan routes that used Lake Enoria as a resting point.

Over time, Noahn's grandmother exerted more control over him and his followers. She was no longer interested in treasure from the caravans... instead she wanted information. She had divined that an old enemy, the great wizard Auv'dur Khost, was spying on her through the very caravans her grandson was raiding. Khost was out to destroy the old witch. In her eyes, Khost had gone too far. Indeed, he had changed the rules of the game.

Due to her dark influence, Noahn's followers raided caravan after caravan, killing all except those that could provide information on Khost. These spies were allowed to return to Khost as a warning that the witch was ready for anything he might deliver.

In a moment of strong will Noahn broke free of the enchantments the witch had placed on him. He couldn't bare to kill his grandmother, so he banished her instead. She was never heard from again, though many believe she went on to infest the city south of the swamp with her evil.

Erek Noahn then split the regoin between his two best men: Rusol Mor and Katze Kulpin. Katze Kulpin continued raiding caravans. Rusol Mor decided that there was more money in trading than in raiding. He built a settlement. In later years, Katze Kulpin, was known as the pirate of the lake because he often raided the small boats carrying the precious fisher-silk.

And what of Erek Noahn? No one knows for sure, but some say he completely abandon his barbarous ways and eventually became a wizard and a loremaster.

The river is named for Rusol Mor, and his settlement became known as Mor's End. Also known as the City of Crafts by some, and the City of Coins by others. It is an independent City-State in the region known as Enheim.

Mor's End is a self-sufficient city, known far and wide for it’s abundance of natural resources and large artisan community. It is a melting pot of races, idealogies, and professions from all over the known world.

Built on the banks of the Mor River, an outpouring that is continually fed by Lake Enoria, Mor’s End stands at the conjunction of a number of trade routes... giving rise to one of it’s other nicknames, “The City of Coins”. For indeed, much coin does flow through the river town. The nearby dwarven community of Kul Moren provides abundant iron ingots for trade downriver. Fine clays used in the beautiful local pottery are highly sought after by craftsmen and nobles everywhere. Rare sapphires collected from the Mor River are used as spell ingredients. Finally, the unnaturally strong and beautiful fisher silk is produced only in Mor's End.

Mor’s End has much to entice anyone... whether they be merchant, noble, mercenary, or adventurer.
 
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