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[PBP] The Port Opal Underground - OOC Thread
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<blockquote data-quote="Reprisal" data-source="post: 674746" data-attributes="member: 1161"><p><strong>Welcome!</strong></p><p></p><p></p><p></p><p>The Underground as it is now consists primarily of competing gangs from different neighbourhoods and racial gangs of some sort... They're not organized in any real way save for a rather anarchistic regime of challenge and warfare. At this point, the gangs aren't as powerful as the government, or the guilds, or the military. They've been declared officially a problem of the Eastern Bank -- the bad side of town.</p><p></p><p>Port Opal is situated at the mouth of the Opal River, which drains into Valar Bay, named after the Askaran Explorer who found the area. It is split into two basic areas with the river itself acting as a barrier: the Western Bank, and the Eastern Bank. </p><p></p><p>The East Bank of Port Opal is the side of the city that is connected to the deep water harbour. It isn't a very nice place to live -- what with all of the warehouses, brothels, gambling dens, taverns and slums. Most of the city's halfling, gnome and Meyarin population live on the East Bank of the city; nearly all of its goblins live on this side also... (With hobgoblins and bugbears pressed into Militia service if they haven't already volunteered.)</p><p></p><p>The Western Bank is the developed or "civilized" side of the city. Institutions such as the barracks, Imperial Chamber, Lord's Manor, Amphitheater, and the Grand Market are situated among higher class dwellings and establishments. Roughly two-thirds of the Imperial Askaran population live on the Western side of the city, and almost all of the elves. It is the side with the heaviest patrol of the city guard, and as such, it's mostly safe for anyone to travel around -- even at night.</p><p></p><p>((This is about as detailed as I want to get about the city itself as I want to make an event of exploring the East Bank and visiting such places as the Amphitheater, and the Grand Market.))</p><p></p><p>Directly north of the port city is the destination of close to nine-tenths of the Meyarin population: Hopeland. It is a large territory, most likely two-thirds the size of Haravia itself, and is ultimately an agricultural land. Its people live in peace and live the simple life of farming, community and worship. There's been something of a special link between the Meyarin clans and the bugbear tribes since they share a social system in the form of extended family units and veneration of simplicity in life. Hopeland is the breadbasket of Port Opal, and it is for this reason that the Imperial Powers That Be tolerate its insular existence. Like the dwarves in the Old World, the people of Hopeland control a vital commodity.</p><p></p><p>The only reason that the Legions haven't been sent in is the fact that the current governing body of Hopeland hasn't abused their power and have been selling their foodstuffs at a most agreeable price...</p><p></p><p>To the west of the city lie a grand expanse of plains and scrubland. It was discovered shortly after disembarkation that the plains are inhabited by a group of relatively primitive nomadic people calling themselves the Children of the Phoenix -- a mythical firebird that no individual from Vanaria has even seen, or reported to have seen...</p><p></p><p><strong>To Begin:</strong></p><p></p><p>I think I'll start the campaign at the point in which you board the Imperial Galleons on your way to the New World. You will be placed in a room with other halflings, goblins and gnomes. It's a nice room since you paid for it up front, but a little cramped. You'll have to defend it from the other passengers if you wish to keep your "posh" surroundings. I'm going to introduce a number of NPCs that will form the rest of the gang that I expect to develop over the course of the campaign.</p></blockquote><p></p>
[QUOTE="Reprisal, post: 674746, member: 1161"] [b]Welcome![/b] The Underground as it is now consists primarily of competing gangs from different neighbourhoods and racial gangs of some sort... They're not organized in any real way save for a rather anarchistic regime of challenge and warfare. At this point, the gangs aren't as powerful as the government, or the guilds, or the military. They've been declared officially a problem of the Eastern Bank -- the bad side of town. Port Opal is situated at the mouth of the Opal River, which drains into Valar Bay, named after the Askaran Explorer who found the area. It is split into two basic areas with the river itself acting as a barrier: the Western Bank, and the Eastern Bank. The East Bank of Port Opal is the side of the city that is connected to the deep water harbour. It isn't a very nice place to live -- what with all of the warehouses, brothels, gambling dens, taverns and slums. Most of the city's halfling, gnome and Meyarin population live on the East Bank of the city; nearly all of its goblins live on this side also... (With hobgoblins and bugbears pressed into Militia service if they haven't already volunteered.) The Western Bank is the developed or "civilized" side of the city. Institutions such as the barracks, Imperial Chamber, Lord's Manor, Amphitheater, and the Grand Market are situated among higher class dwellings and establishments. Roughly two-thirds of the Imperial Askaran population live on the Western side of the city, and almost all of the elves. It is the side with the heaviest patrol of the city guard, and as such, it's mostly safe for anyone to travel around -- even at night. ((This is about as detailed as I want to get about the city itself as I want to make an event of exploring the East Bank and visiting such places as the Amphitheater, and the Grand Market.)) Directly north of the port city is the destination of close to nine-tenths of the Meyarin population: Hopeland. It is a large territory, most likely two-thirds the size of Haravia itself, and is ultimately an agricultural land. Its people live in peace and live the simple life of farming, community and worship. There's been something of a special link between the Meyarin clans and the bugbear tribes since they share a social system in the form of extended family units and veneration of simplicity in life. Hopeland is the breadbasket of Port Opal, and it is for this reason that the Imperial Powers That Be tolerate its insular existence. Like the dwarves in the Old World, the people of Hopeland control a vital commodity. The only reason that the Legions haven't been sent in is the fact that the current governing body of Hopeland hasn't abused their power and have been selling their foodstuffs at a most agreeable price... To the west of the city lie a grand expanse of plains and scrubland. It was discovered shortly after disembarkation that the plains are inhabited by a group of relatively primitive nomadic people calling themselves the Children of the Phoenix -- a mythical firebird that no individual from Vanaria has even seen, or reported to have seen... [b]To Begin:[/b] I think I'll start the campaign at the point in which you board the Imperial Galleons on your way to the New World. You will be placed in a room with other halflings, goblins and gnomes. It's a nice room since you paid for it up front, but a little cramped. You'll have to defend it from the other passengers if you wish to keep your "posh" surroundings. I'm going to introduce a number of NPCs that will form the rest of the gang that I expect to develop over the course of the campaign. [/QUOTE]
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