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Old 04-20-2017, 01:11 PM   #31
KarlKost
 
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Default Re: [Game] Collaborative world building for DFRPG.

Yeah, it would probably be TL (3 + 1/2/3)^, but it can even have TL 2 elements. It is how dispersed those techs are throghout society however; there are no factories and no assembly lines for mass producing, so, even if the Inventors can build steam fueled motorcycles, they are VERY rare (and probably expensive) itens, because they are all made in the old medieval way, with one single person building them, instead of an assembly line of workers pushing bottoms.

We could say that, in theory, DF could become TL 5/6 with easy, considering what it has. And with all the Magic, it would be easy to reach something similar to our TL 8 world (TL 5/6 + 3 due to Magic). The reason why it would stay stagnant is more social than technological. DF society hasn't evolved politically, being aristocratic on most settings, and the system of guilds has a firm domain over production. The guilds maintain the aristocrats, and those keep the guilds. With the guilds, all the work must pass in their hands, so, no ideas about "assembly lines" ever take hold. And, althouth some steam machines exist, the guilds doesn't let them change things.

In our imaginary city, the Inventors guild could even go so far as banning "harmful tech", making illegal the commerce of technologies that could potentially "disrupt social order". The priesthood can also have a say on this matter. So, inventions that would make several workers out of job (like steam machines to produce clothes) would be vetoed by the Inventors, technologies that could turn people away from the Gods would be vetoed by the priests. So, that keeps the TL stable, without real changes
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Old 04-20-2017, 02:33 PM   #32
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Default Re: [Game] Collaborative world building for DFRPG.

Question 6)
What are the typical types of commerce in the city?

Question 7)
How do the races interact on day to day basis among general population?

Question 8) open question.
What are some names for the religious groups? How do they choose their leaders? who are important people? Anything else noteworthy?

Question 9)
What are the hidden religious groups? Where do they hide, and how do they survive? What are they plotting?

Question 10)
How do the guilds choose their leaders?

Question 20)
Where can soldier or martial artist types go to get some skill-up packages in the city (which is still unnamed)?

Question 21), open question
What are some of the lesser guilds in Newbridge?

Question 24)
Where can passing strangers find accommodation in Newbridge?
What is the name of a typical low-level, mid-level and high-level establishment?
Who runs them?
What's a secret each has?

Question 25). Point of order question.
The stonecutters' guild has already been mentioned, albeit in passing, as the town's architecture guild. Should we-
a) drop them?
b) subsume them as a "sub-guild"(?) of the Inventors?
c) use that as a nickname for the Inventors?
d) keep them as separate guilds with separate functions?
e) have them as separate competing guilds for the same function?
f) some other suggestion? One possibility have been posted.

Some mild rearrangement has happened, I did this on my phone so I will double check to see.if I missed anything later.
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Old 04-20-2017, 06:02 PM   #33
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Default Re: [Game] Collaborative world building for DFRPG.

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Question 8) open question.
What are some names for the religious groups? How do they choose their leaders? who are important people? Anything else noteworthy?
The Green Axes are one of the religious sects that have Clerics and Holy Warriors who use the straight DF templates. Their holy symbol is a double-bitted woodcutter's or executioner's axe, and many of them who don't take the Vow against using edged weapons wield either an Axe or Great Axe as their weapon of choice. They have a small shrine on Narrow Street between those of some of the more popular faiths.

The pastoral staff of the local shrine include a male elf, female dwarf, male halfling, and female human. Two of them are present in the building at all times in case an emergency Resurrection or Remove Curse is needed. They were assigned this parish by the bishop, chosen partially for their racial diversity. Green Axe Clerics only take off their armor to clean it and/or themselves, or to change into different armor, as a general rule - whether presiding over a wedding or a funeral, they still generally dress for battle just as they would going to a dungeon.

They are a branch of the Church of the Crystal Dragon, which has no other representatives on the continent as the pro-active monster-slaying attitude of the Green Axes helps them spread their mission faster. Faithful artistic depictions of the Dragon himself are likely to cause a Fright Check when first viewed, even by the faithful, hence the use of the weapon that slew their god as their primary icon.

They get along well with any other religion that promotes the destruction of undead and slaying of demons. They insist as a point of theology that their god is different from the others in a quantitative way, but don't argue against others' definitions of the terms "god" and "deity" encompassing the spirit they worship as well as those of other clerics. They tend to get along amiably with anyone who isn't openly serving an Evil power.

The major defining traits of the faith are that it has the aesthetics of a typical faux-Catholicism, but completely integrated into the DF attitude of slaying and looting from the ground up, including having both male and female clerics with celibacy as an optional vow (a priest and priestess perform different functions together in the same rituals, neither can fully do the other's job but their templates are interchangeable game-mechanically). A priest can only marry a priestess and vice-versa, but the two could also be mutually celibate so long as they remain chaste as well - chastity is expected of all the faithful and the clergy are expected to lead by example with stricter consequences for disobedience.

"The Dragon commandest ye, gather thine own Hoard but steal not from thy brother's."
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Old 04-20-2017, 06:54 PM   #34
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Default Re: [Game] Collaborative world building for DFRPG.

Answer 9)
The sects and cults of the imprisoned gods.

The history of the world contains many great conflicts, the third war of the gods is considered to be the greatest of these. The gods of the faith sought to overthrow the gods of the religion. This war wasn't good vs evil or law vs chaos, the participants were divided along far more complex lines. It is very hard to kill a god and the side effects of doing so are usually catastrophic.
The gods on the loosing side in the main surrendered but there was a few that refused to submit. These gods were imprisoned in far dimensions beyond the reach of their followers prayers. The far dimensions had been used in the past to contain the strange geometries and mind warping presence of the elder gods.

The list of the gods who are imprisoned includes the alien elder gods, the gods that were on the loosing side of the god wars and the goddess of forgiveness and mercy.

Because of the nature of the imprisoned gods restraint prayers and faith that gets directed towards them goes elsewhere. A skilled mage or cleric can redirect the power of this belief to their own ends. As such The individuals who head these cults are those who are in general after power for its own sake or are fanatics who are seeking to work towards freeing their deity.

The followers of the imprisoned gods tend to congregate anywhere they can hide from the followers of the gods of this world. They favour out of the way underground lairs that allow them to hide from the sight of flying creatures in service to other gods. Several families can trace their ancestry to the priests that worshiped the gods before they were imprisoned and carry on their traditions to this day. In such families there is a strong tendency to seek revenge on the gods (and their followers) that they deem responsible.

Question 26)
Where would a group of delvers go if they decided they needed to do some research?
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Old 04-20-2017, 07:47 PM   #35
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Default Re: [Game] Collaborative world building for DFRPG.

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Question 24
Where can passing strangers find accommodation in Newbridge?
What is the name of a typical low-level, mid-level and high-level establishment?
Who runs them?
What's a secret each has?
There are a number of small taverns with rooms and inns - every district has at least one, though the districts with a higher proportion of one race tends to have taverns that likewise cater to the distinct tastes and predilections of said race. There are exceptions, though - a few establishments in human-dominated districts are awfully cosmopolitan.

One such is the Ruby Lounge, a mid-tier establishment that has become the haunt of the local reptilian population. Given that their numbers are too few to even claim a district, they had to find some place to hang out. These tend to be young men and though they mostly seem to want to drink, smoke tobacco in rolled papers, listen to the piano player and flirt, they are fairly harmless. Still, the 'Lounge Lizards', as they are sometimes disparagingly called, do have a reputation for hedonism.

The proprietor is human, and he doesn't really mind their presence - they're generally good customers. Rumors that said proprietor smuggled weapons to a reptilian fighting-force in a past life are met with him saying "That's a fanciful story - be pretty interesting if it were true." The fact that he doesn't quite get along with the city watch tends to add some fire to the stories, as does his odd insistence that his piano-player not play a particular song.

Question 27)
What sorts of betting-games go on in the seedier places?
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Old 04-21-2017, 01:27 AM   #36
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Default Re: [Game] Collaborative world building for DFRPG.

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Regarding the point of order. Stonecutters guild vs the inventors guild. This is a suggestion for option f).
With a bit of jiggling both could be true. The inventors guild is currently a political power. What if the stonecutters guild was a political power and is now holding on by the skin of it's teeth.
The stonecutters guild still holds the Council's remit for repairs to city property, walls and so forth. The inventors guild holds the remit for "new construction that incorporates mechanisms and mechanical engineering" and being a council guild they are fairly adept at ensuring new projects fit their remit. They may or may not farm out work to the stonecutters guild.
We can work with this. How about:

Stonecutters' and Inventors' Guilds
The stonecutters' guild, formally known as the Rocksplitters, Bricklayers, Masons, Tilesetters and Allied Artisans Lodge, is exclusively a dwarven guild (with the odd exception of especially talented and persistent individuals), compared to the Inventors' Guild, which has a widely eclectic racial mix. Thus, when dwarves hold a balance of power in the council, the stonecutters' guild gets a lionshare of work, but then the Inventors' Guild's star rises when there's a friendly body in the mayor's seat. Thus, the town's architecture shows a periodic mixture of styles depending on which guild held favour at different times.

Unfortunately, the dwarven representation on the town council has recently suffered some reputational damage and is at an ebb in its power. First, about 10 years ago, was the Underwar of the Piebald Jarl, when the renegade dwarf led his Huss Magpie Legion on a ransack of the basements, cellars, sewers and underground treasure vaults of the city. The then stonecutter guildmaster and city councillor, Lowmaster Fimblewort, being a cousin of the Piebald Jarl, was implicated as being a collaborator in the planning of the assault.

Fimblewort refuted those accusations and continued as a respected council member, later becoming the City Quaestor, in charge of the city's finances. However, he soon proved his accusers correct when he embezzled millions in city funds and absconded to the Piebald Jarl's domain, where he is now reported to be living in luxury.

Thus, the remaining dwarves on the city council are viewed with some suspicion and the flow of work to the stonecutters' guild has been largely cut off. Therefore, there are often, as yet unsubstantiated, rumours and imputations that various monster and army attacks on the city and damage to the city infrastructure were instigated by stonecutter interests in drumming up more work for them.

There may also be a current problem, in that the Inventors' Guild will tend to incorporate some kind of novel mechanism, architectural folly or untested style of construction in their civil works (such as singing buttresses). Compare this to the stonecutters, who generally adhere to tried and tested architectural norms that have been developed over centuries. Recent civil works then, which had to involve some form of "invention" to win the council contract, may have a tendency to collapse or be easily brought down. For example, there is some widespread concern that the recently rebuilt Imperator's Gate, destroyed by the Wyvern of Roses, has a serious design flaw that could be targeted by the next invader.

Adventure Seed 1
The city wishes to see Lowmaster Fimblewort brought to justice, as may the stonecutters' guild to repair the damage to their reputation. A cadre of wandering mercenaries is tendered for the mission of travelling into the halls of the Huss Magpie renegade dwarven stronghold and abducting the runaway councillor. Complications may arise when the adventurers discover that the Piebald Jarl is amassing a greater army for another assault on Newbridge, this time with a brigade of Siege Beasts and Tunnel Trolls for what would be an Under-and-Overwar, this time.

Question 28
What novel design innovation does the New Imperator's Gate involve? And what is its fatal design flaw?
Who knows about this problem, and which enemy is trying to get ahold of the plans?
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Old 04-21-2017, 05:02 AM   #37
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Default Re: [Game] Collaborative world building for DFRPG.

Answer 20)
There are a multitude of locations in Newbridge that offer training to all varieties of martial combatants.

First off is the school founded by some of the few members of Harrick's Half-blood Champions who survive to reach retirement age. They specialize in dueling styles and weapons, their techniques are best suited when fighting foes strong in brawling. They operate out of a decommissioned guard tower in the Halfling quarter next to the feasting hall on Braa Bellgad's Square.

The second group is the merchants guild who operate a large school that produces caravan and riverboat guards. The training regime is fast and very focused, its detractors however claim that it produces barely average combatants as alike as peas in a pod.

For unarmed fighters there are two main options, firstly the Bareknuckle competitions who support a number of small gymnasia, the athletes who enter the city wide tournaments are typified by high levels of physical improvement. Most of these gymnasia are named after their chief trainer typically an ex-champion who has a ring name. The more famous are "ten-steps", "Ferret eater", "Plow beaters" and "Big Sams".
The other option for unarmed fighters is "the school of the waters" founded by a traveling monk who ran afoul of both the merchants guild and bareknuckle organizers. Unable to purchase property in the city or to work with the athletes in the bareknuckle competition she set up shop on a barge and began to work with the barge and dock workers. Now several generations later the "the school of the waters" has attained some measure of fame and teaches a wide variety of techniques and skills. They still practice predominantly on barges and water craft and hold some matches on a flattened bare rock that sticks out of the river. The school of the waters is currently led by the monk Dai-mei Macgiven.

The dwarven district houses the Axe with no Axe school of unarmed combat, little is known of this group though and gaining access is a challenge in and of it's self.

A group of semi retired delvers run "oldmasters" a training hall that operates out of what was Duke Florez Harben's opulent town house. What makes Oldmasters special is the presence of the gifted illusionist and physician Aneon of Icara "Aegis" who both conjures realistic opponents for the students to fight and provides high quality medical assistance for the unlucky.

Recently a legendary Elven Weaponmaster has begun to seek students within the Elven glades, A nénar kal yesse lelime (Anenyar) by name the rumors about this elven weaponmaster are many, he is supposedly a starlight elf who was born at the end of the first age of elves and has been honing his craft since he began training in his early eighties. Accompanied by a score of students whose daily training is a blend of brutal physical fitness, ancient Elven philosophy, breathing exercises and personalized development of combat skills. When dealing with a prospective student he starts by informing them that before he can teach them how to use a weapon he must teach them to move and before he can teach them to move he must teach them to breath. He does not restrict his training to just warriors as he has developed fighting techniques for every type of combatant.

Question 29)
What is the legendary Elven weapon master Anenyar doing in Newbridge?
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Old 04-22-2017, 02:42 AM   #38
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Question 24
Where can passing strangers find accommodation in Newbridge?
What is the name of a typical low-level, mid-level and high-level establishment?
Who runs them?
What's a secret each has?
Answer 24B
Grumblelox's Sour Batsmilk Taphuss & Gestruems

(I was aiming for a low-class establishment, but this turned out fairly firmly middle-class.)

Serrly Grumblelox wanted to break down the popular image of dwarves of being dour, insular and cantankerous by opening a tavern with a fun and lively atmosphere that celebrates dwarven culture, locating it in the human quarter of town. The tavern is a large room with rows of long wooden tables, and its decoration runs more toward dwarven kitsch, more a touristic presentation of dwarven culture than genuine, and actually it's rare to find real dwarves among the clientele unless they're out-of-towners dragged along by well-meaning friends. Clichéd tableaus of dwarven life are hung copiously around the walls, generally showing dwarves mining or hammering on anvils, but also a generous number showing dwarves violently smiting goblins.

Signs outside the taphouse read, "Awfentique Life Muzick," "Allfentick Real Brawlls, Twyse Nyghtlie" and "Reall Souwer Batsmilk Lauter, Brewd on Prymisses By Master Curdller." Despite the gimmicky interior, the bar is an entertaining place to hang out, with a dwarf and gnome house band, a raucous drunken crowd who get up and dance along, and indeed hired dwarven brawlers that start trouble nightly at 9 and 10.30. However, it's the brew available on tap that Grumblelox's is famous for and it's what he built his reputation on.

He's a certified master curdler of sour batsmilk lauter, a thin, carbonated, slightly milky white ale that will clear your sinuses out to your ear canals and into next week, and it can leave the novice with a bombastic hangover. It's mainly served straight, but a couple of flavoured variations are available on the menu, such as with persimmon or coriander seed. Grumblelox has a whey distillery and ageing cellar in the basement, but these are not open to the public as the warning signs on the stairway attest- "NO Enntrie- Bewhere Sally-manders," "OFF Limmyts- Toiletts Ovver Side of Barr," and, "GO Back- Danger! Sallymanderes!"

Minor Secret- A dwarf customer whose palate is accustomed to real batsmilk lauter might notice that what is served here is not as fresh as it should be if made on the premises, and it's true that Grumblelox is no longer making it himself.

Major Secret- Curious adventurers who venture down to the basement and fight off Grumblelox's pack of guard salamanders will find that the expected whey distillery equipment is missing and that his stock of barrels of lauter are all stamped with the Huss Magpie insignia (dun-dun-DUNNN!!) Unfortunately, in the Piebald Jarl's Underwar, the invaders broke into Grumblelox's cellar, stole his distillery, destroyed his curdling tanks and made off with his ageing stock. Since then, he had to resort to purchasing it from the only other producer available nearby, which was Huss Magpie themselves. He has to regularly smuggle shipments in via the sewers to avoid the embargo against Huss Magpie produce.

This knowledge might be useful for blackmail against Grumblelox, to get him to help a party infiltrate the Huss Magpie stronghold on his next smuggling run.

----

Question 30
What monsters (real ones, not civilised peoples) are there around the city? Perhaps as guards, pets, captives, specimens, summonees or infestations?

Question 31
What dangerous, explorable adventure locations are there around the city?
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Old 04-22-2017, 10:45 AM   #39
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Default Re: [Game] Collaborative world building for DFRPG.

Oh ho, looking very, very good.

So, up to now we have a city with the most peculiar system of power. The official goverment structure is mostly aristocratic, with the nobles of each race holding seats in the council, sort of like the Roman Republic and its senate, with the Mayor taking a job similar to the Roman's Consul. However, each race has a different say on what means "nobility". For Halflings, it means whoever falls in favor of their "King" (the supremme leader of the thieves guild - who has always been a halfling - chooses the council). To the Elves is a pretty fixed matter, based on some arcane system (perhaps even choosen by their gods?). To humans and dwarves, it is a matter of blood, you are born a Noble, difference beying that for Dwarves, the circle of nobles choose who will earn the title, and for humans it is a birthright passed down from parentage. And gnomes vote. And half orcs define "nobility" as the "best Warriors".

But thats not all, because the city other have two more systems of rulership; the first is the alliance of faiths; there are many different religions, but they all live toghether, and even more, they've managed to create a common administration. So, despite being several, they have a central organization. And that unified front have a LOT saying on the matters of the state. First of all, they purge the city of evil faiths, so there is an active inquisition of sorts, and secondly, it has the power of veto over any deliberance. Also, to be excommunicated by the alliance of faiths, probably means become an exiled; so, there is a great possibility of conflicts between priesthood x nobility (the council and Mayor can increase taxes on any one church, it controls the guards, and many other things).

And finally, we have the guilds. Those work based on merit, rather than on nobility. So, any person wishing to ascend, will probably look to the guilds, and if it is talented, it can reach a high post. The guilds hold offices under the secretariaty of the mayor, not an unimportant position, but their unnoficial power is far more important. A displeased guild leader can stop the city with a strike.

And lets not forget, we also have the thieves guild as the biggest non official power behind the throne, with a tremendous influence over the city's politic (not to mention that this mobster family picks 7 members of the council). All that makes the guild a power inside the power.

So, we have a very difuse power system, with many actors involved, which makes hard for a despotic nature to take over. That fact probably gives the citizens a certain degree of freedom they wouldn't have under a King for example. Also, it has an opportunity for social ascension under the guilds (but not outside of it), while still keeping an aristocratic force. Even races that are NOT represented on the council can grow inside the guilds, so, it is at least possible to see a half elf or even others becoming secretaries on the mayors office if they manage to climb the guild hierarchic steps

The price to be paid is probably corruption and inefficiency. It is likely that we are looking to something like the Roman Republic, a might and powerful city, but who has already gone its period of meteoric ascension, but it is now in decline. Perhaps, what still keeps all the political forces sticked toghether are the constant external threaths; the irony is, while there are monsters out there, the city will stand. If, by any chance, the city manages to eliminate all of it's many external enemies, it will colapse under its own weight.
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Old 04-24-2017, 02:35 AM   #40
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Default Re: [Game] Collaborative world building for DFRPG.

Answer 31
There are numerous places in Newbridge where a delver may practice their craft. Beneath the streets there is the labyrinthine maze of the old sewer system. This is dotted here and there with old cellars, basements and larger spaces. All kinds of folk interested in secrecy operate out of the old sewers, cultists, the ratcatcher's guild, fugitives, Demonologists and those who for whatever reason want to hide from the people above.
The structure of the earth changes as one goes further down. It is in the denser limestone rich layers beneath the old sewers that the races who favour the underground lifestyle or prefer to avoid the sunlight choose to make their homes. The influx of these races led to the construction of the new sewer system further below.
The new sewer system runs deep beneath the city and here and there makes use of the limestone tunnels that the first miners discovered when they got this deep. A complex pumping tower exists at one end of the new sewers to hygienicly dispose of the sewer's contents into the river.
These caves have recently caused some contention as elven scholars have found reference to several historic instances where these deep caves were used by the elves of the first age. One such use was a resting place for the Elf Lord's and ladies who waited, sleeping, for a great challenge yet to come. Of course the soldiers, clay kickers and miners of the Huss Magpie Legion have created numerous tunnels around and through all the previously mentioned levels and somewhere they have a Dwarven road running to the distant halls of the Piebald Jarl.

There are many locations for delvers to explore that are above ground to. Included in these places are the elsewards mansions. During a conflict between the wizard's guild and a cult that had completely taken over the church of the Nightfather massive magics and divine forces clashed throughout the city. Now some twenty years later the collateral damage is still evident. Throughout what was one of the wealthiest districts of Newbridge random blasts of wyld magic and divine energy moved many of the mansions and palaces somewhere else. Still visible the mansions and palaces are difficult to access as they are not quite there. Strange noises are heard from time to time from who knows what kind of strange creatures.

The mage's guild operates the most important water supply in the city. With the crowded subterranean environment wells are almost pointless and the river is far from a healthy source of drinking water, the wizard's guild stepped in to fill the void and created a portal to a distant glacier fed river. Recently word has been leaking out of the guild that something is amiss with the portal.

Question 32)
How do the ratcatcher's guild operate? Who is in charge?
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