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Old 04-28-2017, 12:53 PM   #41
Daigoro
 
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Default Re: [Game] Collaborative world building for DFRPG.

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Question 32)
How do the ratcatcher's guild operate? Who is in charge?
Answer 32
The Ratcatcher's Guild
The Ratcatcher's Guild operates as the front for the bulk of thieves and organised crime in Newbridge, so they have incorporated a lot of ideas from vermin control into their traditions and lingo.

As an example, you can see this in their power structure:
Bagger- generic term for thieves of any rank
Den- a gang or district
Stomper- an orphan or runaway child taken into the protection of the guild (Guild Rank 0, Social Status -1)
Duster- an indentured apprentice (Rank 0)
Baiter- a journeyman level thief (Rank 1)
Trapper- a master thief (Rank 2)
Wrangler- a district level boss (Rank 3), in charge of one of the city's dozen or so dens
Kennel Master- One of grandmaster's lieutenants, controls the gangs (Rank 4)
Pit Master- One of grandmaster's lieutenants, in charge of gambling & treasury (Rank 4)
Trap Master- One of grandmaster's lieutenants, in charge of enforcement & special jobs (Rank 4)
The Fancy- The guild's grandmaster (Rank 5)

The guild covers most organised crime and thievery in Newbridge - burglary, extortion, protection rackets, gambling and such. For more random street level crime, such as pickpocketing, the Ratcatchers' rival, the Guild of Orphans, Panhandlers and Vagabonds, controls that. One of the Ratcatchers' more visible rackets around the city is running ratbaiting pits in tavern basements or disused warehouses, where punters can typically gamble on terriers or ferrets to score as many rat kills in a set time, but more exotic combinations of beasts are not uncommon. And one of their less tasteful rackets is to extort business owners with the threat of an untimely rat infestation. By the way, both of these particular rackets benefit from the practice of keeping a nice breeding supply of rats available in the local ratcatchers' office cellar.

Ratcatchers' offices are sited throughout the city, so each gang or district has a colourful name associated with the location of their office. The gnome district gang, for example, are the Silversmith Lane Dambaggers. Most gang territories are well-defined and follow the city's layout of districts, but there is some overlap. There is no guild presence in the elven quarter for example, while the upper class suburbs of Vintners and Muttons Crest, with their wealthy manors and estates, are considered open game for all the city's baggers.

The Fancy
In ratcatching argot, a fancy rat is one bred and domesticated to be kept as a pet, and by extension, the fancy means the nobility or upper set in society. Thus, the king of thieves gains the semi-sarcastic title as well. They are generally addressed only by that title and not by their name, as in "Roight, The Fancy wants a word wi' you, bruv."

By chance, the past five Fancies have all been halflings, but there's no particular guild rules about this. Perhaps some halflings just have a particular understanding of the criminal mind. This trend has led to some significant influence by The Fancy over halfling council politics for the past few decades, however, and it would be fair to say that there are some civic-minded halflings who would like to see a change in guild leadership.

Thereby Shandyloins
In the normal state of affairs, the guild grandmaster is a thief who has worked the city streets from a young age and made his way up through the ranks of the guild, either by skill or by applied treachery. However, when a halfling thief adventurer worth 655 character points chooses to retire in Newbridge, there's one particular natural ecological niche that he's likely to end up in- grandmaster of the thief's guild.

Thereby Shandyloins has been The Fancy for around 15 years now. He made his fortune as a dungeon delver in Logran's Lair Looters, and like his other crewmates, bears a tattoo on the web of his left hand showing their stylised three-L emblem. The other members also hold high positions in different spheres of the city's power structure, but his former colleagues have now become rivals or enemies.

Shandyloins is a halfling with a thick, rampant, fuzzy mane of long black hair that would shame an eighties era heavy metal guitarist. He carries a permanent scowl which belies his keen sense of humour- he's probably one of the funniest people you’d come across, but anyone who meets him is too afraid to laugh at his quips. For fashion, he wears a dark, floor-length leather trench coat and hob nail boots, and accessorises with a selection of enchanted items from his adventuring history. Of note here are his black-bladed shortsword, the Runic Scramasax of Tanton Barrow, and his Girdle of the Gibbon's Exemplary Alacrity.

He also has a literally palpable aura about him, the static residue of a thousand protection spells combined with a particularly virulent curse that he hasn't been able to completely shake- a memento of a long-ago encounter with the Bog Sage of Slaymuir.

Question 33
Who were some of Thereby's team mates in Logran's Lair Looters? What positions do they currently hold in the city, and how are they at odds with this guildmaster?

Question 34
What are the different districts of the city called, and where are they located?
How is each district characterised in regards to race, social class, civic function, architecture, etc? E.g. the docks area, the governmental district, etc.
What are some landmarks in each area?
And what are the names for the local Ratcatchers Den in each district?

(This is a set-up question for my coming contribution on the gnome's quarter, but others can jump in too of course.)
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Old 05-01-2017, 11:15 AM   #42
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Default Re: [Game] Collaborative world building for DFRPG.

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Question 34
What are the different districts of the city called, and where are they located?
How is each district characterised in regards to race, social class, civic function, architecture, etc? E.g. the docks area, the governmental district, etc.
What are some landmarks in each area?
And what are the names for the local Ratcatchers Den in each district?
Answer 34A- City Districts
The Gnome Quarter - The Shine
The Shine is the overall name for the historical gnome district of Newbridge and incorporates a few sub-districts. The highest point is Garrison Hill, and The Shine extends from there down through Bellsrung Plaez to Goldbrick Square, centre of the town's gold-trading and financial district. A wide, well-paved thoroughfare, Yellows Boulevard, connects these sub-districts, ending at the Koeng's Column monument in Goldbrick Square.

The style of many gnomish homes in the district are known as tall-lodges, as they had to be built to accommodate the occasional full-sized guest or visitor.

Garrison Hill
Yellowtop Garrison is the fortress located on Garrison Hill, built centuries ago by the gnomish Koeng of the Yellowtops to protect the surrounding area's trade from marauding kobold gangs. It has been cannibalised and rebuilt many times over since then, with the bulk of the current structure dating back at least a century. The garrison is currently home to Herrick's Half-blood Champions and the city's 1st Squadron of Combat Engineers.

Bellsrung Plaez
The grand Tinker's Bellstower stands at one end of Bellsrung Plaez. It houses a 15-bell carillon used to send out musical refrains encoded with various messages for the benefit of gnomish merchants across the city, mostly information such as gold prices, incoming shipments or other market news. The largest, deepest three bells are armed with extra clappers to send booming long distance messages up the valley to other nearby gnomish outposts.

Bellsrung Plaez, and its surrounding backstreets, is the main centre for gnomish tinkerer, toymaker and artificer establishments. You'll also find a few jewellers and weaponsmiths around, but the main jewellery centre is around Goldbrick Square. On Thursdays, the square fills with onlookers for the chariot races. The main draw is the porker chariots, pulled by teams of pigs no more than 6 hands tall, and the clock-driven cart demolition rally. Visitors are advised to bring their own shields and visors in case of flying debris.

Goldbrick Square
This is the site of the first goldseller's market in the city, and has thus evolved into the de facto banking and financial district. The square is surrounded by heavily barred and fortified shopfronts and imposing bank edifices. You can come here for goldsmiths, silverwrights, gemcutters and all associated kinds of jeweller. A good number of magic stores and weaponsmiths are also housed here, although they do aim for the extreme high end of the market- perfect if you want an emerald-encrusted greatsword or 24-carat filigreed brigandine.

While the gnomes traditionally founded the gold market here, the working populace of the area is a complete mixture of races, and so the nearby residential area is more cosmopolitan than the rest of The Shine.

Goldbrick Square being the largest concentration of gold and material wealth in Newbridge, there is a surrounding ring of establishments aimed at wealthy clientele and designed to siphon off some of that river of specie. So this is where you'll find the most up-market restaurants, clubs and hotels in Newbridge, as well as businesses catering for baser instincts. The local Ratcatchers' Guild Office in Silversmith Lane, the Dambaggers, has a strong interest in many of these businesses, and keeps note of which out-of-towners have purses in need of a judicial lightening.

----

Question 35
What's the main currency called? What denominations does it have? Are there any rival currencies or preferred forms of wealth?
And which is the best bank for a heavily treasure-laden monster slayer to keep their loot in? Or are there other options?
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Old 05-01-2017, 06:56 PM   #43
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Default Re: [Game] Collaborative world building for DFRPG.

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Answer 34A- City Districts
Question 35
What's the main currency called? What denominations does it have? Are there any rival currencies or preferred forms of wealth?
And which is the best bank for a heavily treasure-laden monster slayer to keep their loot in? Or are there other options?
Answer 35a)
Copper coins from several neighboring kingdoms had differing insignia, but the same weight and name. One kingdom marked its copper coins with rabbits, another with deer, and so on. They called these "Bucks", or in Elvish, "Dallah". Cat-Folks' love of rolling their Rs has corrupted the latter into "Dollar" and the three terms are used interchangeably in common parlance.

Silver coins worth four Bucks and gold coins worth eighty Bucks are common enough to be accepted by all local businesses, but most people work in copper for day to day purchases. The names and markings on these coins vary a lot more.


So questions 35b and 35c still remain. What is the best bank in the city, and are there better options?
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Old 05-01-2017, 10:00 PM   #44
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35b) Common alternative currencies include:
The Decimalized Pound: An artifact of the days when council power was greater and minted by the Banker's guild, the Decimalized Pound (or Deck-P) is composed of three coins, the $100 silver Councilor, the $10 silver Craftsman, and the rarely used $1 silver Citizen. A pound of silver is $1000. The currency faltered primarily because of difficulty working with primary trading partners.

Merchant's Guild Scrip: The Merchant's Guild, owing to it's large commercial influence, provides printed Scrip in the place of regular coinage when while making payments. Years ago, they offered better terms for those who accepted Scrip over coin, while today they request a 10% charge while making coin payments (rounded in their favor). They accept coin and Scrip equally in purchases.

36c) That depends on how you want to store the loot. If you need to keep it intact for some reason (i.e. backup magic sword, phylactery, books), the Wizard's guild has a wonderful subterranean complex. They keep it well guarded with magical creatures that are kept under control with mind control spells, and secure important treasures with traps designed by the Inventor's guild, but they'll keep nearly anything stored down there for $300/month.

The Inventor's guild offers an alternative to storing wealth, if you can handle some limitations. You need to store at least $1000 in cash, and you can't get at it for a year. However, they will award 1% interest the year after. The Inventor's guild uses the money saved to finance promising research and new inventions by its higher ranked members.

The Banker's Guild offers an alternative to either of these. For a fee, a banker will manage your money, for a year, turning a small profit every week. The profit is calculated by a skill roll by the banker, turning a return of margin of success% return (treat failure as negative). You may only invest in $1000 increments.
Skills and cost per $1000 (not including $1000):
11 -> $1250
12 -> $1850
13 -> $3000
14 -> $5100
15 -> $8700
16 -> $14750
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Old 05-01-2017, 11:38 PM   #45
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Question Recap Time!!

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?

Religions: Green Axes, Halfling- Seventeen Champions of the Feast, Halfling War Poets of Saa Elmo Hamstringer, The Sects and Cults of the Imprisoned Gods

Question 10
How do the guilds choose their leaders?

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

Main Guilds: Wizards, Alchemists, Inventors, Merchants
Other Guilds: Ratcatchers, Stonecutters, Golems, Bankers, Guild of Orphans, Panhandlers and Vagabonds

Question 24 open question
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?

Inns: Ruby Lounge, Grumblelox's Sour Batsmilk Taphuss & Gestruems

Question 25
Why are (or at least, were) Golems so important to the city's economy? How long do they usually last, how are they made, what's their size and most typical use?

Question 26
Where would a group of delvers go if they decided they needed to do some research?

Question 27
What sorts of betting-games go on in the seedier places?

Gambling: Ratbaiting pits

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?

Question 29
What is the legendary Elven weapon master Anenyar doing in Newbridge?

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

Question 31 open question
What dangerous, explorable adventure locations are there around the city?

Underground Locations: Old sewers, new limestone sewers, elven catacombs, Underwar tunnels, Wizard's Guild's water portal
Overground Locations: Phantom mansions from Nightfather war


Question 33
Who were some of Thereby's team mates in Logran's Lair Looters? What positions do they currently hold in the city, and how are they at odds with this guildmaster?

Question 34 open question
What are the different districts of the city called, and where are they located?
How is each district characterised in regards to race, social class, civic function, architecture, etc? E.g. the docks area, the governmental district, etc.
What are some landmarks in each area?
And what are the names for the local Ratcatchers Den in each district?
Addendum: What's the patron god or pantheon for each district?

Districts: Gnomish Quarter- The Shine

----

Any questions from the last 2 posters?
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Old 03-23-2018, 11:34 PM   #46
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Hello, its been a long time.

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Question Recap Time!!

Question 6
What are the typical types of commerce in the city?
The city is a major commercial hub for the entire Nation/Continent. Pretty much everything goes by their docs - grains, gold, silver, marble, gems, spicies, salt, iron, horses, wood.

There isnt very much farming around the city, or even mining. What makes It a great hub is its strategic position in the center of the continent, and its natural Port.

Aside from the commerce, centuries of money getting in has turned the city into a cultural center. So, the product that the city really produces is knowledge and culture. The marble gets in, a beautiful statue gets out. The entire world seeks out one of the Golems they produce, a well guarded industrial secret. The rich nobility sends their children to study at the universities. And many of the rich go to the city as tourists

Question 36: who are the neighbors of the city?

And, we also need to make a decision: is this city part of a nation? The capital? Perhaps not the capital, but most important economic center?

Or, should this city be a City State, fully independent?

I, personally, am leading more to have It like an independent Nation by itself, like Athens, Rome or Venencia of old, or Singapore today.
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Old 03-24-2018, 12:11 AM   #47
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Question 26: Research.

There are several places that hold the knowledge in the city. The place that the educated people think about is the Logus Collegium, the biggest and oldest University in the city, and also the place with the most prestine library. Access to their inumerous tomes is readily accessible to their students, except for the secret or restricted works. For non students however, it is required a fee to allow access, and the fee is in accordance to the level of clearance that each tome or book have. The University have a great deal of knowledge about arts, like music, painting, theater, sculpture, literature, but also tomes on history, politics, theology, architecture, maps, geography, natural history and other areas of mundane knowledge. The vast majority of the members of the Inventors Guild came from this place, and the majority of the tomes about engeneering that are written by the guild are copied for being used for teaching new recruits.

The majority of the religious tomes from the many faiths can also be found in their libraries.

Alchemical or magical knowledge is another story. The mages guild and the alchemists guild guard their secrets fiercily. The Logus Collegium have classes of Alchemy and Magic, and the University do have many tomes on those subjects, but those works are mostly simple or common spells or basic potions. For centuries, the Logus managers have tried to improve in those fronts, but the grip of the 2 arcane guilds have always been firm.

Both the mages guild and the alchemists guild offer a place in their ranks to any student that shows promisse in those fields. That way, they never let the Logus Collegiare develop too much in those areas. But even the inventors and merchants sabotage any attempt of the University to achieve that goal, as they fear the tremendous influence that would generate to them.

Therefore, the Wizards Guild keeps the monopoly of the teaching, study and research on the arcane fields, and the alchemists guild the monopoly on the study of Alchemy (they also delve into herbalism). Both Guilds have centers of research and schools to teach the craft, without requiring external influence. However, its hard to get their help: this require the right contacts, or it require membership and the appropriate rank, or it requires money. It will depend on the knowledge that one seeks. Some secrets are only at the disposal of the high eschelons of those guilds... Unless your luck enough to find someone corrupt enough to accept a small fortune for one of those earth shaking spells.

If one however, is seeking for... Gossips... The best place would be with the Ratcatchers. Those guys know a lot of what happens in the underworld. Again, its easier said than done. You'll either need to know the right contacts or have a very heavy purse to get those guys to sing sweet secrets for you.

Many knowledge can be found with the Merchants Guild, or within the City Hall, or with the priests of the faiths. The Merchants Guild for example, keep tabs on every person that comes and goes into the city - a type of knowledge that many people dont pay too much attention to. They also have the many contracts made in the city, the ownership of business, houses, etc. In the churches, you can find about births certificates, marriages and the dates of the deceased. The city hall have many, many many documents about pretty much everything that happens in the city.

And lastly, the city's watch have all the things of interest about the security and criminal activity in the city.

Note: New "Guild" (place of interest) - Logus Collegium
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Old 03-24-2018, 12:29 AM   #48
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Question 25: Golems.

The creation of the Golems involves a dark secret from the inventors guild. The first Golem were created by a mad man, trying to create life. However, what he created was a monstruous abomination who spread terror in the city, until It was contained by a group of battlemages. Those battlemages brought the creature to the Occulatum tower, one of the many reaseach institutions of the Mages' Guild, and there they managed to contain and enslave the creature.

However, instead of reporting the incident to the Faiths, the mages wanted to use that thing.

However, they were unable to replicate the procedures.

So, they went to talk with the Inventors. The inventors managed to recriate the abomination, and the mages managed to control It.

Thus, was created the first Golems.

Nobody knows that the Golems are made from human flesh; the bidding spells that enslave the creature make It look like a being of stone.

Those obedient slaves became a very expensive commodity for both the guilds and for the city, which is what led to the trials about the ownership of them between the two guilds, which ended with the creation of a guild only for that.

A single Golem can work just as much as 10 Men, without food or rest. They are the perfect slaves.

For almost 4 centuries, no Inquisitor have ever found out the truth.

This has created the infamous black market of corpses that infects the city. The priests are trying to find the culprits for centuries. Over the time, they've executed many allegeded cultists, gangsters or deviants for those crimes, but they cant get to the bottom of It. There were even many gangs that sacrificed people in order to sell their bodies.

Question 37: who are the main "suppliers" of this "raw materiais"? Is there anyone outside the Golems Manufactors Guild who knows about this dark secret?
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Old 03-24-2018, 01:22 PM   #49
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Default Re: [Game] Collaborative world building for DFRPG.

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Question 36b
And, we also need to make a decision: is this city part of a nation? The capital? Perhaps not the capital, but most important economic center?

Or, should this city be a City State, fully independent?

I, personally, am leading more to have It like an independent Nation by itself, like Athens, Rome or Venencia of old, or Singapore today.
Answer 36b- City's Status
I thought this had been stated more explicitly somewhere earlier, but re-reading everyone's contributions, the closest was this:
Quote:
Originally Posted by (E) View Post
Answer 16 and 18
Back before the city was much more than a quiet hamlet an enterprising team of Gnomes, Humans and Dwarves built a ferry to haul livestock and ore across the Tovonduin river. Up until then the Beastfolk traders had been traveling either through the mountains to the north or the swamps to the south. Needless to say the Cat-Folk traders preferred taking the ferry to the numerous river crossings required on the mountain trail or the continual risk of immersion that the swamp provided. Soon the group running the ferry realized how lucrative the Cat-Folk traders could be and struck a deal with the elves who at the time ruled the area and built a bridge. Over time the river was made more navigable and the traders began to come upriver as well. To this day there is almost always steady work for those who choose to seek employment working on or guarding the caravans and riverboats that pass through.[B]
That, and the fact that there are wars with neighbouring renegade dwarves, clans of gnomes living higher in the mountains and monthly attacks from marauding passers-by, suggests to me that Newbridge is more of a frontier town.

The words "town" and "city" have been used interchangeably, so I don't think we've settled on a particular size, but I saw it as basically the region's largest town of note, but part of a larger polity. It's the town on the edge of the wilderness where all the mining interests in the mountains, all the caravans arriving from somewhere far off, and all produce from the small real frontier towns upriver come together as the first major centre for trade, arbitrage and general merchanting.

It can't be in the centre of civilisation, because this is the town where civilised folks try to escape from. This is the town where wandering bands of tunnel-divers set off from into the great unexplored wilderness. This is the town where surviving tunnel-divers return to to offload the loot hauled out of surrounding monster pits. And this is the town that bears the brunt of the great wilderness pressing up against more civilised lands. It'd be one far-flung outpost of the civilisation's ... civilisedness.

I don't think it'd be completely politically independent- there are far off masters of the land, so not a city-state. But it has to operate independently in most respects because of its isolation.

Quote:
Originally Posted by KarlKost View Post
Question 36: who are the neighbors of the city?
Not an answer, but a recap to expand on. We've got:
- The renegade dwarf, The Piebald Jarl, and his Huss Magpie enclave
- The Yellow Koeng's gnomish kingdom and their nearby mountain fastnesses
- Catfolk traders from deeper in the mountains and swamps
- Elves who ruled this particular area
- mountains to the north
- swamps to the south
- Orc Barrens somewhat further away
- ... any others I've missed
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Old 03-26-2018, 12:30 PM   #50
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Question 29)
What is the legendary Elven weapon master Anenyar doing in Newbridge?
Answer 29- Anenyar's Quest
After completing the four tasks set him by the Blind Five-Eyed Seer of The Fairly Forbidden Forest- challenging the Hideous Monk of Wan Shu On, learning the Invincible Toe Lock of Buut, meditating for a century in Two-Bell Abbey, then defeating the Flame Wendigo of Canister Valley- Anenyar returned to the Blind Five-Eyed Seer of The Fairly Forbidden Forest for instruction on the next phase of his martial enlightenment.

The Blind Five-Eyed Seer of The Fairly Forbidden Forest informed him that while he had adequately studied defending himself, he should next observe how many selves will defend themselves together as a society, especially one as fractured as Newbridge. He is to live among them and learn their art, and is not to return to the Seer until this three-fold prophecy has come true- "A student will best you, a blade will turn on you, an enemy will praise you and an ally will forget you."

So far, he doesn't believe any of these conditions has been met, but doesn't mind telling others of this prophecy. In fact, students in his lengthy classes and sermons on martial philosophy will have heard this, and many other teaching parables, quite a number of times, yet no one has asked why it actually has four parts.

----

Question 38
Which enemy from his past will seek Anenyar out, destroy a section of the city in duelling him, then praise him in the way that was prophesied?
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