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Old 04-16-2017, 11:36 PM   #11
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Default Re: [Game] Collaborative world building for DFRPG.

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Question 14)
How do the races with social stigma (Savage) and social stigma (monster) go about getting goods and services in the town?
Answer 14
Well, there's the Monster's Market, held outside the city walls next to Executioner's Gate. It's run by Mama Stink, a respected and elderly ogress who brandishes a 6-foot iron mace and wraps a silk bandana around the middle of her face to cover the scarred hole that used to be her nose.

Not as tightly regulated or controlled as the city market, it's open to anyone who can stand the smell and is willing to risk being fleeced of every last copper piece they own. Mama Stink patrols around regularly to make sure everyone keeps the peace and to collect stall fees. It's her regular contributions to the Merchant's Guild that allows the market's existence to be tolerated.

The market's open night and day, to cater for a variety of sunlight-challenged clientele, and for those who require the actual services of the more reputable merchants or craftsmen inside the city walls, they can approach one of the go-between agents' stalls that handle such transactions for just a slight commission ("say, 30% is fair innit bruv?").

Question 15:
Who polices against crime inside the city walls? Who is the head of this group, and how beholden are they to separate interests?
How quickly is a PC-led barroom brawl going to be busted up, and what kind of punishment might they expect if caught?
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Old 04-17-2017, 09:24 AM   #12
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Default Re: [Game] Collaborative world building for DFRPG.

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I know. But not all of those goes in the taste of everyone.
As the OP stated that this was to make a town that works with Dungeon Fantasy, then we need to include all the player races that are available in DF. If you exclude over half the player races, then it's not really suitable as a DF town.

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Perhaps the issue of barbaric races is best solved with a question.

Question 14)
How do the races with social stigma (Savage) and social stigma (monster) go about getting goods and services in the town?
Actually, it just occurred to me, but aren't such social disads excluded from DF?
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Old 04-17-2017, 02:52 PM   #13
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Default Re: [Game] Collaborative world building for DFRPG.

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Actually, it just occurred to me, but aren't such social disads excluded from DF?
The dungeon fantasy racial templates contain a few examples of the the two social stigmas mentioned above, however I am not sure how the boxed set will handle things, for the moment I am using Gurps Dungeon fantasy as the go to documents.
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Old 04-17-2017, 03:37 PM   #14
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Default Re: [Game] Collaborative world building for DFRPG.

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The dungeon fantasy racial templates contain a few examples of the the two social stigmas mentioned above, however I am not sure how the boxed set will handle things, for the moment I am using Gurps Dungeon fantasy as the go to documents.
Isn't this question already answered by the box in DF3?
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Old 04-17-2017, 03:53 PM   #15
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Default Re: [Game] Collaborative world building for DFRPG.

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As the OP stated that this was to make a town that works with Dungeon Fantasy, then we need to include all the player races that are available in DF. If you exclude over half the player races, then it's not really suitable as a DF town.
We only really need to account for the DFRPG box set races, not the full list from GURPS Dungeon Fantasy 3.
Cat-Folk, Dwarf, Forest Elf, Gnome, Halfling, Half-Elf, Half-Ogre, Half-Orc, and Human.

The existences of full-blooded orcs and ogres are implied, as are the existence of other varieties of elf and beast-folk, but we only need to account for these races in the town itself.
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Old 04-17-2017, 04:07 PM   #16
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Default Re: [Game] Collaborative world building for DFRPG.

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We only really need to account for the DFRPG box set races, not the full list from GURPS Dungeon Fantasy 3.
Cat-Folk, Dwarf, Forest Elf, Gnome, Halfling, Half-Elf, Half-Ogre, Half-Orc, and Human.

The existences of full-blooded orcs and ogres are implied, as are the existence of other varieties of elf and beast-folk, but we only need to account for these races in the town itself.
I agree, as this focuses on just a single town it is simplest to just say other races may exist elsewhere, just not here.
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Old 04-17-2017, 04:08 PM   #17
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Default Re: [Game] Collaborative world building for DFRPG.

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Question 14)
How do the races with social stigma (Savage) and social stigma (monster) go about getting goods and services in the town?
They don't. They go to Monster Town.
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Old 04-18-2017, 01:49 AM   #18
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Default Re: [Game] Collaborative world building for DFRPG.

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Question 8) What are some names for the religious groups?

Question 11) Are there many Faiths and are any of them race specific?
Answer 8-
Halfling Faiths

The majority of the halfling quarter are followers of the spiritualist sect known as the Seventeen Champions of the Feast. This venerates deified halfling culinary legends and heroes, each of whom is a patron of a different meal of the day, course or staple dish. The central deity is Laa Maryon Mullgeth of the Middle Noon Repast, while other figures include Braa Bowlmuth, Maker of the Sandwich, and Wee Bigton of the Twithing Cake.

Halfling adventurers and warriors are more likely to worship a different deified hero, Saa Elmo Hamstringer, Master of War Poetry. Disciples study his Octavo of Blood Sonnets of the Winter War while practising either his paired sickle and spiked-gauntlet fighting style, or the shield and pig-spear style. Clerics of this sect can summon the power of Saa Elmo to imbue themselves or their weapons by reciting one of his 700 known battle poems, and Warrior-Poets of the sect compose their own quatrains or sonnets to embody forms, celebrate notable weapons, commemorate fallen comrades or glorify great battles.

Inside the halfling quarter, the Feasting Hall of Seventeen Feasts and the Pavilion of Rhymes are both imposing stone buildings facing each other across Braa Bellgad's Square.

Question 16
What's the name of the city?

Question 17
What's the tallest building?
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Old 04-18-2017, 05:27 AM   #19
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Default Re: [Game] Collaborative world building for DFRPG.

Answer 15)
Who polices against crime inside the city walls? Who is the head of this group, and how beholden are they to separate interests?
How quickly is a PC-led barroom brawl going to be busted up, and what kind of punishment might they expect if caught?

By and large the enforcement of the Council's laws is handled by the city watch. This group while dominated by humans includes most other races in some role or another. Breaking up a brawl in a tavern would most likely happen at night and the roving patrols at that time are more heavily staffed with Half-Orcs and Cat-Folk. Each squad of four soldiers is led by an experienced sergeant who may have been recruited from a number of different backgrounds(or classes). It is common for former delvers to retire to the city watch. The city watch is only lightly staffed with mages, though they do maintain an experienced Necromancer or two to help with cases of murder. For a religious group to have standing inside the city it has to provide the city watch with the services of it's clergy, as a result most watch houses have priests and paladins available around the clock.
The city watch is divided into two groups the day shift and the night shift.

The day shift is captained by Benton Goodweather a Halfling with a very checkered past. Rumour has it he was a very successful thief in the city of Durinsvale but was captured and put under a Geas to obey and serve the law. Regardless of his precise background Benton has a keen mind and an almost intuitive grasp of criminal behavior that he uses to his advantage. Benton is an excellent leader and manages to balance the conflicting politics of the council quiet well even if he has to juggle some competing demands. When out and about Benton is seldom seen without the company of the burly and scarred sergeant Dreydun "Knucklesmith" Russden a former champion bare knuckle fighter of some renown.

The captain of the night watch is a remarkably tall wood elf who goes by the name of Fulkara Stormwind. Fulkara doesn't so much patrol the streets as prowl through her territory. Rebelling against her forest bound parents Fulkara has embraced city life and swaggers about town with her shapeshifting weirdwood weapon. Skilled in a select few spells as well as weapon craft Fulkara is a slippery and cunning combatant. Unlike Benton Fulkara has no head for politics and leads from the front or sometimes the shadows right behind an unsuspecting miscreant. Her overconfidence has put her in a position where the ratcatcher's guild can excerpt some leverage over her. How much is yet to be seen however. The two captains immediate underlings are a slightly less impartial group. Political pressure has seeded the officer ranks with a sizable percentage of people who are beholden to the various political factions.

Towards the center of town and nearer to the watch houses the city watch can arrive at a brawl quite quickly. Back alley taverns and drinking houses in out of the way corners of the city frequently have to wait a bit longer.

There are buildings and property that bear the heraldry of the Council guild's. These areas are additionally policed by the major guild's own watchmen. Each major guild operates it's own security force, Alchemist's, Wizard's, Inventor's and Merchant's. In some cases they can come in conflict with the city watch over issues of "jurisdiction". These groups are by and large a lot better funded than the city watch, accordingly they spend more money on there staff. The wizard's guild's enforcers are particularly feared, they operate in teams of three with one experienced caster and two highly skilled protectors who are often equipped with an array of enchantment equipment.

Getting caught for what the watchmen see as a minor offense frequently results in a semi official punishment and then release a couple of shift changes later. Low level criminal activity and disorderly conduct can result in the watchmen holding the people responsible overnight in some fairly rank cells, public cleanup duties, a "fine", an informal beating or at worst a couple of days in the public pits on a diet of awful bread, water and whatever the public throw in.

More serious offenses are handled by the town aldermen who can sentence people to flogging, maiming and short periods of indentured servitude or hard labour. Cases that might justify a more serious penalty than that are put before the council.

Question 18)
What kind of threats has the city as a whole had to contend with in the past?
Invasions, curses, monsters, natural disasters, mad leaders?
How did the city deal with the problem?
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Old 04-18-2017, 01:40 PM   #20
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Default Re: [Game] Collaborative world building for DFRPG.

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Question: beyond political relantionship, how do the races Interact on day to day business among common people?
Once again, humans are the social lube that keeps other races interacting with each other smoothly. There's a reason half-human is more common than full-blooded orc, ogre, or elf; everyone gets along as well with humans as humans do with each other.

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Question 17
What's the tallest building?
The Tower of Dandorf the Pink-Bearded, an old and highly eccentric wizard who teaches spells, identifies and buys magic items, and the whole nine yards. However, there are three plaques on his front door that look like the faces of dice; only if they total nine or lower is he available that day.

The first room of the tower is the cliche interior of a Magic Shop That Wasn't There Yesterday, the backroom into which he takes wizards to train them in new spells is in his words a "Vastly expensive" M.C. Escher room of staircases going in all directions, and nobody has given a report (reliable or otherwise) about the other rooms.

Dandorf himself is a very tall man with green robes, a green pointy hat that flops somewhat, a pair of bright red slippers with curly toes, carnation pink beard and eyebrows, and blue skin. This skin coloration might be the result of a Dye spell of some sort or his natural skin color, but nothing about his shape suggests non-human ancestry.

Question 19)
Why are cat-folk more common as adventurers and citizens of this town than the other numerous variety of beast-folk?
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