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Post by Deleted on Sept 16, 2019 21:29:26 GMT -5
Let's build a village, or town, or (if response merits) a small city. Everyone pitch in an NPC, business, event, point of interest, rumor, etc. for the Village of Murkhill. The sky is the limit with regard to setting, but the general baseline for any needed rules or assumptions is OD&D and its supplements.
Is there any interest? If so, let the posting begin!
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Post by Deleted on Sept 16, 2019 21:36:19 GMT -5
I'll do a line edit of the results, format it and release it as a PDF and an at cost POD document.
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Post by Mighty Darci on Sept 16, 2019 22:51:17 GMT -5
I will second the motion. I like this idea and will do my best to get something posted before too terribly long. I would love to see this get completed.
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Post by Hexenritter Verlag on Sept 17, 2019 0:31:36 GMT -5
I am game for this project. I’ll see what I can come up with.
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Post by mao on Sept 17, 2019 4:52:21 GMT -5
Let's build a village, or town, or (if response merits) a small city. Everyone pitch in an NPC, business, event, point of interest, rumor, etc. for the Village of Murkhill. The sky is the limit with regard to setting, but the general baseline for any needed rules or assumptions is OD&D and its supplements.
Is there any interest? If so, let the posting begin!
why dont you post an overview of the area to get us started
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Post by Deleted on Sept 17, 2019 5:52:08 GMT -5
I'll post a tentative map tomorrow, I'm having computer woes right now. I'm envisioning a community near the edge of civilization. Prosperous but not booming due to its distance from tamer lands. The nearest city would be three days travel along a decent road. Main terrain is foothills, with mountains to the northwest, plains to the southeast, and a northwesterly wind that brings frigid air throughout the year. The area is covered in forests and game abounds.
A decent part of the town's coffers are replenished by taxing adventurers to the (relatively) nearby ruins of an ancient city with underground passages extending deep into the earth. The headwaters of a river run through the town, but waters are too shallow and treacherous for typical water transport. The local Baron has few restrictions on who (or what) may enter town as long as "no trouble is caused." Thus one may find a goblin trader, centaur blacksmith, or even more outlandish passers-through or even citizens.
I'll continue to think on the base setting, posting more today if anything comes up I feel simply must be included.
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Post by mao on Sept 17, 2019 9:04:06 GMT -5
I'll post a tentative map tomorrow, I'm having computer woes right now. I'm envisioning a community near the edge of civilization. Prosperous but not booming due to its distance from tamer lands. The nearest city would be three days travel along a decent road. Main terrain is foothills, with mountains to the northwest, plains to the southeast, and a northwesterly wind that brings frigid air throughout the year. The area is covered in forests and game abounds.
A decent part of the town's coffers are replenished by taxing adventurers to the (relatively) nearby ruins of an ancient city with underground passages extending deep into the earth. The headwaters of a river run through the town, but waters are too shallow and treacherous for typical water transport. The local Baron has few restrictions on who (or what) may enter town as long as "no trouble is caused." Thus one may find a goblin trader, centaur blacksmith, or even more outlandish passers-through or even citizens.
I'll continue to think on the base setting, posting more today if anything comes up I feel simply must be included.
Do you want the town itself to be for adventuring?
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Post by Deleted on Sept 17, 2019 9:46:38 GMT -5
Do you want the town itself to be for adventuring? I think a good town adventure or two always livens things up! Go for it!
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Post by Deleted on Sept 17, 2019 9:50:07 GMT -5
The village or town as we’re building it is renowned for its hunting and trapping, fur trade, and some gold mining. While game still abounds (indeed, it is teeming), most of the easily accessible gold has long been mined out. A few diehard miners linger in deeper operations, bringing in just enough gold to keep interest up.
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Post by mao on Sept 17, 2019 10:09:15 GMT -5
Do you want the town itself to be for adventuring? I think a good town adventure or two always livens things up! Go for it! think we need a little more basic info till I think about adventures, waht about races? I think it might be cool to have the main race be new or dwarven of elvan(new type of either one)
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Post by Deleted on Sept 17, 2019 11:28:32 GMT -5
We can vote if you all want.
Or, we can meet the Stone Hammer Clan. Not just a clan, but a different sub-race of the typical mountain dwarves in this milieu. The Stone Hammers are swarthy and black-haired with very pale gray eyes (variations of skin, hair, and eye color are unheard of) and are about the height of a typical Mountain Dwarf but less broadly built. Another unusual physical feature of these dwarves are their pointy ears, leading to rumors of a fey nature in their heritage. Asking about this or bringing it up will lead to a punch in the nose at best and a fight to the death at worst.
The Stone Hammer clan is led by Grobarren “Gro“ Hammer-Hand, who inherited the title from her father. She is fair and just, airing on the side of harsh justice in the case of “troublemakers” in her town.
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Post by mao on Sept 17, 2019 11:31:45 GMT -5
We can vote if you all want. Or, we can meet the Stone Hammer Clan. Not just a clan, but a different sub-race of the typical mountain dwarves in this milieu. The Stone Hammers are swarthy and black-haired with very pale gray eyes (variations of skin, hair, and eye color are unheard of) and are about the height of a typical Mountain Dwarf but less broadly built. Another unusual physical feature of these dwarves are their pointy ears, leading to rumors of a fey nature in their heritage. Asking about this or bringing it up will lead to a punch in the nose at best and a fight to the death at worst. The Stone Hammer clan is led by Grobarren “Gro“ Hammer-Hand, who inherited the title from her father. She is fair and just, airing on the side of harsh justice in the case of “troublemakers” in her town. I think voting is a bad idea, groups better w a leader(you of course). The stoners are ok w me
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Post by Deleted on Sept 17, 2019 11:51:11 GMT -5
Stone Hammer Clan it is, then. This leads to some interesting possibilities with regard to the local gold mining concerns, as well as some type of ore processing place in the town itself.
Of course, there might be at least one and perhaps several breweries of Dwarven ale.
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Post by Deleted on Sept 17, 2019 11:55:51 GMT -5
Oh, and just to keep our streak of individuality going? Let us say the clan and its society are matriarchal.
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Post by mao on Sept 17, 2019 12:16:55 GMT -5
I'll post a tentative map tomorrow, I'm having computer woes right now. I'm envisioning a community near the edge of civilization. Prosperous but not booming due to its distance from tamer lands. The nearest city would be three days travel along a decent road. Main terrain is foothills, with mountains to the northwest, plains to the southeast, and a northwesterly wind that brings frigid air throughout the year. The area is covered in forests and game abounds.
A decent part of the town's coffers are replenished by taxing adventurers to the (relatively) nearby ruins of an ancient city with underground passages extending deep into the earth. The headwaters of a river run through the town, but waters are too shallow and treacherous for typical water transport. The local Baron has few restrictions on who (or what) may enter town as long as "no trouble is caused." Thus one may find a goblin trader, centaur blacksmith, or even more outlandish passers-through or even citizens.
I'll continue to think on the base setting, posting more today if anything comes up I feel simply must be included.
Oh Oh! The towns military consist of 1/3 Stone, 1/3 An other dwarven clan that owned the underground area (goblins instead?)1/3 elvan that owned the abandoned city. The elves are 2nd class citizens, Athens actually had slaves as police)
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Post by Deleted on Sept 17, 2019 12:42:01 GMT -5
Oh Oh! The towns military consist of 1/3 Stone, 1/3 An other dwarven clan that owned the underground area (goblins instead?)1/3 elvan that owned the abandoned city. The elves are 2nd class citizens, Athens actually had slaves as police) Great idea!
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Post by mao on Sept 17, 2019 13:23:07 GMT -5
2nd clan of Dwarves or goblins?
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Post by Deleted on Sept 17, 2019 13:42:32 GMT -5
2nd clan of Dwarves or goblins? How about mostly a second clan of dwarves along with some goblins? The latter were slaves working the mines with the new dwarves, and eventually assimilated into their clan. Now they are not quite slaves but not quite for citizens in their own right. Sort of a gray area.
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Post by mao on Sept 17, 2019 13:45:19 GMT -5
2nd clan of Dwarves or goblins? How about mostly a second clan of dwarves along with some goblins? The latter were slaves working the mines with the new dwarves, and eventually assimilated into their clan. Now they are not quite slaves but not quite for citizens in their own right. Sort of a gray area. love it, How about the goblins are legally pets?
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Post by Deleted on Sept 17, 2019 14:15:29 GMT -5
Let’s run with the “legal pets” idea.
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Post by mao on Sept 17, 2019 18:29:55 GMT -5
Let’s run with the “legal pets” idea. goblin terrorists
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Post by Deleted on Sept 18, 2019 11:48:57 GMT -5
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Post by Deleted on Sept 18, 2019 12:11:12 GMT -5
Murkhill sits at the headwaters of the Bedisde (beh-DIS-deh) River, not navigable until some distance downstream. The road to the nearest city (Winsolme, three days away) runs along the river, it patrolled on either end; Gro's men near Murkhill and the Duke Harley Atwell's men at the other. The middle section has had some trouble with bandits, so most caravans travel well-protected.
I'm setting a hard limit of 5,000 to the population, though I'd prefer things a bit smaller. My goal is a mutual creation of good starting point for an adventuring party. Murkhill should be large enough to have the standard services for an adventuring party, but small enough special or custom items will take a bit more work to obtain. (ex: custom plate armor? That has to come from Winsolme. The order can get there somewhat quickly by homing pigeon, but building the thing and sending it from a city 3 days away up a road that sometimes has trouble with bandits? Well ...)
Players will be able to find work as caravan guards, adventurers, mine guards, etc.
The town army doubles as the City Guard and is 183 members strong. Seventy-one of these are Stone Hammer Dwarves, 62 are Golden Mountain Dwarves (typical OD&D dwarves) and their Goblin pets/allies, the remaining 50 are elf slaves (and are perhaps the most conscientious troops in the force). These are led by a no-nonsense Stone Hammer, Captain Jarialle Rockheel. Rockheel is open in her disdain for non-Stone Hammer sentients but strives to be fair in spite of her feelings due to Murkhill's rather homogeneous population.
The town has one rule: don't cause trouble. All alignments and any sentient is allowed so long as this rule is followed.
Demographics to follow.
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Post by Hexenritter Verlag on Sept 18, 2019 18:37:31 GMT -5
Very nice so far, it’ll get my imagination firing.
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Post by Deleted on Sept 18, 2019 22:18:56 GMT -5
Village of Murkhill Demographics No idea too crazy! Ideas needed for the project: 1 magic shoppe ~12 taverns 4 blacksmiths, at least one of whom is an armorer, one a weaponsmith 1 or 2 locksmiths 1-3 innes 1 spice merchant 1 artist/sculptor 1 sage And of course the usual assortment of medieval businesses and merchants. Let your imagination run free. The sky is the limit.
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Post by Deleted on Sept 18, 2019 22:43:40 GMT -5
Also needed: Adventurer's Guild
All PC's are welcome to become a member, this business mainly serves as a clearing house for hirelings and men-at-arms. A royally licensed and bonded service.
Feel free to detail as you see fit.
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Post by mao on Sept 19, 2019 7:09:16 GMT -5
Sgt. Alsa BigBeard was a rising star in the stoney military when she found an ancient goblin artifact that took control of her. Able to turn into a goblin with it, she has started a terrorist goblin organization that is wreaking havoc w the few remaining gold mines as a start to a goblin revolution.No one is aware that she is the cause of most of the goblin problems. Now that the organization is big enuff that see is about to start a wave of assassinations. Help , Adventurers Help!
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Post by mao on Sept 20, 2019 7:28:01 GMT -5
Sharp The Sad Dwarf L4
Sharp is one strange dwarf. He is actually a permanently shapechanged Magic dwarven short sword that was very intelligent. He longs to be a sword again and to that goal he takes high paying, high risk money making ventures to pay wizards to "fix" him. He will take any risk for more gold.
As a short sword he got caught in a miscast Curse spell by a very powerful liche.
@akatonbo if this is too far out for you LMK
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Post by Deleted on Sept 20, 2019 8:43:09 GMT -5
The sky is the limit!
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Post by The Perilous Dreamer on Sept 20, 2019 18:27:07 GMT -5
Let's build a village, or town, or (if response merits) a small city. Everyone pitch in an NPC, business, event, point of interest, rumor, etc. for the Village of Murkhill. The sky is the limit with regard to setting, but the general baseline for any needed rules or assumptions is OD&D and its supplements.
Is there any interest? If so, let the posting begin!
Have an Exalt for a great idea and for implementing it.
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