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Post by joatmoniac on Aug 16, 2019 6:34:35 GMT
We are back and the amazing mind of rorrik is at it once again! DMB episode 181: Noir Gaming with AP Klosky indicated that one key aspect to a Noir experience in our games is the setting, in particular the city. In that vein, it's time to detail another city in Dayeimbe! This time we want to focus on the seedy underbelly and the criminal element and build Dayeimbe its own Calimport or Sharn. The points below can help guide our discussion, but this is a group lift. Consider riffing off of others' ideas to build this noir setting. 1. What is the city called? 2. What influential groups control the city? 3. What attracts people to the city? 4. What locations in the city could be recurring elements? 5. What cultural quirks does the city have? 6. You do you! So excited to begin building another town!!
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Post by letterlost on Aug 19, 2019 3:04:55 GMT
Not sure how this goes, but I will start it off. So here we go.
Before I tell you of Klosk’azan, or Klosk’s shadow, we must first speak of Klosk. Klosk was once a flourishing dwarven city within the Girak Peak (named after Taral Klosk, better known as Lead foot Klosk), far to the east in the Cradle Mountains. Girak Peak lay beside the Tyn Vudd, a small forest beside Tyn Tor and between Rangers Chase and The Painted Forest. Through Tyn Vudd, the Ealmar River runs south all the way through The Painted Forest, down to The Mirror. On the banks of the Ealmar river, at the foot of Girak Peak, lay Klosk’azan. At least that’s how the dwarves tell their story.
The Dwarves of Klosk delved deep beneath the Cradle Mountains; there they found the _____, a ______ like no other. Once word of the _____ spread, people from all over the world came. Klosk’azan transformed from a modest trading port into a crowded city practically overnight.
The Dwarves had their hands full just trying to maintain order. Then on rainy spring evening, the gates to Klosk closed forever. The next day Kobolds replaced the dwarven guards down in Klosk’azan, hailing to the new overlord Neithor the Green scale.
That was years ago, now you would not hear those names. Girak Peek became known as Neithor’s Peek, Klosk became known as Neithor, Klosk’azan became known as Klosk, and Tyn Vudd became the Bitterleaf Woods. Klosk is now a darker place, but that, is another story.
6. since it's a community project, i tried to leave a lot open. I hope to have developed:
• A location
• A name for that location, with some history
• Vaguely, what attracts people
• Vaguely, influential groups
Please get inspiration and change it as you wish, or if you don’t like it feel free to dismiss.
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Post by Telemachus on Aug 25, 2019 6:10:40 GMT
This is a setting I've used in my game as a seedy underbelly. 1. What is the city called? he Night Cliffs, a pair of cliffs forming a canyon only a meter across at the top, but a full 2 miles down and 2 miles wide. Because of the jutting lip of the higher, eastern side of the canyon, the cliffs are in low light to full darkness the majority of the time. An entire city in semi-permanent night is a magnet for the unscrupulous and suspect.
2. What influential groups control the city? The Winch Gangs on the East and West sides control transport for anyone moving from one level to the next. The East Gang is a crew of Kobolds with Brooklyn accents who call themselves The Dragons. They handle transit of individuals and small groups. The West Gang is a crew of Goblins who talk like Wise Guys and everyone knows them as The Gob Mob. They handle movement of large shipments of goods. The Nightcloaks are an up and coming gang who run a protection racket and seem to be the source of Dragonblood, the newest drug on the market.
3. What attracts people to the city? It's a central location in the land, where caravan traders meet at the top of the cliffs, travelling East and West, and river barges travel North and South. Everything has an air of being 'above board' at the top and bottom of the cliffs, it's the midpoint between the two where things get properly dark and nasty.
4. What locations in the city could be recurring elements? Chespin Druss's workshop: A Gnomish tinkerer who lives in a wheelchair of his own inventing and acts as a middleman between various criminal elements, outfitting crews with his latest inventions and playing them off against each other to increase sales.
The Docks: Shipyards and ports along the base of the cliffs, where goods trade hands.
Clifftop Bridge: The main bridge connecting the two sides of the cliffs where Caravan traders meet and peddle their wares before heading off to the next city.
The Gleaming Facet Inn: A Dwarvish inn that acts as neutral territory between the various gangs.
5. What cultural quirks does the city have? Dragonblood use is a growing issue. Long-term effects and the drug's origin are unknown, but users are easily identified by fire glimmering behind their pupils. Heavy users have burn marks on their bodies that seem to come from an internal source rather than external.
Traders that meet above and below pretend that there isn't a seedy element between because it is an important trading hub. They all just take their coin and look the other way.
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Post by DM Onesie Knight on Aug 31, 2019 20:42:33 GMT
1. Orthumz, the Marble City, located in the southern Dueling Peaks.
2. Officially, this dwarven city is presided over by King Bogron and the council of clan elders. Orthumz is a bit more cosmopolitan than most dwarven mountain-cities, so the council also includes representatives from the majority-human Forester's Guild, the majority-elven/half-elven Gilded Library, and the majority-halfling Importer's Guild.
Unofficially, the city has a thriving thieve's guild and it's an open secret that the aforementioned Importer's guild has extensive smuggling operations that funnel goods from Whiskey Bay to the rest of the continent. The forester's guild as well is responsible for much unsanctioned poaching and logging in the nearby Empress Forest, which is not controlled by Orthumz. King Bogron himself is a rather ineffective ruler who gives great speeches and presides over celebrations and holidays, but spends the rest of his time drinking and partying rather than governing. The city's criminal element has grown rather bold under his lazy leadership.
3. Thanks to the Importer's and Forester's guilds, the city is a great place to acquire many uncommon and high-quality goods. Furthermore, as the name suggests, the city is largely built on an enormous marble deposit. Many of the buildings are gleaming white like polished statues. Speaking of statues, many of Dayeimbe's most renowned sculptors make their home here, and rich nobles flock here to appreciate the beautiful artistry of the city. The city's multicultural nature gives it a unique architectural style of strong dwarven bulwarks accented with flowing elven grace and eclectic splashes of colorful human art.
4. The Avenue of Medusa is the famous and facetiously-named main road leading to the king's palace. It is lined on either side with dozens of masterwork statues that are changed out regularly, with celebrity sculptors constantly striving to outdo each other. Every statue on display is for sale (if you're rich enough) minus the four closest to the palace, which depict the city's founders and early heroes.
The Nomad's Quarter is another popular destination; once, it was simply the designated area for bands of travelling halflings and human merchants to rest, but it has since evolved into a bustling leisure district full of inns, taverns, theaters, and the largest marketplace in the city. Some call it the "unending festival," as music and dance can be found at just about all hours.
5. The dwarves of Orthumz are notably less rigid and traditional than most of their kind--the city has welcomed non-dwarves with open arms for hundreds of years. While the elves tend to keep to themselves (most think the lack of trees makes them sad) the local dwarves, humans, and halflings have a strong sense of pride in their city which binds them together. It is common to see dwarves dressed in human-style shirts and trousers, halflings wearing embroidered dwarf-style robes, and humans going barefoot with halfling-inspired bead necklaces, anklets, and bracelets.
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Post by DM Onesie Knight on Sept 1, 2019 20:10:55 GMT
a crew of Goblins who talk like Wise Guys and everyone knows them as The Gob Mob. They handle movement of large shipments of goods. I laughed out loud. Brilliant. This is a fascinating city that strikes that difficult, perfect balance between fantastical and believable. My only question is this: if only the top and bottom levels maintain the pretense of legitimacy, wouldn't a law-abiding individual be forced to interact with one of the winch gangs to get between the two "clean" areas? I'm curious what that looks like. I'm also really curious about Dragonblood. The idea of hardcore addicts getting internal burns is like a fantastical spin on a scabby meth head. You're getting me into a bit of a Shadowrun mindset here; that's an awakened drug if I ever saw one. I want to know what the effects of dragonblood are. What about it draws people in? What does a user look like before they start spiraling into the addiction rabbit hole?
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Post by DMdanielsan on Sept 2, 2019 23:18:28 GMT
Not sure how this goes, but I will start it off. So here we go. Before I tell you of Klosk’azan, or Klosk’s shadow, we must first speak of Klosk. Klosk was once a flourishing dwarven city within the Girak Peak (named after Taral Klosk, better known as Lead foot Klosk), far to the east in the Cradle Mountains. Girak Peak lay beside the Tyn Vudd, a small forest beside Tyn Tor and between Rangers Chase and The Painted Forest. Through Tyn Vudd, the Ealmar River runs south all the way through The Painted Forest, down to The Mirror. On the banks of the Ealmar river, at the foot of Girak Peak, lay Klosk’azan. At least that’s how the dwarves tell their story. The Dwarves of Klosk delved deep beneath the Cradle Mountains; there they found the _____, a ______ like no other. Once word of the _____ spread, people from all over the world came. Klosk’azan transformed from a modest trading port into a crowded city practically overnight. The Dwarves had their hands full just trying to maintain order. Then on rainy spring evening, the gates to Klosk closed forever. The next day Kobolds replaced the dwarven guards down in Klosk’azan, hailing to the new overlord Neithor the Green scale. That was years ago, now you would not hear those names. Girak Peek became known as Neithor’s Peek, Klosk became known as Neithor, Klosk’azan became known as Klosk, and Tyn Vudd became the Bitterleaf Woods. Klosk is now a darker place, but that, is another story. 6. since it's a community project, i tried to leave a lot open. I hope to have developed: • A location • A name for that location, with some history • Vaguely, what attracts people • Vaguely, influential groups Please get inspiration and change it as you wish, or if you don’t like it feel free to dismiss. A city turned on its head with a pursuit of turmoil and greed, Klosk is now a shadow of its former self. Once a port city connecting the Dwarves in the Cradle Mountains to the rest of civilization to share their craftsmanship through smith and art it stood out as a melting pot of ideas and trade with the rest of the world. As to be expected, there was eventually an influx of all kinds of merchants, artists, and philosophers migrating to the area. In its rapid growth, there was something that drove Greenscale to capitalize on the city's thin resources and overthrow the dwarven rule. Now, Neithor is a breeding ground for rogues and thieves. Sure, there are still temples and remnants of philosopher guilds of the past, there is an illusion of law headed by Constable Shaddon Haq, you may know him as "Shady," but it's understood that they all pay tribute to the Green Scales. In a city that thrives on the crooked market and criminal rule of Neithor, there are few that remember the old way. (as a DM flip most establishments as LG to LE, leaving most of the LG/CG in the city as "criminals" or vigilantes") In the slums of Neithor, you'll find the destitute remains of the dwarven community, systematically forced into the ghettos. Among them are the ones who remember: the Klosk'udan, or the Children of Klosk, are a society of dwarves that know of Neithor's secret. They know that Neithor is in possession of an old dwarven relic, hidden in the mountains, and he has guarded it through the greatest criminal enterprise the world has ever seen. The Klosk'udan work as vigilantes in an effort to reclaim their home and the treasure that is rightly theirs, and have named a leader they find the most honorable of their kind to lead them back to their former greatness who remains anonymous, but is known as Tyrlan Klosk, the Trail Foot of Klosk.
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Post by Telemachus on Sept 12, 2019 13:13:38 GMT
a crew of Goblins who talk like Wise Guys and everyone knows them as The Gob Mob. They handle movement of large shipments of goods. I laughed out loud. Brilliant. This is a fascinating city that strikes that difficult, perfect balance between fantastical and believable. My only question is this: if only the top and bottom levels maintain the pretense of legitimacy, wouldn't a law-abiding individual be forced to interact with one of the winch gangs to get between the two "clean" areas? I'm curious what that looks like. I'm also really curious about Dragonblood. The idea of hardcore addicts getting internal burns is like a fantastical spin on a scabby meth head. You're getting me into a bit of a Shadowrun mindset here; that's an awakened drug if I ever saw one. I want to know what the effects of dragonblood are. What about it draws people in? What does a user look like before they start spiraling into the addiction rabbit hole? Oh they definitely have to interact with the winch gangs, they just pay a transport fee and have guards throughout transit. You want to pay extra for new ropes, oiled winches, stabilisers etc or things may fall out of the shipment on the way which would be suuuuuch a shame but there was nothing we could do about it boss, sometimes things just go missing ya know? I suppose any major trading area is going to have a seedy element, usually around the docks area. This time, the docks are clean and reputable, but getting there takes a trip through the darkness on a rope with the Gob Mob. As for Dragonblood, while everyone assumes it's just a cool sounding name, one of the key ingredients is actual dragon's blood. My initial instinct is that the power inherent in the blood of a dragon is what gives the users dizzying highs, an immense sensation of power and internal burns. Once they've felt the power of a dragon, it's hard to go back to the miserable life that drove them to substance abuse in the first place. It was inspired by Firemoss from Brandon Sanderson's Stormlight Archive and Hazia from Ursula Le Guin's Earthsea Quartet. I gave my PCs a chance to rescue a tiny baby dragon when they were hired for a rescue mission after a Nightcloak abduction. There were rows upon rows of tiny cages with dragons that had been bled out and one little bronze dragon who was on death's door. Now each session it sits on a different PC's shoulder and on a missed attack, it roasts their enemy for 2 damage.
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Post by Dm Thad on Sept 16, 2019 6:02:10 GMT
We are back and the amazing mind of rorrik is at it once again! DMB episode 181: Noir Gaming with AP Klosky indicated that one key aspect to a Noir experience in our games is the setting, in particular the city. In that vein, it's time to detail another city in Dayeimbe! This time we want to focus on the seedy underbelly and the criminal element and build Dayeimbe its own Calimport or Sharn. The points below can help guide our discussion, but this is a group lift. Consider riffing off of others' ideas to build this noir setting. 1. What is the city called? 2. What influential groups control the city? 3. What attracts people to the city? 4. What locations in the city could be recurring elements? 5. What cultural quirks does the city have? 6. You do you! So excited to begin building another town!!
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Post by Dm Thad on Sept 16, 2019 6:48:37 GMT
Been listening to the Block Party podcasts for a few months now, but this is my first time lifting the mental weights, so here goes: 1. The city is called Mire Village. 2.The city is controlled by a singular lich who operates much the same way as a successful mob boss would. Due to his power and influence he controls most of the police, owns many of the popular establishments, and serves as a patron for many of the merchants. It essentially serves as his kingdom, but it gives off the impression of a gloomy market town to the unsuspecting adventurer, as the ouch operates from the shadows. 3. Mire Village has several attractions to bring in both the seedy ill-intentioned crowd as well as travelers. Miasma Swamp, which sits just beyond city limits, is the murkiest swamp known to all sentient life. The fog is persistent during all times of day and the weather is said to always be overcast. According to legend, whenever the spell cloud kill is cast, the noxious gas summoned by the caster originates from this swamp. Luckily, the smell does not emanate to far beyond the lake at the center of the swamp. In addition, the seedy element is attracted to Mire Village because if you talk to the right people, this town is the easiest place to acquire the materials to become a lich. That’s right we sell human hearts, over 50 flavors of arsenic, and we offer counseling for those who are having trouble coping with the goal of immortality totally absorbing their lives. Some may wonder however, how does Mire Village keep up their supply of human hearts. Well the answer to that is the thriving tavern life. Did I say thriving, I meant writhing. That’s right, every drink in Mire Village is served with a secret special ingredient, arsenic. This leaves any unsuspecting travelers with quite the surprise, but to be honest “Mire Village” as the name should have been a dead giveaway. However, for evil wizards in need of supplies, it’s considered a paradise. 4. Naturally the taverns would be a popular one. The pale ales served at these establishments are quite popular, but few realize the pale describes the patrons rather than the ale. In addition, the Black Magic shops, which can usually be found in secret chambers within these taverns would be a recurring element. They’d operate similar to a speakeasy and individuals would need to know a password to gain access. 5. The primary cultural quirk of this town is also a practical one. When discussing business, the people of this town never look anyone in the eye. If you look someone in the eyes when speaking to them about gathering souls, you’re either part of the town guard, who have been wholly ineffective against the well organized criminal element, or you’re a narc. Anyone who looks someone in the eye is instantly distrusted. 6. Due to the heavy illusion magic, this town is sort of a legend, and many believe it doesn’t even exist. During the day, the town is heavily obscured by illusion magic and terrain spells.
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Post by Telemachus on Oct 8, 2019 3:56:07 GMT
Thanks for the shoutout Joatmoniac and Celeste! I love the idea of different strains of dragonblood having various elemental effects, totally stealing that idea. The mega d20 in my pic is just something I found online. Turns out you could buy it for the low low price of $120, but they've sold out. Fear not, for you can also buy a giant metal d20 for around $300
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