World Building.   Posted by Game Master.Group: 0
Mezzeline Skysight
 Changeling Oracle, 4 posts
Fri 11 Dec 2020
at 07:31
World Building
If a portal is a bit much, you can do a ship to Arcadia, which is the other continent on Golarion and is basically a blank slate. Ties into the Pathfinder setting but is otherwise an even bigger sandbox than the stolen lands.
Aeris Summerdew
 Elven Monk, 8 posts
Fri 11 Dec 2020
at 07:31
World Building
I'll have some more thoughts on all that tomorrow, after some sleep! If I don't respond before then, have a good night, everyone.
Player 1
 player, 17 posts
Fri 11 Dec 2020
at 07:34
World Building
In reply to Mezzeline Skysight (msg # 21):

One of the core bits of this is not using the Golarion setting :D
Mezzeline Skysight
 Changeling Oracle, 6 posts
Fri 11 Dec 2020
at 07:44
World Building
In reply to Player 1 (msg # 23):

Ah. Well, I hope that even without ties to the PF setting, a ship to 'sandbox land' is a decently viable idea if a portal is a bit much.
Player 1
 player, 18 posts
Fri 11 Dec 2020
at 07:51
World Building
I think that's kind of the idea, we just have a town there in sandbox land as kind of the central place. I think the elves ere both considering being local, I know my character was born here, so it's been here for at least  20 years probably.   ( Mind, I'm citing what I think. GM hasn't super hard-locked anything yet)
Quiescis Hadi
 Cat-folk Rogue, 7 posts
Fri 11 Dec 2020
at 07:53
World Building
Honestly, I'm just happy to be playing!
Sani Stormstruck
 player, 34 posts
Sat 12 Dec 2020
at 22:18
World Building
For anyone who wants to try and create something to help the GM, I made this format as I was working on an idea of mine.

quote:
<u><b>Location Name</b></u>
<b>Concept:</b>
<b>Atmosphere:</b>

<b>Description:</b>

<b>Services</b>

<b>Notable NPCs</b>

Sani Stormstruck
 player, 35 posts
Sat 12 Dec 2020
at 23:40
World Building
First idea here may or may not be a thing you want to use to try and set us up. I'm typically bad with names for locations and individuals, but I tried to provide some ideas.
================
Adventurer's Guild [Name?]
Concept: Local Quest-Management Group to help facilitate getting important jobs done
Atmosphere: Professional, Organized

Description: Large organizational building to help manage tasks that need adventurers to help resolve. Adventurers are typically contractors who tackle jobs either by request or by contract. I could see not using a guild if we want to create a more 'freelance' feel to quests and such, so this may or may not be the way to go. It would probably end up as an 'efficient' option, though.

Services
Quest Management, Information, and Contact, Courier Services, Cartography, Explorations

Notable NPCs
Guildmaster:
Guild Trainers:
Guild Scholar:
Other Adventurers:
Guild Assistants/Clerks:


====================
The Haughty Mimic Hall
Concept: Gathering Place & Tavern, Run by an Ex-Adventurer
Atmosphere: Lively, Fun

Description: Homey hall big enough for about a tenth of the settlement to enjoy evenings within.  Rooms for adventurers & travelers, good ale at decent prices, a warm, bright, fairly safe place after dark. Your typical high fantasy tavern, with all the bells and whistles, probably a secret passage or room somewhere, space to meet privately with your adventuring group (and group suites, sometimes?) Anyone who brings down a mimic gets a feast.

Services
Tavern, Inn, Performances, Dancing, Gambling, Adventurer's Guild Job Board?

Notable NPCs
Owner (Dwarf?) - Tells jokes and stories about mimics and probably has killed some? You should hear the one about the beard mimic.
Waitresses:
Performers:

Regulars
(???) M Human, Roguelike - A regular that regularly makes passes at and gets shocked (per the Electric Arc cantrip) Sani. Also a gambler.


====================
Bighuge Octopus Dockside Pub & Grill
Concept: Large Dockside Pub
Atmosphere: Seedy and more gruff

Description: Long and taller building, made of coastal stone and wood accents, plenty of open-air toward the sea, along with a solid dock supported with a built-up quay along the shoreline. Large enough for  large ships, though the actual numbers vary for most of the year, but always busy with smaller craft to reach nearby islands, smaller settlements, or other destinations accessible by water.

Services
Seafood, Tavern, Inn and Shore Lodging Dormitories, Carousing, Gambling, Fence?

Notable NPCs
Dockmaster
Local Captain / Sailors
Visiting Captain/ Ship
Fishermen

This message was last edited by the player at 23:43, Sat 12 Dec 2020.

Game Master
 GM, 19 posts
Sun 13 Dec 2020
at 00:24
World Building
Love it!
Sani Stormstruck
 player, 36 posts
Sun 13 Dec 2020
at 01:30
World Building
I figure my goal was more to give you starting points than finish the work entirely, so that you can just snap it into place with other pieces you have :D
Guardian of Autumn's Harvest
 player, 2 posts
 Have Pumpkin Head
 Will Travel
Sun 13 Dec 2020
at 17:24
Re: World Building
Here's one I think is necessary to explain my character

Location Name: Snorri's Potions
Concept: Generic Wizard Services from someone too old to go and out adventure himself
Atmosphere: Cluttered.

Description: A small business run out of the first floor of a four story "wizard tower" Every shelf is filled to the brim with bottles of herbs and liquids, racks of powders and tisanes, rows of crystals and gems, all crammed into a space too small to fit half of it.  Light's are dim, and incense (?) hangs so heavy in the air you can barely see. Any sane mind would go somewhere else...but if there's only one wizard, there's only one choice.

Services
Sells Potions
Inscribes Runes
Identifies Magic Items

Notable NPCs
Old Snorri - An old dwarven wizard (or alchemist or something) bustling about his twilight years, entirely unconcerned if he actually sells anything or not.  In desperate need of an apprentice or two to help keep the tower running but in no hurry to start training any.

NOTE: There is a large garbage pile out behind the tower where Snorri just tosses stuff that's gone bad or plain failed.  He claims it's a compost pile and "nothing's going to explode" to any concerns brought to him.

Tell that to pumpkin that walked out of the pile last week.

This message was last edited by the player at 04:28, Mon 14 Dec 2020.

Sani Stormstruck
 player, 38 posts
Sun 13 Dec 2020
at 17:38
Re: World Building
Drop the code tags and it'll look nicer :D
Sindra Pardu
 player, 2 posts
 Human Cleric
Mon 14 Dec 2020
at 03:41
Re: World Building
::Serene, Goddess of Community, Crafting, Laboring and Peace::
The Lady of Laboring
She of the Gentle Embrace
Queen of Many Crafts
Domains: Creation, Toil, [tbd]
Holy Symbol: Female Figure with a Tool, Crafted Item or Scars (LE Clergy or Slaves)
Weapon: Whip


A Lawful Neutral goddess with a well regarded clergy of hard working folk and with some exceptions non-violent. Her clergy died standing ground to trust a raiding orc won't kill them and might be taught to become if not good, tempered to make the world with some extremists on the evil and good sides, However against dangerous unnatural threats or evil clergy they show no quarter the faiths Templars are a determined force. And their scoundrels tend to operate to free slaves (LG Clergy), support slavery (LE Clergy), spy and use other skills to support the faith.

Orders
The Ladies Hands: The largest order is the face of the faith they are artisans, homesteaders, farmers, physical laborers, slaves and merchants. They also are there clergy who run things and minister rites. They are usually Cloistered clergy. The also run the University of the Lady a respected school for academics, rhetoric, law, medicine, sacred theology and magic (a lower tier school than grand ones in magic but Ladies Tower the College of the arcane mysteries is quite good. Tuition is fair and scholarships generous for students working in the school some time as their only cost. Its on an island and neutral and well defended by high sides nearly vertical, a town around it, an order of templars and its neutrality defended by many treaties. It also is open for parties to negotiate affairs between nations. This is the far largest order and they favor not being radical.
The Ladies Guardians: The fighting arm largely fighters with some paladins and rangers they defend from supernatural enemies and guard larger holy places.
The Ladies Shadow: Those whose weapons are cunning, charm, wit and oratory they think outside the box. They also will use more violence than the others.
Order of the Lash: The evil order not well regarded by good clerics (see Order of Freedom) but the main faith which is centrist accepts slavery where its equal. But they support fair treatment of slaves, basic care rights and support the law and community of strong fisted lawful leaders. They are largely less peaceful and will use weapons and kill if attacked however.
Order of Freedom: Largely fight to end slavery, free slaves and are frowned on by the main faith as radicals like the Order of the Lash but do the same community support and suppoet just good lawful leaders.

Holy Day
The Ladies Revel: On the first day of summer until the following morning it's a merry day artisans, artists, performers and laborers to revel and compete. And apprentices and masters to meet at commonly organized Master's Fairs in the mornings before the fun really starts.

Divine Allies
Non-Malevolent War Deities: Oddly she is seen as necessary to elevate war so many forbid harming her clergy (looting and burning out holy places are - discouraged) at least plus good war powers are free to aid her and most will. That said if any of her followers interfere it's another matter but it's not common in most cases.

This message was last edited by the player at 00:15, Thu 31 Dec 2020.

Sani Stormstruck
 player, 47 posts
Tue 15 Dec 2020
at 08:25
Re: World Building
So, I'm wanting to just confirm my understanding of what that first post suggests, filtered through how I've understood all the discussion before now.

Fort Damor is the game's main, long-term settlement. It is already on the new continent (and has been there for at least 50+ years), so people can be from the settlement, native to the region, or arriving on the ship from the old world? We might do well to have a more focused setting description that actually spells the specifics out. I think that's a good take from what was posted, but a lot of the discussion was never really codified into a concrete form before we started, so I just wanted to take a minute and confirm things.
Game Master
 GM, 25 posts
Tue 15 Dec 2020
at 19:14
Re: World Building
Yes, the settlement had been around for about 50 years (more specifics can be learned from locals) so you can be one of the original settlers, a new arrival, or a native from the unknown lands.

Any three will work for the start, but if you choose to be a native PM me so that we can work on background details about where you came from and what your peoples relationship with the settlement is.

The only firm thing I've got with Fort Damor is its at peace with most of the natives nearby, many of the first and first born settlers trust the natives more than the newcomers. The newcomers trust the original settlers but are weary of the natives.

As for the natives, they are a diverse group of many different tribes/nations that originally welcomed the first settlers as refugees from the old world, but as more and more refugees flood in the native nations have become strained with resources fast dwindling and peace seems at a breaking point.
Sani Stormstruck
 player, 49 posts
Tue 15 Dec 2020
at 19:36
Re: World Building
Sounds good. Sani was born here about 20 years ago, so she grew up here.
Sindra Pardu
 player, 5 posts
 Human Cleric
Tue 15 Dec 2020
at 23:54
Re: World Building
I have to mention this its a fort right, with a town and has a I assume port in use by merchant interests and war ships needing time to resupply and do repairs, where the heck is the brothels and working girls and boys. Even in American PG-13 Westerns they never hide the fact they had such entertainments in far smaller places.

And what churches are there one community temple or a few churches the Druids likely outside the town.
Sani Stormstruck
 player, 50 posts
Wed 16 Dec 2020
at 00:01
Re: World Building
oh, there's definitely a brothel or two, we just need to fade the details to black XD;
Guardian of Autumn's Harvest
 player, 8 posts
 Have Pumpkin Head
 Will Travel
Wed 16 Dec 2020
at 03:47
Re: World Building
Jack is a local.  No way anyone would bring him on a boat unprompted.
Mezzeline Skysight
 Changeling Oracle, 15 posts
Wed 16 Dec 2020
at 05:24
Re: World Building
I don't think Mezzy would be an original settler so much as she turned up one day several years back and nobody said anything so she's 'tehnically' a local - that weirdo every settlement has.

Going by a guess on the settlement size, there's likely one church (maybe two at best) and one all purpose bar/tavern/brothel. It would be hard to have two in a small settlement unless GM wants to explore the possibility of turf wars ;)
Sani Stormstruck
 player, 51 posts
Wed 16 Dec 2020
at 06:02
Re: World Building
That should still work with what we have in mind :D
Vysol Rime-Eyes
 player, 6 posts
Sat 19 Dec 2020
at 01:16
Re: World Building
Looking back through, has the leadership of the town been discussed at all? If we’re a colony or a first settlement type deal, there’d likely be some manner of governor from the old country established here and possibly some sort of law-master or council of elders (town seems just old enough to have one of those, but totally not necessary). Alternatively, maybe a major religious sect has established themselves as the governing force here or something along those lines.
Sani Stormstruck
 player, 54 posts
Sat 19 Dec 2020
at 02:26
Re: World Building
Hasn't, really.  I do sort of wish we had a more decisive GM post spelling stuff out.
Vysol Rime-Eyes
 player, 7 posts
Sat 19 Dec 2020
at 02:44
Re: World Building
In reply to Sani Stormstruck (msg # 43):

I figured it’d just be one of those things that would come up once more of the town/setting was laid out. Not exactly the first order of business or anything, just something to be considering for down the line. Since we have an in-character thread going now, though, it’d just be nice to know for certain what sort of town we’re in, ruling/politics-wise.

Something like a central meeting hall, a governing office, or a basic town hall structure could help with that sort of thing. Somewhere the whole town could be called to in order for their leader(s) to address them and take suggestions on how things should be done.
Sindra Pardu
 player, 9 posts
 Human Cleric
Wed 30 Dec 2020
at 22:06
Re: World Building
Forest Tribes of the Yuna

Concept: A tribe akin of Neanderthals of humanoids who lived in the forest largely peacefully trading with the fort fine skins, shiny metal (silver), herbs and from the fort get crafted metal goods and desired sling bullets.

Atmosphere: A native tribe who after some disagreements found a good spot and now are treated well enough and live in peace but there are enemies of the forest tribe and all are Yuna just depends where they live. The mountain tribe is aggressive and violent but the Fort provides a lot of protection like archers and armored and steel using fighters and the odd mage.

Description: They are physically powerful if not overly bright but they have medicine workers, fine stone crafting and dangerous hunters (Rangers but use slings or spears over a bow). Each get at the age of adulthood a guardian animal plus can interbreed with humans these are smarter but less physically strong and fit. They communicate with sign language and some words mostly simple but can get by with Common enough to get along at the Fort. The society is very male dominated save for medicine women (healers) and those born with magical power the Cannara (Sorcerers) the later few and rare. They find the Fort People odd since they give women equality with men but they are the Others so are strange.

Services
Allies
Safe Places in the Forest
Trade

Notable NPCs
Gron, Chief of Chiefs he runs all the subgroups from the Forest Kraw what amounts to their big community of fifty souls and a old wise warrior.
Femra of the Cannara, Gron's wife and a fine medicine woman and maker of potions is the highest ranking woman of the tribes and has birthed eight children the girls all Sorceresses and her sons powerful hunters.