Open discussion: BUILD A CITY 4.0!!!

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The Refugies who are going to start the new city

I know that more than a few have weapons, like the Helthal Axebreaker, some of the dragonborn, Jeffers, etc. So, to answer your question, yes, many of the refugees brought weapons.
Thank you
Was this included in the resources list and was any money spent equiping the refuges with them
Yes, and no.

Most of the weaponry was already owned by the refugees (e.g. the Dragonborn, Ariana, the Dwarves, Jeffers, etc.) There are also a few smiths in the group that can make weapons in a pinch. Any materials that the smiths didn't bring, had to be smelted down from existing equipment.
Also, no weapons would be bought with the limited resources of the refugees. Prices on even the necessities are at a premium after the destruction of Thorast Kax.

Good to see you D_A!
anything need to be decided about city
To be honest I'm not entirely sure. We've been meaning to do a summary for quite sometime, and I'm pretty certain that it's time for one. Unfortunately, I have not been able to get caught up on everything (way too much to do.) But I'm slowly working on it. If someone has a summary all ready to go, please post it for everyone to get caught up.
Back when the Greyhawk wars left a hole in the Shield Lands, I wrote a campaign for taking it back. My brother, who likes to play Psions (Savaunt, usually), got a hold of a Griffon, found a place to for the party to hole up (high platau with artisan spring at the bottom), and the party began raiding those excellently made roads. Things went entirely too well for them, so they stayed. This changed the campaign.
Keeping to the 'no survivors' policy (no enemy survivors), they were able to free many people and escort them out of the country, or use them to fortify the party's position. He was eventually able to recruit and train enough people to give Iuz's cronies serious problems. Through the use of clerics, wizards, and magic, they were able to make their platau a better refuge. Once they were able to find people to manufacture alchemical fire - and pepper bombs - they were able to make their area, temporarily, more secure.
Their biggest problems were getting Griffons trained. A Griffon that wants to retreat is tough to convince to go back and face a dragon ("C'mon Starfire! He's getting away!"). A Griffon that has decided to attack - because it is seriously disturbed, from constant combat - is also hard to convince that, although tasty, the wizard is well armed and that it's a trap. Also, rolling a 1, while riding a mythical killing machine, could get you dumped or worse ("It looks like 'Brick' has eaten another 'new guy' for nicking his head during combat."). There were few cases when there was a middle ground, but it was great when things went well.
They were able to upset supply lines and pack loot into caches about the countryside ("We've got way-y too much copper and silver, here, and the refugees can only carry so much. . .). They were, eventually, able to hire people full-time for not only their new stronghold, but for other redoubts. When they were offered titles and land for their efforts, they had to think about it.
All thoughts of finding a rod of power was forgotten, until it turned up in someones loot (much, much, later). It was their favorite tactic to pretend to settle a keep or stronghold and then break the new pattern of supply lines and take out the 'new leader' that has come to root them out. Except for a Psion and a Ranger, many NPCs became players (The Ranger was a deranged Griffon, named Brick).
Building and rebuilding can be varied - even temporary- but sometimes people just stop running and set up shop when they are safe enough and have a good line of supply.

For the purposes of the new city, I'd like to open the discussion with its theme. The new rules hint that the world is a dark, mysterious place with points of light where civilization exists. So, I think we should incorporate that theme into the new city.

As a point of light, I don't think the city should benefit from a rapid influx of new residents (the previous threads felt a little inorganic to me.) The population should grow very slowly as a rule, only adding a single person here and there. I also don't think that an adventuring class (PC class) would be necessary for starting a town. Any character can fill the role of a leader, and we can always introduce PC classes later. However, it also seems (to me) somewhat inorganic to have some random NPC find some land and have people gravitate towards it.

So I'm thinking that perhaps the city and its residents have already been there for a while, and for some reason they find that they must start anew, such as a cataclysmic event or invasion. Now they must either replant or find someplace new to settle down. Personally I like the idea of some event that levels the city leaving the few survivors left to dig through the ashes hoping to find a way to rebuild over the next few chronicles. Then, in a later chronicle, this same event has caused an sudden, mass of refugees to migrate to the new "point of light" for protection; led by some savior PC class, they all choose to stay to help guard (or oppress) the town.

In the DMG it says a city of 25,000 would have 1 guard per 100 people to protect it from threats within and without.That's only 250 guards,twice that in dangerous areas,thats 250 guards divided between three 8 hour shifts. WTF??? Does any one else think this is far to small a number? What would be a better amount?
In the DMG it says a city of 25,000 would have 1 guard per 100 people to protect it from threats within and without.That's only 250 guards,twice that in dangerous areas,thats 250 guards divided between three 8 hour shifts. WTF??? Does any one else think this is far to small a number? What would be a better amount?

I think that the number is plenty high. 1% of the population are paid, full-time guards. While a militia can be called up for greater threats, a force of 250 guards is more than enough for a population of 25,000.
I haven't been able to follow the thread for quite some time now. I'm not even quite sure what is going on.
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I haven't been able to follow the thread for quite some time now. I'm not even quite sure what is going on.

Nothing has happened for a few months now. I've been using the groundwork that was lain for my own campaign, but there hasn't been a lot of serious interest in this thread of late.

To recap: One of my players (the pawn of a demon) was sent to destroy the lighthouse. When they got to the city, they went to check out the floating lighthouse which was on an island, 200 ft. above the bay.

At the lighthouse was an elven gardener tending to the garden about the religious site. The demon patron of the players appeared to them, when they found that they were unable to enter or harm the lighthouse, and suggested that they seek information from the chronicler in the local library.

They went to meet the chronicler, who was a very old and ethereal eladrin (Aust Amakiir). The old sage was surprised that the party knew of their impending doom, and offered what history he could (about Thorast Kax the man, and how he still lives).

The players also sought out the Immortal Creator, the creator of the warforged who protect the city (as the city guard, with a small contingent army), and are powered by the lighthouse. The closest they get to him is to get a message to him, and he sends one back saying that he will meet them on the morning of the Solstice (the next morning) a mile south of the city.

That evening, the pawn of the demon finds a drug in the red-light district that gives her powers of domination (and alters her perception of reality), and uses it to force a dwarven engineer to come up to the tower and try a forced entry, setting him at it with a pickax.

The rest of the party find out what she is doing and go to stop her, when she subsequently cuts the rope bridge (that leads from the cliffside in the noble district over to the floating island). The cleric uses cause fear on the drug addled demon pawn, ending her high and sending her into a catatonic state. The party then crosses to help the enslaved dwarf and the comatose tiefling warlock.

When the paladin goes to stop the dwarf, the gardener appears and tells the paladin not to stop the digger. The paladin knocks the dwarf aside, and goes to swing at the gardener, missing. The gardener shakes off her guise, revealing herself as a succubus, kisses the paladin, and a fight ensues (almost getting the paladin killed).

Durring the fight, the teifling climbs under the island, lowered by a rope, and finds a secret tunnel entrance in the rock, which she climbs into, along with her companion, the orc fighter.

When the fight is over, the orc and tiefling are nowhere to be found, so the remaining four set out to meet the Immortal Creator.

The Immortal Creator turns out to be a warforged himself, though his garb is that of an admiral (or an ancient empire's fleet), Admiral Tol (artificer/pirate hunter/world traveler/TBACT2), to be exact. He had slowly replaced his dying body with parts, until there was nothing human of him left. He had bargained with Thorast Kax to replicate the technology.

Tol advises that the party leave the city, and as he leaves, requests that the four stay until the sun has risen.

They stay, and are visited by the real Archangel Beacon (Angel of Radiance), whose name was used as that of the false god in Thorast Kax. He reveals that the lighthouse keeps him at bay, and that all attempts to expose Thorast Kax for what it is, have failed.

Many of the Gods are fearful of the release of the Cursewarped Radiant Dragon, as it is an ancient unstoppable engine of destruction, capable of slaying the avatars of gods themselves.

Beacon tells them of the five seals within the lighthouse, how as each is destroyed the bindings on the gold dragon weaken. The first breaking of the seal, at noon on the solstice (that day), releases the dragon, containing it to a one mile radius of the lighthouse. As each seal is broken, the range grows, until 100 years have passes and the last seal falls, freeing the dragon of all its bindings, when it will destroy the world.

Breaking all the seals now (by destroying the lighthouse) would render the dragon free from all bindings and begin the apocalypse.

The party then tries all it can to warn people (on the day of the celebration of the solstice, the larges celebration of the year) that they are all doomed. It is the dwarven cleric that warns Jeffers and Bofbin Axebreaker, saving the entirety of the dwarven population. The Priests of Beacon (all male tieflings) are unconvinced, as they would have had some foresight, though insight sees that they have indeed lost some of their power.

Meanwhile, inside the island, at the end of the tunnel, a luxuriously outfitted cavern is found. It is the lair of the succubus (she isn't home) complete with slaveboys. The ceiling of the cavern is found (under a veil of silks) to be a giant brass inverse dome, disturbing which causes significant backlash to the attacker. At the center of the dome is a brass ring, from which the silks were hung.

At noon, most of the party has found the small cave (a fight with the succubus leaves most of them injured), and the brass dome opens like an orange peel to reveal the inside of the lighthouse, which now seems to be drawing light in, gathering flames in the center. A visible seal crumbles and falls to the ground, and there are four more around the sides of the inside of the lighthouse.

The intense heat of the flame drives the party out of the island. Where they find the city in panic (from all their warforged guards dropping lifeless to the ground).

At dusk, with the last of the light drawn in, the dragon will burst forth and decimate the city. The party make a few last arrangements (including leading a mob to assault the merchant district, which is defeated by dragonborn mercenaries that work for the merchants). The final gambit is to get the theater actors to guise themselves as Beacon and tell the residents to flee the city (neglecting to mention the timetable).

The thespians elect to perform this great act from the top of the wall of the temple enclave, some 40' above the amassed crowd about the city gate (south), at sunset. Just as they begin, using many a spell to make the act convincing, the dragon bursts forth from the lighthouse (all seals intact) and dives into the shimmering Beacon, rending the illusion (and the actors inside) in two.

Those in the party who already hadn't, fled. Following south with many of the caravans and refugees who had already set off (when the warforged fell). They meet up at Costran's farm, bringing along his wife from the city where she works.

...there is more, if people are interested.
I also have this worked up:

Tuesday, September 30, 2008

The Build a City Thread IV

A History: A long, long time ago Abbacabba started the very first Build a City thread (hereafter known as TBACT). Deanrule said of it, "(the thread) lasted for some time and made quite an impression on some of us. The premise was to let the posters create a town bit by bit using the D&D rules so that eventually a truly organic city would be made. One that actually felt like a town bred in a land of magic rather than a medieval European hamlet thrust into a world it didn't belong in."

And some things that should not have been forgotten were lost. History became legend. Legend became myth. In other words, the search function can no longer find the first build a city thread, which, by deanrule's account was "a town so overflooded with doomsday artifacts, undead, wizards, and villains that an average day in town was like a Flamethrower fight in a fireworks factory." Hence deanrule's foray into TBACT building, "The Build a City Thread!"

TBACT was fifty-one pages long, covering an impressive sixteen years in the life of the City of Eckland. Deanrule laid the groundwork for the rules that would be adopted in later TBACT's, like the commonality of PC's, the artifact ban, major event proposals, and STOP rules. The first TBACT was retired and planning was made for TBACTII.

TBACTII, despite the best efforts of the OP (Rockjaw), burned too fast and too bright. A lot off good ideas went into the TBACTII, and there was a bit of new blood as well, namely my own, but infighting quickly spiraled out of control and the thread went down in a blaze of glory. My last 3.5 campaign was centered on the events of Tuskbay, the island city of TBACTII, lasting far longer than the thread itself. The groundwork done there kept my group entertained all the way up into the release of 4E.

People can only guess as to why "TBACT3!!!!!!!!!!!" was a failure. Perhaps the TBACT community was burnt out after TBACTII. It may have been that incorporating the anime genre (after "the Last Airbender") turned off too many fantasy gamers. Whatever the cause, TBACT3 was little more than a flash in the pan. One good thing did come out of it, however. Dougan_Axehammer's "Open discussion: BUILD A CITY 4.0!!!" was started in the aftermath of TBACT3, just after the official announcement for Dungeons & Dragons 4th Edition.

In closing, I would like to give a special thanks to Abbacabba, deanruel, Rockjaw, Sylvaroth, SupercrazyDM, Dougan_Axehammer, and everyone else who has contributed so greatly for all of your dedication to the TBACT community. Thank you. :D

Looking Forward: So here we are, twenty-one pages of preparatory material and a fresh batch of new blood to infuse into TBACT.

Dougan_Axehammer got us underway with his vision of adopting the 4e tenant of the world as a dark, mysterious place with points of light where civilization exists. His origional thoughts spawned the idea of a city, Thorast Kax, ravaged by a cursewarped gold dragon, the refugees from which would find someplace new to settle down. As a point of light, this new place, Terrapin Falls, should not benefit from a rapid influx of new residents (unlike previous threads which felt a little inorganic). He proposed that the population should grow very slowly as a rule, and that adventuring class characters would not be necessary for starting a town, stating, "any character can fill the role of a leader, and we can always introduce PC classes later."

With that admonishment, I would also like to encourage everyone to be civil in this thread. Before we list any rules, we will call this rule zero. There will be arguments and debate, passions may flare, but it is important that we all stay civil if we are going to make a good run of this. Respect the other posters, no matter their maturity level. Try to ignore any trolls which may wander through. Remember, "do not feed the trolls!"

No one "owns" any of the characters, no matter how much favoritism they may be shown in a poster's chronicle or how many diary/journal entries they may write, none of the characters are player characters and none of us are the players. The same rule applies to ideas for the thread; Once you have ventured an idea, it belongs to the TBACT community.

The TBACT4 Rules

Rule 0:
"No murmuring.
No fault finding.
No criticizing,
Of another soul, ever."

Books for TBACT4: 4E PHB, DMG, and MM.

Rule 1: OP Rule of Law. I am sorry to say it, as OP of this thread, I am in charge. This is not a democracy. When I make a ruling as the OP, it is final, and only I can overturn my own rulings.

This does not mean that anything I say goes. I will be participating in this thread like anyone else, though I am tasked with keeping the thread within the spectrum of its original vision. I am also a (somewhat) reasonable person, meaning, I will try and listen to all parties involved and adjudicate accordingly. If ever anyone feels that they have been slighted, feel free to PM me.

Rule 2: Majority Rule. Anything in TBACT4 (other than Rule 1) can be put to a vote. Most voting is as simple at three votes to pass (in favor or against). At the request of a community member, an extended vote may be called for, where a true majority vote of the active community will be taken. In this instance, the OP may rule that an extended vote is not required, and revert to the simple (three votes to pass) voting procedure.

Major events in chronicles, such as zombie invasions, dragon razings, and disintegration of major characters, will be proposed and put to a vote rather than enacted by the poster. This is the most frequent reason for a STOP (see rule 3), and can be very disruptive to the continuity of the thread. The word propose or proposal should be bolded for the sake of clarity.

EXAMPLE-RIGHT: I propose it would be interesting for Bobville to be raided by a squad of Hobgoblins.
EXAMPLE-WRONG: Bobville is raided by Hobgoblins and dozens die in the ensuing melee. Also, everyone is now a Vampire.

Here is a list of Major Events that can be used as guidelines. These are to be used with common sense so if your satyr invasion only kills 4% of the population then it's still probably not going to fly.
  • Any event that kills a named character or more than 1% of the population (eg., zombie invasion, the plauge, etc.).
  • The introduction of an individual of equal or higher level than the highest level person in town (eg., "King" arrives in town).
  • The introduction of a "character" (eg., the warlock Zell arives in town).
  • The introduction of a group or organization (eg., A member of the Black Thieves Guild arrives in town).
  • Any event which irrevocably changes the way the town will function for the foreseeable future (eg., the warlock Zell builds an enormous Magic Academy).
  • The death or permanent altering of any "character" in town (eg., the warlock Zell gets disintegrated in a duel).
  • The introduction of any monster or group of monsters which cannot be reasonably defeated by the town (eg., a black dragon takes up residence in the nearby hills).
When in doubt as to what is or is not a major event, ask.

Rule 3: The STOP Rule. Any poster may precede the body of his post with the word "STOP," capitalized and bolded to make it very clear that the thread is stopped. This means that the poster has taken serious issue with some event posted in the last chronicle. Further posts should not be made directly chronicling the town's events until the issue has been decided as either canon or non-canon. Without an OP posting, an event can be considered "decided" with a resolution vote as to whether or not the event is canon. Both the offending chronicler and the poster who stopped the thread cannot vote (effectively canceling each other out) in the "stop resolution vote."

Poster 1's chronicle: Blah, blah, blah... Everyone is now a Vampire!
Poster 2: STOP. That is ridiculous.
Poster 3: I agree. The vampire thing is stupid as hell.
Poster 4: Vampires could be cool! I vote for vampires!!!
Poster 5: No vampires.
Poster 6: I agree. And that’s three of us so it's out. Next person can chronicle without it.

Poster 1's chronicle: Blah, blah, blah... Everyone is now a Vampire!
Poster 2: STOP. That is Ridiculous.
Poster 1 again: VAMPIRES ROCK IT's CANON!
Poster 1 again: It's Canon!
Poster 1 again: It's Canon!
Poster 1 again: OK. Now that everyone's a Vampire........

Chronicle: Posting Rules. Each chronicle details one month in the life of the city. This is more restrictive than previous threads, and has been put in place so that other posters do not feel shorted. This does not restrict any events to a single month, and the chronicler may dictate (non-major) resolutions of events that begin within the month of their chronicle, though the dictated resolution is subject to the (dis)approval of the community.

Until further notice, the characters and events involved in these chronicles are restricted to heroic level. Even a community vote may not overturn this guideline. Special exceptions to this rule may be requested of the OP.

How many stunt men do you know? How about professional basketball players? How about astronauts, celebrities, CIA agents, rap stars, or SWAT commanders? The answer is probably "not a lot" and the reason I ask is to give you an idea of the general rarity of PC's in the world.

In the D20 system the above mentioned people are the PC's and in the D&D system "Adventurers" are no more common. As such while it's perfectly acceptable to have people with PC classes move into the town they should not generally be more than 1% of the population. Most should be "monsters" of the appropriate type and when heroic class characters do come into town they should generally be of 1st-5th level, and not of the actively adventuring type.

Before posting (or even writing out) a chronicle, the prospective chronicler must post a treatment/synopsis for the intended chronicle, including important details and a listing of events/plots that will unfold during the chronicled month. This should include any major events and characters that have been approved since the last chronicling. Arguments for and against, changes, etc may then be made/proposed. Once the synopsis is given the "all clear," the chronicler may post his chronicle.

Chronicle: Format. First, the title, in the following format:

[size=4]The Chronicles of Terrapin Falls:
Year 1, Month 1 (July)[/size]

Next, a synopsis of the month's events will be given (sblocked at the beginning of the post), the chronicle itself follows (as elaborate or detailed as the chronicler pleases, though may be concise at to the point as long as it gets the point across), and the updated details of the city are last (sblocked at the end of the post).
I just wanted to say that I really like this thread, and that I'm going to steal many of these ideas for my own campaign :D

One thing I did want to add is that maybe the refugees knew that a cataclysm was coming, but discovered the cataclysm without enough time to prepare for it. Fifty or so people make it to the Dwarfish Redoubt before the cataclysm happens, which destroys many of the surrounding kingdoms (it just happens that the redoubt is one of the few areas that could of survived the cataclysm, perhaps the Paladin mentioned earlier received divine assistance in choosing the location).

The Dwarfish Redoubt still has a garrison of Dwarfish Soldiers, which now has to decide what to do with the refugees that showed up right before the cataclysm.

Perhaps the Redoubt now has two centers of power. The Dwarfish Commander, who was in charge of the Redoubt before the cataclysm, and the Paladin, who led the refugees out of the city.
I love this thread but could not join the other and am glad i can join the new one
what type of gov. will they use
Just saw this thread and I thought I'd throw my two penny's worth. None of them are particularly original, but there you go.

Ok, a bunch of refugees have come into the city. The previous occupants are extremely wary/suspicious of the refugees. The Thieves Guild and other classes (corrupt officials) are trying to fleece the refugees for much loot as they can, whilst thieves form the previously ravaged city try to establish themselves in the new town precipitating gang warfare. This should give quite a few adventure hooks for thieves/law enforcers and such like.

Let's not forget that the refugees will bring back tales of what was left behind in the ruins of the destroyed city. This may inspire looters/adventures to go back to the destroyed city to recover valuables/artefacts/survivors or intelligence about what brought the cataclysm.

There is quite likely to be a large shanty town outside the city walls - feeding grounds for undead/slavers and other such things who prey on the inhabitants.

In addition it is rumoured that agents that caused the catalysm in the destroyed city concealed themselves amongst the refugees to get into the City of Light. Some believe that there is a conspiracy to destroy the City of Light as well. The agents could be assassins/religious fanatics/powerful undead - whatever. This leads to plots involving intrigue and spying - of course there may be no conspiracy at all, but there are those who would seek to gain political advantage from either side and would be happy to pay (unwitting) adventurers to plant/disprove evidence to bring the downfall of a rival. Could the adventures save a "traitor" from execution by disproving the evidence before sun rise?

In addition the city has some kind of sporting event - chariot racing/gladitorial combat or something. However the teams are split along class/racial lines so when there is a game on there is much rivalry between the teams and the city divides into factions with betting, ribaldry and fighting. Adds some local colour perhaps - replace the noble team's enchanted maul with an identical non-magical one one so they lose an important advantage on behalf of the pig farmer's guild?

A school of wizards/clerics from the destroyed city are practising magic outlawed in the city of light. This is causing tensions between the magic classes as the refugees try to maintan their traditions whilst the existing classes try to uphold theirs. Of course wizards form the City of Light start to learn the "new" magic from the refugees as well which adds to the powder keg.

A lot of internal tensions can be created to provide lots of plots. I don't know what the external tensions might be, but an external threat might try to exploit them to their own nefarious ends.
Can i create a Commoner for the city
The threads been dead for awhile but go ahead and post an idea, hopefully peeps will respond and get this thread running again. I miss this thread
So...since this thread is basicaly dead, anyone thought of starting a new one? Since I think we did awsome on this thread, why dont we step up the challenge and do something like oh...a dungeon, cavern system with a whole eco system or step it up further and do a Build a Country Thread or Countryside?
Actually, I've returned to an active status on the forums, though I've been on vacation for the past week. I'm currently working on a summary and I'm trying to decide on the importance of PC-classes. Unfortunately, I don't know when I'll get those done as there is a lot of information that I must catch up on. I'd like to continue this thread unless board consesus decides otherwise; if the latter is the case, then I'll be happy to support it and would like to offer my help in getting it started.
I was meaning to contact you or any of the others that have started the past TBAC threads to see if anyone wanted to start a new one. I still cant get the coding correct on these threads lol for some reason and with me being stationed in Korea, not sure how often I could stay updated with a new thread, I tend to fall behind, especialy when a thread takes on a life of its own like TBAC's tend to do.
I was hoping that TBAC 4 would continue and go for as long as the 1st one did. I've really liked the setting that we have made for it and am kinda sad that the thread has died but there is enough info to start a good campaign.
So I'm thinking of starting a TBAC thread but its going to be based around a Post-Apoc setting and was wondering if anyone here would like to be involved? I'm trying to decide if its going to be generic Post-Apoc theme or lean more towards a Zombie theme

How about a new city that is built on the ruins of a larger, ancient city? The "points of light" are neighborhoods that have been made safe again, typically by residents constructing make-shift walls from the rubble, neighborhood militias, and the occasional town guard. Some of the buildings are newer, but most of the ones standing are older, origenal buildings built by the lost civilization using a level of magic/technology that is currently lost.

Oddly, the idea of a 'point of light' is that in a city it will be individual buildings. Some are active points of light, others abandoned and shut down (awaiting reoccupation) For a part of the community to qualify as a 'point of light' you would consider the walled in Halfing Suburb to be a 'point of light'.
The Citadel Megadungeon:
I've created my own original continent - the world will be developed in my second campaign. But I've created an entire continent with a Kingdom - even including how the political system works and a list of Holidays they celebrate. I'm in the process of mapping out every village, town, and city. I have an entire history of the origin of the inhabitants of the continent although it's currently a secrect to my players. I think building a country would be the way to go on this. It's a lot more fun and a lot more work.
Wanted: Cute Male Gamer - 25+ but not old!! Must have EXCELLENT oral hygiene and a job. PM all inquiries Wheeee
Hey BACT Builders.....I'm back...
Welcome back Rockjaw, where ya been?
is this thread dead? because I'd like to add a suggestion for a flavor site.

Gilliad Erdfang, time traveller!

well... not exactly. he's using a modified "gentle repose" to travel 1000 years into the future, in a once ornately decorated sarcoghagus. it's been 200 years so far, and he's showing no signs of slowing down.

Gilliad is generally an object of affection, but not so much that the local thieves haven't stripped his time machine of all its gems and most of the brass inlay. once the time is up, the sarcoghagus will open and with much pomp and cirumsance, he'll see what marvels the future holds.

eh? eh?


Why on Earth keep this here if we can't try it again?