|
5 years ago ::
Jan 29, 2008 - 10:00PM
#81
|
Date Joined:
Mar 28, 2001
|
Spoiler:
Show
I was just wondering, as a momentary aside from the geography thing, about something. I'm wondering what aspects of 4E we can try to work into this project. Now I'll openly admit to not being very up to date about the 4E developments (it's always been my plan to wait till the release, peruse the books in the store and then decide whether I'm staying or going), so I'm wondering if some of you guys could help me out here.
As far as I can figure the only parts of 4E we can work into the town right now are the races. Making an effort to use Dragonborn or Eladrin as a mainstay of our settlement and thusly help out that way. We don't know enough about the classes now to make them have any real addition to the setup. Does anyone know what else we could insert into our town to develop new 4E ideas? It hasn't really been finalized yet, but we were considering starting off the refugees (and possibly the city) without using any PC classes. In previous threads, the city had always been started with a PC class of significant level, which made it appear as though the city couldn't be started without one. For this city I thought we might deviate from that and show how it could be possible for non-player characters to form and build a successful city. Later, we could add PCs to the city as it grows in size (50 NPCs to 1 PC) and strength; I think this would highlight a "point-of-light" theme far better than making the city just an extension of PC accomplishments.
Now we do have some semblance of what will be going into the new rules based on the Wizard's Presents series Races and Classes and Worlds and Monsters. Much of that we have already touched upon here. There is also a thread here that gives a compiled list of confirmed rules for 4th Edition for those that can't access those books, though the information is only drawn from Races and Classes. Admittedly, I'm also not well versed in these and will probably also wait until the core books are released to stores before knowing anything about the game. However, this is merely a discussion thread; nothing we say or do here will have much affect on the official BAC4.0, at least not until we get the official rules. It would be hard pressed for us to finalize anything only to discover that we have to retcon everything simply because we got a few things wrong.
So, in a nutshell, anything you wish to contribute may be submitted here. This is an idea thread, and any idea is welcome. We will discuss it, critique it (maybe add to it), and when the time comes it may be included in the chronicles. And while most ideas will be addressed, just keep in mind that it may not be in the final product. For now though, we seem to be on the subject of concept: what is the city going to be like, how will it be built (slowly IMO), what will the environment be like (looks to be decided already), and what kind of folk live there. It may be prudent to keep our focus on that so we don't end up horribly disorganized at the last minute.
P.S. When we are ready to start the city, I (or someone else) will create a separate thread for the city and any related material (journals and such.) This thread will remain open for the purposes of discussion and proposals with regards to the city. And like this thread, I'll attempt to sticky it so anybody can view it and get ideas. In this way, I hope to avoid the mistakes of the last two installments, and allow the "city thread" to focus on the story instead of getting bogged down by differences of opinion.
|
|
|
|
5 years ago ::
Jan 29, 2008 - 10:02PM
#82
|
Date Joined:
Jan 15, 2008
|
Like the point that there was no out and out leader founding this place. A refugee town probably wouldn't have a strong head, atleast not for a while.
|
|
|
|
5 years ago ::
Jan 29, 2008 - 10:25PM
#83
|
Date Joined:
May 18, 2004
|
What if there was someone there when the refugees got to the redoubt? I just had an idea about a small band of dragonborn who inhabit the old redoubt. When the refugees approach they see a distant fire, high up in the pass, a point of light in the distance. The warriors could welcome the refugees and incorporate into the new town, adding diversity and some knowledge of the terrain. Maybe they protect a small clutch of eggs, or perhaps they too have had their numbers reduced of late and their own light would have soon flickered out.
Again, just thinking with my keyboard.
I like the cliffside images and the suggested map. Maybe I will break out my sketchbook and work up an elevation sketch of the redoubt in the pass, the steps, and the waterfall and small lake.
|
|
|
|
5 years ago ::
Jan 29, 2008 - 10:57PM
#84
|
Date Joined:
Mar 28, 2001
|
What if there was someone there when the refugees got to the redoubt? I just had an idea about a small band of dragonborn who inhabit the old redoubt. When the refugees approach they see a distant fire, high up in the pass, a point of light in the distance. The warriors could welcome the refugees and incorporate into the new town, adding diversity and some knowledge of the terrain. Maybe they protect a small clutch of eggs, or perhaps they too have had their numbers reduced of late and their own light would have soon flickered out.
Again, just thinking with my keyboard.
I like the cliffside images and the suggested map. Maybe I will break out my sketchbook and work up an elevation sketch of the redoubt in the pass, the steps, and the waterfall and small lake. Or, alternatively, one of the refugees is a dragonborn under the same circumstances. Although, in either case we'd need to explain why the dragonborn have congregated in a group dynamic; from what I've read dragonborn are mostly solitary individuals, sharing many traits of the dragon brethren. Perhaps the dragonborn had found the clutch while visiting the city and in the devestation had vowed to protect and raise it until it was of age. (Brainstorm: perhaps during the journey the dragonborn succumbed to some tragedy, and left the clutch in the care of one of the other refugees. As a result, the wyrmling(s), being truly orphaned, end raised by the city as a whole and entering into non-conventional professions while still keeping their inherent natural qualities (whatever they are.)
Anyway, I look forward to what you come up with.
|
|
|
|
5 years ago ::
Jan 29, 2008 - 11:34PM
#85
|
Date Joined:
Jan 15, 2008
|
What if, assuming that the redoubt was already occupied, the people there didn't want the refugees? If a race of dragonborne had a clutch there, they might see people as dangerous and a menace, a view which could still exist today.
Alternatively, what if it wasn't one of the PC races there? A tribe of nomadic kobolds sheltered during the winter here.
How about: "When the refugees first came here to *town* they found a relatively peaceful solace from the fire and flames. They settled down and started to build a new community. Life was hard, that first year, many succumbed to sickness or accident, some trades had to be totally rediscovered ("is anyone here a blacksmith? No? Cr*p"), and crops had to be planted from what few seeds the refugees could scrounge or steal from the old city. However, nothing could match the battles that would be fought that winter.
The redoubt had been a refuge for the Tyrmannuck kobold tribe for decades, and they were not happy to see new arrivals stealing their water, inhabiting their nests, and trespassing on their grounds. For four weeks the kobolds engaged in out and out warfare, guerilla tactics, and sabotage..."
Eventually the people struck a truce with the kobolds, and allow them to stay during the winter months. This could either be a cause of celebration (to lighten spirits, encourage the 'tourists' to trade, or just as a rememberance of an end of fighting) or near hostility and tension throughout the entire city. The refugees didn't have it easy once they got to the valley, they had to overcome obstacles almost as bad as the original disaster.
Maybe the dragonborne could be the link between the people and kobolds, and thus have a special role in the villiages safety, acting as emissaries and translators.
|
|
|
|
5 years ago ::
Jan 29, 2008 - 11:34PM
#86
|
Date Joined:
May 18, 2004
|
Dragonborn are described as having clans of 20 to 50 relatives, though are often solitary. Clutches of eggs would be rare, as it seems that a female lays only one at a time.
The question of why the redoubt isn't inhabited, but is known to some of the refugees, wore on me. It seemed that the last surviving handful of dragonborn of a clan living in the redoubt and welcoming the weary travelers into a dry shelter, would be a good starting point for our new endeavor.
|
|
|
|
5 years ago ::
Jan 29, 2008 - 11:42PM
#87
|
Date Joined:
Mar 28, 2001
|
I like the cliffside images and the suggested map. Maybe I will break out my sketchbook and work up an elevation sketch of the redoubt in the pass, the steps, and the waterfall and small lake. Some public domain photographs for inspiration:
Yosemite Valley
Show
Bridalveil Falls
Show
URL=http://travel.webshots.com/photo/2311680870039241787QDWFVO] [/url] Little Yosemite
Show
From the valley floor
Show
The wintered valley
Show
Bird's-eye view
Show
A couple from Kiwiland (New Zealand)
Show
An area between Queenstown and Milford Sound
Show
Another View
Show
Overlooking Queenstown
Show
|
|
|
|
5 years ago ::
Jan 29, 2008 - 11:44PM
#88
|
Date Joined:
May 18, 2004
|
snip
Show
What if, assuming that the redoubt was already occupied, the people there didn't want the refugees? If a race of dragonborne had a clutch there, they might see people as dangerous and a menace, a view which could still exist today.
Alternatively, what if it wasn't one of the PC races there? A tribe of nomadic kobolds sheltered during the winter here.
How about: "When the refugees first came here to *town* they found a relatively peaceful solace from the fire and flames. They settled down and started to build a new community. Life was hard, that first year, many succumbed to sickness or accident, some trades had to be totally rediscovered ("is anyone here a blacksmith? No? Cr*p"), and crops had to be planted from what few seeds the refugees could scrounge or steal from the old city. However, nothing could match the battles that would be fought that winter.
The redoubt had been a refuge for the Tyrmannuck kobold tribe for decades, and they were not happy to see new arrivals stealing their water, inhabiting their nests, and trespassing on their grounds. For four weeks the kobolds engaged in out and out warfare, guerilla tactics, and sabotage..."
Eventually the people struck a truce with the kobolds, and allow them to stay during the winter months. This could either be a cause of celebration (to lighten spirits, encourage the 'tourists' to trade, or just as a rememberance of an end of fighting) or near hostility and tension throughout the entire city. The refugees didn't have it easy once they got to the valley, they had to overcome obstacles almost as bad as the original disaster.
Maybe the dragonborne could be the link between the people and kobolds, and thus have a special role in the villiages safety, acting as emissaries and translators. Kobolds were done in TBACT2, but still a good idea. I don't see any reason for a dying clan of dragonborn to turn away the refugees in a points of light setting... maybe that's just me.
We might want to wait on more antagonists (other than the trapped/bound dragon/monster of destruction). I'm waiting for the new MM to see what creatures might lurk in the forests and mountains around the redoubt city.
On another note (not sparked by any particular post): I think that we should concentrate on building an interesting and organic point of light to insert into campaigns, rather than an adventure site. While the well of many worlds idea may make the city an important crossroads in the future, there seem to be a few ideas floating around out there that seem more oriented towards interesting adventure sites rather than a point of light amidst the sea of darkness. Enough darkness will encroach upon our point of light, that I don't think that we need to incorporate so much (monstrous) intrigue into the foundation of our city.
|
|
|
|
5 years ago ::
Jan 29, 2008 - 11:47PM
#89
|
Date Joined:
Mar 28, 2001
|
Spoiler:
Show
What if, assuming that the redoubt was already occupied, the people there didn't want the refugees? If a race of dragonborne had a clutch there, they might see people as dangerous and a menace, a view which could still exist today.
Alternatively, what if it wasn't one of the PC races there? A tribe of nomadic kobolds sheltered during the winter here.
How about: "When the refugees first came here to *town* they found a relatively peaceful solace from the fire and flames. They settled down and started to build a new community. Life was hard, that first year, many succumbed to sickness or accident, some trades had to be totally rediscovered ("is anyone here a blacksmith? No? Cr*p"), and crops had to be planted from what few seeds the refugees could scrounge or steal from the old city. However, nothing could match the battles that would be fought that winter.
The redoubt had been a refuge for the Tyrmannuck kobold tribe for decades, and they were not happy to see new arrivals stealing their water, inhabiting their nests, and trespassing on their grounds. For four weeks the kobolds engaged in out and out warfare, guerilla tactics, and sabotage..."
Eventually the people struck a truce with the kobolds, and allow them to stay during the winter months. This could either be a cause of celebration (to lighten spirits, encourage the 'tourists' to trade, or just as a rememberance of an end of fighting) or near hostility and tension throughout the entire city. The refugees didn't have it easy once they got to the valley, they had to overcome obstacles almost as bad as the original disaster.
Maybe the dragonborne could be the link between the people and kobolds, and thus have a special role in the villiages safety, acting as emissaries and translators.
Spoiler:
Show
Dragonborn are described as having clans of 20 to 50 relatives, though are often solitary. Clutches of eggs would be rare, as it seems that a female lays only one at a time.
The question of why the redoubt isn't inhabited, but is known to some of the refugees, wore on me. It seemed that the last surviving handful of dragonborn of a clan living in the redoubt and welcoming the weary travelers into a dry shelter, would be a good starting point for our new endeavor. But then we run the risk of becoming too busy, which is something I think we should avoid, especially in a "points-of-light" environment. Don't get me wrong, I like the ideas; yet, I don't know if their well-suited to what we're trying to accomplish.
|
|
|
|
5 years ago ::
Jan 29, 2008 - 11:48PM
#90
|
Date Joined:
May 18, 2004
|
Some public domain photographs for inspiration:
Yosemite Valley
Show
Bridalveil Falls
Show
URL=http://travel.webshots.com/photo/2311680870039241787QDWFVO] [/url] Little Yosemite
Show
From the valley floor
Show
The wintered valley
Show
Bird's-eye view
Show
A couple from Kiwiland (New Zealand)
Show
An area between Queenstown and Milford Sound
Show
Another View
Show
Overlooking Queenstown
Show
I was thinking about the waterfall flowing in parts over the steps (natural switchbacks) of the pass. I guess we all have different mental images in our heads right now. Definitely another great installment of inspiration by Dougan Axehammer.
|
|
|