The OP is well underway (over 11,000 characters so far), but I ran into a minor issue. Namely, a town charter. I think that the refugees who are most affluent and educated, not to mention charismatic, will want to establish some sort of order in the new city, assuming that that is their intention. I believe they all understand that returning to Thorast Kax is not an option, nor is settling en mass in any other cities (for whatever reasons).
So I ask you, what should be in the town charter? This will lay the foundation for the laws and official government of the city and should address things like judiciary responsibilities, a militia, taxes, ownership, land, etc. I will write as much of it myself as I have too, but the more input I get, the better it will turn out.
Also, consider the opinions of the refugees (and share your ideas) on government and also who would scribe such a document, and signatories.
In the name of God, Amen. We whose names are underwritten, the loyal subjects of our dread Sovereign Lord King James, by the Grace of God of Great Britain, France and Ireland, King, Defender of the Faith, etc.
Having undertaken, for the Glory of God and advancement of the Christian Faith and Honour of our King and Country, a Voyage to plant the First Colony in the Northern Parts of Virginia, do by these presents solemnly and mutually in the presence of God and one of another, Covenant and Combine ourselves together into a Civil Body Politic, for our better ordering and preservation and furtherance of the ends aforesaid; and by virtue hereof to enact, constitute and frame such just and equal Laws, Ordinances, Acts, Constitutions and Offices, from time to time, as shall be thought most meet and convenient for the general good of the Colony, unto which we promise all due submission and obedience. In witness whereof we have hereunder subscribed our names at Cape Cod, the 11th of November, in the year of the reign of our Sovereign Lord King James, of England, France and Ireland the eighteenth, and of Scotland the fifty-fourth. Anno Domini 1620.
I, William, by the grace of God, Count of Flanders, not wishing to reject the petition of the citizens of St. Omer---especially as they have willingly received my petition about the consulate of Flanders, and because they have always been honest and faithful to me---grant them the laws written below, and command that those laws remain inviolate.
1. First that to every man I will show peace, and I will protect and defend them with good will just as I do my other men. And I grant that justice be done to all of them by my bailiffs, and I wish that they do justice to me also. I grant liberty to my bailiffs such as my other bailiffs have.
2. If any citizen of St. Omer lend money to any one, and the borrower freely acknowledge this in the presence of lawful men of that town and of his heirs, if the debt be unpaid on the agreed date, he or his goods may be detained until all be paid. If he be unwilling to pay, or deny the agreement, he shall be detained until he pay the debt if he be convicted on the testimony of two bailiffs or two sworn men.
5. All those who have their gild and belong to it, and who reside within the limits of the town, I make free of toll at the port of Dixmude and at the port of Gravelines; and throughout all the land of Flanders I make them free of sewerp. I grant them the toll which the people of Arras pay at Bapaume.
6. If any of them go to the land of the Emperor for trade, he shall not be forced to lose his gild by any of my people.
7. If it should happen that at any time I should acquire land outside of Flanders, or if a treaty of peace be made between me and my uncle, Henry, King of the English, I will cause them to be made free of all toll in the land acquired, or in the whole land of England, or I will make them free of all customs by the terms of such treaty.
9. All who dwell within the walls of St. Omer, or who dwell there in the future, I make free from cavagium, i.e., from head-tax, and from suit of court.
1l. Moreover they have asked the king of France and Ralph of Peronne that wherever they go in their lands they may be free of toll, transit dues, and passage; I wish this to be granted to them.
13. As I wish the citizens of Flanders to be free henceforward from all customs, I shall require from them no scot, or taille, or forced loan.
14. The thirty pounds a year I had from St. Omer and whatever I ought to have from there, I grant for the restoration of their damaged property, and for the maintenance of their gild. The burgesses shall see to it that there is good and stable coinage during my life whereby the town may be improved.
15. Since the guards who nightly watch the castle of St. Omer have had a fee decreed from of old to be in oats, cheeses, and goatskins, and since they have been accustomed to take bread and one or two denarii from every house unjustly on the feasts of St. Omer and St. Bertin and at the Nativity, or to take guarantees from the poor for these things, we decree that they shall not dare in the future to take anything above their stipend.
16. Whoever comes to Nieuport from any place shall have permission to come to St. Omer with his goods in whatever ship he pleases.
17. If I make peace with Stephen, Count of Boulogne, I shall make them free of toll and sewerp throughout all his lands and at Wissant.
18. I grant for their use the pasture in the wood near St. Omer, which is called Lo, and the marshes, meadows, whins and fallow lands, except the land of the lepers, just as it was in the time of Count Robert the Bearded.
19. I make free from all toll the houses which are in the care of the advocate of the Abbey of St. Bertin, namely, those which are inhabited. Each gives twelve denarii at the feast of St. Michael, twelve denarii as brotban, and twelve denarii as byrban. Those which are empty pay nothing.
25. The following have promised that this agreement shall be observed by all, and they have sealed their promise with an oath: Louis, King of the French; William, Count of Flanders; Ralph of Peronne, etc.
The Farmer who is working his own field must be just and must not encroach on his neighbor's furrows. If a farmer persists in encroaching and dock's a neighboring lot - if he did this in plowing time, he loses his plowing; if it was in sowing time that he made his encroachment, he loses his seed and his husbandry and his crop - the farmer who encroached.
If a farmer without his landowner's cognizance enters and plows or sows let him not receive either wages for his plowing or the crop for his sowing - no, not even the seed that has been cast.
If two farmers agree with the other before two or three witnesses to exchange lands and they agree for all time, let their determination and their exchange remain firm and secure and unassailable.
If two farmers, A and B, agree to exchange their lands for the season of sowing and A draws back, then, if the seed was cast, they may not draw back; but if the seed was not cast they may draw back; but if A did not plow while B did, A also shall plow.
If two farmers exchange lands either for a season or for all time and one plot is found deficient as compared with the other, and this was not their agreement, let him who has more give an equivalent in land to him who has less; but if this was their agreement, let them give nothing in addition.
If a farmer who has a claim on a field enters against the sower's will and reaps, then, if he had a just claim, let him take nothing from it; but if his claim was baseless, let him provide twice over the crops that were reaped.
If two territories contend about a boundary or a field, let the judges consider it and they shall decide in favor of the territory which had thee longer possession; but if there is an ancient landmark, let the ancient determination remain unassailed.
If a division wronged people in their lots or lands, let them have license to undo the division.
If a farmer on shares reaps without the grantor's consent and robs him of his sheaves, as a thief shall he be deprived of all his crop.
A share holder's portion is nine bundles, the grantor's one: he who divides outside these limits is accursed.
If a man takes land from an Indigent farmer and agrees to plow only and to divide, let their agreement prevail; if they also agreed on sowing, let it prevail according to their agreement.
If a farmer takes from some indigent farmer, his vineyard to work on a half share and does not prune it as is filling and dig it and fence it and dig it over, let him receive nothing from the produce....
If a farmer takes over the farming of a vineyard or piece of land and agrees with the owner and takes earnest-money and starts and then draws back and gives it up, let him give the just value of the field and let the owner have the field.
If a farmer enters and works another farmer's woodland, for three years he shall take its profits for himself and then give the land back again to its owner.
If a farmer who is too poor to work his own vineyard takes flight and goes abroad, let those from whom claims are made by the public treasury gather in the grapes, and the farmer if he returns shall not be entitled to mulct them In the wine.
If a farmer who runs away from his own field pays every year the extraordinary taxes of the public treasury, let those who gather in the grapes and occupy the field be mulcted twofold.
Concerning Herdsmen. If a neat herd in the morning receives an ox front a farmer and mixes it with the herd, and it happens that the ox is destroyed by a wolf, let him explain the accident to its master and he himself shall go harmless.
If a herdsman who has received an ox loses it and on the same clay on which the ox was lost does not give notice to the master of the ox that "I kept sight of the ox up to this or that point, but what is become of it I do not know," let him not go harmless, but, if he gave notice, let him go harmless.
If a herdsman receives an ox from a farmer in the morning and goes off and the ox gets separated front the mass of oxen and goes off and goes into cultivated plots or vineyards and does harm, let him not lose his wages, but let him make good the harm done.
If a herdsman in the morning receives all ox from a farmer arid the ox disappears, let him swear in the Lord's name that he has not himself played foul and at he had no part in the loss of the ox and let him go harmless.
If a guardian of fruit is found stealing in the place which he guards, let him lose his wages and be well beaten.
If a hired shepherd is found milking his flock without the owner's knowledge and selling them, let him be beaten and lose his wages.
If a man is found stealing another's straw, he shall restore it twice over.
If a man takes an ox or an ass or any beast without its owner's knowledge and goes off on business, let him give its hire twice over; and if it dies on the road, he shall give two for one, whatever it may be....
If a man steals all ox or an ass and is convicted, he shall be whipped and give it twice over and all its gain.
If while a mail is trying to steal one ox from a herd, the herd is put to flight and eaten by wild beasts, let him be blinded.
If a man finds an ox in a wood and kills it, and takes the carcass let his hand be cut off.
If a slave kills one ox or ass or ram in a wood, his master shall make it good
If a slave, while trying to steal by night, drives the sheep away from the flock in chasing them out of the fold, and they are lost or eaten by wild beasts, let him be hanged as a murderer.
If a man is found in a granary stealing corn, let him receive in the first place a hundred lashes, and make good the damage to the owner; if he is convicted a second time, let him pay twofold damages for his theft; if a third time, let him be blinded.
If a man at night steals wine front a jar or from a vat or out of a butt, let him suffer the same penalty as is written in the chapter above.
If people have a deficient measure of corn and wine arid do not follow the ancient tradition of their fathers but out of covetousness have unjust measures contrary to those that are appointed, let them be beaten for their impiety.
If a man delivers cattle to a slave for pasture without his master's knowledge and the slave sells them or otherwise damages them, let the slave and his master go harmless. Where a man destroys another's beast on any pretense, when he is recognized, let him indemnify its owner.
If a man harvests his lot. before his neighbor's lots have been harvested and he brings in his beasts and does harm to his neighbors, let him receive thirty lashes and make good the damage to the party injured.
If a man gathers in the fruits of his vineyard arid while the fruits of some lots are still ungathered brings in his beasts, let him receive thirty lashes and make good the damage to the party injured.
If a man lawlessly, when he has a suit with another, cuts his vines or any other tree, let his hand be cut off.
If a man who is dwelling in a district ascertains that a piece of common ground is suitable for the erection of a mill and appropriates it and then, after the completion of the building, if the commonalty of the district complain of the owner of the building as having appropriated common ground, let them give him all the expenditure that's due to him for the completion of the building and let them share it in common with its builder.
If after the land of the district has been divided, a man finds in his own lot a place which is suitable for the erection of a mill and sets about it, the farmers of the other lots are not entitled to say anything about the mill.
If the water which comes to the mill leaves dry cultivated plots or vineyards, let him make the damage good; if not, let the mill be idle.
If the owners of the cultivated plots are not willing that the water go through their plots, let them be entitled to prevent it.
Adopted from Thukad's idea for a family (sans lumberjacking), I present to you...Residents of the Dragonbane RedoubtShow
From left to right: Levi & Eli (human children), Hathor, Anhur Fletchaft, Horus, Sekani (gnoll pup), Aloli (minotaur calf), and an unnamed sprite.
The dwarves are making long expeditions to find ancient dwarven ruins and reclaim them as they start to renew their former glory. The Dragonbane Redoubt was one such discovery, cataloged by Bofbin himself, though ultimately considered not worth the trouble of the dwarven host and all but forgotten for a decade or so.
Enter Anhur Fletchaft, an old, battle-hardened, dwarven bolter in an advanced dwarven mercenary unit that is sent to the redoubt, though for reasons that Anhur himself can only guess. The newest residents of the redoubt, a small herd of minotaurs who liked the place for its winding natural caverns, seemed none too thrilled to be ousted from their home and a bloody siege ensued. The minotaurs savagely defended but ultimately fell, though not before decimating the dwarven unit down to the last soldier.
Anhur, now completely alone, his own shots having felled the mighty savage minotaur guardian of the tribe, hears a faint lowing. Entering the cloister, he turned to the north tower from which the sound emanated. The action on his repeating crossbow was as smooth as ever as he loaded another bolt for the surviving offender.
Of all the things he could have expected as he entered the ruins of the north watchtower, two wobbly calves cradled in the still arms of a slumped heifer was not one of them. He considered for a moment ending them, and had they been goblins he would not have hesitated, but they were so young, each with a pair of glistening doe-eyes.
There were no options. Anhur did not have hubris enough to make the journey to his homelands alone, let alone with two minotaur calves in tow. Anhur stayed.
One calf, the female, creamy brown with big, doe eyes, he gave the name Hathor, an old clan word for the portion of the night sky so thick with stars it looked like cascading milk. He named the other calf, the jet black male, Horus, an old clan name for the golden sun as it sets before the night the sky.
* * *
The two calves grew quickly into full grown 'taurs. Horus, feeling the call of his warrior blood, begged Anhur, whom he considered his own father, to teach him and instruct him in the ways of war. What Horus did not know, was that he had been taught all along in his daily tasks and legends of the Fletchaft Clan.
Hauling buckets at each end of a makeshift yoke up the long switchbacks leading to the redoubt had prepared Horus to heft the mighty dire flail that his progenitors had left to his inheritance. Stories of the struggles of the dwarven race cemented the values of honor and tenacity, which carried over well to combat. A game of colored stones that the 'taur had played from early in his youth was a tactics lesson in disguise. All that was left was for Horus to master his weapon, something he would have to do on his own, as Anhur had no experience with chained weapons.
In the forest, as the dwarf hunted and fell wood, Horus smashed and swirled about with his newfound joy, the large dire flail, leaving his crushing mark indented in the bark of the trees.
Hathor seemed inspired to another path, adopting the heifer maiden garb that Anhur had gifted out to her over the years. Trinkets, small bells, exotic scarves, and most recently a harp. It was out of tune, and Anhur was most apologetic for not knowing how to play or fix the instrument, but it was the last gift he had saved from the fateful day he had decided to stay in this place.
* * *
Anhur realized that the two 'taurs were old enough and experienced enough now to travel safely, and with Thorast Kax not so far distant, he began to ponder returning to civilization. What would civilization think of his adopted children? He could live in a dwarven burrow, but what of them? They had never known jeers or hatred.
While Anhur pondered, Hathor was taking to the harp like a fish to water. It seemed a natural part of her, and combined with her low, ghostly lowing, she could pluck wonderful tunes that none of the unlikely trio had never heard. It was this lowing that caused Horus to see Hathor in a new light.
Not long after, Hathor began to swell with child, and after a long cold winter, bitter as any they had known, a new calf was born to the young parents. Hathor named the young 'taur Aloli, after the clan name for the wild grapes that grew in the valley below.
The time of bliss was short lived, as the birth of the child had called to the senses of a small wandering gnoll tribe. The battle was short and bloody, but superior dwarven tactics, a few well placed traps, and a well placed portcullis prevailed. When they had turned the tide of battle, Horus pressed the advantage, lost to the cunning of instinct, decimating the rest of the tribe as it scrambled down the switchbacks. Anhur would have followed, but felt compelled to remain with Hathor and his new grandchild, though he would scold Horus like he hadn't since the young bull was still a calf.
It was night when Horus returned, approaching the large fire with his fur wet with blood and tears. Over one shoulder was slung the shaft of his dire flail, and in his other hand, a young gnoll cub.
"I...," started Horus, his low voice cracking.
"I know," said Anhur, "you couldn't."
They named the small cub Sekani, for the haunting laughter of the hyena. With Hathor giving milk, raising the cub was little problem logistically, though it did seal the fate of Anhur's dreams of returning to civilization. But Anhur's concerns ran deeper.
Months passed. The cub and calf were playing like brothers, toddling about together, wrestling, fighting. Anhur watched in amazement as two blood enemies became as one blood.
* * *
It was a late autumn day when Anhur began to suspect a rat. Their provisions, which they had been collecting for oncoming winter seemed to be disappearing. One day there were a few less mushrooms, the next day some wild onion root had been nibbled at, and later that week Anhur could not find a clay pot he had been attempting to ferment some of the grapes in (though admittedly he had no idea what he was doing).
Anhur, now well versed in snares, a trick he had taught himself in the long solitude of parenthood, prepared a small snare in the room, though small enough not to hurt either the cub or the calf, were they the clever culprits.
It was not a day before he heard the howling in the tunnel. In more than a few quick strides he was in the root cellar staring down the thief. The dirty, bloody face of a small boy lay on the floor of the room, one of its feet was strung up high in the air, and a small collection of carrots lay scattered about.
The small child grew suddenly still and quiet as Anhur entered the room. As he approached the young lad, he drew his skinning knife from his belt, though before he could reach the rope he was suddenly pelted with small fists. It seemed that another boy, even smaller than the first, had hidden itself when the trap first sprung.
Anhur easily pulled the child from him, holding it by the scruff of its neck, though not much of a handhold on such a scrawny thing as this was. The two boys were in rags, starved to the bone, and shivering with the fear of death.
"Who are you?" asked the old, gruff dwarf.
The two boys, one not yet twelve and the other barely nine, just stared right back, each one ghost white except for the filth and dirt that covered them. It was then that Hathor burst into the room, a large pestle raised in her hand. When she saw the intruders, she rushed to them.
"Let him down at once," she demanded, snatching the smaller one to her bosom.
Adopted from Thukad's idea for a family (sans lumberjacking), I present to you...Residents of the Dragonbane RedoubtShow
From left to right: Levi & Eli (human children), Hathor, Anhur Fletchaft, Horus, Sekani (gnoll pup), Aloli (minotaur calf), and an unnamed sprite.
The dwarves are making long expeditions to find ancient dwarven ruins and reclaim them as they start to renew their former glory. The Dragonbane Redoubt was one such discovery, cataloged by Bofbin himself, though ultimately considered not worth the trouble of the dwarven host and all but forgotten for a decade or so.
Enter Anhur Fletchaft, an old, battle-hardened, dwarven bolter in an advanced dwarven mercenary unit that is sent to the redoubt, though for reasons that Anhur himself can only guess. The newest residents of the redoubt, a small herd of minotaurs who liked the place for its winding natural caverns, seemed none too thrilled to be ousted from their home and a bloody siege ensued. The minotaurs savagely defended but ultimately fell, though not before decimating the dwarven unit down to the last soldier.
Anhur, now completely alone, his own shots having felled the mighty savage minotaur guardian of the tribe, hears a faint lowing. Entering the cloister, he turned to the north tower from which the sound emanated. The action on his repeating crossbow was as smooth as ever as he loaded another bolt for the surviving offender.
Of all the things he could have expected as he entered the ruins of the north watchtower, two wobbly calves cradled in the still arms of a slumped heifer was not one of them. He considered for a moment ending them, and had they been goblins he would not have hesitated, but they were so young, each with a pair of glistening doe-eyes.
There were no options. Anhur did not have hubris enough to make the journey to his homelands alone, let alone with two minotaur calves in tow. Anhur stayed.
One calf, the female, creamy brown with big, doe eyes, he gave the name Hathor, an old clan word for the portion of the night sky so thick with stars it looked like cascading milk. He named the other calf, the jet black male, Horus, an old clan name for the golden sun as it sets before the night the sky.
* * *
The two calves grew quickly into full grown 'taurs. Horus, feeling the call of his warrior blood, begged Anhur, whom he considered his own father, to teach him and instruct him in the ways of war. What Horus did not know, was that he had been taught all along in his daily tasks and legends of the Fletchaft Clan.
Hauling buckets at each end of a makeshift yoke up the long switchbacks leading to the redoubt had prepared Horus to heft the mighty dire flail that his progenitors had left to his inheritance. Stories of the struggles of the dwarven race cemented the values of honor and tenacity, which carried over well to combat. A game of colored stones that the 'taur had played from early in his youth was a tactics lesson in disguise. All that was left was for Horus to master his weapon, something he would have to do on his own, as Anhur had no experience with chained weapons.
In the forest, as the dwarf hunted and fell wood, Horus smashed and swirled about with his newfound joy, the large dire flail, leaving his crushing mark indented in the bark of the trees.
Hathor seemed inspired to another path, adopting the heifer maiden garb that Anhur had gifted out to her over the years. Trinkets, small bells, exotic scarves, and most recently a harp. It was out of tune, and Anhur was most apologetic for not knowing how to play or fix the instrument, but it was the last gift he had saved from the fateful day he had decided to stay in this place.
* * *
Anhur realized that the two 'taurs were old enough and experienced enough now to travel safely, and with Thorast Kax not so far distant, he began to ponder returning to civilization. What would civilization think of his adopted children? He could live in a dwarven burrow, but what of them? They had never known jeers or hatred.
While Anhur pondered, Hathor was taking to the harp like a fish to water. It seemed a natural part of her, and combined with her low, ghostly lowing, she could pluck wonderful tunes that none of the unlikely trio had never heard. It was this lowing that caused Horus to see Hathor in a new light.
Not long after, Hathor began to swell with child, and after a long cold winter, bitter as any they had known, a new calf was born to the young parents. Hathor named the young 'taur Aloli, after the clan name for the wild grapes that grew in the valley below.
The time of bliss was short lived, as the birth of the child had called to the senses of a small wandering gnoll tribe. The battle was short and bloody, but superior dwarven tactics, a few well placed traps, and a well placed portcullis prevailed. When they had turned the tide of battle, Horus pressed the advantage, lost to the cunning of instinct, decimating the rest of the tribe as it scrambled down the switchbacks. Anhur would have followed, but felt compelled to remain with Hathor and his new grandchild, though he would scold Horus like he hadn't since the young bull was still a calf.
It was night when Horus returned, approaching the large fire with his fur wet with blood and tears. Over one shoulder was slung the shaft of his dire flail, and in his other hand, a young gnoll cub.
"I...," started Horus, his low voice cracking.
"I know," said Anhur, "you couldn't."
They named the small cub Sekani, for the haunting laughter of the hyena. With Hathor giving milk, raising the cub was little problem logistically, though it did seal the fate of Anhur's dreams of returning to civilization. But Anhur's concerns ran deeper.
Months passed. The cub and calf were playing like brothers, toddling about together, wrestling, fighting. Anhur watched in amazement as two blood enemies became as one blood.
* * *
It was a late autumn day when Anhur began to suspect a rat. Their provisions, which they had been collecting for oncoming winter seemed to be disappearing. One day there were a few less mushrooms, the next day some wild onion root had been nibbled at, and later that week Anhur could not find a clay pot he had been attempting to ferment some of the grapes in (though admittedly he had no idea what he was doing).
Anhur, now well versed in snares, a trick he had taught himself in the long solitude of parenthood, prepared a small snare in the room, though small enough not to hurt either the cub or the calf, were they the clever culprits.
It was not a day before he heard the howling in the tunnel. In more than a few quick strides he was in the root cellar staring down the thief. The dirty, bloody face of a small boy lay on the floor of the room, one of its feet was strung up high in the air, and a small collection of carrots lay scattered about.
The small child grew suddenly still and quiet as Anhur entered the room. As he approached the young lad, he drew his skinning knife from his belt, though before he could reach the rope he was suddenly pelted with small fists. It seemed that another boy, even smaller than the first, had hidden itself when the trap first sprung.
Anhur easily pulled the child from him, holding it by the scruff of its neck, though not much of a handhold on such a scrawny thing as this was. The two boys were in rags, starved to the bone, and shivering with the fear of death.
"Who are you?" asked the old, gruff dwarf.
The two boys, one not yet twelve and the other barely nine, just stared right back, each one ghost white except for the filth and dirt that covered them. It was then that Hathor burst into the room, a large pestle raised in her hand. When she saw the intruders, she rushed to them.
"Let him down at once," she demanded, snatching the smaller one to her bosom.
Anhur's family had grown again.
Are we making these the current inhabitants of the redoubt? I, for one, like the background and how it meshes with the story. The built in conflict could prove interesting too. I'll make my vote yes. But, I think that should do it for people for the time being.
It's nice to see the thread still going. I haven't had the chance to read all of the recent posts yet though. Can someone give me a brief overview of what I've missed? Has the City Building started?
No, at present the Build A City 4.0 project is still in its discussion phase. Nothing yet has been put to story and there are still a few more things that we're trying to decide on.
Unfortunately, the discussion has been interrupted by the release of the edition we are trying to highlight. This edition seems so fundamentally different, there is now some confusion has to how we wish to implement the new rules into the story.
First of all, the very fine line between "PC"-npcs and "NPC"-npcs has now blurred. The stat blocks look almost identical, and with a few tweaks, it is now possible to create npcs from practically everything.
Secondly, the new edition has made itself available to a wide range of genre-gaming; you can create a campaign using any genre (from high-fantasy to steam-punk to film-noir and so on) and can switch genres at the drop of a hat (heck you could probably create a Rifts-like setting without any problems.)
What this means to us is that we may need to redefine our intent with the current setting. What sorts of things do we include in the on-going story (i.e. how much fantasy)? What sort of theme do we wish to use? How much emphasis do we place on PCs and PC-classes?
There are of course going to be other questions, but the one on my mind right now is: Do we proceed with Terrapin Falls and Thorast Kax, or do we start from scratch and recreate the concept?
Being a man who does not like being inconsistent, I am reluctant to usurp all that we have decided upon already. And the rules haven’t deviated from our expectations enough to have an impact on our discussion already. However, the new rules will allow us to reconsider some ideas we’ve dismissed before (such as the Well of Worlds idea.)
No, at present the Build A City 4.0 project is still in its discussion phase. Nothing yet has been put to story and there are still a few more things that we're trying to decide on.
Unfortunately, the discussion has been interrupted by the release of the edition we are trying to highlight. This edition seems so fundamentally different, there is now some confusion has to how we wish to implement the new rules into the story.
First of all, the very fine line between "PC"-npcs and "NPC"-npcs has now blurred. The stat blocks look almost identical, and with a few tweaks, it is now possible to create npcs from practically everything.
Secondly, the new edition has made itself available to a wide range of genre-gaming; you can create a campaign using any genre (from high-fantasy to steam-punk to film-noir and so on) and can switch genres at the drop of a hat (heck you could probably create a Rifts-like setting without any problems.)
What this means to us is that we may need to redefine our intent with the current setting. What sorts of things do we include in the on-going story (i.e. how much fantasy)? What sort of theme do we wish to use? How much emphasis do we place on PCs and PC-classes?
There are of course going to be other questions, but the one on my mind right now is: Do we proceed with Terrapin Falls and Thorast Kax, or do we start from scratch and recreate the concept?
Being a man who does not like being inconsistent, I am reluctant to usurp all that we have decided upon already. And the rules haven’t deviated from our expectations enough to have an impact on our discussion already. However, the new rules will allow us to reconsider some ideas we’ve dismissed before (such as the Well of Worlds idea.)
I thought we were continuing as planned. In fact I have a good portion of the OP already written. As far as level of fantasy, I think that what we have is about right. We have representation of all the core races, some unique monsters, a good location, strong drive/motivation for the characters, some monstrous villains.
So really, I think that we are ready to move on to the next phase... TBACT4 main thread!
The only thing I really don't like so far is the familiarity with the monstrous races. I think 4E is much more of an "Us versus Them" game.
Also, you mention monstrous villains. Maybe I missed something (if I did I'd appreciate a reminder) but other than the dragons, which haven't really been fleshed out, I don't remember any real villians. Merriweather is kind of an idiot, but he's not a villian. Also the inhabitants of the redoubt are basically good, so that rules them out. There's still the possibility of social problems developing between people, but that is really up in the air when it comes to this kind of thing.
I don't know, I'd like to see the setting a little darker than it is now. I want to see the log which says that two hundred people set out from Kast, but less than a hundred made it here. I want to see the frustration at their first failed attempts, I want to see the constant fear, I want to see desperate people fighting for survival. In short, they're refugees. I want to see these people suffer.
The only thing I really don't like so far is the familiarity with the monstrous races. I think 4E is much more of an "Us versus Them" game.
Also, you mention monstrous villains. Maybe I missed something (if I did I'd appreciate a reminder) but other than the dragons, which haven't really been fleshed out, I don't remember any real villians. Merriweather is kind of an idiot, but he's not a villian. Also the inhabitants of the redoubt are basically good, so that rules them out. There's still the possibility of social problems developing between people, but that is really up in the air when it comes to this kind of thing.
I don't know, I'd like to see the setting a little darker than it is now. I want to see the log which says that two hundred people set out from Kast, but less than a hundred made it here. I want to see the frustration at their first failed attempts, I want to see the constant fear, I want to see desperate people fighting for survival. In short, they're refugees. I want to see these people suffer.
Yes, the green and gold (ohh, my old high school colors!) dragons are a couple of the villains, there is the invading force that arrives shortly after the refugees leave (IIRC) and the gnoll (?) servitors of the green dragon, and we have mentioned plenty of non-villainous monsters like the snapping tortoises, wolves, etc.
As for the "thinning of the herds," you make an excellent point, and I will be modifying the OP appropriately.