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Dreadmere


spencerjohn
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1 hour ago, Valthorn_Illian said:

Honestly ReaperWolf, I don't think the anticipation could get any higher for a Dreadmere setting book what with the new Dreadmere Bones sets coming out.

 

How about a quick summary of the Knights of the Maggotcrown. I'm curious as to what they want since I've been dropped into that faction for the con... that and I wanna go full on Day of the Dead with the faction figure.

The Maggotcrowns are an odd bunch. At the heart of the leadership, they believe they're artists and liberators freeing folks from pain and uncertainty. To the Maggotcrowns, life is an affliction and death is the release. All members experience near-death and come out of it changed. Haunted by their own mortality. They are cool, dispassionate, and to those looking for release, compassionate and even gentle. Creepy. We have several death gods in DHL, one of which is also the god of games and theater.

1 minute ago, haldir said:

 

That would be directed to the Chaos-kind...way too many "wolfs" runnin loose in this place!! :lol: 

 

Nice info, any river goblin pirates? ::): 

The problem is most people assume goblins in DHL are the same little fun-loving firebug miscreants in Paizo's Pathfinder/Golarion. They are not. They're more like the goblins/orcs in Lord of the Rings/Middle-earth.

 

The local goblins are savage poison wielding boomerang chucking camouflage artists known as Clod-Goblins.

 

Now what you do with Dreadmere is up to you, if you want pirate goblins more power to you.

 

I do have humanoid pirates on the Savage Coast south of Hakir but that's thousands of leagues from Dreadmere.

 

>>Joseph

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54 minutes ago, knarthex said:

 

2 hours ago, Chaoswolf said:

To follow on to that last question, are they all women? Or is it just women that hold all the positions of power?

Gonna jump ship?

 

He was talking to me.

 

Perhaps; I AM a sailor, after all.:poke:

 

5 minutes ago, haldir said:

 

That would be directed to the Chaos-kind...way too many "wolfs" runnin loose in this place!! :lol: 

 

 

What is this 'too many' you speak of?

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1 hour ago, TGP said:

Dreadmere; standing military: town watch...? A Navy...!?  [..."Green Sashes"...?]

 

Followup @ReaperWolf ...is there a fort, with cannon?

Discussed in an earlier post. :D

 

Green Sashes are the Sheriff's men, local militia. Emile von Storme has also dispatched a garrison and supplemented the new guard with a coterie of vicious dhampir rakes.

 

Incidentally, the Sheriff and the Reeve are both pictured in the Bones 4 Dreadmere update.

 

The militia provides support and a new post River-Sheriff has been put forth but the current Sheriff isn't keen on sharing power or muddying jurisdiction.

 

>>ReaperWolf

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What is the size/population of the town?

 

Given the information that the town is actually built on the sunken bones of previous settlements, I can see incorporating an "Old Town" area along the lines of a light version of The Styes.  Old Town was once a prosperous section of town with excellent fishing, but due to the changing water channels the fishing is now little better than subsistence, and in some areas the stacks of buildings are now half-abandoned hanging over mudflats, with rotting, beached boats embedded in the muck, and mildew encrusted piers.   I picture terror fish a constant menace, frequently perched on the ends of the piers...

 

Does Dreadmere already have a ramshackle section of town, like the above (or completely different)?

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17 hours ago, TGP said:

But, no fort with cannons? Cannon armed pirate vessels proceed at will?

Ooh cannons! Fun!

 

Gunpowder does exist but it's expensive, flashy, dangerous, and therefore really only useful where the conditions are more stable.

 

Dreadmere is mucky and rainy, so any gunpowder weapons are more likely to misfire and breaches foul. Now don't get me wrong, the Duskwardens are ALL trained in gunpowder weapons and many carry many of these weapons loaded with silver, cold iron, or even more exotic rounds such as runeshot with fire, lightning, etc. secondary damages. Rumor has it the higher up Houndsmen have enchanted firearms.

 

So they firearms but bows and crossbows are cheaper and more reliable and in a world of magic, there's always fireballs and magic missiles.

 

The Green Sash fort is said to have light bombards and a few well armed watercraft have small deck guns. One of the local bars, the Longshot run by a one-eyed half-elf calling himself "Long" Tom Keeler has a small cannon hanging from the rafters. It's unlikely to be loaded but when a minotaur gets a raging, 'Long" Tom has been known to swing the cannon into place and stare down the barrel.

 

>>ReaperWolf

 

p.s. There's a rumor, and a far fetched one by any estimation, that the River Widows intercepted a shipment by barge of ordinance and powder bound for Duskwarden armories. The Duskwarden's aren't talking (unlike the swaggering bragging Widows) but many of the sisters are sporing starwheels, arquebuses, and flintlocks with Farkeep foundry and Duskwarden marks. If things weren't hot between the Widows and Houndsmen, they are now.

Edited by ReaperWolf
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8 hours ago, Grayfax said:

How are the streets made? Is there much stonework?  Are there a lot of wooden pier type structures?  Is this kind of halway like Venice or just streets of dust next to water channels?  Or actually very few water channels in the city itself?

Dreadmere is constantly sinking and pitching and a-heaving. Roads are mucky affairs so get used to being soggy and the moldy smell. Roads are temporary affairs and teams of folk make a good living dropping planks, stone, whatevever they can to shore up major thoroughfares. There are plenty of natural canals. Just about every building in Drowntown has a dock or a canal with a dock; some right up against the front or back door. The architecture of prior habitations: gray elves, Olde Mosscrest and then later Mosscrest is all still present and forms a crazy-quilt like look to the city. There are few new structures higher than two stories for fear of sinkage. Because of the magic used by the elves, there are pockets of passages and chambers forming a network of semi-connected mazes under the swamp. The magic fluctuates so only the foolish or desperate, or brave uses these hidden byways.

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6 hours ago, Mercurion said:

What is the size/population of the town?

 

Given the information that the town is actually built on the sunken bones of previous settlements, I can see incorporating an "Old Town" area along the lines of a light version of The Styes.  Old Town was once a prosperous section of town with excellent fishing, but due to the changing water channels the fishing is now little better than subsistence, and in some areas the stacks of buildings are now half-abandoned hanging over mudflats, with rotting, beached boats embedded in the muck, and mildew encrusted piers.   I picture terror fish a constant menace, frequently perched on the ends of the piers...

 

Does Dreadmere already have a ramshackle section of town, like the above (or completely different)?

The central area is known as Drowntown and it's the lowest elevation in the area. As you work your way outwards you encounter more and more islands made up of debris, ruins, and new constructions. Usually all three. :)

 

All of Dreadmere looks like it's one rainstorm away from blowing away. It's great!

 

The geography doesn't precisely match up to previous settlements. The ground has shifted chaotically over the past five or six centuries. Just about anyplace folk can set up a shop they will. Fly by night operations are common so if you're looking for a masterwork scimitar you'd better be willing to comb the city in search of the artificer. There are quite a few stable pockets here and there but GMs looking to revise the map every once in a while have a great excuse to do so.

 

Dreadmere as a settlement hasn't been around quite ten years. It's a boomtown so lots of transients and believe you me, plenty of folk go missing. All manner of faction shenanigans and cult activiites are going on at hours of the day and night.

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