Help with City Threads

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Kaz
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Help with City Threads

Post by Kaz » Mon Jan 21, 2013 7:27 pm

I've posted a selection of sticky city threads for each of the major cities from the map. They have all now got names, but we'll need decent descriptions for them.

The idea of these threads is to create starting locations for roleplays, then split out into separate threads once a story is under way. The cities will most likely act as giant tavern threads.

I could really do with some help with descriptions. The street names and tavern names from here will no doubt be useful
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Sikil
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Re: Help with City Threads

Post by Sikil » Mon Jan 21, 2013 7:40 pm

What a wonderful idea! I wonder how you came up with it LOL
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Re: Help with City Threads

Post by Darkspyre » Mon Apr 08, 2013 8:58 pm

Maybe to make this seem like a less daunting task for you guys, perhaps just ask yourselves these questions when trying to come up with a description. It may sound basic, but it will help get your imagination going.

Does it have walls? Are they wood, earth, or stone?
Are the streets narrow, wide, or both?
What do you envision the buildings to be like? For example, do they take after roman architecture or are they simply four walls and a roof?

All of these questions can help give the starting framework of a city and even the people within. Such as a city with stone walls, narrow streets, and simplistic stone buildings may be a thief's paradise.

Hope this helps come up with some descriptions for the cities! Have fun!

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Re: Help with City Threads

Post by Kaz » Mon Apr 08, 2013 10:09 pm

Thanks for the post, although at this point I suspect that the only people actually looking in this forum are mostly moderators or administrators lol.

When I get time, I'm going to create a city map for each of the cities using a freeware program called 'Roleplaying City Map Generator'. I managed to find the `fabled` version 5.40 which was the last version created. The software is pretty cool, if anyone wants a copy let me know.

Image

I also plan on creating a list of 'districts' for each of the cities. I was planning on using the old D&D 3.5 book called CityScape. Modifying some of the racial quarters to reflect the races of Tonan.

CityScape on Scribed - Can Read Full Book Online Free

Eventually I'll get there, but if any of you are interested to help do any of these stages just let me know.

Architecturally it makes sense to think in terms of the actual building types used in the browser-based game to help describe the play-by-post game.

Human Buildings: Guildhalls, Hovels, Barracks, Quarries, Temples, Fortresses
Elven Buildings: Markets, Lodges, Garrisons, Mills, Groves, Towers
Goblin Buildings: Smithies, Dens, Barrack, Mines, Shrines, Tunnels
Droben Buildings: TimoTon, Baklavs, RumaNa, Waterfalls, Enclaves, Arches
Vampire Buildings: Underwoods, Tombs, Great Halls, Bloodbaths, Focus Points, Centrocs
Elemental Buildings: Slave Markets, Charging Cells, Cages, Spectral Mists, Casting Pits, Altars
Centaur Buildings: Trinket Shops, Hollowed Oaks, Thickets, Forges, Fires, Briars
Sidhe Buildings: Wagons, Tents, Sacred Fields, Looms, Magick Circles, Spires
Dwarven Buildings: Gem Mines, Caves, Caverns, Ore Mines, Sanctums, Strongholds
Fae Buildings: Dolmen, Brambles, Henges, Wishing Wells, Cairns, Ringforts

The major influences on the cities are likely to be Human, Elven and Goblin (basically because they are the most populous races). This would be especially true for the Empire.

Cities in Istan are likely to have more influence from the Magical races (Elven, Vampire, Elemental, Sidhe, Fae).

Cities in the Free Cities are likely to have more influence from the Scum races (Human, Vampire, Centaur, Sidhe).

Cities near the border (Castlefield, Ryada, Ironwald) are obviously going to be more military than cities far away from the disputed kingdoms.

Mount Darkridge is a Droben settlement, Snowhaven (beng nearby) is likely to have a more Droben influence.

Silverdell is a Dwarven settlement.
Programming is 10% science, 25% ingenuity and 65% getting the ingenuity to work with the science
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