Alright, (the intended to be, but failed) brief sabbatical to purge my brain meat of whalecraft is over. It got real bad for a moment, worse than the almost model train phase. I know too much about American whaling to ever be happy again. Now though, I can return focus to the reason I burdened myself with this cursed knowledge.
I suppose I should take to making a map at some point, to see where the heck this setting is going. Ain’t doing that now, though. Now, I’m starting at the End.
The End of the World
At the Center of the World lies the City. Deep underneath the City lies the Dreamer.
But that is very far away.
Out from the City, passed the noble halls of Ironvein; through the near endless silver forests of Tembel Ceviri; passed the toxic lands bordering the quicksilver lake Hidrargo; out, out, out to the very edge of the horizon. Out to a soft spot in the firmament, which keeps the earth protected from the Astral Sea, where lies The End of the World.
Not really as dramatic as it sounds, the End of the World is akin to a coastal port with ships setting off to the mysterious distances of the Astral Sea, and returning with strange eldritch treasures. Youngfolk, full of vim and vigor, set off on life defining adventures, returning as capable, hardened veterans…if at all. Every day, uncounted fortunes are unloaded by the longshoreman’s union and sold within the markets, the goods destined for farther inland, ever closer to the City. A constant breath: Treasures in, Supplies out.
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The End of the World doesn’t contain as many city distracts as the City does. The idea here is that it’s a much smaller city and that your resources are out in the destinations. You want curses lifted? There’s someone out there who knows how. Go, find a location, get access to it’s districts and move on.
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Power within the city lies with the Longshoreman’s Union and an “equal” council of union representatives from trades around the city. The Longshorman know they hold all the cards, as any disruption on the loading and unloading of ships causes ripples and trouble both in Terra Firma and Mare Astrale, and stands as the only reason neighboring kingdoms haven’t made military claims of the city. And the sedative offer of gold made from import taxes.
The Wizards, on the other hand, think they run the city. They certainly sling enough gold around town to make a case for it. They don’t make the case, however, as they hardly ever leave their tower. They just throw money at things and assume.
Districts
The literal focus and point of the city, the Docks serve as the connection between the Astral Sea and Terra Firma. Here ships are laded and unladed, repaired, maintained, even bought and sold. Here is where you go in search of an Agent, those that own the ships, should you fancy yourself the Officer sort, as they tend to hold shop near their treasured warehouses. Or anyone, really, that might have a job for you out in the Astral Sea, should you prefer the Vagabond route.
Sensations
The hustle and bustle of an ever busy port, longshoremen shoving their way past any possible lulligagers. The scent of warm coffee and tea from various street vendors hangs in the air, mixing with the smell of rotting whale parts. Somewhere a dog barks. Wooden wheels of too full wagons creak on the cobble stones.
The Wizard’s Observatory
A menacing tower, rising above the city and leaning well over the edge, it’s patchwork construction seemingly wanting to betray the inhabitants to a grim fate among the Void, yet unable to bring itself to do so. The wizards here fuss over the multiple telescopes that dot the walls of the building and debate over the meaning of star signs in relative luxury, compared to the rest of the town. When they’re not creating nightmare machines fueled by astrogris to carry out the most mundane of tasks, that is.
Here too may be found jobs, higher in pay, but far less practical.
Sensations
An oppressive, hushed stillness. Are the wizards asleep or locked in study? The scent of strange tobacco, rare whiskey, and bacon hangs in the air. The occasional soft tapping of chalk on board can be heard.
The Flea Market
Obviously there’s a market. Not on any grand scale as the Omphalic Market within the City, but the place is a port, of which the point is the movement of trade goods. So there’s a market. A lot of the business here is done in bulk, aiming to stock ships full of supplies and trinkets to take out into the Sea, in order to return with new, interesting trinkets, to then sell and ship back towards the City and points in between. But it is also a town, still, and smaller merchants are around to provide supplies to the lone traveler.
Sensations
The sound of hawkers yell about their wares, dogs barking at one another, laughter of unwatched children. The chorus of complaints as someone tries to take their cart down the street already choked in foot traffic. Mud and more mud (you hope it’s mud) squishes under foot from recent rains. The scent of cooking meats and sweet treats wafts from bakeries.
The Graveyard
Life as a sailor on the astral sea is a dangerous one. As such, the hills around the End of the World are dotted by countless graves. Most are empty, hollow memorials to forgotten comrades, but there’s enough full that a small contingency of the Silent Order tends to the graves. A noose hangs from the branches of the lone tree on the highest hill, an instrument left as a grim warning to pirates.
By visiting this district, the characters may pay respects to fallen comrades or purchase lavish funerals for the deceased.
Sensations
A chill wind sweeps across the low hills, coming off the astral sea. An ominous stillness hangs over the district, with little ambient sound to interrupt. The scent of freshly dug dirt lingers in the air.
Special City Action
Visit Grave: Visiting the resting place (or memorial) of a fallen comrade you’ve had a Funeral for (pg 158, core book) and sharing a story about them - a memory of times passed - while drinking over the grave allows you to charge a temporary bond with that person.
Jetsam and Lagan Street
One would imagine the city’s largest product and export to be some magic item made from exotic crystal scraped from the rings of a far flung gas giant, but given the amount of sailors that come through port and the sex industry that has developed to meet their needs, it’s actually orphans and venereal disease. Given this, this area’s streets are lined with questionable doctors and orphanariums that serve as the headquarters for the area’s roaming youth gangs.
Sensations
The waft of strange chemicals lingering on the air, both perfume and medicinal. Suggestive glances from sex workers leaning from windows. Broken glass littering the street from thrown bottles.
Special City Actions
Buy Rumors: For a bottle of whiskey and a nip of pipeweed, you’re able to buy rumors off of the street orphans that roam the city. There’s a lot of these little bastards and, let me tell you, they get into everywhere. The GM tells you one of the rumors on their City Events table.
Treat Affliction: By dropping money all over the district between various doctors with curealls for sale, mixing them all up, and hoping for the best as you swallow the concoction, you’re able to heal an additional Affliction level per 50g spent.
Madam Widmanstätten’s Home for Wayward Astropolgists
It’s really just an abandoned warehouse converted into hastily made apartments which have gotten overfilled with survivors of the Astropolgist guild collapse. They’ve brought with them what treasures and rarities they could salvage. They’re a morose sort, but are willing to study any artifact you bring them for identification. A donation is needed, of course.
Sensations
A stuffy, poorly lit warehouse with creaking floors and vaguely defined walkways between mountains of oddities and stuff. Dust and mildew linger in the air. Voices and academic bickering echo from the hastily built second floor, the very structure of which creaks and groans, threatening to collapse.
Special City Action
Identify Object: By making a generous 100 gold donation, and allowing for a few days time, the otherwise listless astropolgists are able to research and identify an object, as well as tell any needed objectives to unlock the item's abilities. (Have I mentioned that yet?)
Amenities of the City
The Edge Hotel
Spending shoretime under the luxury lifestyle allows you the chance to stay in the Edge Hotel, an inn built out and over the edge of the world. Staying in a suite hanging off the earth, swaying slightly in the cosmic breeze and backwash of ships in port, gives one a new perspective on things. Gain 1xp the first time you spend a night here.
City Events
* Perhaps you use the His Majesty the Barkeep module during this time?
** Character gains 3G from “donations to the poor” made by the Candidates
***What does this mean? Stay tuned.
**** No taxes for entering the cities. “Taxes” are taken when traveling back towards creation.
The Job Board
“This isn’t usable on its own, you should have started with the dungeons.” Yes, yes, I saw that half way through, but by then it was too late. This HAD to get finished, or it never would. Purely due to that “starting at the end” pun. I apologize for nothing.