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Caverns Without Number
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=Introduction= The greatest city of the world, in terms of cosmopolitan fun, wealth, and knowledge, is Nibiru, the Peregrinate Acropolis. A heavily fortified castle-city built on a large stone mesa, it has the look of a vast ziggurat capped with a wonder of colorful towers. The undercity inside the mesa is a maze of carved and worked tunnels, warehouses, reservoirs, and hidden temples. The lower levels of the city are a chaos of tenements, manufactories, brightly tiled plazas, and cafeterias. The vast towers contain luxury apartments for the rich, in addition to colleges, libraries, laboratories, training halls and so forth. The outer walls are dotted with fortifications, weapon emplacements, signal towers, and windmills that power various machinery, particularly water pumps. Real estate is tremendously valuable, most people live in spaces little larger than a walk-in closet. Hence the desperate need for the public bathhouses and cafeteria-style restaurants that support the life and hygiene of the city - there simply isn't space for people to have their own kitchens and so forth. What makes Nibiru so wealthy and influential, such a center of knowledge, is that it moves. Every week, the city disappears in vast cloud of opaque fog, and reappears somewhere else on Terminus. The engines that accomplish this have been carefully maintained for centuries, so that it has functioned without interruption. It peregrinates along a semi-regular trade route, with space built into the schedule for necessary or opportunistic deviations, and a cadre of mages, merchants, and scholars of economics carefully plot its course for maximum advantage. Wherever it lands, the vast trading apparatus fires up into action. Enormous loads of commodities and rarer goods are sold to local merchant houses, wherever the city might land. The vast caverns of the undercity can carry an amount of cargo beyond imagination. The limiting factor is how much of it can be hauled out and traded for new goods, which must in their turn be loaded within six days. You are natives of this city - you have the invisible, UV-reactive tattoo of a citizen in at least three places on your body. This marks you as one of the exalted, an individual with the right to enter the city's gates and remain within the confines as it peregrinates. Even the meanest beggar who is a citizen of Nibiru has something that the wealth of an emperor might not purchase. And, like all natives, you know the rule - the first six days are for business, but the seventh is a day of rest. No one leaves the city on the seventh day, or lingers outside for even one second beyond midnight of the sixth. The risk of being left behind is just too high. Guess how you fucked up? ==The Local Environment== It's early spring and you're probably going to be stuck here for about the next year, until Nibiru returns and you can get home. The city-state of Amarna is located on a fertile river delta that empties into a sea. That's where Nibiru came to rest. The area around the great river is a green and well-developed valley, with large towns and farming villages served by a regular geometric pattern of irrigation channels. To the east, about a day's walk down the coast, is a small semi-fortified city named Tjaru, in an undesirable and swampy region. It is used as a place of exile for criminals and the disgraced. That's where you've currently ended up. And you've heard rumors of a recently-discovered Deep, one of the vast underground fastnesses built by various ancient civilizations. Deeps are dangerous, in ways both mundane and exotic. However, they frequently contain raw wealth left behind by the Ancients. Also, the even more precious sorcerous, alchemical, or technological artifacts that they seem to have had such a panoply of. This would be an outstanding way to support yourselves for the next year. And, if you're lucky, you might go beyond supporting yourself in reasonable style, and find that you've recovered something valuable enough to earn a higher station in Nibiru. Note: Tjaru and other nearby settlements are all part of the same Amar "city-state," ruled over by the central city Amarna. It is also styled as Amar-Na in more formal writings. The people that live here are Amars. The adjective form is Amaric. ==Distance & Timekeeping== I'll eventually post a hexmap with some local points of interest and so forth, but I don't envision hexcrawling to be a major component. You're going to be in a relatively civilized area, albeit on the very edge of it. You won't need to make wilderness encounter checks to get to the dungeon and back. My assumption is that you'll be largely based in Tjaru. My thought is that rather than keep strict track of days, a single delve (which might span multiple sessions) will just cross a week off the calendar, and we'll assume that resting, re-equipping, and so forth takes about that long. The dungeon is going to be maybe two hour's walk from Tjaru, so you can go out there, screw around for a while, and still get back before dark. In-town intrigues and investigations likely WILL be a component of this game. It's not pure dungeon-crawling. And there's a significant amount of factionalism and other interesting stuff going on inside the Deep itself. It's not just dozens of rooms full of combat encounters. ==Questions for Session Zero== *Anything anybody definitely wants to see *Anything anyone definitely doesn't want to see, particularly in terms of "does anything already on this wiki bother someone a lot?" *Lines & Veils or whatever, PM me if you have to *I don't intend the game to include explicit sexual content, and even the implication of sexual violence is right out *I actually find some of the gene-modified human strains in WWN to be kind of interesting, but they might be too problematic, I dunno, opinions? *
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