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Dungeon Sweepers!
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=World Notes= ==Organizations== *Dungeon Sweepers! **has franchises in every land, and is officially neutral in any disputes not involving dungeons. **serves as a job clearing house for dungeon missions. To get access to their job postings, you must be a credentialed Sweepers **gets 10% of a dungeon's treasure box on a successful dungeon clear. Sweepers get the rest, and any loot that drops from monsters (or competing Sweepers!) **gets a commission from people that need a dungeon cleared on their property. **pays Sweepers a scouting fee if they return with new information about a dungeon, but fail to clear it. **maintains an inn at each franchise, where Sweepers may stay at discount rates. **sells Recall Charms (one per party at a time), to allow Sweepers to flee a dungeon in emergencies (or just avoid a long walk!). **offers discounts on Restore Life for dead Sweepers, based on a Sweeper's rank within Dungeon Sweepers. The higher level you are, the more they want to keep you around! ==Places== *The Desert Kingdom *The Barony of Everforth *The Seven Pillars Freehold **A small republic nestled in between the Seven Pillars, seven mountains bordered by the Desert Kingdom to the North, the Five Baronies to the South, the Divine Province of Gesukht to the West, and the Odious Swamp to the East, ***Haborn is a mid sized city of approximately 20,000. ==Gods and Religion== *The Divine *The Seven Who Eat Eyes *The Serpent That Dances On The Moon *The Demon Kings ==Time and Dates== *Years follow the Chinese system. It's currently the 429th year of the Snake. *Months follow the moon system from the HAD rulesbook. It's currently Wolfmoon (Jaunary). *Days of the week follow the Somali language (''see'' [https://en.wikipedia.org/wiki/Names_of_the_days_of_the_week#Days_numbered_from_Sunday here].) ==NPCS== *Green Teria, a Thief *The Desert King *Jade, a Djinn *An Adventurer *The Baron of Everforth **The Baron of Everforth's Son *An Orphanage full of Children ==The World== *Dungeons **can appear anywhere, except powerfully sanctified ground. **are usually underground, but can be any area with limited entrances, restricted movement and sight avenues, and definite boundaries. **appear when a Dungeon Seed sprouts. **always have a Boss monster at the end. **always have a treasure box guarded by the Boss monster. **disappear (slowly) after the Boss monster is defeated. **may have sub-Bosses if there are multiple levels. If a sub-Boss is defeated, no more monsters will spawn on that level, until the sub-Boss respawns. **have context sensitive soundtracks. *Dungeon Seeds **are bits of pure malice that the Demon Kings have scattered throughout the World. **can be destroyed if they're found before they sprout, but finding them is even harder than destroying them. *Magic **is common enough that people expect it, but hard enough that not many can use it well. **is well codified. A +1 sword will be called a +1 sword, though people might name their weapons to make them sound more powerful. *Races **are mostly intermingled. There may be some lands that have more or less of some races, but there really isn't an 'Elvish Kingdom' or a 'Dwarvish Kingdom' expect in a historical sense. People can be Elvish, but culturally Dwarvish, for example. **are still divided in the sense that Orcs and Drow are regarded with suspicion. Tartareans are given the benefit of the doubt, but not as much as a Human, Elf, or Dwarf would get. Half-Elves are fully accepted. *Sex, Gender, and Sexuality **is between you and whoever you're having sex with, as long as they're consenting and not being pressured in any way. **doesn't really matter for inheritance or anything. **Transgender folks may have to travel a bit, but they can get their bodies altered to fit their identity in most major cities. Some places keep Girdles of Masculinity/Femininity/Et Cetera around for just that purpose.
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