Character, Crew, and World Creation

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Aug 17, 2021 9:30 pm
Aight', so for now, we're left between Nightmarket and Crow's Foot I guess (still open to other propositions ofc, just trying to synthesize all this) ? With the first being more business/trade focused with a lot of wealth going on, and the second one being more about gang wars and conflicts with the authorities.
Aug 17, 2021 10:49 pm
Hmm, after looking at the description, I think Nightmarket makes more sense than Crow's Foot for a smaller gang like us. Not too much of a fan of Charhollow. Although I dig the lower class vibes, I don't see too many important jobs happening there.
Aug 18, 2021 9:03 am
Nightmarket definitely seems the best option. Lots of wealthy people to rob from, we can even get cargo from the railway station if needed. And it also has places like The Veil, which seems a good place where one could get/steal information.
Aug 19, 2021 10:58 pm
Ratilla you happy with us going with Nightmarket?

If so:
Do we have any idea where your Hunting Grounds would be?
Is your Lair also in Nightmarket? Whereabouts?

Feel free to include interesting seeming defined Landmarks and places of interest in your Hunting Grounds or set them somewhere undefined and say what is there for ourselves.
Aug 20, 2021 3:55 pm
Yes, I'm up for it !

I'll gonna check back again to see where to put our Hunting Grounds, but wouldn't it still be possible to keep the lair in Coalridge ? Or would that open up complications for us ? I think it could be kinda neat as it would make us better hidden and less suspicious, far from the places where we exert our activities.
Last edited August 20, 2021 5:12 pm
Aug 20, 2021 4:37 pm
I think Lairs and Hunting Grounds don't have to be the same place.
Aug 20, 2021 11:28 pm
The Lair and the Hunting Grounds do not need to be in the same place. You get to add more Hunting Grounds as you play and Take Claims, so you are bound to end up with them in different districts.

It probably will add complications (and complications are fun) if you have to commute all the time to get from home to work. Investigators can start putting those movements together eventually, weakening the Hiddenness of your Lair.
Your Secret travel Upgrade will make it easier for you to stay hidden. So it possibly even makes senses for you to try to never work in your home district, adding to the Hiddenness of your Lair. Maybe putting the Lair somewhere where you don't plan to add Hunting Grounds could be a strategy?
Aug 21, 2021 2:04 am
I personally think that having the lair in Coalridge is fine, since that's what we agreed on earlier, unless someone has come up with a new idea they'd like to pitch.
Aug 21, 2021 2:06 am
To be clear: You want it there? Or you think it is fine since we 'agreed' earlier?
I have no problem either way.
Aug 21, 2021 2:12 am
I like the lair there since it works with the possible geopolitical ambitions that the other characters can play with. Since my character is more interested in personal ambitions, the geographic location of the lair doesn't matter too much.
Aug 23, 2021 9:29 am
Quote:
Your Secret travel Upgrade will make it easier for you to stay hidden. So it possibly even makes senses for you to try to never work in your home district, adding to the Hiddenness of your Lair. Maybe putting the Lair somewhere where you don't plan to add Hunting Grounds could be a strategy?
This sounds like an excellent idea. Let's take advantage of that Upgrade to play a little with the expectations of anyone who may want to chase us. :-) While we keep our hunting grounds are in Nightmarket, nobody will expect that our lair is in Coalridge, especially when we are not seen moving from one district to the other thanks to our secret passageways.
Aug 23, 2021 4:15 pm
Definitely up for it as well ! Plus Coalridge would be really hard to suspect at all. You'd expect spies and such to be found in either well of establishments or criminal ones, not in the industrial zone.
Aug 24, 2021 3:20 pm
Nightmarket is home to the relatively new cult of the Night Queen --one of the Forgotten Gods. The Night Queen is a jealous god and her followers work to discredit other gods in a attempt to drive their worship out of the district. Secretive as they are, it is hard to know for sure quite how big they are --if they have achieved Tier II yet or not-- but they are angling for Tier III if they can cement their hold on the Nightmarket.

They don't strangers poking around in their territory. How do you treat them?
• Pay them off. Give them 1 coin in exchange for giving you room to work.
• Pay the faction 2 coin as a show of respect and gain +1 status with them.
• Keep your money and take -1 status with that faction.
Aug 24, 2021 3:51 pm
Personally fine with not paying these Krazy Kultists.
Aug 24, 2021 4:03 pm
If they hear you speaking that way it will shift to -2. :)
Aug 24, 2021 4:05 pm
And, of course, this is just a suggestion. If you don't like the Forgotten Gods --or this specific one-- we can trade them in for something new. The Wraiths were also contenders, but you will be dealing with them in play and can work on your relationship with them as we go.
Aug 24, 2021 8:54 pm
Personally, I'm fine with them being in play, but I stand with saevikas on this: Freck is not the type to fund cults, even in his own interest. No money for them >:).
Aug 25, 2021 3:54 am
If gnomius agrees, then I wonder if your Crew knows they are stepping on the toes of this group and are being deliberately antagonistic, or if they are unaware and will find out about their faux pas later.
Aug 25, 2021 9:09 am
Sure, if we are not paying the architects guild, we won't be giving money to cultists either!

As we are just Tier 0, I'd say that we are probably unaware of their existence. Oh, probably we've heard their name here and there, but we don't know if they are a proper organization, or just a bunch of crazy guys who meet every Thursday evening to do some chanting while they slay a goat.
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