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View Full Version : The Bastard Child of Vice City and DND (World Builder)



DiscipleofBob
2007-10-30, 06:50 PM
The idea started when I was playing Grand Theft Auto: Vice City, and I guess I transitioned from the video game to roleplaying one too many times. I got the image in my head of a kobold wearing khakis, a hawaiian shirt, sunglasses, and toting two uzis. Then I got the image of an Elven Mafia in my head. (Munchkin reference for those who get it.) Then it kind of spiraled down from there.

The idea is a modern Dungeons and Dragons setting (not necessarily D20 Modern but it could work like that) where most if not all the races are just out for themselves with few exceptions. Magic and magic items are still prevalent, and swords are just as commonly used as shotguns. The city lies on a warm, tropical coastline

Dwarves - Dwarves provided most of the labor in the construction of the city with few exceptions. Originally, they built the city to be their own, so they put all their pride in building it. Unfortunately, most of the funds for the construction came from Elven loan sharks, who, upon the completion of the construction, came to collect with more than enough interest to legally claim the entire city for their own, forcing the massive dwarven population into one of the less desirable parts of town. Today, dwarves comprise of most of the labor forces of the city, especially various construction crews, and the hate between the two races is as intense as ever.

Elves - Cunning, discreet, and ruthless, the elven mafia is feared throughout the city. Having stock in most of the various fronts and crime rings throughout the cities, almost nothing gets by without the elves' approval. Constantly having to place other would-be crimelords in their place is a challenge though, and while the elven mafia remains the most powerful, there are those who would challenge their authority.

The Small Races (To be divided up and explained individually at a later date) Most of the small races (Halflings, Gnomes, Goblins, Kobolds) come from islands or other far-off countries and came to the city to increase trade in drug-trafficking. Right now, all these races have formed a trust to make better profit out of the drugrunning business in the city, and have control over the better portion of the coastline and ports. However, although the leaders of each respective drug ring would never intentionally upset the trust, they are always looking for ways to gain a lead on their competitors.

Humans - Humans have no particular culture in the city. During its early years, humans migrated from all over along with bugbears, ogres, and orcs for work. However, humans' adaptability and numbers gave them a place in society and they ended up taking many of the available jobs, to the point where the current mayor is a human (although he still pays his "respects" to the other gangs.)

Drow and Duergar - Drow and Duergar used to be offset families of their respective races. When the two conspired together to form a coup that would give them the power, they were cast out into the deepest slums of the city, an area which makes the dwarves' homes look luxurious. Although they can still find occasional work, drow and duergar are deeply looked down upon and shunned as untouchables by the rest of society.

Outsider - There is some divine interest in the city. Angels, Archons, Devils, and Demons have all formed their own corporations as fronts within the city to carry out their plans, including hiring out the local gangs to do their dirty work for them. Most clerics in the city derrive their power from these corporations through a contract with either of the corporations. Aasimar and Tieflings have also been quite common since these organizations entered the society's structure.

Feel free to give suggestions or comments.

And yes, I realize how horrible and cheesy this idea is, and that's probably why it appeals to me so. :smallbiggrin:

DracoDei
2007-10-30, 07:30 PM
Undercover operations by celestials sound interesting... can you expand on that? I HOPE you ARE keeping them as representatives of pure Good...?

Finerty
2007-10-30, 07:38 PM
I can't BELIEVE how much I like this idea. I have the perfect images in my head of the construction worker dwarf, with the same faroff clericy look in his eyes as the PHB but wearing a plaid shirt, overalls, and a yellow hard hat. Gnomes = tacky hawaiian-shirt-wearing drug dealers. Of course. Halflings in hooded sweat-shirts trying to rap. Cosmopolitan elves. Ethnic quarter drow. I love it.

Gwyn chan 'r Gwyll
2007-10-30, 08:20 PM
This works so well. It actually takes the races and their supposed role in DnD default society, and puts into real world... now im going have to re-write parts of my setting...

DiscipleofBob
2007-10-31, 09:43 AM
DracoDei:

The way I had it was that the Archons and Angels would have merged their companies together to form "Arkan," while the Demons and the Devils would have merged their corporate fronts as well (though not necessarily trusting one another. Also still working on the name for theirs.) The Demon/Devil institution would have its own evil plans for the city and Arkan would have moved in simply to interfere on the behalf of good. So yes, still representatives of pure good, albeit such a force is very out-of-place in this setting.


Finerty:

Actually, I had the Kobolds as the tacky hawaiian-shirt-wearing drug dealers (dealing in Dragon's Blood or something of such.) The gnomes were the Yakuza and the halflings were the Triads. Just seemed right to me.


Gwyn_ap_Nud:

Wow, now I know I did something right. Thanks for all the comments thus far.


Let's see, what else had I thought of...

Orcs and Half-Orcs - Orcs migrated to the city with many of the other humanoid races (Humans, Ogres, Bugbears), but unlike the other culture-lacking races, Orcs came in style as a tough, leather-jacket wearing Harley Davidson motorcycle gang. They easily took over a part of town from the dwarves that they liked, earning their hatred ever since. Orcs were never picky when it comes to race and would mate with anything humanoid. Half-orcs gained a quick population until eventually one of the Orc leaders died naming his Half-Orc daughter as his heir.

Gnolls - Gnolls also migrated to the area, but with a different purpose in mind. Used to open nature, they had no intention of moving into a big, tight, scary city. Instead, they settled in their own community just outside the city, attempting to farm the land (even when the land wasn't really suitable for farming) and hunting game (even when there wasn't much game to hunt.) Extremely jealous and hateful of the more successful city slickers, they regularly conduct raids and such on the outskirts of the city, and fit the general redneck hillbilly stereotype.

Weirdlet
2007-10-31, 10:13 AM
I would love to play in this- everything I like about the idea of Urban Arcana, and none of what gets my goat.

You going to develop it more?

Edit- that was an interesting image- some of the slummy areas where the drow are stuck, filmed over with spiderwebbing instead of garbage and loose newspapers, sometimes looking like that's all that's holding the buildings up.

DiscipleofBob
2007-10-31, 10:18 AM
I would love to play in this- everything I like about the idea of Urban Arcana, and none of what gets my goat.

You going to develop it more?

Edit- that was an interesting image- some of the slummy areas where the drow are stuck, filmed over with spiderwebbing instead of garbage and loose newspapers, sometimes looking like that's all that's holding the buildings up.


Oh definitely, especially with the comments I'm getting on it. In fact, I'm thinking about running this setting in my next game.

SurlySeraph
2007-11-01, 11:49 PM
I got the image in my head of a kobold wearing khakis, a hawaiian shirt, sunglasses, and toting two uzis.
Say hello to my tiny friend!


Then I got the image of an Elven Mafia in my head. (Munchkin reference for those who get it.)
8-Bit Theatre.

This is a very, very perverse idea. It's also an awesome one.

The Neoclassic
2007-11-02, 12:11 PM
I love the kobolds and orcs in particular. This is awesome. :smallsmile:

Paragon Badger
2007-11-03, 10:29 AM
I'm getting the distinct feeling that shambling zombies could easily be the senile and crabby inhabitants of Miami's numerous retirement homes.

Be warned- once the zombies start getting in their cars; only an episode of Matlock can stop them from killing us all!

puppyavenger
2007-11-04, 08:30 PM
You had me at elven mafia.

WillWolf
2007-11-04, 11:12 PM
This is awesomness to the extremity *nods*. I can actually see this in my mind, which makes it truly great, and you could have a lot of fun with this. Please expand upon it, it looks just plain awesome to me too.

DiscipleofBob
2007-11-05, 01:54 PM
Names for Organizations still pending.

Classes:

Barbarian - Some of you may wonder what sort of place in society a disfunctional destructive machine of pure rage would have in a civilized city. Usually Barbarians are fresh immigrants from other lands looking to start a new life. Their combat prowess is definitely prized, especially by organizations looking for muscle or bodyguards, or even better just some dumb criminal lackeys to take the blame. Half-Orcs and Orcs of the Zugzug biker gang make very good barbarians, as do the humans, ogres and bugbears that migrate to the city. A good portion of the gnoll population outside the city.

Bard - The Elven Mafia in particular looks for show talent to perform at their various clubs, specifically the more attractive ones who might also make money in the local prostitution rings. Elves and half-elves make up most of the bards in the city, though human, aasimar, and tiefling bards are not unheard of.

Cleric - Religion has very little of a role in the big city, but there are other ways for Clerics to gain spells. The various outsider corporations are more than willing to enter into contracts with individuals to grant power in exchange for loyalties. In these cases, instead of preparing spells normally, a cleric meets with a representative from her benefactor, usually a lower-level outsider , who then negotiate for spells for the day. The benefactor is free to refuse any spells, as well as nullify the contract should the cleric take any "unfavorable" actions. While all races are welcome to make contracts and become clerics, tiefling and aasimar clerics are the most common. Kobold clerics who worship their foreign dragon masters are also not unheard of.

DiscipleofBob
2007-11-08, 03:13 PM
Kobolds - Kobolds hail from southern island countries ruled by dragons of all kinds (chromatic and metallic) and inhabited by draconic races. Kobolds lived as peons among Lizardfolk, Troglodytes, and the elite chosen of the Dragonborn and Half-Dragons. Many kobolds in the society quickly tire of the oppression and have sailed to the city sailing various draconic items and chemicals as drugs and illegal goods, including the infamous Dragon's Blood (a drug whose name is suspected to be literal, but no one is sure). Not all the dragon rulers are oppressive, and some even allow the drug trade some freedom among their kind. Regardless, kobolds in the city often have to deal with other draconic races such as the Lizardfolk coming to the city to try and take over the kobolds of the city.

Seeker
2007-11-08, 08:29 PM
This is great!

DiscipleofBob
2007-11-11, 04:15 PM
The Parks - Several small parks exist throughout the city, large enough to hold entire forests and ecosystems, filled with wild, untamed beauty. When the dwarves built the city, they tapped into powerful divine magicks to build fully alive parks. At first the parks were meant as peaceful, controlled, natural environments where people could relax and enjoy themselves peacefully. When the elves took the majority of the city from the dwarves, its builders were not so kind, and let the magicks which controlled the parks loose, turning them into their own wild ecosystems which became wild forests and jungles, full of vicious and dangerous beasts.

Druids - Druids are rare in the city, but not unheard of. There are a few gnoll druids on the outskirts of the city, but most of the druids actually dwell in or near the local parks, deriving their power from the powerful magicks that make the miniature self-sufficient ecosystems possible. As the dwarves are most familiar with these magicks, since they are the ones who built them, they make the most common druids. Anyone who becomes attuned with nature can become a druid, though usually they need the approval of the dwarves. An elf could never become a druid. Druids whose spells and class features are modeled after stone or water themes are also not unheard of.

Psionics - There are no psionics. Period. **** Psionics. **** those **** Psionics **** in the **** ****.

Reptilius
2007-11-11, 04:33 PM
Elves and half-elves make up most of the bards in the city, though human, aasimar, and tiefling bards are not unheard of.

Reading this, I get an image in my mind of a tiefling heavy metal guitarist.

Combatant
2007-11-11, 06:08 PM
I was playing in a D20/urban arcana game, it was more like the gangs of new york then vice city. Dwarvs were the russian mafia. Goblinoids were the latino gangs. Vampires were the italian style mafia. Drow became the yakuza.

It was alot of fun, I enjoyed what we were doing. The GM came up with some things that I never thought he could come up with. (my pc was a latino human, working for the goblinoids, fell in with the italians, and was betrayed by the goblins to the russians after we sank there boat lol)

Not enough people give Modern/urban arcana enough credit.

The GTA idea would make for a great RPG setting. But 2 already exist. One being Modern, the other being Shawdow Run.

CrazedGoblin
2007-11-11, 06:22 PM
Five star felony and a huge flying dragon comes after your V8 horse and cart :smalltongue:

Mewtarthio
2007-11-11, 11:37 PM
I think the Urban Ranger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rangerVariantUrbanRang er) would enjoy this place. Anyways, yeah, now I'm picturing a bunch of Archmages relaxing in a lounge, smoking and discussing the oppression of the little people.

DiscipleofBob
2007-11-12, 03:00 PM
For Paragon Badger:

Undead - Undead come in two flavors: intelligent and unintelligent. The intelligent undead (vampires, liches, etc.) either become undead of their own volition as a means of achieving immortality or are forced into servitude by a necromancer. Some independent liches and vampires become successful, respectable businessmen, and can even afford to live in condos and high-rise apartments with artificial darkness. The unintelligent undead (zombies, ghouls, and the like) while unable to function normally in society, so become service workers at D-Mart, local gas stations, or simply low-level employees in corporations.

Fighters - Fighters remain largely unchanged and are quite popular in this setting, as adventurers, mercenaries, or muscle.

Rogues - Rogues are also quite popular mercenary-types, but some can make it as independent criminals as long as they stay out of the affairs of the major crime families.

Rangers - Rangers use the Urban Ranger variant, and make great trackers that are in high demand for hire among the crime families, as well as the local police force. A lot of rangers make work as private detectives in the big city as well.

To Reptilius:
I was thinking Punk rocker, but that's pretty good too. :smallsmile:

To Combatant:
While I do need to look at Shadowrun, from what I hear, it isn't the exact sort of flavor I'm going for, but it's close. D20 Modern I like the concept of, just not the execution. I never really liked its class system. I'd like it better if they just took the advanced classes and converted them into base classes. They have a lot of class features for new rules I probably wouldn't even use. I know I'm going to make the Bodyguard into a 20-level class for a separate project.

To Mewtarthio: Yea, Urban Ranger was perfect for what I was looking for, and makes more sense altogether. Now I have the image of the human ranger gumshoe detective.

Mewtarthio
2007-11-12, 06:34 PM
The unintelligent undead (zombies, ghouls, and the like) while unable to function normally in society, so become service workers at D-Mart, local gas stations, or simply low-level employees in corporations.

Shaun of the Dead, anyone? :smallwink:


To Mewtarthio: Yea, Urban Ranger was perfect for what I was looking for, and makes more sense altogether. Now I have the image of the human ranger gumshoe detective.

Happy to help.

Reptilius
2007-11-12, 10:14 PM
The way I had it was that the Archons and Angels would have merged their companies together to form "Arkan," while the Demons and the Devils would have merged their corporate fronts as well (though not necessarily trusting one another. Also still working on the name for theirs.) The Demon/Devil institution would have its own evil plans for the city and Arkan would have moved in simply to interfere on the behalf of good. So yes, still representatives of pure good, albeit such a force is very out-of-place in this setting.

Although it may smack of Wolfram and Hart, how about an evil law firm? Maybe Asmodeus, Demogorgon, and (Yugoloth master)?

DiscipleofBob
2007-11-12, 10:28 PM
Although it may smack of Wolfram and Hart, how about an evil law firm? Maybe Asmodeus, Demogorgon, and (Yugoloth master)?

Well, I have no plans to publish this setting, so I have no qualms about ripping off other ideas for this. :smallbiggrin: I needed some sort of front for the Outsider corporations anyway, so we'll say the Angels and Devils have opposing law firms, while the Demons specialty is merchandising.

puppyavenger
2007-11-13, 05:02 PM
, while the Demons specialty is merchandising.

yah intimidate modifier for being a giant flaming avatar of evil incarnate

Also what about LN and CN outsider,
Ooh ooh inevitable swat teams and mordon bureaucracy

DracoDei
2007-11-13, 05:29 PM
mordon bureaucracy
<Whimpers in Shear Terror at the very thought>

DiscipleofBob
2007-11-15, 02:01 PM
yah intimidate modifier for being a giant flaming avatar of evil incarnate

Also what about LN and CN outsider,
Ooh ooh inevitable swat teams and mordon bureaucracy

I must ask before I continue... what is a mordon bureaucracy?

DracoDei
2007-11-15, 02:13 PM
Actually spelled "Modron"... Anyway here you go for modrons. (http://en.wikipedia.org/wiki/Modron_(Dungeons_&_Dragons))

Ceiling009
2007-11-15, 02:14 PM
About the Advanced Classes being base classes... I'd rather make it as easy to get into prestige classes. Some do warrant being full base classes, a lot don't.

puppyavenger
2007-11-15, 02:16 PM
I must ask before I continue... what is a mordon bureaucracy?

mordons are/were the LN outsiders from planescape, they are notorious for their organisation. Long lines of command and every member of each caste looking the exact same. The reason I say that is until the upper castes the creatures can only perform a number of tasks equal to their rank

Thoughtbot360
2007-11-23, 11:32 AM
This setting's....too sexy....This setting's....too sexy


This setting's too sexy for your PC's. Too sexy for your PC's!
This setting's a model....I wish I could come up with more words,
something about doing a little turn, but its just a setting
on the catwalk, on the catwalk, And...
its too sexy for its car, its too sexy for its car, too sexy by far...

and, uh.....

its too sexy for this song.

Athaniar
2007-11-23, 01:32 PM
This is just what I have been looking for! Keep up the good work.

DiscipleofBob
2007-11-23, 08:01 PM
Admittedly, I'm running out of ideas for random details to touch upon, so suggestions for stuff to write about would be appreciated. I have a basic map drawn out, but it looks like I'll be drawing it out again on MS Paint or something and constantly redrawing it.

Dwarves in Detail

Long ago, before the City's construction, the land was controlled by giants who squandered its resources. The dwarves had originally lived far below the earth's surface, and had always lived there, mining up to try and reach the surface out of instinct and divine guidance. When they broke through to the surface, they thought they would receive their eternal reward, but instead they found a war. The war between the giants and the dwarves lasted hundred of years, but any advantage the giants might reach was negated by more dwarven forces popping out of the ground like daisies. Eventually, what few giants remained were driven far into the countryside. The dwarves in rejoicement decided to build the new dwarven capitol of their soon-to-be dwarven nation on this land. Eventually sealing off the tunnels they had come through, the dwarves focused on building the city from the ground up, utilizing whatever divine magicks and labor they could gather. They even built the Warforged for cheap, tireless labor. However, their resources were not enough. They needed some source of arcane magic to make their city, and unfortunately had no particularly strong arcane casters among them. This is when the charismatic elven families approached the dwarves and agreed to loan the arcane forces necessary for a "fair price." Why wouldn't the dwarves accept this gracious offer from these pointy-eared strangers? It seemed like a good deal with potential allies at the time. So they took the arcane forces and finished their city. As soon as they were done, the elves demanded payment, and far more than the original amount. When the dwarves couldn't afford the price, the elves took the best parts of the city as their payment, forcing the dwarves into the lesser developed, less geographically profitable areas of the city. The dwarves wouldn't let this travesty go completely without retribution, and let loose many of their divine magicks on the city, causing among other things the parks to go berserk. The elves were left dealing with the results, but while it took a few years, for the most part restored order to their sections of the cities. Now the dwarves exist in three different factions, neither of which is particularly friendly towards elves or any of the other races which dare invade "their" city. The Builders follow their traditional trades of construction and development, usually trying to make the dwarven sections of the city a better place to live and taking any independent contracts that don't have elves in them. Of all the dwarven factions, the Builders are the easiest to deal with. Then there are the Diggers who subscribe to the belief that maybe they're better off just going back to their roots, literally, and take up mining operations to dig below the surface of the city. Unfortunately, many strange creatures and aberrations have taken up residence in those sealed off tunnels, so the excavation will be quite a challenge. Some of their critics claim that the Diggers are actually trying to make the city collapse on itself, but there is no proof to back them up. Finally, there are the Parkers, mostly made up of Druids, Rangers, and other nature-oriented classes. When the dwarves let the parks grow freely, many of the dwarves who created these artificial ecosystems kept their emotional attachment and grew to live as one with the dangerous parks and forests. Often seen as tree-hugging hippy radicals by other, "less understanding" races, Parkers are the least respected of the dwarven factions, though the Diggers are not much better.

Dwarves' racial stats are changed to the following:

+2 Con, -2 Int, +2 Wis, -2 Cha
Dwarves have low-light vision instead of darkvision, except for the Diggers (see below)
Dwarves do not receive the +2 bonus against spells and spell-like abilities if they are arcane spells. Arcane forces are relatively new to the dwarves and actually one of their weaknesses.
Dwarves do not get a +1 on attack rolls against Orcs or Goblinoids. They do, however, get a +1 on attack rolls against elves and elven subraces. Dwarves might distrust other races, but they loathe elves more than anything.


Also, certain factions of dwarves have the following:

Builders

Builders' Stonecunning improves to +4 and applies to any structure: stone, metal, concrete, or otherwise. Builders are very familiar with the ins and outs of construction, and can tell more from a building's foundation and structure than most can.
Builders receive a +2 bonus on Drive (Machinery).
Builders are natural climbers from working on skyscrapers, and receive a +2 on Balance and Climb checks, and falling damage to a Builder is reduced by 2 dice.


Diggers

Diggers have Darkvision out to 60 feet. Unlike their cousins, the Diggers never grew out of their tunneling habits.
Diggers receive a +4 Reflex save to avoid cave-ins or other natural underground hazards. This does not apply to artificially caused cave-ins (such as those caused by arcane spells).
Diggers receive a +1 bonus on attack rolls against aberrations, which they fight frequently in the tunnels.
Diggers receive a +2 circumstance bonus when attempting to break apart stone or otherwise dig through stone.


Parkers

Parkers do not receive Stonecunning in any form.
Parkers receive a +2 bonus on Survival, Handle Animal, Spot, Listen, and Knowledge (Nature) checks from their times spent in the wilderness of the parks.
Parkers can use one of the following spells as a spell-like ability once per day: Calm Animals, Charm Animal, Detect Animals or Plants, Hide from Animals, Pass without Trace, Shillelagh, Speak with Animals, Summon Nature's Ally I

Nasrudith
2007-11-23, 08:23 PM
Perhaps you could write about the police departments more and include certain details like X race is most likely to be an officer, or that the elves pretty much own the police in their districts. Tiefling and aasimar cops could be funny in a way, especially if they are paired together could give good cop bad cop a whole new meaning, especially if say tiefling or aasimar cops have a reputation for police brutality.

Also maybe you could have a wizard university.

DiscipleofBob
2007-11-23, 09:06 PM
Perhaps you could write about the police departments more and include certain details like X race is most likely to be an officer, or that the elves pretty much own the police in their districts. Tiefling and aasimar cops could be funny in a way, especially if they are paired together could give good cop bad cop a whole new meaning, especially if say tiefling or aasimar cops have a reputation for police brutality.

Also maybe you could have a wizard university.


((W00t! I just thought of a name for the city. Still might change it though, so from now on I will refer to the city as Darik City, otherwise known as Dark City. Okay, so it's nothing spectacularly original. So sue me.))

Darik City
Darik City is derived from the dwarf who first headed the city's construction, Darikon of the Deep. Darikon did not live to see the city's construction, but the city was named in his honor, and his descendants make up many of the dwarven leaders today. To be able to claim Darikon's lineage is a great honor. However, many foreign races mispronounce Darik City as Dark City, an easy mistake, but one that infuriates dwarves to no end.

Darik City Police Department
For the longest time, Darik City had no official law enforcement. Everyone had to hire mercenaries or use their own subordinates for their protection. Everything was chaos. However, one of the many traditions that the humans brought with them to the city was politics, and with politics came politicians, and with politicians came a hollow resolve to clean up crime and chaos in D-City. The result of this shallow promise is the D.C.P.D., a less-than-noble organization that acts more like above-the-law mercenaries than actual law enforcers. Sure, there are the rare exceptions of honest officers who want nothing more than to provide some semblance of law and order to the city. But most of the D.C.P.D. are brutal rent-a-cops who, when not being bought out enough by organizations, make their money by oppressing whoever they can. Dwarves and elves never become part of the D.C.P.D. It goes against the entire dwarven lifestyle, and elves are too haughty to become involved in such business. The elves will send half-elves and other subordinates to work in the D.C.P.D. so they have someone reliable on their payroll. Drow and duergar are rarely accepted because of their already assumed criminal status, but most other races are accepted into the police force. Halflings, goblins, gnomes, and kobolds who join usually wind up working for the coast guard due to their natural sea origins. Humans, hobgoblins, and bugbears make up the majority of the force.

Sorcerers and Wizards
Most of the wizards in Dark City are elves or half-elves. The elven mafia has had a near monopoly on arcane powers since the birth of their race, and have always had a natural talent for it. In fact, there is one major family for each school of magic. It is possible to derive arcane power from other sources, but be warned. Most of said sources, if not controlled by foreign powers, are highly dangerous and volatile and will most likely illicit elven assassins on your ass. Sorcerers must either draw their power from elven blood or draconic blood (kobolds, lizardmen, half-dragons, etc.) However, some have managed to draw arcane power from aberration sources, but the power is twisted and corrupt, causing its users to go mad eventually.

puppyavenger
2007-11-23, 09:11 PM
so sorcerors are foregin agents, criminals or madmen? I like it. Morfw onthe elven faimilies would be nice.

DiscipleofBob
2007-11-23, 10:25 PM
Elves in Detail
The elves were born into this world of arcane power, and as such arcane power was what the elven society revolved around. For the longest time, arcane power was decided to be a gift from the god of elves that denoted divine right to rule. This worked for awhile, as the wizards became the unquestioned rulers of their race, and made education for the commoners expensive and difficult to provide. This ended when random elves from completely different castes started developing sorcerous powers. At first, it was explained as simply a fluke. The child was obviously of noble blood and had somehow been placed into commoner society. A mistake was made and it will be corrected by promoting said sorcerer to noble status. Eventually, there were too many of these "mistakes" and too few of the luxuries of the noble caste to go around, and a power struggle ensued. When the bloody struggle ended, there were no lower castes, just 8 main families left who agreed on a truce. However, with no lower caste to exploit, the families needed to turn elsewhere to gain their luxuries off the backs of exploited workers. For awhile, this took on the form of local tribes of orc or goblinoid races. Eventually, the elves came across the dwarves, who would use their magicks to build their own city. Seeing the opportunity to reclaim their noble status, granted in a new culture, the elves

Mordiani Family - Members of the Mordiani family specialize in abjuration magic. The Mordiani family is simultaneously feared, disdained, and respected. On the one hand, the Mordinai family focuses their attentions on dispelling and countering the other families' magicks, which some see as potentially hostile. On the other hand, there's no doubt that they make great allies, especially if an internal war between the families should come again. The Mordiani family exploits this fact to great extents. They also deal with wards and private security systems, but always leave hidden loopholes should they need to exploit them.

Corellioni Family - The Corellioni family specializes in conjuration magic. The oldest family of the 8, and the original royal family, the Corellioni family's school provides many benefits and arguably holds the most influence in the family, able to summon labor, provide instant transportation for those who need it, and can create necessary materials instantly. The Corellioni are expanding its influence by making deals with the various outsider corporations.

Dienera Family - The Dienera family is one of diviners. Anyone who's ever met a Dienera suspects that they know more than they're letting on, and in most cases they're right. The Dieneras are a mystery because of simply how much information they have, and they're not giving it up, at least not without a price. The Dieneras hold the monopoly on information broking, and won't hesitate to give out prophecies and information to the highest bidder. They may even lie in such cases when they can get away with it to better preserve the value of their information.

Valentino Family - The Valentino family holds the best enchanters in their family. The Valentino look to gain power and influence through control of leaders, politicians, and other big names. Why hire out help when you can get mercs to gladly do your dirty work for free? The Valentino family has probably the most resources and wealth because of these practices, though this is not confirmed, as most financial records within the families are very secret. The Valentinos, along with the Misettis, control most of the brothels, prostitution, and performance businesses in Darik City.

Biggatoni Family - The unstable Biggatoni family is well-known for their evocation magicks. The Biggatonis have many warmages among their ranks, and are considered simultaneously the least and most dangerous among the families. On the one hand, any Biggatoni has trouble keeping secrets and performing tasks with subtlety. On the other hand, they're the most likely to react to a problem by destroying it with extreme prejudice. The Biggatonis know how much they can get away with considering their influence in the city, and they aren't afraid to use it.

Misetti Family - The Misetti family specializes in illusions. The Misettis are probably the most passive of the families. Most of their illegal activities are involved with conning and swindling every chump for every cent they're worth. The Misettis were the primary dealers with the dwarves all those years ago, and are the main reason the deal went so smoothly for the elves. The Misettis have many Beguilers and Bards among their ranks and have a great deal of stock in the prostitution and performance trades in Darik City.

Scaravini Family - The Scaravini family specialized in necromancy. It's rumored that the Drow exiles were a branch family of the Scaravini. The smallest of the families, and also the most ostracized, the Scaravini provide cheap labor for any business, and have a frightening insight into the nature of life and death. In any conflict with divine forces, the Scaravini are the first to respond, able to counter turning attempts and divine magicks with their own powerful necromancy.

Salvatore Family - The Salvatore family consists of transmuters. Whether it's people, objects, or even time itself, the Salvatore family knows how to twist, change, distort, and manipulate it. Literally the most unstable of the families, the Salvatore provide a multitude of services encompassing most aspects of Darik City life. No one ever really knows what to expect when dealing with a Salvatore, but there are rumors of waste products and failed experiments of the family being dumped into the city sewers.

Elves have the same racial traits except as follows.

Elven stats are now -2 Con, +2 Int, -2 Wis, +2 Cha
Elves are no longer immune to sleep effects and must sleep like every other race.
Elves no longer receive a +2 racial saving throw against enchantment spells or effects.
Elves receive +1 CL on any arcane spell whose school is the specialty of the elf's family. For example, a Mordiani elf receives +1 CL on all abjuration spells.
Elves receive +2 on saves against spells or spell-like abilities of their family's school.
Elves receive a -1 CL penalty on all divine spells.

Weirdlet
2007-11-24, 02:38 AM
Loving it so far- do all elves in the city belong to these groups as literal crime families, or are there unaffiliated ones who get the better suburbs?

And do the drow have their own variant of the crime families, neighborhood people who'll take care of you if you need help, for a price? Or is it catch as you can?

Perhaps you could flesh out some NPCs of note we should know about, see if any big plot-threads start hanging off of them- like that half-orc gal who's inherited the big biker gang.

Are there social services, stuff like that? Any big holidays and parades?

DiscipleofBob
2007-11-24, 03:00 AM
Loving it so far- do all elves in the city belong to these groups as literal crime families, or are there unaffiliated ones who get the better suburbs?

And do the drow have their own variant of the crime families, neighborhood people who'll take care of you if you need help, for a price? Or is it catch as you can?

Perhaps you could flesh out some NPCs of note we should know about, see if any big plot-threads start hanging off of them- like that half-orc gal who's inherited the big biker gang.

Are there social services, stuff like that? Any big holidays and parades?

Okay, these are questions I can answer without big questions.

Every elf belongs to at least one of the crime families, and technically so does every half-elf. Drow I'm still working on, but they used to belong to the elven families before they were exiled. Now I think they're just going to have regular gangs.

Let's see, stuff for me to work on:

Social services: probably not many if at all. I'll see what I can make of this though.
Holidays: Well, I suppose each culture would have brought its own holidays but there are probably a few celebrations that are (supposed to be) celebrated city-wide. I'll have to think of a few.
I don't think I'll stat out specific NPC's yet simply because that'll make them easier to stat out once I get the campaign setting going. I'll start thinking about class and such though, and yes of course I have to make plot threads... hmm... I'll start on that tomorrow.

Weirdlet
2007-11-24, 03:35 AM
Some locations of interest wouldn't go amiss either, I think.

DiscipleofBob
2007-11-24, 02:37 PM
Weirdlet... you get points for challenging my creativity and giving me a lot of stuff to work on. Thanks.

Orcs, Half-Orcs in Detail
The Worgs aren't your everyday biker gang. This Orcish gang migrated to the city en masse after their homeland was pretty much raped clean of any resources by the elves. For years, the Worgs functioned as a nomadic tribe, eager to settle down in a place that suited them as well as their homelands did. Then they found Darik City, a place with little to no enforceable law where they could live in... well... peace isn't the right word since they're a very unstable, violent culture where might makes right. The only thing keeping them together are vague but respected traditions and the fact that if someone steps out of line, someone stronger, possibly even the leader will come along and kick their ass. The rules are on leadership are as followed: if you can beat the leader in one-on-one combat (usually bare-handed or with severely limited equipment and no magic allowed), then you become the leader. The Worg territory is centered around a bar the orcs opened called Uruk's Hideaway. The Orcs are not picky, and will mate with anyone they find attractive (attractive in this case usually means savage and strong) and not always with the opposite gender. Homosexuality and bisexuality are readily accepted among Worg society with little to no prejudice. Polygamy in itself is the norm among the Orcs, although this is because an Orc can literally just pick out someone they find attractive in the gang and, if the prospective "mate" isn't strong enough to defeat the suitor in one-on-one combat, they're now married. Marriage ceremonies are more like gladiatorial combat. Humans and any other race that can prove themselves strong enough are welcomed into the gang, so it wasn't long before generations of half-orcs were produced. While males and females technically have equal roles among the Worgs, the fact is that the men are on average stronger than the women, and dominate the society. There are exceptions to this, and the biggest one is the current leader, Marga the Chopper (Half-Orc Fighter X, Barbarian X, Frenzied Berserker X), who exercises her power often, and orc, half-orc, and human partners of both genders. While she constantly has to fend off other challenges for leadership as all the leaders do, no one has come close quite yet.

Half-Orcs are the same as in the PHB except as follows.

Half-Orc stats are instead: +2 Str, -2 Int, -2 Wis. Half-Orcs and their cousins are more sociable than the D&D norm, but a bit dumber as well.
Half-Orcs get low-light vision instead of darkvision. They've never had a reason to develop it.
+2 to Drive (Motorcycle), +2 Intimidate, -2 Diplomacy. Half-Orcs are raised to be hellraisers, and get into full-out fistfights even among their best friends, so this makes it difficult to get along well with.
+1 to attack when fighting bare-handed when fighting with light or no armor. Half-Orcs are natural barroom brawlers.
Half-Orcs treat chains, spiked chains, orc double axes, and improvised weapons (bar) as martial weapons.

puppyavenger
2007-11-24, 03:55 PM
whats next kobolds?

DiscipleofBob
2007-11-24, 11:09 PM
Kobolds
Far to the south across the ocean lies a country consisting of a large archipelago of islands. These lands were created and are owned by dragons. There are many myths surrounding these islands, such as how it might have used to be a continent that was destroyed and separated in draconic wars, or how the dragons raised rocks from the ocean floor to create these islands. The myths vary from island to island, but in any case, in their present state, dragons are deified. They are said to have created the races they lord over, which causes a strict caste system by race. Just under the dragons are their elite chosen few, the half-dragons and the dragonborn, admired throughout the islands. Next are the lizardmen, who are spread evenly among labor and noble jobs. Then there are the troglodytes, who due to their revolting nature, work separate from society either on fishing boats or on small farms. Finally, there is the lowest caste of all: the Kobolds. In the islands controlled by chromatic dragons, this means that the Kobolds are slaves without any form of civil rights. In the islands governed by metallic dragons, it means that Kobolds are free and have some rights, but are still poor underlings with no hope of achieving more than the worst of jobs.

No one knows who it really was, but one of the kobolds decided he'd had enough. A bunch of kobolds got together, gathered various ores, herbs, and exotic materials from the isles, stole a ship, and went across the sea to Darik City to start a new life. With that new life, however, came crime and corruption, as the best the kobolds had to sell was a rare drug called Dragon's Blood. No one really knows if the drug is actual Dragon's Blood, or if the kobolds are merely using the name, and the few kobolds who do know the fact aren't telling. Eventually more and more kobolds migrated to Darik City, eventually setting up an entire drug run from the islands to Darik City. The kobolds in charge keep their leadership by keeping the origin of Dragon's Blood a secret, and maintain their foothold in the drug industry by keeping an exclusive monopoly on this substance. Reeker Krikrkraak is the current ringleader of this operation, but he and his subordinates have in recent times had to deal with lizardmen and higher coming to either take control of the operation or shut it down. The chromatic dragons are unforgiving when it comes to this matter, but the metallic dragons are strangely impassive, almost indirectly encouraging the kobolds to build a better life for themselves.

Kobolds function much differently in this setting, and have the stats below:
((NOTE: This is for Kobolds who escaped to Darik City, who are much stronger than their enslaved brethren.))


Kobolds have -2 Str, +2 Dex. Kobolds are small, but dextrous, though physically superior to their ancestors and cousins.
Small: Kobolds receive all the benefits of being small-sized (+1 AC, +1 on attack rolls, -4 on grapple checks, +4 on Hide, uses small weapons, and lower carrying capacity.)
Kobolds have the dragonblood and reptilian subtypes. For all effects related to race, a kobold is considered a dragon.
Base land speed of 30 feet
+1 natural armor bonus
Darkvision up to 60 feet.
Kobolds get +2 on Craft (Trapmaking), Swim, and Drive (Boat) checks.
Kobolds no longer are sensitive to light.
Favored Class: Rogue

puppyavenger
2007-11-25, 02:22 PM
By the way is there any way to stat out drugs?

DiscipleofBob
2007-11-25, 03:31 PM
By the way is there any way to stat out drugs?

Do you mean in general or within the context of this setting?

If in general I would just use either stats for poisons with a second Fort save to resist addiction, or take Potions and make them cursed items. Like a drug for Cat's Grace would give you a +4 to Dex for so many rounds, but than for much more rounds afterwards give you a penalty instead.

I went back and edited some of the racial entries to include stats that fit the flavor in this setting.

puppyavenger
2007-11-25, 06:39 PM
motercycles?

Moff Chumley
2007-11-25, 07:16 PM
That... is made of awsome. Just waiting for some misfit band of adventurers to burn the entire thing to the ground...

Nasrudith
2007-11-27, 04:22 PM
I would like to hear more about humans and also what is the currency? Gold?

DiscipleofBob
2007-11-29, 05:49 PM
Motorcycles I either have to borrow the d20 Modern book again to look up stats for or simply say they're similar to other mounts.

The currency, while still being called platinum, gold, etc. is really just appropriate colored paper bill currencies.

Humans in Detail
Humans in Darik City do not have a shared cultural identity. They consist mostly of random families and migrants from other cities who came to the city looking for work, refuge, or simply a new life. The only things that separates them from other migrant races are their sheer numbers and their ability to adapt. Humans are now by far the most populous race in the city, and have ingrained themselves in any part of society. Even otherwise untrusting races find themselves eventually taking on a few human employees. You can find humans as low-level office workers in the Outsiders' Corporations, as assistants in the arcane practices of the elves, as laborers in the dwarven communities, riding with the Worgs as one of the gang, or even running errands for the gnomes, halflings, kobolds, and goblins. This isn't to say that humans are only low-level workers. While all of the above organizations will be very hesitant to let any foreign race to get in their highest ranks, some humans have formed their own gangs, businesses, and organizations. Because of their likability and the ease in which they can socialize with other races, humans make great politicians. The current mayor of the city is Mayor Gordon Goodwill, a charismatic politician who "owes favors" to most of the major organizations who helped him reach his lofty position. As a result, he will pretend to do tasks for the good of the city, but rarely gets anything of real value accomplished, as it would hinder his benefactors' businesses.

Human Racial Traits
Humans are the same as they were in the Player's Handbook. Humans may choose between getting the bonus feat or choosing one other class feature from below based on their affiliation.

Humans affiliated with the elven mafia receive +2 to the DC of any school of spells in wizard and sorcerer class levels.
Humans affiliated with the Builders gain the Stonecunning ability, only it applies to all manmade structures.
Humans affiliated with the Parkers may use Speak with Animals once per day.
Humans affiliated with the Diggers gain Darkvision, but only out to 30 feet.
Humans affiliated with the Worg gain Half-Orc and Orc racial weapon proficiencies as well as +2 to Drive (Motorcycle) checks.
Humans affiliated with the Kobolds gain +2 to Fort saves made to resist harmful poisons.

puppyavenger
2007-11-29, 06:29 PM
How about...Haflings!

WillWolf
2007-11-30, 07:46 AM
I'd imagine that there would be some sort of Sewer-system that acts kind of like the Underdark, maybe?

Dragons? (DnD afterall)

How much is it post steam technology and how much of it is pre-steam? How much magic is prelevent in that soceity?

Giants, or for that matter, large creatures in general. Would they be able to fit into a medium-sized Sin City? What about small-ish creatures creatures (pets, slaves, citizens, seaguell-like pests?)

Chief exports and imports?

Oh how about Pallys? I'd imagine they'd be in a city somehow ruled by crime and grime. Probably none to happy about it either.

Shifters? I love me some Shifters >__>;;

Weirdlet
2007-11-30, 12:39 PM
How do those bikes work, anyway? Although a good reason for why they/other motor vehicles haven't taken over the world- it's only around the vaguely civilized city that they have both appropriate stretches of terrain and enough money to do the roadwork that would make them feasible.

Moff Chumley
2007-12-02, 01:24 PM
On the subject of Dragons and sewers, it would be very interesting a several dragons had taken residence in the sewers and formed their own gangs.

puppyavenger
2007-12-02, 01:51 PM
On the subject of Dragons and sewers, it would be very interesting a several dragons had taken residence in the sewers and formed their own gangs.

pity the bandits who decide to stash their loot there.

DiscipleofBob
2007-12-02, 02:22 PM
Ooh, lots of topics to cover since I last checked the boards! I don't really have the time to cover them now, let me just organize the information I get to work on so far:

Holidays (This one's going to be tough. I should probably decide a calendar system first.)

Major NPC's (Big Category. I'm thinking about just going through the books of classes and prestige classes and putting one of everything in their individual places.)

Major Places (Big Category, and one I have touch upon more. I have a vague map of the city, but I'm hesitating to post it until I know whether or not to add anything.)

Drugs (Also important, but not as much. Probably all I need to do is find some potions and combine them with potions or something for some major drugs.)

Motorcycles (Need to get my hands on d20 Modern books from brother before I do this. And come to think of it, this setting would work just as well without the modern touches. Just replace motorcycles with appropriate mounts or even just make them magical in nature.)

Halflings (This will be fun, though I probably need to do these guys and gnomes in the same bunch.)

Shifters (Another race I planned on including, but just didn't know where. I'll think of something. Probably live similarly to the gnolls.)

Paladins (I know paladins will have a much more lax moral code to the point where a Paladin and a Blackguard could be in the same party and still function without losing their class features, even though they'd still hate each other's guts.)

Chief Exports and Imports (Well, not you're getting all sociological on me. I'll think of some things, though besides immigrants coming and local drug runs, I imagine the city to be fairly self-sufficient.)

Giants (Briefly mentioned in the dwarf section, there won't be many left, but there'll be a few here and there. Common giant types like Ogres will probably be a fairly common sight.)

Technology Level (I'm debating on whether I should keep this full modern setting with magic elements, or whether I should make it more like Sharn where it's still fantasy setting, but magic has made technological wonders possible.)

Dragons (Probably not in sewers. Why not just polymorph into humanoids and have their own mansions. Still definitely a rarity, one that kobolds and the like fear.)

Sewers (Hm... I'll have to look up more on underdark. I know I was planning on having Drow and Duergar live on the surface just in ghetto neighborhoods.)

WillWolf
2007-12-03, 03:52 AM
In terms of being self-sufficient take a look at Cuba's agricultural practices.

And I vote either for the motorcycles to be magical steam-punk things or modern motorcycles, not mounts >__>;;

DiscipleofBob
2007-12-18, 01:57 AM
Halflings in Detail
Halflings hail from the far-east country of Chin, an ironically large country whose government is ruled by a constantly changing emperor and whose economy is reliant on small agricultural sources and large-scale criminal operations. The country was formed as loose coalitions of farmlands slowly integrated into each other to form a large, densely populated feudal nation governed by a self-appointed Emperor who, over the country's history has constantly been challenged and overthrown numerous times by various interchangeable power groups, which, other than names and relationships with other groups, are no different from each other. Halflings of Chin will claim to have a rich culture of art, architecture, and sculpture. In reality, these "elements of halfling culture" were ripped off from other nearby countries, such as the gnomish country of Kawaii. Very soon into Chin history, land became scarce as the population boomed. Small, poor ghettoed cities were quickly formed. The economy never improved, and the government was to blame. Criminal societies were soon formed, each one either raiding other countries or usurping the emperor to unsuccessfully lead a new "dynasty" which would last anywhere from a week to a couple years at most. Many halflings who had no such affiliations or who were low in their respective organizations came to Darik City to start a new life, usually a life of crime. Some still loyal to Chin started trade routes (even those that were less than legal). Some became self-proclaimed artists who ripped off of other musicians to fuel their own careers. Most however simply became con men or rogues for hire.

Halfling Statistics
Halflings are the same except as follows.

Halflings instead of their normal skill bonuses gain +2 to the following: Sleight of Hand, Disable Device, Forgery, Bluff, and Open Lock.
Halfling base land speed is 30 feet. Halflings have learned to be quick on their feet.
Halflings do not gain the +1 bonus to all saving throws, though they do retain the +2 morale bonus against fear. Whether it's through sheer stupidity, necessity, or courage, halflings are not easily intimidated.
Halflings do not gain a +1 bonus on attack rolls with sling. They gain a +1 bonus on attack rolls with daggers. This stacks with the +1 on attack rolls with thrown weapons.




Gnomes in Detail
Gnomes are a race of pride and humility, of ingenuity and technology. A gnome's honor is unfallible by foreigners, but is easily destroyed by one's own mistakes and faults. The gnomes hail from Kawaii, a technological wonder with unfortunately few raw resources. This forces the gnomes to open up their borders to otherwise untolerable foreigners. Their attempts at diplomacy are even further hindered by the fact that no one seems to be able to take the gnomes seriously. Eventually, diplomacy was left to the crime families, as they had the brute force and the intimidation to back up their transactions. The gnomes mostly deal in manufactured goods, anywhere from toasters to illegal arms. Gnomes cannot stand the halfling culture, either at home or in trade. Their first meeting was when halfling bandits crossed the border to raid gnome workshops, and they have found less honor in halfling actions and history than they have in any other culture to date. Gnomes generally regard other races with distaste. Those who've gotten to know dwarves, however, see them as a very honorable race. Gnomish religion has them worshipping a complex pantheon of ancestral spirits turned deities, reincarnated into the very elements themselves.

Gnome Statistics
Gnomes have the following racial stats

Gnomes have the following racial stats: -2 Strength, +2 Intelligence, +2 Wisdom, -2 Charisma. Gnomish minds are among the keenest, if the most underestimated, but their feeble figures and presence proves a hindrance in their everyday life.
Gnomes gain a +2 bonus on all will saves. This bonus replaces the usual +2 bonus against illusions.
Gnomes gain a +1 bonus on attack rolls against halflings, who they view as dishonorable miscreant scum who they are shamed to share a border with. This replaces the usual bonus against kobolds and goblinoids.
Gnomes do not gain +4 dodge bonus AC against giants.
Gnomes do not gain +1 DC to illusion spells
Instead of the normal spell-like abilities, Gnomes get the following once per day: Arcane Mark, Detect Magic, Identify, Mage Hand, Prestidigitation, Read Magic
Gnomes gain a +2 bonus to all Craft skills, Use Magic Device, Spellcraft, and Listen.
A gnome's favored class is Wizard instead of Bard.

DiscipleofBob
2007-12-26, 09:13 PM
Paladins - Paladins are few and far between in Darik City, though more of the variants (Paladin of Freedom, Slaughter, Tyranny) and the fallen Blackguard exist than the "traditional" paladin. Paladins are still bastions of good who, should they come to the city for whatever reason, will try and fix what little they are able to in the contexts of their lives. Paladins of all kinds are most often found in the DCPD, finding that a position of law enforcement gives them the best chance to protect good and punish evil. Paladins follow no particular religion, though often receive assistance from Arkan, the good outsider corporation. In fact, one of Arkan's chief focuses seems to be increasing the paladin population in Darik City. Paladins have a much more lax moral code. Although they will still never willingly commit chaotic or evil acts, if they believe their actions are for the greater good, then they can do so without affecting their alignment or losing their class features. A paladin can take levels in another class and still take levels in paladin later. Finally, paladins can associate with decidedly evil individuals as long as they disapprove of their actions, make some attempt at curbing the evil actions and consequences of the individual, and do not join the individual in committing evil actions. A lawful good paladin and a blackguard can even work as partners in the same squad car in the DCPD as long as the paladin tries to minimize the blackguard's damage, although various moral debates are inevitable in such a partnership.