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@Sammael9216 @Danielle reaver Looking over both of your sheets there appears to be a misunderstanding, which I'll take some of the blame for. Player societies will not be newcomers to the Chasm, they will be sworn members (covenant) of the Chasmata. Your people will have united with the other player societies nearly a century ago to stop Roemheld from capturing the Chasm.
And every player faction will have more or less maintained the covenant after the war, for nine decades - as the campaign for the Chasm waged close to ten years. I remember spotting some other issues that need to be addressed, but I want to give both your sheets a second read before I list those.
@Archmage It's absolutely still open. If you'd like to join in please read through the introduction and signup guidelines. It wouldn't hurt to skim the lore page either for details about Roemheld and the Grand Chasm.
If you have any questions along the way, don't hesitate to ask. :)
Thanks, I think I have most of it figured out, I just got kind of tired of writing so I will go on tomorrow and look for some appropriate pictures. I've incorporated a large chunk of the history within the culture part because I thought they were inseparable.
Any room for one more?
No problem.My apologies Archmage, I remember reading that.
@Archmage While I appreciate your thought process, it does go against my own. I created a baseline of 10k - 12k humans for some semblance of cavern dwelling limitations. Obviously the Chasm doesn't have the abundance of resources the surface has, so supporting large populations of people is near impossible. In terms of food production, hunting and gathering is the norm as opposed to agriculture. Which is another population limit, as agriculture is far more efficient.
In terms of reproduction it would feel strange making your population greater than the ratlings and koas. As both of those groups spawn faster and require less resources than humans to develop. The trouble with bumping their numbers is it dramatically boosts their military, as their people are 90% or more warriors. Which leaves me in a bit of a bind in terms of faction design & balance.
A 12k population is a legit human city in the Buried Realms, so I'd prefer to keep Thunder Town right there. Despite your lack of manpower your warriors are better equipped, with some fantasy "engineering" you could make them elite.
@Kat the player settlements were only ever suggestions. Are you unhappy with your location? If so, where would you like to be?
Nevermind. I see where you put me. It was difficult to find at first, but I found it. I'm guessing it's near a major cavern then?
Considering resources for different things are scarce, should we assume that everyone gets their resources from the outside world? Or is it possible to get things like iron and metal and silk (from spider webs) down in the Chasmata? Or harvest food in the Netherwood?
Also, a long shot, but is it possible to steal and weave the silk of the glass spiders?
Also, what kind of resources are out there? I know there's food, metal, oil, coal... I'm trying to gain a comprehensive list so I can figure out what Ryendar lacks in resources.
The vast majority of your resources will come from the Grand Chasm and the surrounding Buried Realms. I'm glad you're considering them, as economies will be influential in my decision making. Minerals and metals are plentiful underground, so they will be your most exploitable resource. But you still have to work for them.
As to the spider silk, it most certainly can be harvested. It's one of the reasons I included them. They're a replenishing source of glass and fibers. But it's a dangerous business, as you can imagine.
Game can be hunted in the Netherwood, and birds can be trapped. Mushrooms are plentiful. As are Chasm River catfish - though Thunder Town is polluting the river. That might be something the Chasmata (you players) need to discuss...
Again, for those who missed my earlier post, there are also Roemheld smugglers who would be willing to trade with you. But you have to make their risk profitable.