Difference between revisions of "Deepfell"

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=== Licensed versus Unlicensed ===
 
=== Licensed versus Unlicensed ===
  
[[Category: Regions]][[Category: Deepfell]][[Categories: Settlements]]
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[[Category: Regions]][[Category: Deepfell]][[Category: Settlements]]

Revision as of 19:57, 9 August 2022

Deepfelltown.jpg
City of Deepfell
INFORMATION
Region:

Deepfell

Local Name(s):

The Lake Town, Deepfell, Barge Town

Dominant Terrain:

Marshy fens, stagnant water, river fork

Natives:

Lake People

Population:

Approximately 4,000

  • Transient Population is ~1,000-3,000 depending on the season
Population Breakdown:
Transient Breakdown:
Languages:

Deepfell

Government:

Landed Oligarchy

  • dominated by Merchants and Guilds
Currency:

Deepfell Tag

END


Terrain

Government

Heads of State

Religions

Church of Graelle & Avishan

Orthodoxy

Reformism

Draigwright

This very old religion is older than most others but is newer to these shores. Draigwright is dragon worship and it has a pantheon of good and evil Gods. It is a warlike religion that encourages plunder, and appeals to fire and brimstone law as well as the avarice of its followers. It is religion that does implicitly state that greed is good as long as the dragons get their cut. Draigwright is its own worst enemy as "good" followers battle "evil" followers. The "good" dragons have cleric themes around light, knowledge, life, healing and wealth while the "evil" dragons work around death, night, fear, wealth, etc.

Church of the Drowning Gods

These are old Gods that come from pre-Church of Graelle days and around the time of Draigwright. They are largely elemental in nature with common themes of storms, seafaring, travel, death, fortune, and the ocean. They have added local river gods to the pantheon.

Druidism and Nature Worship

Cult of the Deep Ones

The Deep Ones are a doomsday cult patterned on the utterly alien, cosmic horror of a being like Cthulhu. There are five of them, said to be impossibly ancient and impossible for a mortal mind to comprehend without going mad. Those that touch the Deep Ones mystically or psychically begin to warp into strange half-fish people. The Deep Ones have been a long-standing problem in Cold Harbor and in Deepfell. They are the most common patron for Warlocks and the most common lineage for Sorcerors.

Magic Use

While Deepfell has a few Churches to various Gods- most oriented to trade, travel and seafaring- Magic is not that common in Deepfell. An act of magic will surprise a Lake Person and their response could range from distrust to curiosity, to avoidance. Between Arcane magick and Theurgy (divine magic), Lake People are slightly more comfortable with Theurgy as long as it comes from a benign source. Deepfell has no native Arcane schools outside of Alchemy and thus, such trained people- even if once Native- probably had to go to Cold Harbor, go abroad or find a local master to apprentice with.

Clerics and Paladins

Lake People tend to be blase about religion and the divine in general, but they are also a superstitious lot. If you can get a God on your side for a safe voyage or a good business deal, then why not pay lip service? These Theurgists get the most leeway in the city and may be given favors or reduced fares for blessings and help. Being among these is the most likely path to magic that is looked on favorably by the populace at large, despite being seen as slightly odd.

Druids

Few Deepfellings "go native" and become Druids. Druidism is more common along the Veldtmen and the High Clan lineages. But Druids can gain respect from Deepfellings- especially if their magicks are oriented to plants and water. Druids are just seen as odd and "backward" but the generally Pragmatic Lake People give most Druids a pass, judging them individually.

Sorcerors and Warlocks

Superstition backed by dark history make Lake People deeply suspect of those that make pacts with the unknown, or have somehow been cursed. Deepfell has had to dislodge the cultists of The Deep Ones more than once. Sea, Annis, Storm, and Green Hag Covens are mythical problems for the town. And the fickleness of the Fey is remembered in Bardsong. But there is also a degree of envy here: Lake People don't like people having patrons that give potential rivals an edge. Most Warlocks and Sorcerors have to keep their true origins under wraps or they could be expelled. Warlocks and Sorcerors known to belong to the Deep Ones are summarily dealt with in the Fell Cages.

Abjurers and Diviners

These Arcane Spellcasters, while not having any native schools to learn at, are often imported and employed by the local Merchant Houses and Guilds. Guilds and merchants like to protect their businesses and forecast their fortunes. Both of these wizard types can find a comfortable life in Deepfell and will seldom want for the business. Their usefulness tends to dominate in the generally superstitious populace. But the average Lake Person, who cannot hope to pay their fees, may treat these Wizards with respect on the face- and charge them double. And there are always the overly envious who dislike these magic users based on their abilities alone.

Necromancers and Evocationists

Would you like a slow, muddy, suffocating death by drowning? Then throw around fireballs or walk into town with undead servants. The Lake People have a Fell Cage waiting for you, no pesky trial necessary! While Deepfelling hatred for necromancers is entirely based on stories and myths, their hatred of fire wizards is one of pure practicality. Their city is almost overwhelmingly made of wood and rope, built on timber. The hatred toward death wizards is much less formed and seems to be a kneejerk, residual reverence for the dead. Here, Lake People pragmatism seems to take a back seat. Corpses are somehow not just an empty shell. And Lake People are superstitious of ghosts and spirits.

Alchemists

Despite an overall dodgy reputation, Alchemists are a welcome form of homebrewed arcane user. Perhaps it is the concrete understanding that a potion is a bottled, one-use spell that anyone can use avoids the typical envy towards other Arcanists. Its a solid example of magic, not ethereal guesswork. Apothecaries are a necessary fixture in society, as healers. Brewers are a natural outgrowing of the distilling and beer businesses. And Poisoners find a ready business for the envious and upwardly mobile Merchants and Guilds- not for murder, of course. Just to temporarily get a rival out of the way. And if ever an Alchemist could truly transmute lead into gold? The only Alchemists who are likely to be run out of town or sent to a Fell Cage are those that dabble in Black Powder.

The Rest

Powerful Establishments

Churches

Workhouses

Orphanages

Guildhouses

Apothecary's Guild

Carpenter's Guild

The Shipwrights

Docking Guild

Dockmaster's Guild

Lending Houses

Mariner's Guild

Mining Guild

Tavern Guild

Weaver's Guild

Merchants

Organized Crime

Crime Families

Gangs

Fencing Guild

Thieves Guild

Assassin's Guild

Lake Irregulars

Courts of Justice

Jails

Bard Colleges

College of Whispers

College of Yarns

College of the Boards

College of Minstrels

College of Dirges

Common Trades

Merchants

Sailors

Craftsmen

Laborers

Sellswords

Entertainers

Sex Work

Pragmatism rules in Deepfell. It's impossible to get rid of the world's oldest profession. So Deepfell tolerates it and has a guild that regulates it. In Deepfell, the only legitimate sex workers belong to a "Docking Guild" to whom they pay a portion of their profits for protection, advertisement, and when necessary, medicine or contraception. Unlicensed sex workers have no such protections and are violating the rights of the Docking Guild.

Taverns versus Dockinghouses

The average licensed sex worker does not work out of a Tavern. Those comely wenches and serving boys are either not sex workers, or are under the table and unlicensed. Licensed Docking Workers already pay overhead to the Guild and so they can't afford further overhead from a Tavern. Taverns have a varied approach to sex work. What their patrons do is their business as long as they are paying customers. But if serving boys and wenches are making money on the side in sex work, the Tavern's owners likely expect a cut (since that is time they aren't serving). Other taverns want nothing to do with the whole messy business and prefer to keep sex workers out of their establishments.

Dockinghouses are Guild-run establishments that cooperate with the Tavern Guilds. These taverns and inns are sanctioned places for licensed sex workers to ply their trade in relative safety. Most rent rooms as a semi-permanent residence and work in the Dockinghouse as a server or entertainers. It is assumed that most workers in a Dockinghouse are "on the menu" unless they are wearing a black hat or a black collar.

Licensed versus Unlicensed