Places in Orre: Difference between revisions

From GURPSworld Wiki

Line 34: Line 34:
Most everyone in the village is poor, but the village is self-sustaining and relies little on trade, which rarely finds its way there due to the wet and unpleasant climate, along with the horrifying reputation.
Most everyone in the village is poor, but the village is self-sustaining and relies little on trade, which rarely finds its way there due to the wet and unpleasant climate, along with the horrifying reputation.


= Perks of originating from Clockwise =
=== Perks of originating from Clockwise ===


Due to their pact with the demon of Intelligence, the villagers of clockwise have Compartmentalized Mind and can take both Ritual Magery and psionic abilities. However they suffer a Divine Curse (-25) that acts as a combination of Unluckiness and Total Klutz. They also have a -5 Social Stigma (Clockwise); most people prefer to keep these people away from anything delicate and react at a -1 when asked to give up something fragile or personal.
Due to their pact with the demon of Intelligence, the villagers of clockwise have Compartmentalized Mind and can take both Ritual Magery and psionic abilities. However they suffer a Divine Curse (-25) that acts as a combination of Unluckiness and Total Klutz. They also have a -5 Social Stigma (Clockwise); most people prefer to keep these people away from anything delicate and react at a -1 when asked to give up something fragile or personal.

Revision as of 02:30, 16 February 2012

Overview

Just as there are six elements ruled by six goddesses, there are six major cities, each devoted to one particular goddess. Most cities don't appreciate magic from rival schools, and the opposing school tends to be outright banned. Each city is known for a particular thing, and PCs can be from any of these cities.


Middleton, the City of Trade

Middleton is the biggest and most diverse city in Orre. Surrounded mountains to the north but accessible to the south, it's a popular place of immigration and trade. Additionally, as its name suggests, its smackdab in the middle of Orre making it a popular place to stop on the way to other cities. Middleton's patron goddess is Shor, the goddess of light.


Social Structure and Economy

Middleton is ruled by the Board of Mages who appoints an Archmage to create laws which the board then votes upon. There are six mages on the board, each representing an element. Though this is meant to provide representation, they are hard pressed to agree on anything and often most votes end in a deadlock.

The position of Archmage opens every five years. However, more often than not the same person is elected.

There exists a large gap between the poor, middle class, and the rich. The rich live in the Upper Quarter, the middle class live in the Merchant Quarter and the poor live in the Traveler's Quarter. It is illegal to sell a house in the Upper Quarter to someone who lives in the Traveler's Quarter. It is frowned upon (though not illegal) to sell a house in the Upper Quarter to someone in the Merchant District. There is no issue with advancing from the Traveler's Quarter to the Merchant District.

The primary trade goods in Middleton are metals and armor. Middleton is renowned for its superior blacksmiths. The town makes most of its money off taxes from traveling merchants.

Perks of living in Middleton

As Middleton is a melting pot of different cultures, there are no requirements or perks to living in Middleton. Anyone from Middleton may have magery, limited psionic ability, skill in any kind of weapon or unarmed combat, and may take up any kind of trade. Those with Psionic ability cannot take any form of magery if they live in Middleton. Those from Middleton may not take Trained By a Master, but they may take Weapon Master.

Clockwise, the City of Timelessness

Nestled deep within the Deep Falls Swamp is the town of Clockwise, so named due to the wise and disciplined folk who live under the glare of a clock gifted to them by their patron goddess, Indrid of water. There are many claims that its town and people made a deal with the elemental of Intelligence in an attempt to increase their mental capabilities. The elemental accepted, but in return placed upon them a curse of clumsiness and misfortune. Anyone who claims to be from Clockwise receives a lot of respect for their abilities... but are usually kept away from anything fragile. Communication out of the town appears to have ceased and those who have attempted to travel there never returned. Most believe it to be related to the curse.

Social Structure and Economy

The township places little value on money and possessions. The leader of the village is often the one considered the wisest and usually the eldest. This leader is merely an adviser in times of trouble, otherwise people are usually left to their own devices.

Most everyone in the village is poor, but the village is self-sustaining and relies little on trade, which rarely finds its way there due to the wet and unpleasant climate, along with the horrifying reputation.

Perks of originating from Clockwise

Due to their pact with the demon of Intelligence, the villagers of clockwise have Compartmentalized Mind and can take both Ritual Magery and psionic abilities. However they suffer a Divine Curse (-25) that acts as a combination of Unluckiness and Total Klutz. They also have a -5 Social Stigma (Clockwise); most people prefer to keep these people away from anything delicate and react at a -1 when asked to give up something fragile or personal.