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Post by DangerousPuhson on Jul 15, 2019 18:08:03 GMT
Since nobody else upped for the third starting settlement (the "alignment = good" one), I'll take a stab at it.
Background
Fort Havensparr is the most central permanent settlement of the badlands. Originally a rallying point for bandit raids and ambushes, the fort began as a 10-storey steel obelisk, erected by the The Vanished for some long-unknown purpose. The obelisk, somehow crafted from a single piece of steel without seam or rivet and capped by a hollow dome enclosure, has long attracted wanderers with its reflective shine. Beneath its shadow, great groups of raiders and marauders would gather to prey on newcomers to these lands, and would dissipate just as chaotically. A few over the years had managed to cut holes into the side of the hollow obelisk to gain access, but such refuge was only ever temporary. The monument always changed hands as soon as someone stronger came along.
Enter The Fourth Mission of Reformation and Rehabilitation (or simply, "The 4th") - a crusade of clergymen, humanitarians, law-bringers, and well-doers from all faiths, charged with caring and protecting what Exiles they could in hopes of converting them to their respective religions. The 4th made their camp (as all newcomers tended to do) at the base of the obelisk. There they set up aid tents, chapels, healing circles, bread lines, and all other manner of good charitable work. They named their camp Havensparr - the Spear of the Heavens - and worked to fortify the obelisk, converting it into a veritable stronghold. From that point on, Havensparr would act as the staging ground for new excursions made by do-gooders looking to tend to the heretical, "lost" Exiles of the badlands.
Since the settling of the 4th, the obelisk has had something of a major facelift over the years. Doorways and windows were cut into the side and fortified against siege. Floors were built within the hollow heights, as well as a surrounding framework of scaffolding, catwalks and gantries, all spiraling upwards to the top. Water-collection troughs feed into kitchens and leprosy baths. Balconies and battlements dot the exterior, ever watchful for raiders. The hollow dome at the peak is now a huge, bustling farm for fungus and insects; staples in Fort Havensparr diets. Though the 4th originally touted itself as a "rehabilitation effort", only those who can behave themselves are welcomed in the fort - those who can't are mulched into fertilizer by bands of paladins charged with keeping the peace and protecting the weak.
Religion
Fort Havensparr is a hotbed of religious posturing. No fewer than ten different religions circulate among the Exiles of the fortress, with further introductions being made with each new batch of missionaries and preachers. Religions are "phased" out when all practitioners die, leave or are converted - such shifting spiritual allegiances are of great importance to the economy of the settlement, as well as the machinations of those in power here. Leaders of faith communities decry one another in public statements, and jockey for the recruitment of converts from the badlands. Just as one religion begins to take a foothold among the Exile population, a backroom deal will sway new converts to another congregation, bringing balance to the theocratic political landscape. Such shifts are ironically always conducted with a phony degree of politeness and honeyed words, as provable violence by any one faction is motive for sanctioned execution. Differing religious sects seek to outdo each other in acts of kindness, lavishing upon the Exiles great comforts and promises of salvation in return for their spiritual allegiance. The church with the largest congregation gets to dictate the law.
Economy
Officially, Fort Havensparr has no commerce or currency - such things are trappings of greed and evil, according to many. Instead, goods and services are swapped through a crude barter system and promises of joining a congregation. The church of a harvest god may offer food in exchange for time spent on the insect farm and regular attendance to evening worship services. The church of a goddess of health and home will provide firewood and medicine to anyone with iron to offer, and a public declaration renouncing their current faith. It is not uncommon for an Exile at Fort Havensparr to change faiths three or four times throughout the course of a day - so long as they honor the commitments they've made to attend services, then the clergy is satisfied to count them as a follower. Church leaders have come to understand that holding grudges over renounced faith is a good way to ensure a small congregation, so such changes in faith are usually forgiven. Outsiders visiting the fort are usually given literature to distribute in the badlands or are ordered on crusades against evil in lieu of making payments for everyday goods and services. Coin has no value to The 4th, though it will find value among Exiles passing through.
Laws
Bloodshed or bodily harm of any kind is the one law that always remains resolute; the rest are subject to whichever church happens to be the most populous, though they tend to adopt the same universal code as anywhere civilized (no stealing, no rape, no public disruptions, etc.). Violence is met with violence until the offender is dead, either by combat or sanctioned execution. Weapons are only allowed to be carried and used by a designated paladin defender - all others must discard or stow their weapons before entering Fort Havensparr. Magic use through the Fort often shifts between being legal or illegal, depending on which church is calling the shots - the harshest offenders of non-violent magic use are generally kicked out.
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Post by The1True on Jul 16, 2019 7:59:53 GMT
I love the vivid setting. The vertical village; nice! There have been a couple of recent OSR products revolving around adventure towns built around a spire dungeon though, so I don't think we should situate our main dungeon inside the obelisk if that's where you're headed with this?
On one hand, I feel like we touched on religious lunacy with the Pastures. On the other, I love the pre-Reformation-like religious complacency represented by the faith-trading going on in the markets; almost a counterpoint to the stern fundamentalism going on in the Cracks. Maybe Wilhelm Bowman led his ardent followers away from this very place? Maybe there's still not a lot of love lost? With the canyon route reopened, maybe even a little intrigue?
Is the fungus and mulch in the dome a tie-in with the mulch pits in the Pastures?
I like these guys too because they could have a variety of responses to the other major factions. Maybe some of the religions welcome the BEGs and their rigid discipline while others rail against their cruelty. Are the Havensparrs purely defensive and thus welcoming to all in need and therefor untouchable by the feuding factions of the Wastes or do they have a militant (Knights Hospitaler) wing and a particularly hated (chaotic) foe?
I'd love to throw some mining and industry in with this. Make these guys the armourers/weaponsmiths to the wastes? Even cooler if they're mining something rare and interesting out of the mysterious obelisk that makes for items with unusual nonmagical properties and an excellent base material for cheaper or more powerful magical one.
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Post by DangerousPuhson on Jul 16, 2019 12:20:26 GMT
There have been a couple of recent OSR products revolving around adventure towns built around a spire dungeon though, so I don't think we should situate our main dungeon inside the obelisk if that's where you're headed with this? No no, not a dungeon. Just a settlement.... maybe one "break into an upper level" heist quest, but nothing meant to be crawled through. That being said, it would be kinda cool if at some point this place changes in a major way that turns it from a settlement into a form of dungeon... Either the BEG come and take over the place, or a virus outbreak (from their own food fungus?) turns everyone into infected monsters... I'll have to think about that one. Is the fungus and mulch in the dome a tie-in with the mulch pits in the Pastures? The fungus was more along the lines of "what could they grow in that hollow dome which wouldn't need a whole lot of sunlight?" The reason I put food production in the dome is because it keeps the whole place much safer from bandits (a constant problem) if there's no sprawling farmland around the Fort. There's nothing saying the two can't be related though - perhaps Bowmans took their mushroom farming know-how with them when they left Havensparr. Are the Havensparrs purely defensive and thus welcoming to all in need and therefor untouchable by the feuding factions of the Wastes or do they have a militant (Knights Hospitaler) wing and a particularly hated (chaotic) foe? I'd love to throw some mining and industry in with this. Make these guys the armourers/weaponsmiths to the wastes? Even cooler if they're mining something rare and interesting out of the mysterious obelisk that makes for items with unusual nonmagical properties and an excellent base material for cheaper or more powerful magical one. The intent is that they are a defensive faction, a bastion of sorts for Exiles. But they're also super picky about who they want around and kinda jerks when it comes down to it; they've lost vision of the original reason they're here, which was to act as rehabilitation missionaries and help the destitute. Since there are so many different religions in the Fort, the paladins don't have enough cohesion to march out into the badlands to claim territory - if you encounter paladins from Havensparr, it'll likely only be a couple who have "protect the pilgrims" style oaths like the Knights Templar, and not some big group going to feud with the other factions. As for mining, there might be a shifty Exile or two who pulls pieces off the obeslisk for scrap steel, but by-and-large the economy and weapon ban of this place just doesn't warrant that kind of industry. Most everything revolves around basic survival needs - food, clothes, shelter, medicine, etc. and since there's no use for money here, industry is minimal. My bet is when they need a resource, like wood or iron or something, they put together a "work expedition" into the badlands, protecting the Exiles (who are working as their form of "payment" for stuff) with paladins. Maybe they have an iron mine a few miles away that they used to use, but the BEG swept in an took it (side quest to get it back?). That's my take on things so far anyway.
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Post by DangerousPuhson on Jul 16, 2019 18:23:30 GMT
Sidequest - Membership Drive
Upon the party's first arrival to Fort Havensparr, they will be approached by a "Archbishop of the Sun God" hoping to get them on board with attending the next day's sunrise service, where he promises fine morning wine, invigorating pampering, and powerful blessings from the sun. He is adamant that they show up at all costs, and is supremely excited if they accept. His offer is genuine, but if the party agrees then they will have inadvertently tipped the power balance of the Fort, as now the Sun God's church just so happens to have become the one with the largest congregation (the Archbishop joyously decrees this when the group agrees to attend the service). This will make the party a target in town for the other religious leaders, who will use different tactics to try and sway the group away from the sunrise service:
- The Church of Lust will send a pair of attractive agents to spend the night, hoping to keep the party asleep or distracted so that they miss the sunrise service.
- The Fellowship of Good Deeds will make an offer that instead the party should join them that morning on a "juicy tip" to collect an unguarded supply cache of BEG goods. The supplies are actually well-guarded, and the whole thing is just a distraction.
- The Followers of Saint Rhondis will attempt to poison the party's breakfast with sleeping potion.
- An group of mercenary Exiles will make an assassination attempt on behalf of a church. They'll have clues leading to the person who hired them, the Archbishop of the Waxing Moon, which could cause a massive upset in the community (and a few public executions).
If the party does manage to attend the sunrise service, they get a blessing of the sun god (a decent boon), plus because the archbishop is the new lawmaker in Havensparr for having the largest church congregation, he allows the party to dictate one law (within reason).
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Post by grutzi on Jul 18, 2019 19:16:25 GMT
Love the whole thing
One Idea I had regarding the obelisk
There are multiple obelisks nested inside of each other, all made of different, slightly magical metals created by the Vanished.
Outer Shell: 10 stories high, Stainless Steel Polished, stainless steel of the highest order Theme: Perfection, halted decay
Metal effect: Nevers rusts or gets dull.
First level 8 stories high, Rainbowcopper. An unaturally hard, somewhat coarse copper that reflects light in all colors of the rainbow. Theme: Colors, light and shadow
Metal effect: color related effects, light shadow play, see invisibility?
Second level
6 Stories high, Moonsilver smooth silver shining with an inner light, reflecting everything kind of blurred. Theme: Moon, dreams, ghosts
Metal effect: hurt, see, interact with ghosts, travel dreams, ...
Final level 4 stories high, Soulgold A polished, dark metal of golden hue that reflects everything in perfect clarity except living things which it doesn'T reflect at all (Ok thats stolen from the movie sphere ... but i always loved that effect ) Theme: Divinity, faith and Soul
Metal effect: hurts the soul, not the body, summon divine being, channel divine energy,...
The different relidous factions would all try to get as deep into the obelisk as possible to harness the magic metals inside. Maybe at the start they have just breached the rainbowcopper walls and discovered the moonsilver wall?
Maybe the final obelisk .. the divine golden one is the reason the place attracts religious people in droves? Maybe it's like a beacon of divinity sending out signals and everyone who believes somehow gets drawn there subconcioussly?
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Post by The1True on Jul 19, 2019 21:04:44 GMT
The different relidous factions would all try to get as deep into the obelisk as possible to harness the magic metals inside. Maybe at the start they have just breached the rainbowcopper walls and discovered the moonsilver wall?
--Is that a vote for a bit of mining and crafting going on at the settlement? I'm just thinking it would be cool if there were reasons for the PC's to make shopping expeditions to the various settlements...
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Post by DangerousPuhson on Aug 7, 2019 19:29:00 GMT
I'm going to re-work the premise of this one. I think I'll downplay the whole "convert to my religion" as a form of currency; it feels too janky right now, too much for a DM to track and a bit absurdist.
I still like the idea of this being the "good" settlement by virtue of it being a missionary haven protected by paladins, but perhaps instead of the multi-theistic thing I'll do a single overbearing religion that is charged with protecting the weak and needy (ie. the Exiles, those cast away by society and in most need of redeeming). All this could be a cover for their REAL reason for being in the Wastes: mining that sweet obelisk alien metal.
I like the idea though of the "town" being built up around the obelisk, like in an Ewok village kind of way with scaffolding and rope bridges and stuff, with the bottom around the obelisk being purely a crusade fortress. I really need to get a map together for this one - time is not on my side these days.
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Post by The1True on Aug 8, 2019 18:32:56 GMT
I don't think the concept is too absurd. Maybe the faith-as-currency was taking it a little too far, but the idea of splintered sects (semi)peaceably battling for political control of a critical piece of Wasteland real estate is pretty solid. And it's a neat mechanic that a PC's brief obedience could suddenly and dynamically swing the scales of power one way or another. I'd love to see a bit of mining, crafting and stifling Lawfulness thrown in, and it would be cool if a couple of the sects had outwardly pushy, militaristic wings as a foil to the chaotic banditry of Arnlaug's citizens.
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Post by DangerousPuhson on Aug 9, 2019 15:16:29 GMT
Noted, and agreed. I will re-tool to incorporate various sects/factions within Havensparr.
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Post by The1True on Sept 20, 2019 9:41:53 GMT
Did you ever manage to circle back to this DP?
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Post by DangerousPuhson on Sept 20, 2019 12:09:40 GMT
Write-up on its way. Should be posting it here by end-of-day.
I'm trying to figure the best approach to take with a map. My gut says I should stick to my roots and Photoshop something - if that's the case, the map will come some time later (just moved in with my girlfriend and my computer/workspace still needs to be set up).
EDIT: Got busy at work, probably closer to posting by the end of the weekend rather than the end of today. We'll see.
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Post by DangerousPuhson on Sept 23, 2019 17:01:01 GMT
Background
The Havensparr ("Spear of the Heavens", in the old tongue) is a 10-storey obelisk of reflective steel set deep into the wasteland. Built by the Vanished for some unknown purpose, the obelisk consists of several layers of alien metal nested within one another, all encased in a stainless-steel outer jacket. A rounded top gives the obelisk a distinctly "spoon-like" shape, and reflects the light of the sun miles in all directions.
Initially the Havensparr's mirrored sheen attracted new exiles, and acted as something of a rallying-point beacon; pilgrims to the site learned quickly that the obelisk was just as effective a lure for murderous bandits to prey on the gullible newcomers. Beneath its shadow, great groups of raiders and marauders would gather to prey on newcomers to these lands, and would dissipate just as chaotically. A few over the years had managed to cut holes into the side of the obelisk to gain access, but such refuge was only ever temporary. The monument always changed hands as soon as someone stronger came along.
Enter The Fourth Mission of Reformation and Rehabilitation (or simply, "The 4th") - a crusade of clergymen, humanitarians, law-bringers, and well-doers from all faiths, charged with caring and protecting what Exiles they could in hopes of converting heretics and rehabilitating criminals. The 4th made their camp (as all newcomers tended to do) at the base of the obelisk. There they set up aid tents, chapels, healing circles, bread lines, and all other manner of good charitable work. They worked to fortify the obelisk, converting it into a veritable stronghold. From that point on, the Havensparr would act as the staging ground for new excursions made by hospitalers looking to tend to the heretical, "lost" Exiles of the badlands.
Since the settling of the 4th, the obelisk has had something of a major facelift over the years. Doorways and windows were cut into the side and fortified against siege. Work spaces were carved within the obelisk heights, and a surrounding framework of scaffolding, catwalks and gantries were crafted, spiraling upwards to the top. Water-collection troughs feed into kitchens and leprosy baths. Balconies and battlements dot the exterior, ever watchful for raiders. Finally, a stone wall encircles the obelisk and tent village for added protection.
Government
No formal system of government exists in Fort Havensparr. The stationed crusaders receive infrequent instructions from their superiors, and are generally left to themselves under the standing order to "help people". Interpretations of these orders are left up to the most senior officers, who coordinate the rehabilitation and reformation efforts of their individual subordinates. A caste system has developed organically within the Fort, with clergy and senior crusaders at the top, and exiles filling out the bottom ranks. Everyone at Fort Havensparr is expected to earn their keep... even the lame and deformed have their place tending to fungus gardens and transcribing religious literature. It is something of an open secret that those who are permanently bedridden (or otherwise unable to help out) have a tendency to "conveniently" die in their sleep shortly after arrival - few people know whether this is an act of mercy or perhaps something more sinister.
Religion
The crusaders of Fort Havensparr subscribe to a variety of different religions, though they almost all follow a doctrine that advocates mercy, kindness, and altruism. For this reason, there is little infighting amongst the sects, as all are united under a common goal of helping their fellow man. While the clergy is preoccupied with converting exiles to their specific congregation, crusader hospitalers are more keen to get out into the badlands to directly defend the weak and pacify the area, and so are less pressing with religion doctrine. Exiles come from a myriad of different religious backgrounds, and those with little faith can find themselves hounded relentlessly to adopt the teachings of some pantheon or another. Faiths that conflict with the general vibe of helpfulness and cooperation are quickly quarantined, lest their teachings permeate the settlement. Those who worship devils and evil gods are swiftly put to the sword.
Economy
Fort Havensparr has no official economy to speak of. Anyone in receipt of the charitable services at the Fort are expected to work in order to earn their keep. What the settlement craves most is food - breadlines run out of stock early and often, and locals are tired of eating insects and fungus for sustenance. As such, outside food fetches premium favors from locals. The most abundant resource at the crusader's disposal is medicine, collected in great stockpiles and traded away to neighboring groups for more food. Weapons are also valued at a premium in the Fort, primarily by the exiles who are not allowed to carry their own. Gemstones, gold and other valuables hold little sway in the slapdash economy here, as locals prefer more practical items which can ensure survival or help with daily chores.
Laws
Bloodshed or bodily harm of any kind is the one law that always remains resolute; the rest are subject to the whims of individual enforcers, though they tend to adopt the same universal code as anywhere civilized (no stealing, no rape, no public disruptions, etc.). Violence is met with violence until the offender is dead, either by combat or sanctioned execution. Weapons are only allowed to be carried and used by a designated defenders - all others must discard or stow their weapons before entering Fort Havensparr. Magic use through the Fort often shifts between being legal or illegal, depending on whom is calling the shots; the harshest offenders of non-violent magic use are usually run out of town. A small contraband network is rumored to exist within the walls of the Fort, trading in heretical materials and unsightly favors.
------------------------------------------------------------------------
End part I
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Post by DangerousPuhson on Sept 23, 2019 18:32:19 GMT
Part II
NPCs/Factions
The Topmost Council of Elders Though Fort Havensparr lacks official government leadership, many citizens and crusaders defer to a small council of seven trusted "Elders" - crusaders veterans of the 3rd Mission of Reformation and Rehabilitation, and senior members of the clergy. Known as "The Topmost" or "Them Up Above", the council holds closed sessions upon the highest balcony on the monolith, and serve as de facto arbitrators/magistrates for the settlement. The Topmost are well-respected, and though their judgments and rulings are not legally binding, crusaders all throughout the Fort enforce their decisions as if they were.
Hook: Traditionally, orders from superiors regarding the direction of the 4th Mission reach the ears of the Topmost first, which is partially why the group are so revered as community leaders. Lately the orders have been getting stranger and more dangerous. Whispers abound that the Topmost are inventing orders to further some agenda. Concerned crusaders would like to enlist an outside party to find out why, ideally with the utmost discretion.
The Hospitalers There are many crusaders in the Wastes who would rather take a proactive approach to protecting the Exiles, instead of tending to the already wounded and sick - these warriors form collaborative units called "hospitalers", and are charged with a pacification of the surrounding area. The Hospitaler movement is directed by a special council of paladins (the Council Hospitallar), who coordinate the building of strongholds and establishment of safe zones throughout the Wastes. While rare in the Fort, hospitalers are frequently encountered in the Wastes and are quick to come to the defensive aid of the innocent.
Hook: The Hospitalers are always in need of warrior-types to help them pacify the region. They especially seek escorts for shorthanded caravan routes and mercenaries to help clear out troubled areas of the Wastes.
The Guided and Ozzo The Pale Voice About three months ago, a hospitaler's bastard named Ozzo, a blind albino boy, has come to speak in great prophecies. At first, many of Ozzo's revelations were benign and fascinating to onlookers who admired the child's haunting accuracy. Lately, however, the child speaks of corruption and apocalypse, and now publicly decries the 4th as a doomed cause. Ozzo's prophecies are both alarming and embarrassing for the crusaders of Fort Havensparr, who would very much appreciate it if the boy were to be "silenced". Unfortunately for those in charge, Ozzo's following is growing each day; calling themselves "The Guided", Ozzo's disciples will defend the child to the death if they have to, and will likely spark a riot if anything happens to their beloved prophet.
Hook: Some of the elders of the 4th Mission would like Ozzo to "disappear". The matter must be handled discretely, as it has the potential to plunge the whole Fort into anarchy if exposed.
Father Wyckes A disgraced clergyman, Father Wyckes was once an exile alongside the others until he adopted a position of prominence in Fort Havensparr as the settlement's de-facto Captain of the Guard. On paper, he organizes patrols, arbitrates disagreements, and is charged with keeping the peace within the walls; in reality, he is an oppressive, unfair man, who is quick to cast out troublemakers for the smallest of infractions. His influence is seeping into the mindset of the guardsmen, who also find themselves less inclined to forgive and forget. If left unchecked, Father Wyckes grows his machinations for eventually assuming command of the 4th Mission, with intent to militarize the crusaders into a real authority amongst the wasteland factions. His first step is to have several influential crusaders arrested on trumped-up charges of heresy.
Hook: Father Wyckes has many enemies in Fort Havensparr, but fortunately carries enough material to blackmail his way out of trouble. He is always on the lookout for incriminating evidence, and pays well for the service. Conversely, there are many in the Fort who would pay equally well for any dirt on the Father.
Sterling's Scrapers When all settles and is quiet in Fort Havensparr, one can occasionally hear a sound of metal scraping onto metal. This is the effort of Sterling's Scrapers, a bizarre group of desperate exiles who are utterly convinced that they can dig through the tough steel exterior of the obelisk in order to get at the alien metals within. Led by a eccentric paladin named Lester Sterling, the Scrapers aim to reach the "heart" of the Havensparr, where they believe a great divine secret will be revealed unto them. Most people think the Scraper's are simply insane, and treat them as such - interestingly enough, they're not wrong. All of them are indeed touched with a form of madness, though none yet realize that the source of the madness is the very same prize they've been seeking.
Hook: Rumor has it that Sterling's Scrapers have recently dug into a new layer of the obelisk, made of a material they can't yet penetrate. Sterling himself will pay a small fortune worth of magical metal in exchange for a means of getting through. Unfortunately, it seems that exposure to this new layer of the obelisk is making The Scrapers more batty than usual...
Old Mick Mange Old Mick was a bandit whose gang preyed on folk camped out at the Havensparr in the days before the arrival of the 4th Mission. When the crusaders came, he swiftly betrayed his old crew in order to avoid execution. These days, Mick coordinates a soup kitchen and helps rehabilitate the local drunkards. Secretly, Mick has had a hard time abandoning his criminal ways, and now manages a smuggling network that brings contraband into the Fort. He is one of the few in the settlement who still values coin, and will gladly do trade with outsiders.
Hook: Old Mick Mange has many enemies - his old gang, the current leadership, and enforcers looking to shut down his black market operation. The long list of opponents make Mick an ideal target for a murder. Players might be hired to kill him, be hired to protect him, or be hired to uncover the identity of his killer should he be assassinated.
end Part II
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Post by The1True on Sept 24, 2019 8:38:14 GMT
Apart from Father Wyckes, who are the Elders? Can we give them a more militarized name? The Commanders? The Captains?
This place espouses mercy but there's no palliative care? Who is disappearing the bedridden?
Ozzo decries corruption at the top; who specifically has he pissed off and why?
Some compelling mysteries! Nice retool! We need a map!!
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Post by grutzi on Sept 24, 2019 12:06:52 GMT
The Topmost Council?
Or simply "The Topmost" ... As their meeting chamber is located on the tompost balcony on the Monolith. People on the street simply call em "Them Up Above".
This screams for a secretive, cult like police unit or assasins guild like group.
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