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Artimidor Federkiel
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« on: 06 July 2002, 02:48:00 »

This is what Judith mailed me today concerning Marcogg:

Here is a preliminary view of Marcogg. It doesn't have the codes because that will wait till I start scripting. But you'll note I did it the right way around this time - instead of doing the writing first, then making a map, then adding directions and a grid, I've STARTED with the grid!

There are still some blank areas and buildings that can be named, if you have any suggestions....


*hehe* Yeah, right! A wonderful grid you've done here, Judy! As has been said: Suggestions always welcome!


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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
Bard Judith
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« Reply #1 on: 06 July 2002, 03:44:00 »

The spectacular city of Marcogg is centred around the famous seven falls of the Mashdai River, also known as the Vildegg Bend.  Vast basaltic ridges fan out from the massive Achare Peak which dominates the horizon, forming the ledges over which the falls tumble, and the steps upon which the city proudly rises.

Many of the buildings are constructed from the dark local basalt, or from white clay brick imported from the Greifen Marl area.  The contrast of black and white, with the sparkle of the river cutting through it, is quite effective from a distance.    Here and there the old city walls may still be seen, although almost destroyed by urban expansion, overbuilding, and the thrifty Marcoggian habit of recycling handy bits of cut stone that seem to have no immediate purpose.  

Three large markets which run on alternating days of the week serve Marcogg's needs: The Produce Market, where the fresh goods from the southern farmlands of Twynor are brought, the Fish Market near the docks, and the Central Market, where almost anything else may be bought, sold, bartered, traded, or acquired for a price.  

On the highest Step of the city the Great Temple and the Ducal Palace stand like guardians on either side of the First Falls, all of Marcogg spread below them.  

Bard Judith

Edited by: Bard Judith at: 7/6/02 2:31:54 am
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« Reply #2 on: 07 July 2002, 03:12:00 »

Can we name the low bridge the "Sunrise Bridge"?  It does face east-west and maybe it will give someone an idea for a story or a reason for calling it so.  Just an idea.



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Winlok
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« Reply #3 on: 08 July 2002, 05:32:00 »

Right beside the Money Lenders shop is an unamed building, if you were to call it the Old Thieves Guide it wouldn't seem like an out of place name. IMO

This could very well be for some other map instead. By calling it an Old Thieves Guide, you have the option of either naming another building the New Thieves Guide or there is no thieves guide anymore, and hence you don't have another Thieves Guide.

Another option is to take away the word " Old", and have it a say just the Thieves Guide.

Last but not least, you could go this way, every town has some sort of Thieves Guide.

I'm sure Anaea wouldn't mind the last one :lol  

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Bard Judith
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« Reply #4 on: 08 July 2002, 15:03:00 »

Winlok:

As I have some severe problems with the concept of a Thieves' Guild in the first place, I'm going to object to that   right here. Please do not think that this is a personal attack upon you or your suggestion:  this is a response to a number of ideas and misconceptions that have arisen lately.

One:  although there were many guilds and organizations in the middle ages, a Thieves' Guild was NOT one of them.

Two:  if the average cutthroat/pickpocket/rogue had had enough trust and personal competence to organize or join such a group, he would probably be able to earn his money in some easier and less risky way (there were plenty of 'victims' willing to fight back, not to mention that in Santharia we currently have plenty of peacekeepers, knights, and armed people walking around)  Plus, Marcogg itself is not large enough to support that many 'predators'.  Try Remusiat.

Three:  If such an organization, against all odds, did exist, it certainly wouldn't rent a house in the middle of town and then put a sign on the door!

If a role-playing character is walking around a strange town, the most likely way for him to encounter a thief would be when he goes to pay for his drink in a crowded bar and realizes that his money is already gone.  Or possibly he might incautiously walk down the wrong alley and wake up naked in a few hours with a splitting headache.  He is not about to walk into a house which is clearly labeled "Thieves' Guild" and be matter-of-factly accepted by the local burglars!  

And if someone wants to play a thief character, an unauthentic and unfortunate 'class' product of the RPGing world, they can bloomin' well wander around the rougher quarters of town until they meet a likeminded individual in a low dive, or hang about the rich quarters hoping that a merchant has left his house unguarded.  

The thieves of the middle ages were one step above beggars.  They were neither the romantic Hollywood visulization of Robin Hood and his Merry Men, nor the muscular Conan scaling high walls, nor the sly Mafioso-types beloved by a number of D&D type writers.  They were rough, desperate men who worked on their own.  If they thought they needed help for a certain job,  they might team up with someone they knew for a short time, but little trust existed in such relationships.  

Great crimelords existed - they were known as nobles.  


Bard Judith


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« Reply #5 on: 09 July 2002, 02:26:00 »

i just have to say Judith You ROCk:)  Keep up the great work.

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Artimidor Federkiel
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« Reply #6 on: 09 July 2002, 07:22:00 »

You're not the first one to notice this:lol  


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Winlok
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« Reply #7 on: 10 July 2002, 09:42:00 »

WELL! I have never been so insulted in my life. I think I'll just go cower in this corner, and have a good cry. :lol  

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Bard Judith
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« Reply #8 on: 10 July 2002, 13:23:00 »

(Hugs Winlok) Hey, if two bards can't thrash things out...

I put this over in the Misc. Section by the way - got plenty of attention.  Then had my knuckles rapped by the Great Sage, so I will have to pull my horns in and join you in your corner.

Guess there will be an underground criminal organization, but dang if I'm gonna write it in!  (glares defiantly around from her corner...)

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Tyrian Jadewalker
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« Reply #9 on: 11 July 2002, 02:48:00 »

so all you do is just say there is an abandoned warehouse...if you want an underground thief guild then you could just have a hidden door to the basement that noone knows about...then they have to figure out where it is or have someone tell them...

i hear thieves are not very nice to unwanted guests

:)  

Tyrian Jadewalker

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Artimidor Federkiel
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« Reply #10 on: 11 July 2002, 10:39:00 »

Yeah, we'll hide thieves guilds deep, deep down somewhere so that Judith will never find them:lol  

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« Reply #11 on: 11 July 2002, 11:07:00 »

Why not put one on the Ethereal Void, no one would think to look there. And with a little luck, no one would even know it existed.

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