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[Deneguhl] Government and Law Enforcement

Government This material is sketchy, mostly just to give me an idea of what things are like at the very top. The Grand City of Deneguhl is ruled by a republican assembly, with 66 senators from the three cities - 33 from Deneguhl, 22 from Alkuth, and 11 from Spire. Deneguhl: A chaotic assembly of representatives of "guilds", many of which are more like political parties, lots of street violence, duels, backroom deals. Think Gangs of New York. Reps are called "proxies" and serve at the pleasure of the mob that is the bulk of each guild, can be called to vote of no confidence at any time at group meetings. Democracy, but bloody. Alkuth: A highly functional but rigid senate of appointed Elders, very out of touch with current culture, but also wise. Probably the most functional form of government in the city. Spire: A king and his small dynasty (space for a few princes/princesses and royal cousins here) are a figurehead. Real political power is concentrated in

[Deneguhl] The City of Cities

Deneguhl (DEN-eh-GOOL) is not the name of a world, but of a city. I see it as the sort of grand city one might find in other D&D settings like Waterdeep or Greyhawk, the sort of central hub a campaign can begin from or culminate in. These cities are a staple of fantasy and make a great start for worldbuilding, as they can be packed with suggestive flavor that can either be expanded on later. Deneguhl earned it's sobriquet not just by it's size - it's the largest city on the continent of Oneros, but because it is literally a handful of cities. The first city is the heart of Deneguhl, a sprawling, rotten town, former center of an unstoppable empire, now fallen from grace and full of decaying monuments, shantytowns built on top of crumbling manorhouses, and peopled by a prideful folk who both remember their empire and, simultaneously, have little interest in regaining it, choosing instead to thrive in trade and mercantilism, and as a naval power. I am unapologetically mo

Statement of purpose and system-thinking

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The Big Idea I'm going to develop and explore a world - the kind of world I've wanted to experience in my tabletop roleplaying experience - through solitaire roleplaying and other writing, with the (far-off, likely never reached) goal to produce a vibrant and interesting setting. The real goal is to cater to my own specific tastes - immersive settings, deep character interactions, romance, all using rules systems that I can tweak or adjust to my own desire, without concern for other players at the table or anything other than an imagined audience. This is likely to be a long-term project, one that will encompass multiple campaigns and bursts of writing. It's likely that progress will pause for long periods. This isn't a sprint for me, it'll be a marathon, stretching across years and game systems and multiple characters. Systems & about me I've played a lot of D&D. I got my start playing AD&D 2nd edition, and I still have a deep love for that