World building.2004.05.27.txt

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Places


Overall, this is a feudal society.

Start place - a shrine, where every generation or so a moongate arises and a Wanderer emerges. Some foodstuffs and basic equipment left by (offering left at the shrine, perhaps). An low-key encounter or two nearby, and a friendly NPC nearby.

Cave near start - small cave, perhaps an animal cave.

Dungeon to undersea passage with necropolis at other end - minor task to cross undersea that way.

Start town - a humble farming village. Contains the basics: food, shelter and basic utensils. A spare bed. Most trading will be with townspeople as opposed to merchants, but there will be a blacksmith. There will also be an itinerant trader. An herbalist or goodwife or hedge-witch of some kind. Peasant class. At least one soldier home recuperating, training a militia. Can learn skills from blacksmith. Probably someone who knows *of* the thieves guild, though thieves aren't tolerated in general. At least one orc or half-orc as a slave or menial laborer. An old hermit in the woods nearby with some knowledge of magic. Also a carpenter, hunters and fishers. Surrounding terrain is forest but cleared for fields. A palisade around the town or town center. Need a well in the town center. A headman who is one of the farmers. One modestly well-fortified building. This town is a fief of a lord who comes by every year or so. An elderly (retired) sargeant watches over the lord's interest. Industries: small-game hunting in the fields and surrounding woods, wild foods like mushrooms, berries and perhaps tree fruit, fruit trees planted in-town, grain and vegetable crops. Chickens, pigs, goats sheep and a few cattle. No butcher shop necessary. There is a common brewery/drinking hall, a mill (a miller), a common granary and a bakery. A fishing pond. A woodcutter. Blacksmith can get pig-iron from traders. Someone who knows how to tan hides.

Port town - a town on the border of a channel sea, where the player may buy passage as one possible means of getting to phase II.


Magic System Requirements


Targeting system enhancements:

Cone spells: specify arc first, then direction Splatter effect: show splatter radius as part of targeting cursor Bouncing betty targeting: specify sequence of targets for same spell