Sunday, May 29, 2022

Gygax 75# Creating the starting town: Port Mullen

 


The next step in my ongoing Gygax 75# challenge is to create a town that can be used as a base of operations for my players. After brainstorming I came up with the idea of Port Mullen, a landing point for the imperial fleet and the start of a penal colony.

  • A political faction and its rival - With this campaign I wanted multiple factions present. I have the imperial forces led by Lord Kov, the convicts led by One eyed Dan, the indigenous peoples led be "It that walks", the monarchy led by "King Hawkin II, the mercantile guilds led by the Coal Consortium and the holy order led by Father Da'em. 
  • The place where the characters could lose all their money - The seedier side of town has the  Screaming Gull gambling den, The Ruby Lady whore houses and an illegal fighting pit.
  • A place where people gather to hear news or speak their minds - The town square would be the place for merchants to sell wares, guild masters to acquire men to work, the town crier to shout the latest news from the motherland. Players will be able to buy information, people and equipment at the town center.
  •  A secretive guild hall and its reputation - The Imperial forces setting up Port Mullen to be a penal colony and adventuring point isn't the only reason for the fleets journey. Back in the mainland masked men exchange coins behind close doors, secret hand gestures and phrases are spoken at shadowy meetings and artifacts are collected, sorted and locked away. Who is the mystery group working alongside the mercantile group, why did they help fund the expedition and was the penal colony all a farce?
  •  The best place to obtain a hot meal and clean bed (or a crappy meal and a flea-infested pallet) - Being a newly established port I figure it would have constant streams of activity. Carpenters, merchants, soldiers, explorers and adventurers coming and going. I would have two main taverns within the port, The Blue Crown being more civil but having an old England feel for the imperialists. The second being the Butchers Arms a more salt of the earth, scummy, rougher reputation as the general hangout for the convicts.
  •  A religious center and the god(s) to which it is devoted - A small abbey dedicated to saint Josef has been built within Port Mullen's town square. Every seventh day morning is spent at the abbey. The congregation gather to sing hymns, receive blessings and give donations.
  •  A feature unique to this town (view of a natural wonder, a strange clock, a healing spring, etc.) - When the fleet landed they encountered resistance with a group of deformed humans, odd men and women with pale skin, fish like gills, and large bulbous eyes. The beings had gathered around a titanic stone monolith. Any attempt to move or destroy the standing colossus were in vain. It still stands just beyond the town square, looming over the town, casting a long, dark shadow. 

With the town in place, the dungeon ready, the game system good to go and the concept finished all I need is to populate the town with a handfull of NPC's and I'm about ready to play!

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