Showing posts with label city. Show all posts
Showing posts with label city. Show all posts

Wednesday, 30 March 2016

More of Bastion

Ecky Burgh - Home of the Original Green Smoke



Pudding Deck
- Try the tiny but obcenely priced (1g for an assiette) desserts.
- Enjoy the only spot of clean air in the borough, with great views of others choking below.
- Hear the haunting voice of the wailing-waiter, an avant-garde performer in his second job.

Stack-Wack
- Buy an air-bag from one of the sickly urchins roaming the board-walks. Prices range from a penny to ten shillings depending on how desperate for air you look.
- Call into one of the tiny breather-bars that pump in clean(er) ambience and sell disgusting spirits to disappointed travellers.
- Hope the Green Smoke doesn't descend today (1-in-6 chance each morning/afternoon, d6 corrosive damage each turn just for being in it).

Drip-in-Pool
- Go under the greenish water and enjoy clean air from a rubber tube sticking out of the wall. Dozens of patrons sit around sucking on these, conversing in whatever gestures they can manage.
- Eat specially bred jellyfish live from the water as they swim by (the poolkeeper will swim by and charge 50p a jelly)
- At the top of each hour two prisoners are dropped from above in weighted shoes, each with a trident. If one manages to kill the other, the poolkeeper will (usually) release them from their boots.

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Piling District- Where Things Go to get Broken




The Smashery
- Pay 20s to get anything you like smashed by the finest industrial machinery.
- Pay an extra 10s to push the button yourself.
- Pay an extra 1g to get to try one of the new prototype methods. They're very secretive unless you pay, but they involve an annihilation beam.

Discharge Docks
- Here the debris from the smashery is loaded onto huge barges and taken around the rest of the city. Great place to catch a cheap lift.
- For 10s you can have an hour sifting amongst the debris to try and find something useful (you probably won't).
- Throwing a penny down the Bottomless Well is considered lucky, but don't fall in because it really is bottomless as far as anyone can tell.

Breaker Quays
- Witness some of the most ground-breaking street art in Bastion, made by the Smashers on their days off
- Hear street poetry on the nature of smashing things by day and creating by night
- See the jagged sculpture of the Silver Man, a giant astral being rumoured to have visited the district and helped to build the smashery. 

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Neptile Quarter - Adults must be accompanied by a child.




The Walkaways
- Avoid the pale children that legally own the district.
- Find the occasional creepy-heirloom discarded on the tiles.
- Peek into luxurious chambers kept pristine and locked away from childrens' hands.

Foggy Lane
- Visit the kindershops, selling the crap that kids are able to make without adult supervision.
- Take in a drousy cocktail of naptime-oil in one of the many sleepeasies
- Fall foul of some playground-level rule that you didn't realise, or that some kid is making up, and get banished from the district after paying a hefty fine.

The Crystalory
- Take an ornate canal ride through a maze of glowing, chiming crystals repeating the same stupid song over and over.
- Enjoy the narration of how the children came to inherit the quarter from Granny Neptile.
- Buy overpriced, useless crystals in the gift shop.

Wednesday, 16 March 2016

A Borough, a District, and a Quarter

Nobody agrees on how best to divide up Bastion.



Mayors, Lords, Grand Officials, and Master Judges bicker over blocks when the going is good, and claim no responsibility for them during hard times.

Boundaries shift and overlap.

Whether a piece of the city is a borough, district, quarter, or town is completely unrelated to its size or significance, and the reasons are buried in paperwork from back when it was named.

Each region has a number of Points of Interest, which present variable opportunities.

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High Borough of Mouse-and-Key - Testing-Slum for the newest engineering prototypes.



The Hyperwire
- Take an incredibly slow, crowded car up to the highest point for miles and get a good view of the surrounding boroughs.
- Try not to fall to a messy death down in the lower slums.
- Try not to hit a snag and hang helplessly for hours until a trained mock-monkey swings along to fix the mechanism.

Siren Mast
- Broadcast and receive messages from the handful of other prototype radio masts in the city. Mostly engineering nerd chatter.
- Join the techno-pilgrims that come here to view the wonder of engineering.
- Avoid the Rad-Warriors, overly groomed thugs that think the tower's emissions are bound to attract hostile extradimensional beings.

Community-One
- Hear lectures from some of the great engineering thinkers, with some of the worst ideas in history.
- Visit the Office of Collateral Damage to process paperwork you might have incurred through less civilian-aware activities, attending a self-improvement seminar to avoid future problems.
- Join the waiting list for an audience with Dieter Volt, the bespectacled genius behind the borough's new purpose.

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Temple District of Veztm - Ten tourists to every local.




Schism Point
- Just try to see any of the temple architecture through the sea of obnoxious tourists and pilgrims.
- Avoid upsetting the actual residents of the region, each from one of a hundred sects, each with a thousand senseless protocols.
- Buy terrible merchandise.

The Splendid Honeymoon
- Meet travellers from across Bastion at the nightly Buffet. Each night is a different bizarre cuisine.
- Visit the cellar-garden to buy an overpriced bottle of wine or marvel at the domesticated subterranean creatures.
- Take advantage of the overpriced rock-spa that will offer any treatment with discrete service.

Black Fountain
- Finally find a place with a tolerable amount of tourists.
- Drip some of your blood into the black water and walk down one of the eight alleyways to go on a spirit journey.
- Drip another's blood into the black water and you get a vision of their current whereabouts, and future desire.

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Dead Quarter of Luon - Broken pre-industrial luxury.




Princee Castle
- Enjoy the lavishly welcome foyer and entrance hall.
- Break through any of the locked doors to feel the wrath of the paranoid, trap-obsessed Princee long after his death.
- Find the dead Princee to rob his jewels.

The Last Smithy
- Meet Rab, an actor pretending to be hundreds of years old, acting as a medieval smith.
- Get charged obscene prices for "ancient methods" that really have nothing on modern metalwork.
- Hear Rab complain about how technology is the wrong direction for Bastion.

The Sour Oyster
- Reel at the stench of long-rotten shellfish and old beer.
- Carefully approach an unexploded siege-bomb lying in the middle of the tavern (d12 damage to all in the block).
- Discover the socialist commune of Mock-Rats living underneath the floorboards quite happily.


Monday, 15 December 2014

How Bad is Bastion Today?

Roll d8 on each table at the start of every morning, afternoon, and evening in Bastion.



How Bad is the Traffic?
(d6 in Morning, d8 at other times)
1-3: Things worsen by one step. If this is the first roll, treat as a 5. If things can't get worse, they find a way. 
4: Road Rage. Drivers have turned to crazed fighters, horses run feral, and burning carriages litter the street. 
5: Gridlock. Nobody can get anywhere. 
6: Slow: Getting anywhere by road takes forever. 
7: Jerks Everywhere. Everyone's driving like a jerk. 
8: Not That Bad! You can get around without much trouble. 


How Bad is the Smog?
1-3: Things worsen by one step. If this is the first roll, treat as a 5. If things can't get worse, they find a way. 
4: Choking. Better get underground! Lose 1 STR for every minute of exposure. 
5: Grey-Out. You can't see your hand in front of your face. Everything is filthy once it clears. 
6: Hazardous. The lamps are on, and you can just see to the other side of the street. 
7: Smoggy. You can just make out the top of buildings. 
8: Not That Bad! Remarkably clear! 


How Bad are the Ragamuffins?
1-3: Things worsen by one step. If this is the first roll, treat as a 5. If things can't get worse, they find a way. 
4: Feral. They've deteriorated into a pack of wild beasts!
5: Out in Force. They're out to pickpocket and mug whatever and whoever they can. 
6: Pranking: They've got a plot to make you look like an idiot. 
7: Plotting. They're all meeting up Underground.
8: Not That Bad! They might even help for a shilling. 


How Bad are the Drunks?
(d10 in morning, d8 in afternoon, d6 at night)
1-3: Things worsen by one step. If this is the first roll, treat as a 5. If things can't get worse, they find a way. 
4: Street War Soldiers are clashing with drunk rioters in the streets. Bars are being burnt down, and it's open warfare in Bastion!
5: Brawling: They're fighting each other in large groups. 
6: Rowdy: Breaking into places to steal more drink. 
7: Up to No Good. Bellowing, fighting, and pissing everywhere. 
8+: Not That Bad! They're almost singing in tune.