Locations
Neighborhoods
Any
4.67
3 Votes

16xp


Hits: 3028
Comments: 5
Ideas: 0
Rating: 4.6667
Condition: Normal
ID: 1824

Submitted:

Updated:
November 29, 2005, 1:23 am

Vote Hall of Honour

You must be a member to use HoH votes.
Author Status

Options


Quagmire Quarters

By:

Somewhere towards the mountains, something subterranean occured. A while later and many miles away, the two large eastern quarters in the city change.  The soil became damp for reasons beyond divination.

Somewhere towards the mountains, something subterranean tunneled after some prey. In the process of the hunt, it collapses an underground waterway. Water then found a new way.

Later…..

In the city, the two large eastern quarters changed.  The soil became damp for reasons beyond divination. Larger buildings began to slide slowly into the earth. It is a relentless, decades long process. People simply adapted.

In the beginning, the wetness was only a slight dampness. However that dampness went to the bones of the Earth. Most buildings sank a handspan or so. A few buildings toppled, most slid into the soft ground fairly evenly. New wooden boardwalk sidewalks butted up to newly raised doorways.

With the moisture came other problems. Regular scrapings kept the mold at bay. Walls were thickly plastered to keep out the moisture. The bigger the building the farther it sank. Handspands became cubits. Soon doors were added to the second stories, with stairways leading to the boardwalks. First story windows and doors were bricked over, to keep the mud from sloshing inside.  Every building in the district now has a basement that was once the first/ ground floor. Third and fourth stories were added. Bridges were built connecting family buildings.

In some places there are second tier walkways, some two stories above the muck level. After two generations of sliding, some enterprising people build tile lined tunnels to cross the streets at the original ground level. 

The sinking has created a new profession… Muckmen.  The Muckmen wear small barrels on their feet, allowing them to move across the muck without sinking.  Muckmen are messengers, builders, tunnelers, and any other job involving moving things across the muck.



Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Join Now!!



Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 5 )
Commenters gain extra XP from Author votes.

Voted KendraHeart
December 1, 2005, 0:50
0xp
I like this one. It is Venice without being Venice. If gives you a feel for the place and how people cope with it. I especially like the neighborhoods own "class".
Voted Cheka Man
March 29, 2007, 18:26
0xp
I wonder why so few have voted on this?
MoonHunter
March 30, 2007, 12:57
0xp
People tend to ignore city images and neighborhoods and establishments as being too pedestrian I guess. Yet these are things that are handy to have to plop into a city/ place.

Or it could be I wrote too many of them and people can't handle the volume.
Voted valadaar
March 30, 2007, 13:17
1xp
You have very many of these Moon, it is true. And too many are unvoted.

This location is evocative and would be a good place to stage a wierd, slow 'chase' scene slogging through the muck...

"Watch out - He's close - He'll be in melee range in 5 minutes!"
MoonHunter
August 31, 2007, 18:30
0xp
I could see the local hoodlums setting traps for people.

They could chase people (or have people chase them). The strategy would be to have them turn a corner quickly and land in much or run through some weakened boards and fall in.

The hoodlums could then use poles and/or slings to force the issue. A bucket on a pole could be the way to "hand over your purse".

They could even run a small protection racket. After the chase and fall they could say, "oh look.. we will let you grab this pole and get out, for a small price"

Link Backs



Random Idea Seed View All Idea Seeds

       By: ephemeralstability

THE GNOMES OF UDNALOR: Part II

Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader.

There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.

Ideas  ( Locations ) | May 4, 2002 | View | UpVote 0xp


Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
PayPal
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.
0.0183