Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: RoseHeart on September 18, 2023, 02:55:11 am

Title: Keyforged Cartography Guild
Post by: RoseHeart on September 18, 2023, 02:55:11 am
Keyforged (http://www.bay12forums.com/smf/index.php?topic=182038.0) • Guild Hall (http://www.bay12forums.com/smf/index.php?topic=182050.0) • Inventory Ledger (https://docs.google.com/spreadsheets/d/12yxj-lYHmNhPivnftGlPXlOBeHhjT7S1LkPe7QYTafM/edit?usp=sharingl)

Members

Promotions



Guild Real Estate

Advancement

Requirements

Coming Back: Inactive or even discontinued guilds need only make a new report to be relisted.

Leadership Change: Members of an inactive guild can appoint a new leader and make a new thread. Discuss it amongst yourselves beforehand.

Repurposing Land: Discontinued guild land and buildings are essentially abandoned. Any guild in a tent may claim it, even if they don't have 3 members.



Cartography Guild Activities

Travel Cycle

Treasure Hunt




Original post:
This is the start of a potentially much bigger game if there is enough interest. Gameplay is designed and run by everyone who participates, and it all starts with a modest mapping guild at the intersection of a simple crossroads. Ripe with potential to grow into a town.

What ever this town gets named, will be the meta name for the game as a whole. Participants open new guilds to add a new gameplay mechanic, such as combat, currency, or farming. Those who join the guild vote on changes to those mechanics, and help as DMs of those aspects of play. Players can join more than one guild, so long as they are prepared for the additional duties!
---
Welcome to the Cartography Guild. New guilds can request placement on the local map. Until you have 3 members, you will only have a tent. Plots may be reclaimed if a guild stagnates or diminishes.


(https://i.imgur.com/XukKOD3.png)

B5: Cartography Guild tent
Title: Re: Cartography Guild
Post by: MadMonkey on September 18, 2023, 12:31:17 pm
The dwarven rogue, Bruv Brightbuckle, would like to start The Adventurers Guild. Members can leave town to raid dungeons and have a chance of coming back with treasure. Still thinking about the mechanics. I'd request B4.
Title: Re: Cartography Guild
Post by: RoseHeart on September 18, 2023, 01:36:34 pm
Map updated adventurer!

I thought we'd see some of you around.


My name is Blacktooth Ripclaw, the lizardman soldier! Feel free to meet other adventurers here, and when ever you're ready you can make your own guild thread and link it here. I will do the same.


(https://i.imgur.com/mVCzeLB.png)

B4: Adventurers tent | B5: Cartographers tent
Title: Re: Cartography Guild
Post by: sodafoutain on September 18, 2023, 01:50:49 pm
Elliot March, the half-giant brewmeister, would like to start the tavernkeeper's guild on plot A5. Members of the guild can serve patrons, brew beer, or cook meals to earn gold.
Title: Re: Cartography Guild
Post by: Crystalizedmire on September 18, 2023, 02:14:55 pm
Taarka, the raven woman, would like to start the merchant's guild on C4. Members could set up shop and trade items with members of other guilds.
Title: Re: Cartography Guild
Post by: Megam0nkey on September 18, 2023, 02:17:34 pm
The Human Wizard, Bim the Great, has asked to create the Mages Guild on D4! Members will create spells and magical items by gathering certain materials to craft them on expeditions, and supply their services and craft to other guilds for profit! Let arcane knowledge flow like a river!
Title: Re: Cartography Guild
Post by: RoseHeart on September 18, 2023, 03:15:07 pm
Welcome all!

I think, first order of business is to name our outpost, so travelers know what to call it. What are your suggestions, guildmasters?


(https://i.imgur.com/urDbrRv.png)

A5: Tavernkeepers tent

B4: Adventurers tent | B5: Cartographers tent

C4: Merchants tent

D4: Mages tent


PS: I would like to join the tavernkeepers guild!
Title: Re: Cartography Guild
Post by: sodafoutain on September 18, 2023, 03:43:51 pm
Are their any water sources nearby? Rivers, streams, or any geologically significant features like a volcano or a mountain? The name should probably reflect those.

Though, if there isn't, I'd vote for naming it Keyforged.
Title: Re: Cartography Guild
Post by: RoseHeart on September 18, 2023, 03:50:21 pm
I am glad you asked!

The area outside of camp has not yet been explored. ...I think we all kinda slept on the ride here... Once some more join my guild, we can begin mapping the area. We need to decide how we want to go about it and I want a few minds on the project.


I like Keyforged...
Title: Re: Cartography Guild
Post by: Crystalizedmire on September 18, 2023, 03:53:32 pm
Does everybody start out in the cartography guild? If not I would like to join the cartography guild
Title: Re: Cartography Guild
Post by: a1s on September 18, 2023, 03:59:31 pm
I'd like to join the adventurer's guild.
Title: Re: Cartography Guild
Post by: RoseHeart on September 18, 2023, 04:39:37 pm
Does everybody start out in the cartography guild? If not I would like to join the cartography guild

Joining is voluntary. Welcome aboard guildmate!
Title: Re: Cartography Guild
Post by: RoseHeart on September 18, 2023, 05:19:36 pm
Alright, I have set aside a place for all things Keyforged Outpost (http://www.bay12forums.com/smf/index.php?topic=182038.0).
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 18, 2023, 06:11:45 pm
If guildmasters want to begin working on their mechanics then it may be time to make a thread.
Title: Re: Keyforged Cartography Guild
Post by: Megam0nkey on September 18, 2023, 06:15:23 pm
I would like to join the adventurers and cartographers guild then, please!
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 18, 2023, 06:24:18 pm
Members:
Blacktooth Ripclaw - Guildmaster
Taarka
Bim “Bimson” the great!

Hey! That's enough for something more perminant than a tent!
Title: Re: Keyforged Cartography Guild
Post by: crazyabe on September 18, 2023, 06:33:32 pm
Mysterious Stranger will be Establishing the Idle Guild in E1, he does not actually put up a tent- rather leaving it disassembled in a neat pile on the ground.
Title: Re: Keyforged Cartography Guild
Post by: Jerick on September 18, 2023, 06:45:09 pm
Da'Lir will setup his tent and his alchemical tools in a tent on c5 forming the beginning of the alchemist's guild.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 18, 2023, 08:24:39 pm
If a guild has reached 3 members, the guildmaster may request a new building. For the cartography guild I have chosen a watch tower.


(https://i.imgur.com/V8pNrnR.png)

A5: Tavernkeepers tent

B4: Adventurers tent | B5: Cartographers Watchtower (http://www.bay12forums.com/smf/index.php?topic=182033.0)

C4: Merchants tent | C5: Alchemists tent

D4: Mages tent

E1: Idle tent


PS: I will attempt to join the idle guild!
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 18, 2023, 08:33:41 pm
Oops, someone pointed out to me I mixed up the Adventurer and Cartographers guilds.

If it was just this last map update I'd edit it in, but I'll ask Bruv Brightbuckle if it is ok to just leave it?
Title: Re: Keyforged Cartography Guild
Post by: MadMonkey on September 18, 2023, 08:35:17 pm
Please leave us as the tent for now. Im picturing it as a villa more than a tower when we get enough

I just made the thread for the adventurers guild: http://www.bay12forums.com/smf/index.php?topic=182039.0

Taking suggestions for mechanics.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 18, 2023, 08:38:32 pm
Ok, if I understand correctly, you are fine with swapping your plot from B4 to B5 with the mapping guild.

Your link will be posted under the next map update, and in the main thread shortly.
Title: Re: Keyforged Cartography Guild
Post by: MadMonkey on September 18, 2023, 08:39:50 pm
Ya just swap us out. That's fine.
Title: Re: Keyforged Cartography Guild
Post by: Megam0nkey on September 18, 2023, 09:06:47 pm
On second thoughts might be a bit too busy to run a game right now, so not sure about founding the mages guild I will join the alchemists also though
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 18, 2023, 09:33:10 pm
On second thoughts might be a bit too busy to run a game right now, so not sure about founding the mages guild I will join the alchemists also though

Got it.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 18, 2023, 09:57:40 pm
I think we'll want to collaborate with the Adventure Guild when deciding what are the main geographical features surrounding Keyforged.
Title: Re: Keyforged Cartography Guild
Post by: MadMonkey on September 19, 2023, 12:21:49 am
I have updated The Adventurers Guild (http://www.bay12forums.com/smf/index.php?topic=182039.0) post with the mechanics. I'm thinking we will have 3 dungeons active at a time and when one is completed we can work with you guys on discovering new ones. We need locations for our first 3 dungeons. I'm thinking their challenge ratings will be in the negatives since everyone starts at level 1.

There's got to be some mountains nearby with caves to explore. Maybe also ruins with a temple or two!
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 19, 2023, 07:37:18 am
There has been some interesting hints to distant areas based on the travelers coming through.

South
Quote
I, Blacktooth Ripclaw, lizardman soldier, hail from the South. My scales are yellow and I am fond of spears. I like warm, humid air. I left such comforts to explore and meet and get to know other peoples.
Quote
Bruv Brightbuckle comes from a fortress in the Sword Mountains to the South. He was the last to leave the place, being the last of his kin. He made sure to trap the place ensuring the safety of the clan's collection of artifacts while he is away.

West
Quote
I, Taarka, ravenwoman merchant, hail from the West. My feathers are black and shiny; I like shiny things. I came here to do business.
Quote
Da' Lir the crab kin merfolk and exiled alchemist has arrived from the far west.

North
Quote
I am the great wizard Bim “Bimson” the great! I am quite old, at 120 years, and will live much longer than that because I stretched out my lifespan like a rolling pin on dough. I wear a blue cloak and hat covered in moving constellations, wear slippers and have a long beard. I hail from the North, where the moon can always be seen, and ancient creatures stirr, to spread out the knowledge of magic!
Quote
Elliot March is a half-giant from the frigid tundras of the deep north. He's well versed in brewing and cooking, and a dab hand with the large sword he carries at his hip.



East: No traffic.

South: Marshes, known races: lizardfolk. Sword Mountains, known races: dwarves.

West: ravenfolk and crabfolk, possily indicating forests and ocean.

North: Moonlit tundras: wizards, half-giants, ancient creatures. Colder the further north one goes.




I think caution should be used when going East, it's been as silent as the dead...

To the South there is an abandoned Dwarven fortress high in the Sword Mountains full of valuable Dwarven artifacts. And expansive marshes in the lowlands, warm and humid, enjoyed by the Lizardfolk...

Little is known of the West, but forests and ocean are expected...

One should wear heavy furs when traveling North. It is a place of magic, cold, and ancient creatures. The moon stays visible all day and night...
Title: Re: Keyforged Cartography Guild
Post by: sodafoutain on September 19, 2023, 07:50:23 am
There are, of course, a multitude of tributary brooks originating in northern glaciers and snowcapped mountains that pass through permafrost covered fields rife with native berries.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 19, 2023, 08:08:21 am
Thank you for your insights traveler!
Title: Re: Keyforged Cartography Guild
Post by: MadMonkey on September 19, 2023, 12:52:06 pm
The southern marshes are a good place to collect monster parts for low level adventurers.

There is an arctic cave off the Northern mountain pass but characters will get a penalty if they aren't wearing warm clothing.

Sounds like East is where all the danger is so I'm going to work on that a bit! A century ago, the human civilization to the East, The Realm of Combining, lost a war with The Rockjaw Tribe of goblins. Now their sites are claimed by the goblins or abandoned entirely. Legend tells that temple to Hathur, human god of merchants, contains the tithes of an entire generation deep within it's vaults.

Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 19, 2023, 01:00:21 pm
Very interesting.

Please report any additional findings while out completing missions to us.
Title: Re: Keyforged Cartography Guild
Post by: Megam0nkey on September 19, 2023, 01:33:46 pm
The east…yes. My brother, Timson…he lived there for a time…When he returned to my tower in the north…he was shaken. Something has stirred in the eastern realms…as the great kingdoms that laid there, mighty inventor kingdoms…ancient dragons and goblin lords have tried to defend against it…but the threat grows. He told me tales of fearsome undead rising from the eastern hills…I do not know if this is still the case in those lands, as I have not dared go myself…but I fear for any who do.


As for the north…many chunks beyond the sky tend to land there…starmetal it is called. I hear that enchantments and potions applied to it tend to stick…so if crafted with steel, can make quite powerful weapons indeed.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 19, 2023, 01:43:35 pm
Bimson, you seem to know the most about the East of all of our members, would you like the position of Eastern Scholar? Responsibilities would include gathering up and keeping track of anything we learn about the east. You can make a report here when ever there is enough new information to do so, most importantly, keep track of any travelers coming from the East, their race, and any geographical information they bring with them.

Do you accept this promotion?
Title: Re: Keyforged Cartography Guild
Post by: Megam0nkey on September 19, 2023, 01:47:49 pm
Of course, I shall. I will scrounge up knowledge from reports and adventures, and ensure that we are updated on the state of our neighbors and potential enemies and Allies eastwards.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 19, 2023, 01:51:37 pm
Ok, I will take the South. Taarka, would you mind studying the West?
Title: Re: Keyforged Cartography Guild
Post by: sodafoutain on September 19, 2023, 02:00:04 pm
If there is no-one more suitable, I will take care of the learning of the north. The Jötunn that sired me is still living in those wastes.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 19, 2023, 02:02:26 pm
Alright, welcome to the Cartography Guild!
Title: Re: Keyforged Cartography Guild
Post by: Crystalizedmire on September 19, 2023, 04:18:04 pm
Ok, I will take the South. Taarka, would you mind studying the West?
Not at all. I will ensure that we are up to date on information on the west
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 21, 2023, 09:39:15 am
Alright Scholars, we have work to do!

The Alchemy Guild is going to be determining what useful plants grow in the surrounding areas. Your job is to take everything you can find about your assigned direction, and name and describe 3 areas.

Off to your studies! Keyforged is depending on us!
Title: Re: Keyforged Cartography Guild
Post by: sodafoutain on September 21, 2023, 12:55:10 pm
To the immediate north of Keyforged lies nothing but sub-arctic scrubland. These moors are easy to walk through, and pleasant fragrances of near wildflowers and gatherable berries waft enticingly through the air. Along the western edge of the road can frequently be spotted bogs and fens, which call to them many woody-stemmed flora and thusly the fauna that feeds on them. Some fifty miles northeast lies the lake Gorm's Maw, which claims several species of woody shrubs and sedges to it's banks. The lake is fed by a river known as 'Oarsbane', which takes it's origin from a mountain range called Rigg's Spine. The road, terminating at the beginning of arctic tundra, runs through the valley of these intimidating mountains, some hundred miles away from Keyforged. The western edge of the mountains is flanked by a forest called The Fingers of Gorm, and is home to many boar, deer and other fauna. In the deepest regions of the north, there's communities of Frost Giants, the largest of which lays claim to a swathe of land suitable for farming hardy plants accustomed to the permafrost, and every harvest-tide feast is punctuated by the need to move the village, what they call Er-Ur's Fallow, as it exists in the spot where springtime's fields must be. Beyond that are seemingly impenetrable fields of ice, with glaciers encroaching on the spots these frost giants can live.                                                                                         
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 22, 2023, 08:16:14 am
Tavernkeeping Guild
Likely a single story building with the kitchens in the middle, where the cook can look out to the rest of the patrons. Kind of like a yaranga, but built tall, so Elliot can stand up straight comfortably.

Adventuring Guild
The building is something like a roman villa. Two stories surrounding a courtyard with terracotta roves.



Welcome to Keyforged Outpost

Guild Members: 8

(https://i.imgur.com/ZqJfJ4i.png)

A5: Tavernkeepers Yaranga (http://www.bay12forums.com/smf/index.php?topic=182041.0)
A yaranga, but built tall for the half-giant founder, Elliot March. The kitchen is in the middle, where the cook can look out to the rest of the patrons.

They maintain community cooking equipment and regulate its use.

B4: Cartographers Watchtower (http://www.bay12forums.com/smf/index.php?topic=182033.0)
A tower built for getting a better perspective of Keyforged and beyond. Erected with the militaristic sensibilities of the soldier founder, Blacktooth Ripclaw.

They study the geography and places of interest, and patrician deeds to land for appropriate use.

B5: Adventurers Villa (http://www.bay12forums.com/smf/index.php?topic=182039.0)
The building is something like a roman villa. Two stories surrounding a courtyard with terracotta roves. Founded by Bruv Brightbuckle.

They log the adventures of those who wish to leave town to raid dungeons and have a chance of coming back with treasure.

C4: Merchants tent (http://www.bay12forums.com/smf/index.php?topic=182048.0)

C5: Alchemists tent (http://www.bay12forums.com/smf/index.php?topic=182040.0)

E1: Idle tent (http://www.bay12forums.com/smf/index.php?topic=182042.0)
Title: Re: Keyforged Cartography Guild
Post by: MadMonkey on September 22, 2023, 09:31:40 pm
The Unsung Heros have tackled an area of The Southern Marshes. Any ideas for where to look for other low level dungeons?
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 23, 2023, 01:22:17 pm
Infact, Elliot March acts as our Scholar of the North, has just finished a report on that region. Looking a few posts back you'll see their analysis of several near and distant points of interest.
Title: Re: Keyforged Cartography Guild
Post by: MadMonkey on September 23, 2023, 01:28:50 pm
Infact, Elliot March acts as our Scholar of the North, has just finished a report on that region. Looking a few posts back you'll see their analysis of several near and distant points of interest.

We already have a dungeon in the North. An arctic cave in  Rigg's Spine.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 23, 2023, 01:32:58 pm
Alright, very good. If you want more then our Eastern and Western Scholars have also been asked to come up with their report. So check back at a later time.
Title: Re: Keyforged Cartography Guild
Post by: Crystalizedmire on September 23, 2023, 02:42:30 pm
The west is mostly a large grassland containing many birds and mammals. One of the more notable creatures in the grassland are wolves. However, at various points, there are clumps of forests inhabited by many creatures. Many of these are birds and birdfolk are extremely common in the forest clumps. There are many other creatures inhabiting the forests too. Such as squirrels, deer, elk, and wolves. Further to the west is the beach, however, it is so far west it could be counted as the east again. Inhabitants of the beach and ocean are crabs, various species of fish, and crabfolk. There seems to be various sightings of mermaids though it is hard to confirm whether they actually saw mermaids and not just some other sea creature mistaken for one.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 23, 2023, 03:06:35 pm
Great initial findings Western Scholar Taarka. Now if you can name 3 of these places that will be a very thorough study indeed.
Title: Re: Keyforged Cartography Guild
Post by: Crystalizedmire on September 23, 2023, 03:56:32 pm
First, there is the Great Plain of Empty. This location is by far the closest to our settlement. Despite its name, it is not empty, it just has very few towns and villages despite its large size.
By far the largest of the forests in the West is Linara forest. Linara forest is at least 2 times as big as any other forest in the West. It contains many Crowfolk, Ravenfolk, and many others who have made their home there complete with wooden houses on the treetops.
The furthest away is the coastal town of Navafir. Navafir contains many semi-aquatic creatures of various shapes and sizes. In fact, this is the town with reports of mermaid sightings.
Title: Re: Keyforged Cartography Guild
Post by: MadMonkey on September 24, 2023, 09:50:56 pm
An abandoned tower in the Great Plain of Empty is a promissing new dungeon discovered by the Adventurer's Guild!
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 27, 2023, 11:13:47 pm
(https://i.imgur.com/LG6F3n2.png)

A5: Tavernkeeping Yaranga (http://www.bay12forums.com/smf/index.php?topic=182041.0): A yaranga, but built tall for the half-giant founder, Elliot March. The kitchen is in the middle, where the cook can look out to the rest of the patrons.

A cooking guild maintain community cooking equipment and regulate its use.

B4: Cartography Watchtower (http://www.bay12forums.com/smf/index.php?topic=182033.0): A tower built for getting a better perspective of Keyforged and beyond. Erected with the militaristic sensibilities of the soldier founder, Blacktooth Ripclaw.

Cartography Guild study the geography and places of interest, and partition deeds to land for appropriate use.

Go here for OOC information, or to start a new guild.

B5: Adventuring Villa (http://www.bay12forums.com/smf/index.php?topic=182039.0): The building is something like a Roman villa. Two stories surrounding a courtyard with terracotta roves. Founded by Bruv Brightbuckle.

Adventuring Guild logs the expeditions of those who wish to leave town to raid dungeons and have a chance of coming back with treasure.

C4: Mercantile tent (http://www.bay12forums.com/smf/index.php?topic=182048.0)

A place to regulate community shopkeeping and bartering.

C5: Alchemy tent (http://www.bay12forums.com/smf/index.php?topic=182040.0)

A place to regulate community attempts to brew potions and elixers.

D4: Guildmasters Tent (http://www.bay12forums.com/smf/index.php?topic=182050.0)

A place for guildmasters to discuss Keyforged affairs and share their guild's advancements.

E1: Idling tent (http://www.bay12forums.com/smf/index.php?topic=182042.0)

A passive systems maintenance guild.

Here the community inventory document [LINK (https://docs.google.com/spreadsheets/d/12yxj-lYHmNhPivnftGlPXlOBeHhjT7S1LkPe7QYTafM/edit?usp=sharingl)].
Title: Re: Keyforged Cartography Guild
Post by: MadMonkey on September 28, 2023, 01:46:28 am
Over in the Adventurer's Guild we have coins to spend on weapons and tools but there is no blacksmith guild to make them! Anyone want to take a shot at that?
Title: Re: Keyforged Cartography Guild
Post by: a1s on September 28, 2023, 04:26:01 am
Very well, I shall establish a blacksmith guild (http://www.bay12forums.com/smf/index.php?topic=182075.msg8503525#msg8503525) at D5. I, in turn, request that either a mining guild be established or a store for metals be established under the auspices of the Mercantile guild.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 28, 2023, 06:15:06 am
(https://i.imgur.com/jbcmuXJ.png)

D5: Blacksmith tent (http://www.bay12forums.com/smf/index.php?topic=182075.msg8503525#msg8503525)

A smithing guild so the community can make weapons and tools.
Title: Re: Keyforged Cartography Guild
Post by: Megam0nkey on September 29, 2023, 06:54:49 pm
I have returned from my expedition to the east, People of the cartographer guild, and have many things to share with you!

I have found the reason that the east has lacked much travellers, and that is the threat of war....a war so large that if we are not prepared we may get dragged in it...the easts once lucious plains and scenic mountains...and massive rivers are in peril. To the northeast, there is a nation of ogres and goblins riding upon moving cities, surrounding a mountain pass. The area they innhabbit is schorched, and there is a cult there dedicated to their leader, who I belive may be a dragon. They have been attacking all who have drawn near, and have been collecting wealth, and magical items pertaining to divinity to their lord. Perhaps adventurers may wish to investigate these occurances...once they are ready to face such beasts.

 Closer to us, to the south east, however, are large nations and small city states surrounded by the massive rivers and lakes that stretch throughout the hemisphere. These river kingdoms too, are caught in this war...fighting amongst each other, the dragon...and darker forces I have yet mentioned. The land is covered in forests and jungles...harboring ancient secrets.

Far in the east, as you travel through the domains of river drakes, vast plains and jungles, you will encounter a wall of mountains. Beyond them however, I have reason to belive another kingdom lurks...one benifiting from the war against the dragon, and striking out at the river kingdoms all the same. I have seen their scouts...undead creatures that attacked my on my exploration. But I fear they are planning something massive. If we are ever to worry for a potential beseiger of our small civilization, it would be them.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on September 30, 2023, 10:38:44 am
Very Scholarly, now we do need at least 3 named places amongst your report.
Title: Re: Keyforged Cartography Guild
Post by: Megam0nkey on October 01, 2023, 04:38:48 am
The hills of Armandis are a seiries of mountains that line out across the vast valleys of the east. Beyond the last hills are undead creature, and inside them live many fortresses pertaining to the Dragon King of the East, and perhaps his lair himself.

The Raidplains are perhaps the largest stretch of valley in the east. Long plains with few inclines, this open space is seperated out by some of the largest rivers in the land, which make it extremely valuable for farming, and horseback riding. The several nations that live around it tend to be called the River Kingdoms.

The All-Forest is a massive jungle that litters a large portion of the southeast, seperating us from most of the conflicts. Contained within it are ancient temples to forgotten gods, and deadly beasts. It is risky to cross it, which may serve in our favor, as it will keep us out of much of the conflict brewing on the other side.
Title: Re: Keyforged Cartography Guild
Post by: crazyabe on October 01, 2023, 09:41:53 pm
As a result of a recruiting related mishap, the Idle guild “tent” has burned down, rather than extinguishing it- they have turned the burning mess into a permanent bonfire.
Title: Re: Keyforged Cartography Guild
Post by: Vivalas on October 02, 2023, 03:52:30 am
I am interested in establishing a sort of "NPC" guild, among other things, from reading some of the other threads. The idea is to create a sort of city simulation that other guilds can tap into for their roleplay, and will have active and inactive components. I wanted to pitch it here first to see if everyone is cool with the base concept, since there are a few moving parts:

The Lawkeeper's Guild is submitting a proposal for a tent to be established in the burgeoning outpost of Keyforged, among a wave of migrants that have newly arrived to the outpost upon stories of ripeness of the unmolested lands. The guild will provide a system of interactions to keep track of the migrants and other lesser figures, and will establish a system for members of the city to create laws, a treasury, and a city watch force of Wardens to execute the laws and collect taxes and keep order.

Guildmember Mechanics:

-City Census: A running account of the population of the city, firstly organized into barrows, of which a number will periodically be given to the cartographer's guild to record their position on the map. Barrows can have various buildings and types of populations, and each has its own main industry that can be interacted with for resources. Barrows provide taxes based off of their activity and population, as well as lists of patrons to the other guilds (tavern, blacksmith, alchemist) for them to use for their purposes.

-Lawkeeping: The Lawkeepers aren't the government, merely an agent of government, and provide services for members of the public to organize a government and enact laws, of which the guild will keep track of.

-Treasury / Law Enforcement: The economic activity of the city is tracked by the guild and its members can collect taxes, as well as enforce the laws, and investigate incidents. The taxes go into the treasury, a share of which is held to fund the Lawkeepers, and the rest are used as directed by law. This can be used to establish a starter fund for new players and guilds, and to be distributed out to existing players and guilds to kickstart the economy.


Non-Guildmember Mechanics:

-Lawbinding: Players can start their own government, enact its laws, form its judicial system, whatever they want, which the Lawkeepers will carry out by the will of the people.

-Economic Interaction: Guilds can request lists of patrons for their guilds, with however much detail they require, and we will provide them with a list of patrons and an estimate of their purses for their use. The guild will also publish a report of economic activity and what resources can be bought from the city's various burrows (for the tavern, alchemists, blacksmith, etc.) to supplement Adventure Guild supply.

-Theft: If another player wanted to make a Thieves Guild, that would work nicely, but at first mechanics will be planned for players to collect their own "taxes" from the NPCs, and later on after talking to other guilds, theft mechanics can be worked out if desired to steal from players as well.

-Report a Crime: Purely for RP sake (crimes and cases will be generated for the guildmembers to investigate and solve on their own), other members can report crimes for the guild to solve and to track down and bring justice to the perpetrators.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on October 02, 2023, 09:33:45 am
I will say I do have plans for government if the game advances far enough.

Namely once the milestones I have planned, which go beyond the current ones for a few iterations, then there will be introduced a new system for guildmasters to vote on new Kingdom milestones, and a 'King' will server a term and attempt to complete it.

The Guild Hall is to be the government facility.

If however this doesn't clash with your NPC government, that's fine. Where would you like to place your tent?
Title: Re: Keyforged Cartography Guild
Post by: Vivalas on October 02, 2023, 07:03:32 pm
Hey I actually probably won't be going through with that anyways, I have random manic episodes where I get obsessed with random ideas and then lose interest. I'll still follow this though, looks interesting. I do think some sort of central economy would be useful to tie the systems together.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on October 03, 2023, 09:52:53 pm
I have those too. The nice thing about the guilds system is that guildmates can share the load.

How about just try out being a guild member for awhile until you're ready for more responsibilities.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on October 04, 2023, 12:41:27 am
Keyforged Outpost Map

(https://i.imgur.com/6s4Q4FX.png)

A5: The Tavernkeeping Yaranga (http://www.bay12forums.com/smf/index.php?topic=182041.0) was built tall for the half-giant founder, Elliot March. The kitchen is in the middle, where the cook can look out to the rest of the patrons. A cooking guild maintain community cooking equipment and regulate its use. As a result of a recruiting related mishap, the Idle guild “tent” has burned down, rather than extinguishing it- they have turned the burning mess into a permanent bonfire. Go here to attempt to cook or brew something.

B4: The Cartography Watchtower (http://www.bay12forums.com/smf/index.php?topic=182033.0) was built for getting a better perspective of Keyforged and beyond. Erected with the militaristic sensibilities of the soldier founder, Blacktooth Ripclaw. They study the geography and places of interest, and partition deeds to land for appropriate use. Go here for OOC information, or to start a new guild.

B5: The Adventuring Villa (http://www.bay12forums.com/smf/index.php?topic=182039.0) is two stories surrounding a courtyard with terracotta roves. Founded by Bruv Brightbuckle. They log the expeditions of those who wish to leave town to raid dungeons and have a chance of coming back with treasure. Go here to participate in a dungeon raid party.

C4: The Mercantile Tent (http://www.bay12forums.com/smf/index.php?topic=182048.0). They regulate community shopkeeping and bartering.

C5: The Alchemy Tent (http://www.bay12forums.com/smf/index.php?topic=182040.0). They regulate community attempts to brew potions, elixirs, and poisons.

D4: Guildmasters Tent (http://www.bay12forums.com/smf/index.php?topic=182050.0). A place for guildmasters to discuss Keyforged affairs and share their guild's advancements.

D5: The Blacksmith Tent (http://www.bay12forums.com/smf/index.php?topic=182075.msg8503525#msg8503525). A smithing guild so the community can make weapons and tools.

E1: The Idling Bonfire (http://www.bay12forums.com/smf/index.php?topic=182042.0) began when the founder Mysterious Stranger was given a tent to claim a plot of land, the wooden poles and fabric were dropped on this spot, and never finished. One prospective recruit came here to check the guild out but stumbled and knocked over a lantern. the Idle guild “tent” burned down, rather than extinguishing it- they have turned the burning mess into a permanent bonfire. A passive systems maintenance guild. Here is the community inventory ledger. [LINK (https://docs.google.com/spreadsheets/d/12yxj-lYHmNhPivnftGlPXlOBeHhjT7S1LkPe7QYTafM/edit?usp=sharingl)]
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on October 04, 2023, 03:25:53 pm
"An activity all players can participate in that the guild members DM."

I am considering ways we can contribute to this goal. How do the members of the cartography guild feel about drawing maps? For example "placing a guild on the KF map" is an activity "all players can participate in" but is not one that "all guildmembers DM", as I am the only one in charge of it.

I need to know if this kind of drawing on maps is something you'd want to be the guild DMing we do and be willing to participate, or if we need to explore other DMing possibilities if you don't want to draw on maps.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on October 12, 2023, 11:39:14 pm
Would someone like to do the report on the South?
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on October 15, 2023, 01:09:38 am
The goblin attack is over, and I wanted to see if any of you would like to come up with the next grid guessing event.
Title: Re: Keyforged Cartography Guild
Post by: Megam0nkey on October 17, 2023, 01:42:25 pm
Perhaps I could, maybe bim has a escaped little creature he was studying, that might become a problem if left to its own devices
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on October 17, 2023, 06:20:12 pm
Perhaps I could, maybe bim has a escaped little creature he was studying, that might become a problem if left to its own devices

Wonderful! Is there anything you need? I am at your service. I recommend you PM me the coordinate and have me unable to participate.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on October 18, 2023, 01:22:22 am
Would someone like to do the report on the South?

I am going to retire as Southern Scholar, it's a little too much on my plate.

Once Keyforged has reached Kingdom status and a new person has been placed in charge for the next chapter of the game, maybe I can turn my attention to this, though if someone wants to take over the South first, I'd be excited to see what their research reveals to us.



Here are the reports as they appear in the Keyforged thread. If you have revisions for your sector let me know and I will apply your changes.

Spoiler: Distant Places (click to show/hide)
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on October 23, 2023, 12:41:05 pm
Perhaps I could, maybe bim has a escaped little creature he was studying, that might become a problem if left to its own devices

Bim is taking a noticeable amount of time to actually start, so to keep the positive momentum going I will put a cutoff of 3 days for them to get started. After that we'll do a different one. I can run another one, I think I'll focus on monster raids.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on November 02, 2023, 04:36:59 pm
Guildmembers,

I've hosted 2 hunts now, but of course in order to help advance Keyforged Progress we need you guys host your own treasure hunts. I will not be doing one this week to see what Keyforged does with the captive. This would be a good chance for your own treasure hunt. The earlier you start, the better. You can do something very similar to my hunts, or put your own spin on it.
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on November 09, 2023, 02:37:40 pm
(https://i.imgur.com/REmEZHb.png)

C2: The Empty Field. Landscaping that was allegedly cleared by the Idle Guild.

D5: The Smithing Workshop (http://www.bay12forums.com/smf/index.php?topic=182075.msg8503525#msg8503525). Building that is big enough to house elaborate workstations and equipment. Founded by the local Aywen Ayes. Enables the community to make weapons and tools. (Crafting)
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on November 13, 2023, 12:01:49 pm
Here is the new internal ranking system.

Cartography Promotions
Pupil - New Member
Assistant - Host a Keyforged Hunt or Distant Travel
Librarian - Host both
Guildmaster - Manager
Title: Re: Keyforged Cartography Guild
Post by: RoseHeart on November 17, 2023, 12:32:11 am
Would anyone like to draw a map of their region?