Domiciles and Supporting Characters

Our world has infinite space for the addition of people, places, and things. Yet, without putting people, places, and things into the world, it is empty. Most every player contribution at my table is welcome. Our characters don’t live in a vacuum.
— Alabaster Oak, The Story Guide

Player Driven Setting Elements

A domicile is important for uncountable reasons. It may be a beginning, a segue, an end. It may serve as a tactical hub environment where our characters may rest, craft, and have a safe home where they can focus on elements they would not explore otherwise, such as living homeless in a camp travelling between cities where everyone has to be on high alert for potential threats.

The next coin we flip are the people. A character, at least according to most species, has parents, potential siblings, friends, and of course other family. One of the major drivers of any roleplaying table top is Points of Contact (PoC). These quest givers can be sought out, or may seek out our characters to provide them with information to help the party move forward.



Lordock Points of Contact

The Sea Side Tavern in Port Einier? The Moonrise Tower? A Lordock Point of Contact should include at least the place and the person. We can go deep with these places. Add many different contacts who frequent them under various conditions. Skel Kelly for instance may only be there on Tuesdays in the evening after eight.

Our Points of Contact should grow along with our campaign. Keeping track of new places and new people is the kind of endeavor which sweetens the world our characters live in. Every new place creates a brand new shining set of goals for us to chase. Interesting problems to solve, and scenes of every variety to play out at the behest of our fellow Players and the Story Guide.

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Coming to Know a Place

Once we have established a place for things to happen, we can add any number of contacts to it. As important as contacts are supporting characters who liven the scene with small interruptions and pleasant moments. The bartender may not give our players a questline or five, but they may put on a show, have good life advice, or serve in some other way. The low mixed voices in the ambience of a gathering spot for people may help set a mood of quiet converse, and among these extras may be a planted lore drop ripe for the ears of our adventurers.


Story Guide’s Notes: Location Lordocks

At the beginning of a new setting location I tend to have little to work with. A basic description based on a photo or piece of art I have managed to scrounge up. One or two supporting characters who are there most of the time with maybe two or three walk on parts who, if the players are more or less kind, will be found there multiple times. I may plan one or two interactions to get the location’s scenes made into a certain vibe, and that’s all you’ll find at many of these small stops on the adventuring way. To this note, every time my players frequent a place I may add more and more all towards the endeavor to make the place living and breathing.


The Story Guide

Over the last century of my life, I have had the honor to witness wonders. Through this written language on the superior technology of print where my words remain unmenaced, I share experiences.

https://www.midnightinvaia.com/alabaster-oak
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The Player’s Lordock

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Master Derailing