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===The City=== To be finished eventually.<br> The city of Purgatoria was divided into hierarchical districts, ascending within the city, to keep the plebs from getting to the nice parts of the city where the gods live. If you need a nice metaphor to explain how the city looks, imagine a dirty layer cake made of people and guns. * '''District 1''': The most well maintained, cleanest, and fanciest district of the entire city. Which means as a character, you will get kicked out of the district immediately, for looking like a scruffy nerf-herder or some other excuse made up on the spot by your GM. If you do get the chance to visit, you should check out the Wicker Gardens, the premiere den of hedonism disguised as a theme park. * '''District 2''': Located directly below the seats of the four gods, the commute to dist. 1 is the real reason why any one lives here. Supposedly, people who live in this district don't even have to share buildings with other residents, which is a complete lie. If you get a chance to visit go to Santier Street, the Wall Street of Purgatoria, because there isn't any where else to go in the district, and to pretend to be Bane when you ruin the economy of the entire city. * '''District 3''': A complete conundrum to all; the home of the city's biggest and most renowned club, the most prestigious gun running shanties, and the Fortress-Monastery of the city's local chapter of Spess Mehreens, the 12th Street Knights. No one knows how all of these establishments were green lit for construction on the same square, or how a single square became an entirely separate district. If your GM doesn't let you purchase explosives of questionable legality Guns, Guns, Guns, before a wild night at Club Hivemind, and followed by a riot on the steps of The Royal Hall; make sure to drill for answers about the zoning logic that is behind this district. * '''District 4''': Do not let the rather high numerical number of this district fool you, district 4 exists as the slums of the entire city. This is probably where your GM will force you to spend most of your campaign, because they just watched the most recent Judge Dredd film, and think that cribbing the entire plot of the film for a campaign will work. If this is so, begin searching for all the Streetside Verses, basically Beowulf combined with the Toynbee Tiles, and wait until you have filled a page of letters before burning the page while maintaining eye contact with the GM. * '''District 5''': The academic/obligatory shitty weather district. Just when you thought that it was your lucky day when you got accepted into Chappleton University, and sent out your first year's tuition, you realized that this district is basically the city's England, with near constant rain and fog due to some graduate civil engineer deciding that sending the city's runoff water to a single district would be a great social experiment. If you want to meet one of the city's numerous detectives, academics, or just consult the only libraries in the city, you had better bring an umbrella and some rubber boots. * '''District 6''': Weebs, everywhere. Welcome to consumer central, which looks just like Akihabara, and the home of the <strike>Yakuza</strike> Wasure. Where if you aren't interested in buying anything, you'd better get out while you can, because the consumer spirit in this district must be infectious, due to how many weeabo zombies there are un-living in this district. * '''District 7''': This is the district that you go to if you want to actually want to buy anything, because every week vendors have to vacate due to the selling floor of the district shifts randomly, which for some reason keeps most of the weebs out. However, the weeabo influence can not be escaped entirely, as this district is home to the <strike>Forbidden City</strike> Forbidden Castle, the home of the San Guo, a gang so mysterious, that not even they know when they are leaving their fortress sanctuary. * '''District 8''': Remember Christmas Town from The Nightmare Before Christmas, yeah, neither did I, but this district is like that. Except if perhaps the inhabitants of Christmas Town were replaced with violent isolationist separatists who have control of the climate control for the entire city. Whomever was in charge of deciding the location for the climate control towers was fired promptly. However, if you do get a chance to visit this district without being shot by angry Eskimos, one of the few working theme parks within the city lies within the district, and people say that the log floe is really fun. * '''District 9''': The "jail" of the city, which was promptly taken over by the gangs, and used as a training/recruiting ground for picking the best of the best crooks who were caught by the CPF, begging the question of why the CPF keeps sending more criminals into the district. If you get sent here, make friends fast, show that you aren't a candy ass on your first day, and don't drop the soap. Fitting with the clock tower motif of the city, there is an imposing one located within the district, used for housing the best and brightest murder hobos that the PC's can create. * '''District 10''': Docks, just asking for criminal activity. Just don't question why some one wants to control the docks if they are only used for boarding ships that are affixed, let alone why gangs would fight over this area, but they do nightly. So, a perfect berth place for a murder hobos campaign, 'nuff said. * '''District 11''': This district is in a tie for the shittiest district of the entire city. Mines, filled with poison gas, with workers paid just enough to afford equipment for the next day, of course in currency which is not valued anywhere by this district, and rumors of bug that can eat through stone. If you need a better picture, combine an american railroad labor camp, with a world war one battlefield, and you should have a pretty adequate understanding of this district. Also, home to the largest weapons manufacturer of the entire city, so if you're stuck in this district it could behoove you to borrow some high grade munitions. * '''District 12''': No one goes here, just forget I mentioned it. * '''District 13''': The other contender for most grim-dark district of the city. A sun beaten desert, with chemical waste that will turn anyone unfortunate enough to come in contact with it into what amounts to a rage zombie, and outhouses. If that isn't enough fun for you, there are roaming nomadic bands, who think that these new fellas are stealing their land, and a legendary sniper who just doesn't seem to meet his End when some one gives him a lead nap. All in all, the place that you want to be for any campaigns where the GM decided that the Cohen Brothers works were a good place to start for inspiration. * '''District 14''': The home of inventors, and the diametric opposite to the stuffy halls of District 6. If you want to see the boring old shit that just brings up more questions about the city's history than answers, this is your one stop shop.
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