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Daingerfield Moderators ([info]daingerfieldmod) wrote,
@ 2009-04-26 17:49:00

Previous Entry  Add to memories!  Tell a Friend!  Next Entry
Entry tags:about

ABOUT

The frontier does not have a history, but the cowboys do.
When the West was still Wild, it took a strong will and a stronger constitution to survive its unknown limits. In the heart of the desert, when a man had lost his way and finally given up, he might count himself lucky to find himself in a strange, sleepy town—Daingerfield, it was called, if that sign some miles back was to be believed. There were tracks that ran through here, but you would be hard pressed to find someone who knew who laid them. Or where they went. It might have been a safer bet to catch a passing sandship if you wanted a way out. But the Sheriff’s been eyeing you, and you still owe him for that first meal down at the saloon when you stumbled in. Maybe you’ll head out tomorrow.

Daingerfield is a fantastical original character wild west roleplaying game. For more information on the environment and how to play, click the links below.


Player's Guide
Geography
Shops and Residences
Universe





Geography
Daingerfield is typical of one might picture an old western town to look like. This desert town is surrounded by cliffs and mountain ranges. In a good rainy season one can expect a fair amount of greenery, but generally it's cactii and tumbleweeds. There is fair hunting of small prey-- hare, quail, snake if it takes your fancy. Some things are not quite as they appear, though, so caution is advised. Not to mention, in this untamed land, the hunter can easily become the prey.

A mysterious canyon lies to the south of the town; green and lush, like an oasis. Some know it as Yoatzin Canyon, but 'the canyon' is enough of a name for it in Daingerfield. Strange things happen there, and residents are warned against approaching it, no matter how inviting it seems.

A river runs through the center of Daingerfield and is the main generator of power and life in general in the town. It is assumed that it flows into the ocean, but its source is always hidden beyond the horizon. It is a generally reliable constant-- at least it doesn't seem to run from the canyon.




Shops and Residences
Water Run Inn
It is here that one can find a bite to eat and room for a fair price. Those new to town will find it a welcome rest until they can find more permanent accommodations. Not many linger, though-- the breakfast is regularly cold and there are stains on the floor that are best left unexplained.

Daingerfield Station Stop
The station is seldom used, but nearly always populated by the Teller. It isn't quite clear what his real purpose is; he can't tell you when the next ride out will come for sure (when they do come, a train will tend to go rattling by, a dirigible will barely stir the air, and a sandship will cut its great, silent line through the desert without a hiccup) and the clock that overlooks the town from the station roof rarely works (whether it was ever intended to is unclear, for it sits cocked and sunken into the roof, as if was dropped from the heavens and the building was there to catch it).

The Sheriff's Office
This is place to go if you are being hassled, and the place to avoid if you are the one hassling. The Sheriff holds strict to the law so you best not cross him. There's a noticeboard outside to keep the townsfolk updated with important happenings, but the Sheriff won't tolerate gossip-- that's for church. The post also runs out of this office, but the Messenger appears to only function within the permissions of the town. Yet he manages, without fail or delay, to deliver packages no matter how strange the postage.

Bang's Purify and Laundry
Sitting right on the river with tanks humming their efforts all night and day is Bang's, a water purifier and laundry service. The Purifier doesn't just keep your water and your linens clean, he keeps his ear to the ground and knows how much a man will pay for information.

Belles and Whistles Saloon
A drink, a hand of cards and the attention of a fine lady at any time a man might need it. In this town, that could be from when he wakes till when he sleeps. For the right price he could get that attention while he snores, too. This saloon specializes in poker and whiskey, and the Madame promises clean, talented girls worth their cost.

The Chapel
The chapel is where those among you who hold religious belief may pray, marry, confess, and find sanctuary. It is an old train car kept lovingly by Father Easter, converted to hold sermons even when the heat in there threatens to cook the worshippers from the inside out. Easter generally conducts the chapel by Roman Catholic law, but can be open-minded when there is doubtless need. The chapel keeps the henhouse, which wanders about as it pleases on iron legs and sometimes needs convincing to give up its eggs.

Traveller's Dry Goods and Pharmacy
This is where you will find most of the goods you need. They have a selection in the shop, or you can place orders to get exactly what you're wanting-- but be prepared for a long wait. For a fresh selection of the more immediately available produce from the farmers, ranchers and craftsmen of Daingerfield, your shopping can be done at the market held every Monday and Thursday morning, weather permitting.

The Inventor's
The Inventor handles all of your black-smithing needs at the moment, and would more then likely be happy to look at anything else that needed fixing. He doesn't sleep well, though, and might keep you from as well with the strange clatter and boom that rocks the house at all hours of the night.

The Riley Ranch
The Riley ranch is run by Finn Riley, and is mainly a cattle ranch. They also raise chickens, sheep, and the odd pig. They will supply most of your meat, eggs and milk needs.

Red Fields
Edric Bell's ranch is not a practical ranch. There is more metal here than meat, but as threatening as this land looks a newcomer is always welcome inside if they're in need of a few coins in their pocket. Still, a seasoned Daingerfieler will advise one against approaching that place. The kind of work there won't be worth the gold it gets you.




Universe
The universe is a mystery, particularly in a place with so few rules as Daingerfield. We learn as we go, and, of course, always welcome input from the historians, sociologists, scientists, anthropologists and otherwise amongst us. Add your thoughts in the comments below and watch the world grow.

Science
Steampunk allows for some flexibility and creativity in the field of science. While our characters may be in the 1800's, a whole new field of technology and knowledge has allowed for many new routes of development. The generation of power and mobility is largely dependant on clockwork and steam, and rarely is there the sleek, compact design that is our modern favour.

Sandships
Large ships which frequent the deserts, easy targets of sandpirates. They have adopted the ship prefix S.S. for Sand Ship, though the S.S. prefix usually refers to civillian models. These are typically small to moderately sized vessels that hover above the sand by undercarriage propulsion, steered by sails and the whim of the wind. The larger, more distinct public ferries typically are christened with S.F. (Sand or Steam Ferry). Designed to cut through the sand and brave pirate attack, the sand ferry is a great, solid monolith; narrowed to a blade at the front; tall, flat and featureless.

Airships
These come in all different styles, from the zeppelin to literal ships with oblong balloon lifts. There aren't quite as many places to dock an airship as there are a sandship, and by nature an airship cannot cover as much distance-- fuel is heavy, and it takes a lot to gain that height. Still, many travellers would rather face the technical obstacles of the air than the numerous threats on the ground. An airship is usually defined by the prefix A.S. (Air Ship), compounded as required (ie C.S.A.S., Confederate States Air Ship).

Motorcycle
A horse may be good gettin' around, but they're not any good on a ship. When the hull is full of holes and the sail is ablaze, a rowboat isn't going to do anybody any good in the sand. Deploy the motorcycles and hope the pirates are tempered by the abandoned loot!

Panzergrenadier
These mechanical fighting units were designed for military use, but now are commonly used by bandits. They are a single-piloted vessel, made to function as naturally as a man but with the power of a giant, armoured knight. There are large and small suits, each with different pros and cons, and are highly modifiable as per the owner's tastes. Officially registered as PzGren units (ie. PzGren-USGI01), they have adopted many common names but are mostly referred to as 'Panzer's.

Biotech
While the military developed Panzers to destroy men, medical science used the same technology to rebuild them. A man can buy himself a new arm if he so chooses, better than the soft, weak one he was born with. Of course, this sort of technology has its limits, and some men exist just to push them-- what law is there to stop them from raising the dead, anyway?

Plumbing
When everything runs on water, one of the first concerns is how to get it around. Easterners might be used to the luxury of indoor plumbing, and Daingerfield isn't too far behind in this development but haven't quite caught up yet, either. Established buildings along the main street, like the Inn and Saloon, have running water and flushing toilets connected directly to the power of the river by a shared pipeline. It's hard to miss. Each has their own filtering tank, and the water runs back to Bang's Purify and Laundry. Anyone without stone walls or situated off the main road are not so technologically fortunate.
Culture
New routes of development in technology mean new outcomes at home and in the battlefield. To carry yourself with a bit of class in these parts, there's some unique etiquette to keep in mind.

Townsfolk
The town is run very much the same way one might expect a small western town to be, though it's separation from the rest of the world has allowed for some unique developments.

Old States

Pirates
Sand Pirates live much the same way as their sea brethren. It might surprise some to know that the ship is run as a democracy, the ship's Captain being voted upon by all, with a code of conduct which all (should) follow. As a general rule, women are not favoured to be on board, but exceptions have been made, putting their women's rights well past those in town.

Not being confined to sea, the young, women and elderly have small, nomadic camps hidden in the outskirts of the desert. These are very much like the gypsy camps of Europe, the ship returning with goods when they can. Not all children born to life must join the ship. There are those that are needed to help keep the camps safe, and some will choose to leave all together.

Natives




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