Season 3.5 Setting Updates

General
Posted throughout the archipelago, on various message boards:

Hail and well met, travelers!

As you likely know, five years present to the prior day, the SS Guildhall set sail on a momentous journey towards new lands, exploration, and a place for the Adventurers' Guild to call home. After several years of violent storms, wyvern attacks, undead monstrosities, walking plants, swimming plants, and even flying plants it was quite a year, we do believe we've gotten the hang of this survival thing. It is, of course, dangerous, and always has been, but we've also come across something that we think you, intrepid travelers, brave explorers, and cunning creators and scientists of the archipelago might be interested in.

The continent, our lovely and admittedly sometimes deadly home, has seen something of an uptick over recent years in danger, with wild magical surges coming more frequently, dangerous creatures appearing more often, and the local wildlife (plants included) seeming to grow more...hungry, as it were. However, this is a good thing! We've been delving deeper and deeper into the jungle's ruins, our success bolstered by our strength in fighting these terrors. We've been coming across more and more curious artifacts, strange magics, and tamable creatures. In short, much like the continent itself, we're changing, and rapidly.

To those of you who enjoy stagnation, staying at home and watching the world exist around you, stay there, enjoy your creature comforts and the call of your armchairs. But, to those who seek innovation, creativity, artistry, and deadly danger in pursuit of the sciences and new discoveries, we have a home for you. To those who seek to challenge yourself, to be on the forefront of innovation—we have a quest. To those who seek adventure, we have a guild.

Ships carrying would-be adventurers, as well as supplies and trade goods, leave weekly from each of the three major cities. We hope to see you on them.

With Spirit and Resourcefulness,

Quartermaster Dust on the Wind of New Gork

New Gork
Main article: New Gork

As expected, a town grows a lot in five years, especially towards the beginning of its existence. Present-day New Gork is sorted into three approximate districts. These districts are all walled, with gates between them.

Old New Gork
This is the original area of New Gork, home to the town's first tavern, the hospital, the courthouse, the Defense Force headquarters, and the majority of the other buildings from season 3. It also has a number of the older houses, some of which may be occupied by their original owners, some of which might have new owners, and some of which have been transformed into other things after their original occupants left. Old New Gork also functions as a downtown of sorts, home to the primary trade/commerce center.

Residential District
As the name suggests, this is where the majority of the new homes have been built. These houses are, in general, more durable than the ones in Old New Gork. Most new arrivals will find their homes here, and some of the original residents may have moved here as well.

Industrial District
On the opposite side of Old New Gork from the Residential District, the Industrial District is where the majority of New Gork's production happens. It is generally noisy, and some of the workshops give off odors relevant to their crafts—hence why it was placed far away from the housing areas.

Temples
Main article: Temples of New Gork

Few of New Gork's temples are dedicated to a particular god or pantheon. Instead, the major temples are dedicated to things such as knowledge, rest, light, etc. (On an out-of-character level: New Gork has a temple for each cleric domain.)

Housing
Everyone who moves to New Gork can find a place to live. Most of the time, these houses are shared cabins, which are relatively nice. However, with a bit more in the way of resources, you can make more your own. There are a few options for your character's housing:
 * Stay in a generic cabin. This requires no resources.  You will likely have roommates, and your cabin is not particularly customizable, as it is a shared space.
 * Spend a downtime week. This allows you to claim your own individual cabin, file the necessary paperwork, and customize the cabin as you like.
 * Use a relevant background feature. If you have a feature which might help you find a place (such as the noble's Position of Privilege or the acolyte's Shelter of the Faithful), you can use that feature to find a place to stay.  As your housing will be provided by some group such as a temple or government official, it will be less customizable than if you spent a downtime week, but more than a stay in a generic cabin.  For example, if you use a background feature to stay in an embassy, you might only be able to make minor changes to your room, which must be able to be returned to their original state when you leave.  Even if you're not sure if your background feature would be relevant to finding housing, feel free to ask!

Tenser's Floating Jousters
You might, on occasion, look out over the water and see some of New Gork's residents zipping along on planks of wood sticking out from Tenser's Floating Disks, trying to knock each other off their own disks. These are the Tenser's Floating Jousters, New Gork's most popular sport! The point of the game is to be the last one still up, and to knock as many people off as you can. Capable of casting Tenser's Floating Disk? I'm sure they'd love another player!

Customs Officers
Brought to New Gork from the Frontier Forge, these warforged officers guard the gates of New Gork and make sure no one tries to bring anything too dangerous into the city. So, beware: if your baby tarrasque seems untamed, they may stop you.

Danara's Constructs
These quadruped constructs have two arms. Each one is specialized to a certain task. The constructs follow logical instructions, but are not sapient. They can communicate telepathically with each other within 30ft. There are also relays set up in areas of frequent activity; the constructs can communicate telepathically with the relays within 120ft.
 * Each construct group is controlled by a foreman, who has a magic item linked to that group. The foremen pick up these magic items and activate their constructs at the beginning of each work day, and return the magic item along with the constructs at the end of the work day.  The constructs are then inactive until the foreman activates them again.
 * The constructs cease to function if they move further than 1 mile from the boundaries of New Gork. The constructs also send out a message to their lead foreman if they are moved beyond their assigned work boundaries or are activated outside of usual hours.
 * A PC may be permitted to be one of these foremen. If you would like your PC to be a foreman, talk to a DM about why that would fit into your backstory, and what area of work you would be in.  A PC cannot be the lead foreman.  Requesting to be a foreman is not a guarantee of approval.
 * Constructs are not available to anyone except these foremen. "Adventuring" is not considered an area of work in which constructs are available.  Constructs are not permitted for personal use.  Any attempt to activate a construct while not being a foreman, to use constructs outside of their normal work environment, or to bring a construct on an adventure is considered a criminal offense.