I've been both anticipating and dreading this plane. Bytopia is one of the hardest planes for me to renovate. And yet, it is probably the one in the most dire need. It is boring, it is needlessly contradictory, and it gives little to work with. As such, I don't have a clear image about what to do here like I did with Arcadia.
So, let's look at some of the planar features as written:
- Two layers, Dothion and Shurrock. Dothion is full of industry, Shurrock is full of rugged wilderness.
- Most natives hate adventurers. They believe adventurers are lazy layabouts that contribute nothing of value.
- Gnomish pantheon
- Natives are generally very hard-working and industrious. They tend toward craftsmen, merchants, and honest laborers.
Now, the problems that I see with it -- aside from the place being downright boring:
- Adventurers unwanted? Really? That seems pretty dumb.
- Shurrock's nature seems to encourage adventuring. Rugged, untamed wilderness that exists specifically to challenge nature-types? It's also hard to reconcile with the rest of the plane and with places like the Beastlands.
- Why would merchant-types abhor adventurers? I'm sure adventurers are a huge source of income. They always have lots of money and they always need supplies, gear, and all sorts of things. You'd think a merchant or craftsman would want to sell his wares. Not turn potential buyers away.
- No real inherent source of conflict. Everyone lives peacefully in a nice, orderly planar trading system and there's no apparent competition or dispute to make things interesting.
Okay, that's squared away. Any other problems people see that need to be addressed?
Now, onto a couple of ice-breaker ideas.
Problem: The unwanted adventurers issue
Proposal: Adventurers are no longer discouraged. In fact, the people of Bytopia like adventurers because adventurers help the money flow. Adventurers always need things repaired, magic cast, healing done. They need supplies and food. Often they need a place to stay. There's no reason not to let them in. Plus, you can always hire adventurers to take care of things you can't do yourself. You might need a certain reagent or a certain kind of wood. Or you need something delivered to a customer on another plane. Adventurers are usually reliable for that, especially when paid well, and especially on Bytopia.
This is not to say adventurers get preferential treatment. While Bytopians no longer shun adventurers, the natives don't treat adventurers any differently from anyone else. Adventurers are customers, but there are plenty of other folks whose money is just as good. Thus, if something is going to take 6 days to arrange, it's going to take 6 days, and nobody cares if the adventurer has to leave in 4. Bribes? You don't sodding bribe a Bytopian, berk. They just don't budge.
Problem: Very little inherent conflict.
Proposal: Craft guilds and trade competition. If I recall correctly, the Planar Trade Consortium has a good presence here. I seem to remember mention in Planes of Conflict of Estavan coming to Bytopia. I don't have my books here with me so could someone please double-check that? Whatever the case, Tradegate is the merchant's and craftsman's town outside of Sigil. It seems that competition is the best way to cause conflict -- at least in Tradegate and Dothion.
This makes a bit of interesting territory, though. Trade competition and guild disputes have potential to become very, very, very nasty. How does this get resolved? Too much nasty would send the plane plunging into wicked scheming and backstabbing. While it's fitting for a trader's land, it's not so fitting for a plane so close to the pinnacle of goodness.
We know the Bytopians are generally honest and hard-working. That is certainly a characterization we should keep. The question is how to turn that aspect into something that creates conflict without completely breaking the plane's inherent goodness.
Problem: Shurrock.
Proposal: I don't really have one. Shurrock is supposed to be more wild, untamed wilderness to complement Dothion's urbanization, right? How can we make Shurrock a part of the plane? Should it tie into Dothion's conflict or should it have a conflict of its own? "Wild, untamed layer" has a basic conflict to it, but is woefully undeveloped by itself. I think it makes a good dichotomy but like the plane as a whole, it needs development.
Come to think of it, the dichotomy is deliberate and is a very good fit for a plane called "The Twin Paradises of Bytopia." So perhaps Shurrock should be quite different from Dothion. Perhaps Shurrock encourages hunters, trappers, the types of "traders" and "craftsmen" that do most of their work away from civilization?
Comments? And what else do we need?
Gonna start tossing out ideas, as per what I did in the Arcadia thread. Criticize away!
Dothian is the layer that holds all of the artisans and craftpeople, the people who turn raw materials into finished goods. In spots, it's downright cosmopolitan with the number of people coming and going, merchants selling their goods, deals being made. I see the cities and towns of Dothian being dotted with ornate parks and gardens, filled with statuary or other artistic works. People put their hard work and effort into the aesthetic side of things, rather than functionality. Expect to pay for dinner and a night's lodging with hard coin, rather than just sweeping up the floors and washing a few dishes.
Outside of the cities, the landscape is fairly gentle, filled with small farming communities, pastures and soft wilderness (light forests and such). The rivers have have all mostly been tamed and diverted into use for mills, irrigation or other pre-industrial uses.
In contrast, Shurrock is the layer that extracts all of the raw materials from the land and trades it to the people of Dothian in exchange for various foods, clothing, tools and other basic goods. The people here make a living by lumbering old growth forests, mining the hills and what have you. Communities are small and close-knit, but don't generally delve into xenophobia. Outside of the communities would be homesteads, filled with rugged frontier folk living off the land. I see Shurrock, rather than Dothian, as being the place where you can go up to any house on the layer and ask for a night's lodging in exchange for some hard work around the house/community.
The landscape of Shurrock remains rugged and the weather remains harsh. It would be easy enough to lose yourself on Shurrock for a time, but eventually, you'd come across a prospector and his mule panning for gold in a river (or something along those lines).
Why doesn't Dothian just import all of the raw materials it needs from off-plane? Things made from off-plane materials never quite seem to turn out as good as stuff made from Shurrockian materials.
Beyond that? I like the idea that Dothian would be the place of guilds and trade competition.
I'll post more as it comes to me.