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@Lore Requests
What do characters need to know?

@Lore documents general knowledge about the city and game world that any character could be expected to learn about through daily life, however players who are best able to write these pages are not necessarily likewise the players who are able to identify what gaps exist that are appropriate for everyone to know about.

Suggestions for what would be useful topics to include (or expand on) would be pretty helpful, if anyone feels there are omissions they've noticed so far.

For reference this is the General Index.

Also if there are any existing entries that seem like they could be expanded on, please by all means make suggestions.">.

(Edited by Mench at 12:54 pm on 10/25/2023)

As much as I know that this will probably be quickly squashed, I'd like to know how the Crime syndicates actually evolved over the past 100+ years of Sindome, and also some very broad strokes in terms of how each Syndicate is somehow different from one another.

While I understand that these are supposed to be super secretive factions, they are also public international Megacorporations the operate on the global stage. In theory we may even have blank white chyen bills that represent Syndicate currency. Not to mention the opportunities of writing into a background growing up in a family unit containing Syndicate members.

I think it would be interesting to hear how the different Syndicates have cut up the underworld's markets. Have the American Mafia gone in deep with the teamsters and transportation networks to be the smugglers of the world? Are the Yakuza the people to see if you need a loan?

As much as they are secretive, certain areas of the Mix have background thematic settings of people who are obviously members of a syndicate walking in the open and garnering respect from the passing people, so what should we vaguely know about what those people should vaguely know about that person?

It's a good shout, though likely a lot of it is less down to secrecy and rather that those factions have been pretty gameplay-first oriented, and don't have a ton of set-in-stone canon, so that each generation has been pretty different from the last.

It would probably be down to the players in them now to establish any canon features for any 'official lore' going forward, as they'd really be the ones best able to do it.

The corporate status of syndicates is something that feels like forgotten lore at this point. I think the age of syndicates in relation to so many other mechanics and additions to the game have left them in the dust a bit, and where many factions have emerged with great depth and lore, the syndicates have always been pretty shallow without players actively working to make them seem mysterious and deep.

The introduction of one new player-accessible syndicate within the last few years actually showed the age of a few of the others quite a bit, in my opinion. Where the old syndicates were mostly reclusive and ultra-secretive, the new one had overt headquartering within a clear front business. Where the new syndicate had a front-facing official name, the others were still stuck to names that they are known colloquially by instead of having official businesses with outwards facing names.

I think more depth in the syndicate lore would be awesome, they're kind of a bunch of dinosaur factions and have been somewhat left behind in terms of their influence or importance.

I agree with batko and think that's a great point. I'll also repeat my suggestion from xooc here in that maybe it'd be a good idea to have a few office hours with staff with separate group meetings of current Syndicate PCs to flesh out more set-in-canon lore that 0x1mm was talking about.
Material descriptions, especially for stuff like diamondweave and progcloth that doesn't particularly have RL analog's for people to refer to, that would be very handy.
"The corporate status of syndicates is something that feels like forgotten lore at this point."

I didn't! I put it in the first iterations of the @lore articles but there was some disagreement if that was actually canon so it got belayed for another day. I'd say Crashdown has a winning suggestion in terms of getting people close to the subject into the conversation, if there is ever the time or interest in that anyway.

And materials is a great suggestion Huntresskai, thank you!

It's literally in the timeline, fwiw. Show them the lines in the timeline that shows the syndicates are incorporated, it's a quick ctrl+f away.
Yeah in fairness it went a bit beyond that in terms of how exactly those corporations interfaced with Withmore City, and what their status was. I'm also not the ideal person to be writing those articles, I just happened to get to them first, and if players involved (directly or peripherally or formerly) in those factions happened to expand/alter those articles there would probably be more willingness to approve nitty-gritty deets.
Talking about the aftermath of WWIII in regards to how major world religions reacted would be an interesting topic.

*The Jews had Jerusalem wiped off the face of the Earth in the blink of an eye.

*Jesus didn't come back.

*And from what I gather Mecca is a great place to go if you want to meet God.

Also, independent religion and spirituality within Withmore Hope would be an interesting topic to tackle. While Eternalism would have predominant sway over the population, in the Mix I would think the influence of Eastern cultures leads to a more Shinto like, almost Discordian shamanistic worship of Sindome's equivalent of kami, where if your god "Marquis du DuPont" (The God of Drip) isn't working out for you in getting an input, you can go down to the market and trade him in to pick up a new shine to "Lady Tig Biddy" (Goddess of Using Your Imagination) to see if your fortune and favor of the Gods change.

Something that could really stand to be tackled is expanding Drugs in Withmore to rebuild some of the older information that used to be available through the wiki. In particular the basic type of each drug so players know how to actually treat them (as painkillers or antidepressants or whatever) since this data isn't exposed anymore to anyone, I don't believe.

I know several of them but not all to fill out the article.

Experience scripts are okay for informing roleplay but many of them are pretty similar and don't necessarily give sufficient assistance for players to generally know what they want to be using for any given purpose.

A summary of the specific effects of a drug (as in how people are supposed to react to it, how they act while on it, etc) would be a great improvement. Easier to roleplay the specifics of the high rather than just be broadly high because you don't exactly know what the drug does.
There is a great write-up on these which exists or existed on the grid sometime ago by staff, I believe. If I can find it - I'll repost it as @lore.
I found the original write-up from the web.archive.org and submitted it for staff review to @lore. Two issues of note.

1) The original posting exceeds the character limit. To bypass this, each drug has been separated into its own entry, and will be linked appropriately to the 'Drugs in Withmore' entry.

2) The Humboldt Bubbler is noticeably lacking from the list and I need an entry for it. I'll probably end up writing this myself unless someone would like to volunteer.

Thank you for doing that Reefer, it's great roleplaying guidance to have.
Feel free to plug help files that could be either updated or added here as well.