Towns
Streets, markets and a banner over the gate. Make a place worth defending.
The Crafters
Madesko is built for the people who build it.
The heart of it
Fighting is one road through Madesko. Making is the other, and it is the one the world is built around.
Crafters raise the places everyone else lives in, trades in, and fights from. They forge what heroes carry, wear and ride.
Crafting is a calling of its own, with trades such as blacksmithing, woodworking and leatherworking. It can be followed alongside any guild.
Streets, markets and a banner over the gate. Make a place worth defending.
Gates, battlements and a long drop for anyone who comes uninvited.
A door that locks, a hearth that burns, a window that looks out on your land.
Craft on any land that is unclaimed. Claim a plot and it is ringed by protected ground, so no one can build beside you to spoil it. The world grows with every claim.
The forge
A crafter's hands do not stop at the city gate. Almost everything carried, worn, wielded or ridden in Madesko was made by someone.
Chests that stick. Lanterns that flicker. A well that whispers. The small things that make a place feel lived in, or haunted.
Potions brewed at midnight. Scrolls, charms, tools, and trinkets that may or may not be cursed.
Blades that hold an edge. Bows, staves, and the odd thing that hums when drawn.
Plate, leather and cloth, cut to fit. Wear what a crafter made, and trust it to hold.
Packs, belts, cloaks and the kit that keeps you alive between the fight and the road home.
Horses, beasts and stranger things. Tamed, trained, saddled. Someone made that saddle.
Your city, your rules
When you build a city, you choose what kind of place it will be.
No fighting at all. A place to trade, talk and build in peace.
Random monsters spawn in and around the city. Defend it, or test your party against it.
Fights between players, by choice only. Every battle must be approved, and when it ends everyone is restored with no penalty.
Two roads
Every crafter chooses what they serve.
Towns that last. Walls that hold. Houses worth coming home to. They make the world worth defending.
They make dungeons. They give their lives to the god of destruction. Whatever they raise is built to be entered, and not everyone leaves.