Hello everyone
Alex and I are applying for the 'Gate of the Gods' district (1).
District Description
This is the district in the immediate vicinity to the gate of the gods. Its main features are obviously the gate itself, the square behind it and the houses lining it. Beyond the fancy house lining the square and main street, the district is mostly characterized by the low-class thatch houses.
New Canon
We have found no canon inconsistencies for the immediate district. One thing I would raise is that the gate of the gods doesn't really fit it's canon description when you compare it to the other gates. The gate seems to be the main / biggest gate, while it is relatively small compared to others. The barracks near the gate of the gods is also too small: "Moreover, at the time of Queen Helaena’s death, we have abundant proof that Ser Luthor Largent, the purported killer, was eating with three hundred of his gold cloaks at the barracks by the Gate of the Gods."
District’s Current State
The district has in our opinion some plotting issues. The north-eastern corner is for example mostly filled with small thatch houses plotted very densely against each other. There is also a lack of diagonal houses on the main road which makes the road feel very boxy and makes most houses stand out as separate entities, rather than part of a bigger whole. Based on quality and plotting we have decided that 78% of the district is red, 21% orange and 1 green house. This might come across as very harsh, but the high percentage of red can mostly be attributed to the north-eastern corner. Other than we think we have made fair judgment based on the houses their quality. Some of the profession choices are weird and will need to be shuffled around. Some of these would need larger yards or workspaces for forges, etc. to accurately represent the professions.
Update plans
Stylistically we will follow the already set out style. For the fancier houses, we will follow the style that has been established at Duskendale. We will redecorate the square to feel more lively and represent that a lot of farmers from outside King's Landing come to sell their vegetables there, as stated by canon. We will add more warehouses along the houses attached to the walls. Some of the professions will be moved around.
The Biggest changes will be made to the north-eastern corner of the district. We plan to wipe it and replot it unto multi-tenants, adding diagonals and a bit more breathing space. We plan on keeping the general "vibe" of the granaries.
We would love to work on the city watch barracks, but these are currently oddly "gerrymandered" to another district and are set aside for Knight_Krawler?
The test can be found at /warp Endykltest
Alex and I are applying for the 'Gate of the Gods' district (1).
District Description
This is the district in the immediate vicinity to the gate of the gods. Its main features are obviously the gate itself, the square behind it and the houses lining it. Beyond the fancy house lining the square and main street, the district is mostly characterized by the low-class thatch houses.
New Canon
We have found no canon inconsistencies for the immediate district. One thing I would raise is that the gate of the gods doesn't really fit it's canon description when you compare it to the other gates. The gate seems to be the main / biggest gate, while it is relatively small compared to others. The barracks near the gate of the gods is also too small: "Moreover, at the time of Queen Helaena’s death, we have abundant proof that Ser Luthor Largent, the purported killer, was eating with three hundred of his gold cloaks at the barracks by the Gate of the Gods."
District’s Current State
The district has in our opinion some plotting issues. The north-eastern corner is for example mostly filled with small thatch houses plotted very densely against each other. There is also a lack of diagonal houses on the main road which makes the road feel very boxy and makes most houses stand out as separate entities, rather than part of a bigger whole. Based on quality and plotting we have decided that 78% of the district is red, 21% orange and 1 green house. This might come across as very harsh, but the high percentage of red can mostly be attributed to the north-eastern corner. Other than we think we have made fair judgment based on the houses their quality. Some of the profession choices are weird and will need to be shuffled around. Some of these would need larger yards or workspaces for forges, etc. to accurately represent the professions.
Update plans
Stylistically we will follow the already set out style. For the fancier houses, we will follow the style that has been established at Duskendale. We will redecorate the square to feel more lively and represent that a lot of farmers from outside King's Landing come to sell their vegetables there, as stated by canon. We will add more warehouses along the houses attached to the walls. Some of the professions will be moved around.
The Biggest changes will be made to the north-eastern corner of the district. We plan to wipe it and replot it unto multi-tenants, adding diagonals and a bit more breathing space. We plan on keeping the general "vibe" of the granaries.
We would love to work on the city watch barracks, but these are currently oddly "gerrymandered" to another district and are set aside for Knight_Krawler?
The test can be found at /warp Endykltest
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