Day_Dreamer
2014-07-27, 09:01 PM
So, I had an idea for a fantasy setting set 250 years after the apocalypse. There was some sort of huge cataclysm that destroyed not only the established empires, but also much of the laws of magic itself. The more advanced forms of magic ceased working altogether, and many of the more primitive forms were changed or altered. I'm currently trying to think of specific set-pieces or factions to really flesh the world out.
Examples:
Absolution's Grace was the flagship of a forgotten age; a city-sized airship forged from solid Feathersteel. In the Time of Trials, it was driven into the peak of the Sargeran mountains, there to remain. Eventually, it was discovered, and the mining city of Feras was founded. Adventurers flocked to take what treasures were buried within the ship, only to find that not only were parts of the warship's internal defenses still active, but that three clans of Gremlins had taken refuge in the remaining sections. Scavengers have gradually cleared out larger and larger sections in the decades since, but much of the ship remains unexplored.
Feras itself had the great fortune to possess one of the few living smiths capable of working Feathersteel, and is the only exporter of armor forged from the near-priceless material. As of late, the Smith-King of Feras is demanding more and more Feathersteel to be scavenged and mined from Absolution's Grace, although for what purpose none can say.
Uru was the capital of the legendary Jheran Republic: a sprawling megacity the size of a small Kingdom. It was one of the first causalities of the Time of Trials, destroyed by some unknown superweapon that damaged the laws of Nature. In their place, other laws oozed in, and Uru became the Broken City: an abomination governed by an alien hand. Passageways lead to different places depending on the day, or the color of the clothing of the first to look. Wearing yellow will allow Demons to manifest in one district. Swearing results in the collapse of the floor in another.
The Broken City is full of such treasures as to make all of the risks worthwhile. Whatever the superweapon did to destroy Uru, it also preserved relics and artifacts in a way no other site on Shard possesses. Adventures flock to the city to make it rich or die trying.
Three different provinces claim the Broken City as part of their territory, demanding any adventurers pay taxes and fees before raiding the site. They also offer bounties on illegal scavengers, with bonuses for scavengers from a different faction. A host of mercenary guides and second-rate magic shops have opened up near (but not too near) the Broken City, making the entire area the capital of Adventurers.
Questions? Feedback on the idea? I generally don't do fluff write-ups, so any tips or such would be extremely valuable. Thanks!.
Examples:
Absolution's Grace was the flagship of a forgotten age; a city-sized airship forged from solid Feathersteel. In the Time of Trials, it was driven into the peak of the Sargeran mountains, there to remain. Eventually, it was discovered, and the mining city of Feras was founded. Adventurers flocked to take what treasures were buried within the ship, only to find that not only were parts of the warship's internal defenses still active, but that three clans of Gremlins had taken refuge in the remaining sections. Scavengers have gradually cleared out larger and larger sections in the decades since, but much of the ship remains unexplored.
Feras itself had the great fortune to possess one of the few living smiths capable of working Feathersteel, and is the only exporter of armor forged from the near-priceless material. As of late, the Smith-King of Feras is demanding more and more Feathersteel to be scavenged and mined from Absolution's Grace, although for what purpose none can say.
Uru was the capital of the legendary Jheran Republic: a sprawling megacity the size of a small Kingdom. It was one of the first causalities of the Time of Trials, destroyed by some unknown superweapon that damaged the laws of Nature. In their place, other laws oozed in, and Uru became the Broken City: an abomination governed by an alien hand. Passageways lead to different places depending on the day, or the color of the clothing of the first to look. Wearing yellow will allow Demons to manifest in one district. Swearing results in the collapse of the floor in another.
The Broken City is full of such treasures as to make all of the risks worthwhile. Whatever the superweapon did to destroy Uru, it also preserved relics and artifacts in a way no other site on Shard possesses. Adventures flock to the city to make it rich or die trying.
Three different provinces claim the Broken City as part of their territory, demanding any adventurers pay taxes and fees before raiding the site. They also offer bounties on illegal scavengers, with bonuses for scavengers from a different faction. A host of mercenary guides and second-rate magic shops have opened up near (but not too near) the Broken City, making the entire area the capital of Adventurers.
Questions? Feedback on the idea? I generally don't do fluff write-ups, so any tips or such would be extremely valuable. Thanks!.