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  1. - Top - End - #121
    Barbarian in the Playground
     
    jagadaishio's Avatar

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    Default Re: A new atempt at community world building

    I'm thinking Colenchor would be a small, loosely knit settlement of pirates and explorers made of ships that have been grounded on the sandbars of the shallow sea in the center of the islands. The people of the world are unused to having to account for shallow water, which is what led to accidents of this scale. The first ship was a grand galleon called the Colenchor, a merchant vessel captured and converted by pirates. They sailed into the sea to scope out the islands and look for potential plunder opportunities. Unfortunately, the water was much to shallow for a ship of its size and it quickly ground fast on a sandbar.

    Since then, dozens of other vessels have met the same fate; some have even crashed into other vessels, unable to steer fast enough in the thick early morning fogs that tend to sweep down across the waters from the isles. Wooden walkways have been built between the ships, with a small dock even leading from the closest ones to the shore. Colenchor is currently not officially ruled over by any body, making it an ideal location for pirates and outlaws of all types. It also draws adventurers, as it's the final stop before venturing into the wilds of the islands.

    Colenchor is like a mix between Stormreach and Tortuga with just a splash of Swiss Family Robinson thrown in. There's pirates, con men, prostitutes, hardened explorers, naive adventurers, professional brawlers, mercenaries, and other such people prevalent here. It's as culturally open as Bala, and even more boistrous and happy, if less nice.

    You guys like that concept?
    GENERATION 12: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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  2. - Top - End - #122
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    jagadaishio's Avatar

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    Default Re: A new atempt at community world building

    Pictures for Colenchor:
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    Typical Inhabitants of Colenchor:



    The Landside Portion of Colenchor:

    GENERATION 12: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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  3. - Top - End - #123
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    Kellus's Avatar

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    Default Re: A new atempt at community world building

    I like that a lot! Great work. We really needed an influx of pirates in this setting.

    What races make it up for the most part? What kind of government, if any, does it have? Nice pictures, too.

    I'm also working on a bit of stuff for the svartalfar, which are the half elf, half orcs that live in the ruins of Suriya. Should be up shortly.

  4. - Top - End - #124
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    Vadin's Avatar

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    Default Re: A new atempt at community world building

    I like that idea for Colenchor, yes. It's the place your real adventure starts, and it's where you get a more specific quest beyond 'search Ramua!', it's where a man asks you to find his lost daughter, the explorer they call the the Blue Fox. She's a month overdue and no one has heard anything from her or her crew.

    Also, I'm not a fan of typing on laptops and we found a kitten while walking around at 1 in the morning.

    As for human sorcerer city floating above the sky, also good, but only if they can't fly above cloud level. If they could, they could have found Tether/Tether could have more easily found them.
    Avatar by Linguini


  5. - Top - End - #125
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    jagadaishio's Avatar

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    Default Re: A new atempt at community world building

    Mostly humans, elven 'nobles,' and half-elves life there long-term, though there is also a sizeable population of air-breathing orcs. There are few other races there, especially that don't just move on again after a day. There is no official government. It's anarchy with the understanding that if you piss someone off, you may well get a knife in the back or a sword in the gut. It's a ruthless, cut-throat place.

    Side note: the ships are so barnacle and seaweed-covered that, even if the ocean levels rose again, these ships wouldn't. They're standing features now.

    This city currently has more murders, thefts, and wealth per-capita than most other settlements in the world. It's a place where you can get rich quick only to be stabbed in a mugging the next.
    GENERATION 12: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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  6. - Top - End - #126
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    Vadin's Avatar

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    Default Re: A new atempt at community world building

    Again on a laptop and unable to make a full post, but could we get a rundown of how every group so far feels about the lower oceans: pro, con, or uncaring, and why that group feels the way they do about the receding tides?
    Avatar by Linguini


  7. - Top - End - #127
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    Default Re: A new atempt at community world building

    Well, just to flesh out things some, I present the grove eel.

    Grove Eels:
    Spoiler
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    While most sea creatures avoided the ocean groves, early on while the magic was still strong in them a few creatures sought shelter in them and soon adapted to living safely within the dangerous roots. Among the more notable of these is the grove eel.

    They average at around three to four feet long and 4 inches thick with flattened tails. Not particularly dangerous on their own, they feed on the remains of creature caught in the roots of the ocean grove. They do however have three notable features.

    First are their front fins. These have adapted into claw like legs. This allows them to climb out of the water onto the upper roots of the grove which they often do to rest (they have lungs, but can't exert themselves much above water). They also can use these fins to grab onto things with a somewhat powerful grip.

    Second is their strength. In the water a grove eel can pull things much larger than themselves with relative ease. They use this to pull nearby creatures into the roots of the ocean grove they live in that they may feed on it later and promote the growth of the grove. They have even been known to pull a person for miles without rest.

    Third, and most valuable, is a slime like coating they produce. This coating while rather slick, is known for preventing the roots of ocean groves from reacting to things covered in it (it can also be used if one needs to extract a captured limb). For this reason it is somewhat prized for allowing one to safely retrieve things from ocean groves. However, it happens to disperse rather quickly in the water, a coating only lasting a few minutes. In doing so it clouds the water making it more difficult to see. This allows the grove eels to safely survive in the roots and also make it more difficult for creatures under the water to see them. They also have been known to use the slime to coat the upper roots making them slippery causing people to slip into the water while trying to traverse the ocean grove if not careful.

    For these reasons however the grove eels have become popular among some pirates. They are often raised as pets, trained to retrieve valuables from ocean groves, and help their master get back to the ship if they fall in the water. The slime is also often collected to be either used or sold.

    Some pirates however have taken up the method of using ocean groves to raid other ships. These pirates, which have come to be called such things as grove pirates or grove raiders, usually train a group of grove eels to move a grove for them. They make there base upon the grove and use fog or the cover of night to sneak up on ships and cause them to run aground on them. They then attack the ship while having trained grove eels catch fallen loot or victims to take to the roots where valuables can be retrieved from later.


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  8. - Top - End - #128
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    Limos's Avatar

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    Default Re: A new atempt at community world building

    EDIT: Oops, you said the lower oceans, not the oceans themselves. Nevermind.

    I would think Orcs, Humans and the like would be happy to have dry land again. Orcs mostly because it would mean more nature spirits for their shamanistic religion. The Kobolds are probably hoping to set up lairs where they can be reunited with their dragon overlords at long last and escape the Dwarf/Gnome cities.

    Really I can't see why many people would be against having dry land again.
    Last edited by Limos; 2009-06-15 at 02:12 AM.

  9. - Top - End - #129
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    Default Re: A new atempt at community world building

    Reactions to the New Lands

    • Humans
    • Elimanishon's Desert Waste– Largely indifferent, since they've gone their own way. New lands might be a good source of new resources to claim.
    • Falath, the Scattered Kingdom– Hopeful about the new lands, that they will be a place where they can finally rebuild what they lost. The heir is considering coming out of hiding in order to claim his old throne.
    • The Glorious College of Sonomanilon– Doesn't really care. They only care about the accumulation of arcane knowledge and passing it along to new students. They are in the process of debating the virtues of moving back onto dry land so as to be more accessible.
    • The Order of What Was– Sees the new lands as the start of a new age in the history of the world. They plan on sending monks into the reclaimed lands to record what happens.
    • The Fist of Justice– Considers the new lands to be an ideal place to consolidate power and dominion over all races.
    • Caina's Teeth– The followers of Caina plan to use the resources of the new lands to breed her great beasts, such as the dinosaurs, back into existence again.
    • Gont– Gont lives like it always has, in its groves, with its rafts. They welcome newcomers but have no plans for conquest.
    • Colenchor– Colenchor holds all sorts of adventurers and rogues with an eye for plunder. The new lands offer a million different ways to get rich.
      Halflings
    • The Seaborn Supremacy Society– Sees the lowering tides as a sign that the time is ripe to begin their massive culling. They plan to claim the territories for themselves, without any lesser races polluting its fertile soils first.
    • Heirs of Freedom– Hope to establish a base of power on the new lands from which to fight the SSS more openly without fear of retribution.
      Dwarves and Gnomes
    • Kuko– Rigid and controlled by the dwarves for the most part, the rulers of Kuko want to plunder the new lands for the vast riches in minerals in holds. They want to enter the mines of their ancestors, and claim once more their place as masters of the earth.
    • Bala– The rulers of Bata realize that with everybody interested in the new lands, that's where they'll have to migrate to in order to maintain their position as trading hub of the world. Luckily, their city can move.
    • Mata– Mata itself is curious in a strange sort of way about the dry lands. It wishes to see them for itself. Meanwhile, the tinkers and engineers inside hope to glean some new understanding of the natural world from what they can discover, not to mention the ancient lore of the gnomes that might have been preserved.
    • Kaboutin– Whichever strider they hail from, the appearance of the new lands offers a chance to all kabouter of finally finding a place to call home.
      Kobolds
    • Free Kobolds– The free kobolds on their dragon ship plan to establish themselves on the old lands and finally start increasing their population above the tiny number they've been able to sustain the last few centuries. This includes the kobolds on Bala.
    • Hiding Kobolds– The kobolds on Kuko and Mata hope to stowaway to the new lands inside of their striders, and there finally execute their rebellion and overthrow their cruel overlords.
      Elves
    • Haltija– Being now mostly a flotilla, the elves of haltija fully intend to establish a permanent settlement in the new lands, far from the squabbles of the noble elves.
    • The Great Houses– Eager for some legitimacy to apply to their names, the great houses want to hold their ancient estates so as to maintain control of the lesser houses.
    • The Lesser Houses– The lesser houses for the most part view the new lands with eager eyes, hopeful that it may signal at last a change in their fortunes. Hopefully with the resources that have been uncovered, they'll be able to win back some glory from the greater houses.
    • Dokkalfar– Being elf bastards that are usually exiled from the houses because of their birth status, most dokkalfar have no real sense of community. That being said, they see the new lands as an opportunity for a new life and somewhere where they might be able to win some respect. The most ambitious plan to found their own house and join the Alfheim's elven dominion.
    • Svartalfar– The svartalfar really couldn't care less about the land. They're happy in the ocean. They just want to make sure the elves don't succeed in escaping their clutches before they can wipe out the whole lot of them.
      Orcs
    • Kappas– Kappas are largely oblivious to the new lands. Like the svartalfar, their life is in the oceans now, and they find there everything they need to survive.
    • Norks– The norks view the lands as an opportunity to finally gain some leverage on the surface again. They've been waiting for this for a thousand years, and intend to find a way to claim back what's theirs by right.
    • Suijin– The suijin are of one mind with the norks on this. They're currently considering their lore to see if there's any way that might be feasible to reverse the spell that transformed them. Surely any such endeavour would require a massive amount of bloodshed, though...
    • Lizarks (+Tuko)– The lizarks are very happy about the return of the new lands, since it means more swamplands at last for them and the tuko to spread to.
    • Tharks– The tharks fight the imocaris wherever they go. Now that some of the imocaris are venturing onto dry land, the tharks will surely follow.
      Imocaris
    • Integrated Imocaris– The imocaris that have managed to integrate into life above the waves are of one mind with most of the explorers. They want to see what lies in these forgotten lands, and maybe make something honourable of themselves.
    • Killer Imocaris– The imocaris that remain in the depths see this as a chance to devour more life than ever before. With so many people making their way to the new lands, surely this is a banquet that the Elder Gods have laid out for the chosen people to enjoy.
      Naraldi's Children– Unconcerned with petty squabbles over territory, Naraldi's Children are more worried about the twisted life that covers the new lands. They inted to fight the manifestation of Evadize wherever he lurks and send Him back to the realm of gods.
      Warforged– Those warforged that have managed to pay off their debts to the gnomes intend to explore this strange new dimension in order to determine whether it might be a suitable place to bring their people from the Abyss.


    (Phew! Did I miss anyone?)
    Last edited by Kellus; 2009-06-15 at 02:58 AM.

  10. - Top - End - #130
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    Default Re: A new atempt at community world building

    The Svartalfar

    The svartalfar are the hideous crossbreeds of the elven slaves that were salvaged from the ruins of Suriya and the orc warriors that held their chains. Although the elves for the most part have died away, the svartalfar exist as their legacy. Fully amphibious, these creatures were for almost a hundred years held in servitude by the orcs. Finally, in the year 708 AR, a great hero of the svartalfar known in song as Drevelneth (which means "chainbreaker" in Elven) led the half-breeds in a revolt against their masters. Almost a thousand svartalfar survived the rebellion, and eventually returned to the only legacy they had: the twisted remains of Suriya that lay at the bottom of the ocean, a testament to the ego of the elves.

    Although a few svartalfar attempted to make contact with the surface world, they were reviled by the elven nobles as impure, and rejected from normal society. Even humans and nomadic halflings saw in them the taint of the orcs, and the orcs' crimes in the time of the Ruin were still too fresh in the memory of man. Shunned by all, they retreated beneath the waves where they could plan and plot their second, greatest rebellion, against all the elves. The svartalfar are the most well-trained nation in the world. Every man, woman and child is taught how to fight and bear arms, and in particular how to kill elves. They have no allies, but their leaders say that they need none. They wait, and they breed, and they kill.

    At least a few times every year, word reaches the elven nobles of another ship brought down by their mutant kin. Yet there's nothing they can do about it, with the svartalfar safe beneath the water. The svartalfar wish the elves to know what has happened and always leave their insignia, an eel devouring its own tail, engraved on the wreckage of their latest strike.

    The svartalfar are led unquestioningly by a single dictator, the Elvelneth, (meaning elf-breaker) at a time. When she dies, a new leader is chosen by having every eligible female (the female svartalfar being larger and generally more fierce than the male) that vies for the title to compete in a massive blood-soaked underwater tourney that spans several days. At the end, only one remains to claim the title. Even though massive numbers of females die in each of these tourneys, the gender ratios remain fairly constant. Since female svartalfar are prized far beyond males, most male children are fed to eels (being the svartalfar's totem) to ensure a strong generation to come.
    Last edited by Kellus; 2009-06-15 at 03:14 AM.

  11. - Top - End - #131
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    jagadaishio's Avatar

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    Default Re: A new atempt at community world building

    Quote Originally Posted by Kellus View Post
    Reactions to the New Lands

    • Humans
    • Elimanishon's Desert Waste– Largely indifferent, since they've gone their own way. New lands might be a good source of new resources to claim.
    • Falath, the Scattered Kingdom– Hopeful about the new lands, that they will be a place where they can finally rebuild what they lost. The heir is considering coming out of hiding in order to claim his old throne.
    • The Glorious College of Sonomanilon– Doesn't really care. They only care about the accumulation of arcane knowledge and passing it along to new students. They are in the process of debating the virtues of moving back onto dry land so as to be more accessible.
    • The Order of What Was– Sees the new lands as the start of a new age in the history of the world. They plan on sending monks into the reclaimed lands to record what happens.
    • The Fist of Justice– Considers the new lands to be an ideal place to consolidate power and dominion over all races.
    • Caina's Teeth– The followers of Caina plan to use the resources of the new lands to breed her great beasts, such as the dinosaurs, back into existence again.
    • Gont– Gont lives like it always has, in its groves, with its rafts. They welcome newcomers but have no plans for conquest.
    • Colenchor– Colenchor holds all sorts of adventurers and rogues with an eye for plunder. The new lands offer a million different ways to get rich.
      Halflings
    • The Seaborn Supremacy Society– Sees the lowering tides as a sign that the time is ripe to begin their massive culling. They plan to claim the territories for themselves, without any lesser races polluting its fertile soils first.
    • Heirs of Freedom– Hope to establish a base of power on the new lands from which to fight the SSS more openly without fear of retribution.
      Dwarves and Gnomes
    • Kuko– Rigid and controlled by the dwarves for the most part, the rulers of Kuko want to plunder the new lands for the vast riches in minerals in holds. They want to enter the mines of their ancestors, and claim once more their place as masters of the earth.
    • Bala– The rulers of Bata realize that with everybody interested in the new lands, that's where they'll have to migrate to in order to maintain their position as trading hub of the world. Luckily, their city can move.
    • Mata– Mata itself is curious in a strange sort of way about the dry lands. It wishes to see them for itself. Meanwhile, the tinkers and engineers inside hope to glean some new understanding of the natural world from what they can discover, not to mention the ancient lore of the gnomes that might have been preserved.
    • Kaboutin– Whichever strider they hail from, the appearance of the new lands offers a chance to all kabouter of finally finding a place to call home.
      Kobolds
    • Free Kobolds– The free kobolds on their dragon ship plan to establish themselves on the old lands and finally start increasing their population above the tiny number they've been able to sustain the last few centuries. This includes the kobolds on Bala.
    • Hiding Kobolds– The kobolds on Kuko and Mata hope to stowaway to the new lands inside of their striders, and there finally execute their rebellion and overthrow their cruel overlords.
      Elves
    • Haltija– Being now mostly a flotilla, the elves of haltija fully intend to establish a permanent settlement in the new lands, far from the squabbles of the noble elves.
    • The Great Houses– Eager for some legitimacy to apply to their names, the great houses want to hold their ancient estates so as to maintain control of the lesser houses.
    • The Lesser Houses– The lesser houses for the most part view the new lands with eager eyes, hopeful that it may signal at last a change in their fortunes. Hopefully with the resources that have been uncovered, they'll be able to win back some glory from the greater houses.
    • Dokkalfar– Being elf bastards that are usually exiled from the houses because of their birth status, most dokkalfar have no real sense of community. That being said, they see the new lands as an opportunity for a new life and somewhere where they might be able to win some respect. The most ambitious plan to found their own house and join the Alfheim's elven dominion.
    • Svartalfar– The svartalfar really couldn't care less about the land. They're happy in the ocean. They just want to make sure the elves don't succeed in escaping their clutches before they can wipe out the whole lot of them.
      Orcs
    • Kappas– Kappas are largely oblivious to the new lands. Like the svartalfar, their life is in the oceans now, and they find there everything they need to survive.
    • Norks– The norks view the lands as an opportunity to finally gain some leverage on the surface again. They've been waiting for this for a thousand years, and intend to find a way to claim back what's theirs by right.
    • Suijin– The suijin are of one mind with the norks on this. They're currently considering their lore to see if there's any way that might be feasible to reverse the spell that transformed them. Surely any such endeavour would require a massive amount of bloodshed, though...
    • Lizarks (+Tuko)– The lizarks are very happy about the return of the new lands, since it means more swamplands at last for them and the tuko to spread to.
    • Tharks– The tharks fight the imocaris wherever they go. Now that some of the imocaris are venturing onto dry land, the tharks will surely follow.
      Imocaris
    • Integrated Imocaris– The imocaris that have managed to integrate into life above the waves are of one mind with most of the explorers. They want to see what lies in these forgotten lands, and maybe make something honourable of themselves.
    • Killer Imocaris– The imocaris that remain in the depths see this as a chance to devour more life than ever before. With so many people making their way to the new lands, surely this is a banquet that the Elder Gods have laid out for the chosen people to enjoy.
      Naraldi's Children– Unconcerned with petty squabbles over territory, Naraldi's Children are more worried about the twisted life that covers the new lands. They inted to fight the manifestation of Evadize wherever he lurks and send Him back to the realm of gods.
      Warforged– Those warforged that have managed to pay off their debts to the gnomes intend to explore this strange new dimension in order to determine whether it might be a suitable place to bring their people from the Abyss.


    (Phew! Did I miss anyone?)
    I agree entirely with your analysis of the humans, halflings, dwarves, and gnomes. I also agree that the kobolds on Kuko would be out for blood. However, the kobolds on Mata have grown to worship her as a god. I can't imagine them rising up like the ones on Kuko definitely will. As for the elves, I imagine only the noble houses would want back on land. It would (at least in their minds) give them back the power and holdings they once possesed, allowing them to leave their life of piracy and return to a life of grace. Remember, the noble houses are largely hated by forsaken and bastard elves, as well as all of the people that are preyed upon by their piracy.

    In general, I can't imagine that many orcs would want to return. Explore, sure. Some norks may want to settle. But by and large, I really cannot imagine any of them wanting to leave the water they have grown so accustomed to. After all, they only left the land when there was no land left to be on. I can't imagine that they would leave the water now unless it looked like the world was about to become a desert world.

    As for the devourer imocaris, there's far more life in the sea than on land. I doubt that they would see the land as a grand opportunity so much as a potential one. They are most likely sending scouts to see if the life is particularly easier prey. If it's not, they will probably remain plundering the plenty of the seas until nothing is left.

    I definitely agree with the rest, though. The slimies will want to purge the land, and the warforged, all of whom were explorers at heart to begin with, will largely want to explore this grand new place.

    Something I just thought of is that it's perpetual night on the bottom of the sea. It's the perfect environs for any sort of light-sensitive undead to live. I could imagine vampires wandering the sea bed only to swim to the surface during the night and drain entire ships in their sleep before sinking back to the bottom. Though not necessarily the most common danger of sea travel, every now and then you will come across a ship full of bodies drifting aimlessly in the sea...
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  12. - Top - End - #132
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    Default Re: A new atempt at community world building

    I'd be inclined to note that Gont doesn't live in the groves, they just keep one nearby for lumber purposes. Other than that looks good, though I'm bothered by calling the one type of orcs Kappas. I can't help but think of the Japanese water spirits (which these don't seem to resembal at all outside of living in the water).

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  13. - Top - End - #133
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    Default Re: A new atempt at community world building

    Quote Originally Posted by jagadaishio View Post
    I agree entirely with your analysis of the humans, halflings, dwarves, and gnomes. I also agree that the kobolds on Kuko would be out for blood. However, the kobolds on Mata have grown to worship her as a god. I can't imagine them rising up like the ones on Kuko definitely will.
    I see the Mata kobolds as treating their past as standard setting kobolds the way we treat the king Arther legend. Both because they have forgotten most of it and because one thousand years of oral history has made their account about as truthful. The kobolds on Kuko view it much as we see ancient rome or classical Greece, a wonderful golden age of prosperity. Nether is right of course, but their beliefs will affect their actions.

    The dragon wrought kobolds on tether, I can see them as a sort of live stock to the dragons, not as in raised for food livestock but raised for worship. Every kobold from the day it is able to comprehend the concept is taught to worship the dragons with every fiber of its being. They are discouraged from doing anything else, the giant kin grow their food and the dragons will protect them from attacks, all they have to do, all they are allowed to do is worship the dragons. The questioning and adventurous individuals are "removed" due to their subversive nature.

    for setting name I wish to vote for Landbound because I like puns
    Last edited by kopout; 2009-06-15 at 04:01 PM.
    Quote Originally Posted by ToySoldierCPlus View Post
    Now you're attempting to model physics when arguing your case for armor made by a guy who explicitly tells the laws of physics to sit down and shut up whenever he starts tinkering stacking with regular armor. Stop that.
    Miny city!
    Industrial miny city!
    transportation!
    round one, fight!

  14. - Top - End - #134
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    Gwyn chan 'r Gwyll's Avatar

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    Default Re: A new atempt at community world building

    I think more dev needs to go into the condition of the land, and into Evadize's new creations. What form do they take? Do they include the fey or not?
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    Quote Originally Posted by Wyntonian View Post
    What. Is. This. Madness.

  15. - Top - End - #135
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    Default Re: A new atempt at community world building

    I think that the things on the land would be dinosaurs, plant monsters, forest fey, predatory birds, and things like that. I also picture some kind of primordial jungle as being the environment there. Palm trees, giant ferns, ginkgo, and various kinds of thickly growing, gnarled, rooty trees. There would be flowering vines with poisonous barbs, thick undergrowth that grows so quickly that it occasionally wraps around people's feet as they walk.

    I imagine there would also be colourful birds, insects, and amphibians all around. Many would be poisonous, and as many others would have medical uses. Imagine formerly cold dwarven ruins now covered in a tangle of colourful flowers.

    That's how I see the land now.
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  16. - Top - End - #136
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    Vadin's Avatar

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    Default Re: A new atempt at community world building

    Evadize's Dangerous Things:

    Plant monsters.

    These are the stuff of nightmare that haunted the Old World. Malboro Kings (yes, from Final Fantasy) had a bad habit of destroying towns with armies of various other living plants. Entire forests occasionally spawned armies of treants to wipe out fortified cities.

    Evadize has brought them back with a vengeance.

    The fey.

    See above in terms of nightmare-value in the Old World. They really did occasionally steal children to have them raised among the fey as the next generation of druids. They also started fires and did other "harmless mischief".

    Animals.

    Coordinated strikes from animals that work very well together but should be natural enemies can make things very, very difficult for an adventurer. This is a new development for Evadize. When he was a sane god (and not an insane demigod), he never did things like this.

    Also, many templated animal like things of the feywild/shadowfell/elemental varieties.

    Druids.

    They are of various races and are crazy. Insane and ruthless. Out to get anyone who would establish normal society.


    As for the terrain, I'm going to say you're almost spot-on there. Other natural environments besides the jungle are there, but they're all super-natural. Not magical, just very, VERY dangerously natural. Jungles, forests, a desert, a tundra, a swamp...one can find all of them, Evadize has demanded it so as to restore all of his beasts. He WILL have every biome exist! He WILL!
    Last edited by Vadin; 2009-06-15 at 06:29 PM.
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  17. - Top - End - #137
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    EvilClericGuy

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    Default Re: A new atempt at community world building

    It is done. The thread has been given diferant threads for each main topic, you should still post here though for new things that don't go in the other threads.

    Also I'm still waiting for confirmation on my dragon wrought kobolds=faith cattle idea.
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    Now you're attempting to model physics when arguing your case for armor made by a guy who explicitly tells the laws of physics to sit down and shut up whenever he starts tinkering stacking with regular armor. Stop that.
    Miny city!
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  18. - Top - End - #138
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    Default Re: A new atempt at community world building

    Quote Originally Posted by kopout View Post
    It is done. The thread has been given diferant threads for each main topic, you should still post here though for new things that don't go in the other threads.

    Also I'm still waiting for confirmation on my dragon wrought kobolds=faith cattle idea.
    You have my agreement. The few dragon-wroughts that are adventurers are the exiled ones.
    GENERATION 12: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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  19. - Top - End - #139
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    Default Re: A new atempt at community world building

    I think that Colenchor would be spread out along the shores and shallows highlighted in red:

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  20. - Top - End - #140
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    Default Re: A new atempt at community world building

    Quote Originally Posted by jagadaishio View Post
    You have my agreement. The few dragon-wroughts that are adventurers are the exiled ones.
    Yes, the dragons do depend somewhat on the worship of the kobolds for their powers and existence, but not entirely. The faith gives them that extra edge that moves them from "dangerous monster" to "foe that can outsmart you at a moment's notice".

    Of course, the dragons that no one remembered anymore did slowly sort of fade away.

    Didn't they all get some plague? Or did they die in a raid? Or...goodness, I can't seem to remember where those unworshiped dragons went off to. Oh, well not like it matters, right?



    The crafty greens are much more conscious of it than the reds and blacks. There are a few red and black cults on Tether, but the greens have at least three times as many followers and just as many dragons.

    Also, there are perhaps only about 100 dragons in total. They have low birthrates already and they have a tendency to be killed in early adulthood by pesky adventurers dangerous prey.

    Wealth collection also plays into a dragon's personal power. Their perceived value (perceived by themselves and others) can bring them strength or take it away.

    The reds and blacks prefer to be seen as simply deadly, but the greens...they've all got quite respectable hordes, and you'd never see them doing something shameful and 'cheap' like stealing from another dragon's hoard- that's what kobolds are for, right?
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  21. - Top - End - #141
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    Default Re: A new atempt at community world building

    Are we going with full dragon worship or do the Kobolds worship Tiamat? I must have missed this part because I suggested Tiamat in the Gods and Religion thread.

    She would be greatly reduced by the drastic reduction in followers, but her main population of worshippers would be on Tether or the Dragon ship.

  22. - Top - End - #142
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    Default Re: A new atempt at community world building

    I think we're going to leave Tiamat and other standard D&D gods out of this one for the most part. New gods are just so much cooler, you know?
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  23. - Top - End - #143
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    Default Re: A new atempt at community world building

    I hate to doublepost, but Kellus- could you expound a little more on the imocaris?
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  24. - Top - End - #144
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    Default Re: A new atempt at community world building

    That would be nice. And don't make them humanoid (or monstrous humanoid) please.

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    [creature]Shiny: Monster Competition XXXVI entry.
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  25. - Top - End - #145
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    Default Re: A new atempt at community world building

    From the use of the "Elder Gods" in his description I would assume that they are Abberations on par with Illithids, though possibly not as spindly and intellectual.

  26. - Top - End - #146
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    Default Re: A new atempt at community world building

    Illithids count as humanoid by my standards. They clearly follow the humanoid form even if they have some tentacles growing out of their face and some superior intellect. Also worship of elder gods doesn't make one an aberration (though that would be the preferred type in this case). Just ready Lovecraft, many stories involve human cults that worship elder gods.

    Owrtho
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    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

  27. - Top - End - #147
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    Default Re: A new atempt at community world building

    Lizarks
    Description of lizarks.
    Ability Scores: +2 Strength, +2 Wisdom
    Size: Medium
    Speed: 6 squares, 3 swim
    Vision: Low-light Vision
    -----------------------------------------------------------------------
    Languages: Common
    Skill Bonuses: +2 Intimidate, +2 Perception
    Swift Charge: You gain a +2 bonus to speed when charging.
    Hold Breath: You can hold your breath for up to ten minutes before requiring saving throws.
    Swamp Walker: You ignore difficult terrain in swamp or marsh areas.

    Resilient Scales
    Lizark Racial Power
    Your tough scales can slide off even the toughest of blows.
    Encounter
    Immediate Interrupt
    Personal
    Effect: When an attack with a range of melee weapon hits you, force an enemy to roll the attack again at a -2 penalty. The enemy uses the second roll, even if it’s lower.
    Special: Increase the penalty to -4 at level 10, and -6 at level 20.
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  28. - Top - End - #148
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    Default Re: A new atempt at community world building

    Great initiative, Vadin! And these days it is a good idea to stat things in both 4e and 3.X. Are you planning on dropping that over in the Swamp Things thread?
    GENERATION 12: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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  29. - Top - End - #149
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    Default Re: A new atempt at community world building

    Quote Originally Posted by jagadaishio View Post
    Great initiative, Vadin! And these days it is a good idea to stat things in both 4e and 3.X. Are you planning on dropping that over in the Swamp Things thread?
    Yeah, sure. (I didn't even know we had a Swamp Things thread)
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  30. - Top - End - #150
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    Default Re: A new atempt at community world building

    Suijin
    Description of suijin.
    Ability Scores: +2 Strength, +2 Intelligence
    Size: Medium
    Speed: 6 squares, 4 swim
    Vision: Darkvision
    -----------------------------------------------------------------------
    Languages: Common
    Skill Bonuses: +2 Intimidate, +2 Arcana
    Swift Charge: You gain a +2 bonus to speed when charging.
    Amphibious: You can breathe equally well above and below water.
    Bonus feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
    Supernatural Blood: You gain one Level 1 at-will from a class with the Arcane or Primal power source.
    Last edited by Vadin; 2009-06-16 at 05:44 PM.
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