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  1. - Top - End - #31
    Orc in the Playground
     
    GreataxeFighterGuy

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    Default Re: Last Haven: A setting formed on a titan's corpse

    Quote Originally Posted by Yakk View Post
    There are two ways to deal with this.

    The "civilized" races have developed the magic of the threshold and hearth. They ring their settlements with magic that keeps the night out. And, they use fertility magic to make their crops and food animals grow fast, using less land. This requires tapping into ley lines, especially at junctions, so carpeting the world with such settlements doesn't work well.
    That's exactly what I am plaaning on, thanks for mentioning it! I'm sort of leaning towards using magic to maintain a somewhat-higher tech level; prior to the Downfall, this world had a high level of magical technology, probably more advanced than real-life present-day tech. Now, they’ve lost quite a bit, but the magical glyphs that weren’t lost make some facets of everyday life easier (like refrigeration, hygiene, and construction), so it’s not a full-blown Dark Age. I think that magic being so prevalent in this world has made surviving in small compact areas more feasible.

    Quote Originally Posted by Yakk View Post
    The "wild" races have worked out pacts with the "monsters" of the night and wild. They live under the protection of some allied primal, fey, or shadow spirit, whose wandering they follow, and whose territory they can inhabit.
    I like that! I think that the only "wild" race that I have right now is the Forest Orcs, which could definitely be allied with some primal spirits or Light Fey! Other monster races, like gnolls and grungs, will be former animals mutated by the Dark Fey
    Last edited by Sam113097; 2020-08-11 at 04:34 PM.
    Currently worldbuilding Last Haven: a setting formed on a titan's corpse! If you have a moment, I would love your feedback!

  2. - Top - End - #32
    Troll in the Playground
     
    Yakk's Avatar

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    Default Re: Last Haven: A setting formed on a titan's corpse

    The path of "town" and "wild" races can get you to avoid the "good cities/evil barbarians" tired old trope without falling into the "proud native".

    The world is full of magic, which makes it very dangerous.

    The town people have found one solution -- the magic of Hearth and Fertility. The wild people have found another.

  3. - Top - End - #33
    Orc in the Playground
     
    GreataxeFighterGuy

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    Default Re: Last Haven: A setting formed on a titan's corpse

    Quote Originally Posted by Yakk View Post
    The path of "town" and "wild" races can get you to avoid the "good cities/evil barbarians" tired old trope without falling into the "proud native".

    The world is full of magic, which makes it very dangerous.

    The town people have found one solution -- the magic of Hearth and Fertility. The wild people have found another.
    I really like that! You need some sort of help to survive in this world, no matter what- the townsfolk use glyphs and arcane magic, while the wild folks use more druid/nature magic.

    I've also finished my write up for another town! I tried to make some interesting quest hooks and relationships to throw in:


    Grayarbor Town

    Grayarbor is one of the largest settlements in Last Haven, though that isn’t saying much; the town of about one thousand inhabitants sits on the southwest edge of Central Island. Grayarbor is situated by the seaside in the foothills of the Six Pinnacles, nestled among the pines of Southridge Woods. It is home to a number of Rock Dwarves that work terrace farms built into the hills around town, and produces a large quantity of lumber from Southridge Woods. Grayarbor is widely known for two things: the Lawkeeper Academy, where Last Haven’s Lawkeepers are trained by a resident Iron Marshal, and the Agate Library, a shrine to the Earth Keeper that houses a great deal of knowledge about magic and glyph-carving. The town is considered Last Haven’s center of learning.

    Map
    Spoiler: Town Layout
    Show

    Places
    Spoiler: Map Locations
    Show
    1. Pestle and Mortar: On the west side of Grayarbor, near the Agate Library, Maliel Springbow runs a small apothecary called Pestle and Mortar. The shop is a cluttered two-story stone building sandwiched between houses, with an intricately carved wooden door showing a pestle and mortar with a number of alchemical ingredients. The air is filled with strange scents, and the entire shop is a mess of hanging herbs and jars full of monster parts. Maliel’s connection with the hag Bruha makes her a particularly capable potionmaker.
    2. The Agate Library: This sizable edifice of rough gray stone began as a simple shrine to the Earth Keeper built at Grayarbor’s foundation. In the centuries since then, Disciples of the Ancient God of secrets have stockpiled a significant collection of glyphs and magical knowledge, and the shrine has become the center of a large, red-stone-roofed library. Disciple Amethar Highwall administers the Agate Library and its scholars, often requiring non-Disciples to complete tasks in exchange for access to the knowledge within. A large statue of Bahr the Blind sits in the square in front of the Library.
    3. Storm’s Rest Inn: A fine new inn constructed of fieldstone and strong timber, the Storm’s Rest stands just by the quays on the southern side of Grayarbor. Merchants from Abeza or Ombro Village make up the clientele, along with travelers who happen to be passing through. The Storm’s Rest boasts a lively bar stocked with fine Beach Dwarf Rum and its specialty, Marcrest Ale, which is popular with the folks that live in the terrace farms on the outskirts of town. The proprietor is a charming Sea Elf named Erandil Marcrest, who showed up in Grayarbor about two years ago and paid to have the Storm’s Rest built.
    4. The Market Green: This cluster of shops and market stalls centers around a grassy meadow in front of the Lawkeeper Academy, where Grayarbor’s merchants and visiting traders do business in good weather. Among the most prominent vendors in the Market Green are Willet Highpass, a Rock Dwarf with a relentlessly positive attitude that sells textiles made from the wool of the llamas that he keeps in the hills above Grayarbor, and Lissa Hasnean, a Fire Genasi that sells treats like candied chestnuts and chokecherry tarts. It is also the site of a small court used for training fights by the Lawkeepers.
    5. Lawkeeper Academy: Lawkeepers are trained in this stout keep before being dispatched throughout Last Haven under the direction of the Iron Marshals. The Academy houses only a dozen or so students at a time, selected by Last Haven’s existing Lawkeepers to protect the archipelago’s towns. The Academy is run by an experienced Storm Elf Lawkeeper named Savion Fleetrain, a wily veteran who goes on and on about “constant vigilance.” The resident Iron Marshal, an old Rock Dwarf named Rolan the Stout, is currently missing. The Academy’s hold also houses Grayarbor’s local Lawkeepers, led by Alistair Barrow, who also governs the town.
    6. The Tombwood: A large thicket of the Southridge Woods has been left standing since Grayarbor’s founding as a hallowed place to bury their dead. It is watched over by a crotchety old Forest Orc groundskeeper named Karth. The Tombwood is a lichen-covered maze of tombstones, old pines, and the occasional well-kept stone crypt, and often serves as a secluded meeting place. Karth is highly superstitious, and has set up talismans to keep Fey away from the Tombwood.
    7. Valeria’s Forge: This open workshop houses a number of furnaces and workbenches that belong to Valeria Dunn. The skilled smith supplies the Lawkeeper Academy and the rest of Grayarbor with arms and other metal instruments. She is a garrulous old Rock Dwarf who spends her time trading stories with her customers while her several apprentices (two of whom are her sons, Valen and Rigg) do the work. This gives some the impression that Valeria does little, but she is, in fact, a master armorer, and her apprentices turn out work of exceptional quality under her tutelage. Valeria’s Forge has in stock (or can soon manufacture) just about any weapon or armor, although he advises beginners to try a hammer: “If you can drive a nail, you can kill a gnoll! You can drive a nail, can’t you?”
    8. Halfmoon Trading Co.: The Halfmoon family is a large, far-flung clan of Wind Elves who keep small trading posts in several settlements throughout the islands. This is the largest and most important of those establishments. It’s under the care of Selah Halfmoon, a friendly blue-skinned elf who dispenses a never-ending stream of advice to her customers. No one knows what she’s talking about most of the time, but Selah is cleverer than he lets on and keeps a close eye on events all around the town. The Halfmoon Trading House is an excellent place to buy mundane tools, gear, supplies, or clothing.
    9. Azaer Artifacts: This well-maintained glyphcarver’s shop, a fine stone building on the raised stone square near the southeast edge of Grayarbor, is owned by the tiefling Amara Azaer. She makes glyphs and also sells some minor pre-Downfall artifacts, sent to her by her brother Aldo, who sends unneeded items from the Relic Institute on occasion. Amara Azaer is at odds with the leadership of the Agate Library, where she was once a Disciple. Though fairly young, the tiefling is quite sharp and doesn’t miss an opportunity for profit in running the Azaer business.
    10. The Quays This jumble of docks, warehouses, and wooden houses, full of fishermen and merchant’s homes, is often bustling with activity with ships headed to Sandside Village and the Island of Abeza. However, the Quays of Grayarbor also contain the entrance to a secret Jack hideout run by a sleazy human fence named Arias Vincent. It also frequently serves as the base of operations for a vicious smuggler known as the Jack of Blades.


    People:
    Spoiler: Grayarbor Townsfolk
    Show
    Lawkeeper: Alistair Barrow
    Appearance: Short, broad-shouldered human man with brown skin, a curly close-cropped black beard, and a well-kept blue Lawkeeper’s coat
    Abilities: Warrior- Attacker
    Personality: Alistair tends to be fairly laid-back, perhaps because he knows that he always has backup from the Lawkeeper Academy; some folks think that he jokes a bit too much
    Goal: Keep the peace and make sure that the Iron Marshals do not discover his connection the the Jacks
    Bond: He was trained by Savion Fleetrain, and he has great respect for the old Elf; he also has a wife named Sarrae that works at the Academy
    Flaw: Alistair Barrow is fully aware of the Jack hideout in the Quays; he has been bought off by the Jack of Blades and allows the smuggling to continue

    Disciple: Amethar Highwall
    Appearance: An auburn-haired rock dwarf with pale, marble-like skin and a beard braided with red stone beads; he wears a fine maroon coat with the emblem of the Earth Keeper
    Abilities: 2nd Level Arcana Cleric
    Personality: Amethar is as stubborn as they come; he is slow to trust, but his love of knowledge occasionally shines through when he is speaking of his scholarly interests
    Goal: He wants to add more Pre-Downfall technology to the library, with the hopes of learning to replicate it
    Bond: Amethar is highly protective of the Disciples at the Library; though she does not know it, he still watches out for Amara Azaer after she abandoned Discipleship.
    Flaw: He is set in his ways; the Agate Library only allows Disciples to study there, and Amethar stubbornly continues the tradition

    Glyphcarver: Amara Azaer
    Appearance: Thin tiefling woman with lavender skin, black hair, and dark purple horn; she wears a practical sage green tunic with many pouches holding components, glyphstones, and tools
    Abilities: 2nd Level Artificer
    Personality: Amara is feisty, quick to hold a grudge, and often sharp with people, but she genuinely enjoys helping others.
    Goal: Amara wants to prove the Agate Library wrong and make glyphstone magic and technology more accessible to the people of Grayarbor
    Bond: Her brother Aldo is the head of the Relic Institute; Amara works closely with him, often selling artifacts recovered by him or finding potential Institute members.
    Flaw: She was once an apprentice Disciple at the Agate Library; her frustration at their unwillingness to share information caused her to leave, and she now holds a grudge against all Disciples

    Shopkeeper: Selah Halfmoon
    Appearance: Wispy blue-skinned Storm Elf with dark green hair and pointed features; her clothing is well-made and appears expensive
    Abilities: Commoner
    Personality: Selah is, on the surface, outgoing and friendly; however, she uses the information she gathers shrewdly to benefit her merchant company.
    Goal: Selah wants the Halfmoon Trading Co. to prosper, and is in favor of any measure that makes Last Haven safer for merchants
    Bond: Selah is the matriarch of the large Halfmoon family. She cares deeply for her daughters, Dathi and Orenni
    Flaw: Selah wants stability so much that she is leaning towards using her resources to support the Firebrands

    Apothecary: Maliel Springbow
    Appearance: A youthful-looking Forest Orc with intricately-braided hair, a grubby gray coat with many pouches and satchels for ingredients, and an iron ring given to her by Bruha
    Abilities: 3rd Level Pact of the Tome Fey Warlock
    Personality: Maliel is outgoing, friendly, and quick to help, but if you cross her, she will find a way to put you in Bruha’s grasp
    Goal: Earn her freedom from Bruha by providing her with more victims
    Bond: Maliel stumbled upon the hag Bruha in Southridge Woods and was tricked into a Pact; she now acts as the hag’s servant; despite this, she is friendly with the unsupsecting Disciples of Grayarbor, who often work with her
    Flaw: She tries to rationalize her actions by telling herself that those she leads to Bruha are deserving of their fate

    Blacksmith: Valeria Dunn
    Valeria is a Rock Dwarf with skin like black onyx and gray hair pulled into a practical bun, and usually wears a heavy leather apron and smith’s tunic. She has run a forge in the center of Grayarbor for decades, and though her sons Valen and Rigg now run the day-to-day operations, she is still a master smith whose craftsmanship is well-known in Last Haven.

    Instructor: Savion Fleetrain
    A Storm Elf with dark blue skin and long gray-blue hair, easily distinguishable by his Lawkeeper’s jacket and the vicious scar that runs through the left side of his face; Savion walks with a limp from one of his old wounds as he instructs his apprentices at the Lawkeeper Academy.

    Innkeeper: Erandil Marcrest
    Erandil is a youthful Sea Elf with a turquoise complexion and dark green hair that owns the Storm’s Rest. He is quick to joke and generally well-liked by his patrons; he is a former leader of the Jacks, once called the “Jack of Storms,” that is trying to leave piracy behind.

    Groundskeeper: Karth
    Karth is an old, irritable Forest Orc whose shaggy hair is intertwined with still-leafy branches that wears a number of wooden talismans and symbols to ward off the Fey. He knows a great deal about the Feywild, and claims to have visited it years ago.

    Smuggler: Arias Vincent
    A bronze-skinned, bald young man with a flashy smile that started out as a street urchin in Grayarbor before working his way up as a fence for Jack smugglers in the Quays; Arias dresses in fine clothes to look respectable and has contacts with the Levant, Halfmoon, and Bravestone trading companies.
    Currently worldbuilding Last Haven: a setting formed on a titan's corpse! If you have a moment, I would love your feedback!

  4. - Top - End - #34
    Troll in the Playground
     
    Yakk's Avatar

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    Default Re: Last Haven: A setting formed on a titan's corpse

    Ah, with 3 kinds of magic -- Primal, Arcane and Divine -- we can divide it up.

    Primal is the magic the "wild" people use to survive/be safe from the hazards of the world.

    Arcane is the magic the "town" people use to survive/be safe from the hazards of the world. The biggest part is the magic of the Hearth -- which requires that you live there -- and the magic of the Wall (which requires guards) and Road (which only works while travelling).

    Divine magic, on the other hand, it mostly constrained to churches and shrines. Shrines along roads are "safe" from the dangers of the world because of the (possibly small) god who protects it.

    So shrines act as points of safety in the wilderness or when traveling. Properly sacrificing to the shrine is important if you want it to keep you safe.
    Last edited by Yakk; 2020-08-26 at 01:39 PM.

  5. - Top - End - #35
    Barbarian in the Playground
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    Default Re: Last Haven: A setting formed on a titan's corpse

    I like this concept! I've seen a somewhat similar thing, of "The Mind Mine", where miners are extracting thoughts and emotions from an long buried creature

    https://markerslinger.tumblr.com/pos...is-up-you-guys


    Spoiler: first page preview
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    full document pwyw
    https://gumroad.com/markerslinger#umQq






    edit:
    one minor spelling suggestion, for Tieflings in the races section, you wrote "The Dark Fey may try to influence its host, causing many of Last Haven’s inhabitants to be weary of them." and I believe you meant "wary of them"
    Last edited by micahaphone; 2020-09-27 at 09:01 PM.

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