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  1. - Top - End - #1
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    Default The World Of The Plume

    Spoiler: Posts In Recruitment Thread
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    Quote Originally Posted by JNAProductions View Post
    The world is a big and scary place. Some people live in the cities, relatively safe, protected by numbers and guards. Others live in farming villages, mostly okay, save for wolves and bears. Still others live on the frontier, braving the dangers of the monsters that lay beyond civilization.

    Luckily, there are people to help. There are people who are trying to keep you, and everyone else, safe.

    The Order Of The Shining Plume

    A storied and respected institution, comprised of people from all walks of life. But they all share the goal of the common good, saving others and helping bring peace.

    They are led by a trio, comprised of:

    Spoiler: The Plume Leaders
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    Spoiler: Calgar
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    A warrior of great repute, a swordsman, brawler, pikeman, and any other form of combat, master. The loudest and most direct of the Plume's leaders, Calgar is a strong believer in physical force. He's a blunt man-not rude, but direct enough that many come off with that impression. But none in the Plume doubt his leadership or bravery.

    As the most vocal and prominent of the leaders, he runs the day-to-day operations.

    Spoiler: Velguardr
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    The oldest member of the Plume, a master of ancient natural magic. Velguardr spends much of his time not in humanoid form, and believes in harmony between the natural creations of the world and civilization. He's a quiet man, and prefers to listen.

    Velguardr holds the lores and traditions of the Plume dear to himself, and helps others learn them.

    Spoiler: Scribe
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    The youngest leader of the Plume, Scribe is a mage of incredible power. Her eyes are a void, looking out into an endless starfield, and she is capable of bending reality to suit her needs. She's not as loud as Calgar, but she talks a lot more than Velguardr, always eager to share her words.

    As the youngest and newest leader, she's working under Velguardr and Calgar to learn their ways-which is a tricky task, given how different the two men are.


    And you are to be the newest recruits into the Plume! You have proven yourselves worthy of their badge of honor-a shining white feather, often worn in the helm-and are to be initiated next morning. After that, the world awaits.
    Quote Originally Posted by JNAProductions View Post
    The gods are distant-don't expect any visions or anything of the sort.

    The religions of the world generally fall into two camps:
    Spoiler: The Noble Deities
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    Your general good-aligned pantheon. Ruled by Arktor, the Overgod, with a few greater gods, and plenty of minor ones. Generally the biggest religion of the land.

    Spoiler: Animism
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    Velguardr's faith. The spirits of the land and sea, present everywhere, in every animal and plant.

    With the first camp being a lot larger.

    Churches aren't the most common sight-villages rarely have them, for instance-but most towns will have at least one. The churches of Arktor and the Plume are on pretty good terms.


    Gonna be running a game soon involving a world of my own creation.

    First off, another goddess (at the request of one of the applicatns):

    Lady Kristya, The Lady Of Love, She Who Cares
    The goddess of love and caring. Considered one of the more potent minor deities, she has a strong following in the south, lead by the Hierophant Earl McMarley, an elder elf.

    Second off, world details.

    The world comprises of one known continent, with many much smaller islands sprinkled around it. The Plume operates from the center of the continent, from their stronghold, Bastion. Bastion is a fortress-monastery, commissioned by the founder of the Plume. While the founder's name has been lost to the annals of time (before even Velguardr's time, the founder was) their mark still rests on what the Plume does.

    Spoiler: Details NOT For Players
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    I repeat-if you're trying to be a player, DO NOT READ THE FOLLOWING SPOILER!

    Spoiler: The Box
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    At the center of Bastion is a simple stone box. It was left by the founder, and is about the size of a small bed. It is not to be opened until the world itself is in peril.


    As one travels further from Bastion, the world generally gets more dangerous, as the Plume can only travel so far, so fast.

    There are various major cities that engage in trade with another and Bastion.

    They are:

    Indos
    Ruled by King Jonathan Indos The Third. Noted for its scholars.

    Catun, the City of Courts
    Ruled by a complex mess of an oligarchy. Noted for its intense politics and confusing laws. Generally not a hospitable place. Binds the spirits of debtors and lawbreakers.

    Khizdinal
    A primarily dwarven city, ruled by Queen Gili Stoneheart. Despite the name, she is well-liked by her people. A prosperous city, but located above The Unending Pit-thought to be a portal to the realm of shadows located deep within the earth. As such, Khizdinal has a large and powerful military presence.




    To anyone finding this thread browsing the World-Building forum: This is for a D&D 5E game. Just keep that in mind. Any suggestions, highly appreciated!

    To anyone from the recruitment thread: Don't read that spoiler. Otherwise, also make suggestions!
    I have a LOT of Homebrew!

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  2. - Top - End - #2
    Barbarian in the Playground
     
    Flumph

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    Default Re: The World Of The Plume

    The Allforge
    In the mountains near Khizdinal (named the Stoneheart Mountains after the ruler of Khizdinal, maybe?) can be found the Allforge. The Allforge is a guild of smiths - some of the best on the continent, specialized in Giant Rune Magic - but also the name of the legendary forge which gives the guild it's name. Interestingly, the forge also serves as a Holy site for the Giant's Pantheon. The Allforge was long disputed amongst the Giants and the Dwarves who both believe it is a sacred place to them, but Queen Stoneheart preferred to settle this long-lasting quarrel by establishing an economic treaty between the Dwarves and the Giants - the Dwarves supply some material, in exchange the Giants give a certain percentage of finished product to the Dwarves, the Giants get to keep the Allforge and the fighting between both parties stopped. It was a very controversial decision when it was taken, as Dwarves and Giants aren't exactly known for their friendship, but time has proven it to be beneficial for both groups involved.
    In this treaty, one of the clauses stipulates that the Giants must open the forge to non-Giants. There have been a few smiths recognized by the Pious Giants of the Allforge and taken in as apprentices, but they are terrible masters - in truth, they only begrugingly accepted this clause - and do all they can to drive the would-be smiths away...
    Last edited by NiKkatsu; 2020-09-05 at 03:10 PM.

  3. - Top - End - #3
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    Default Re: The World Of The Plume

    Quote Originally Posted by NiKkatsu View Post
    The Allforge
    In the mountains near Khizdinal (named the Stoneheart Mountains after the ruler of Khizdinal, maybe?) can be found the Allforge. The Allforge is a guild of smiths - some of the best on the continent - but also the name of the legendary forge which gives the guild it's name. Interestingly, the forge also serves as a Holy site for the Giant's Pantheon. The Allforge was long disputed amongst the Giants and the Dwarves who both believe it is a sacred place to them, but Queen Stoneheart preferred to settle this long-lasting quarrel by establishing an economic treaty between the Dwarf and the Giants - the dwarves supply some material, in exchange the Giants give a certain percentage of finished product to the Dwarves, the Giants get to keep the Allforge and the fighting between both parties stopped. It was a very controversial decision when it was taken, as dwarves and giants aren't exactly known for their friendship, but time has proven it to be beneficial for both groups involved.
    In this treaty, one of the clauses stipulates that the Giants must open the forge to non-Giants. There have been a few smiths recognized by the Pious Giants of the Allforge and taken in as apprentices, but they are terrible masters - in truth, they only begrugingly accepted this clause - and do all they can to drive the would-be smiths away...
    I worry that, with all the stuff like this, the world is too calm. There's gotta be adventure! :P

    But thank you-I'll definitely be using this.
    I have a LOT of Homebrew!

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  4. - Top - End - #4
    Barbarian in the Playground
     
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    Default Re: The World Of The Plume

    Quote Originally Posted by JNAProductions View Post
    I worry that, with all the stuff like this, the world is too calm. There's gotta be adventure! :P

    But thank you-I'll definitely be using this.
    There is a lot of opportunity for more mundane adventures at the Allforge - questing for rare materials, for example. And the treaty itself is a bit shaky.. There could easily be conflict! If, for example, a more religious leader was to gain influence at the court in Khizdinal there could easily be a Crusade to retake the Allforge, and since the Giants of the Allforge come from all tribes they could form a huge Giant army...
    But, yeah, for now things are going smoothly enough.
    Also, I was mostly creating this for Hjulrus' background, heheh

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    Default Re: The World Of The Plume

    Quote Originally Posted by NiKkatsu View Post
    There is a lot of opportunity for more mundane adventures at the Allforge - questing for rare materials, for example. And the treaty itself is a bit shaky.. There could easily be conflict! If, for example, a more religious leader was to gain influence at the court in Khizdinal there could easily be a Crusade to retake the Allforge, and since the Giants of the Allforge come from all tribes they could form a huge Giant army...
    But, yeah, for now things are going smoothly enough.
    Also, I was mostly creating this for Hjulrus' background, heheh
    True-true enough.

    I'll find ways to make life... Interesting. :P
    I have a LOT of Homebrew!

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    Default Re: The World Of The Plume

    In the southern part of the continent, south of the forests that make a natural border to the influence the Plume has on the affairs of the peoples around Bastion, and north of the desert known as the Marak'thun, lies a land that spans hundreds of leagues north to south, and roughly twice that in length. This land is known colloquially as the Threshold. There has never been a formal name for the land, because there has never been a single stable government in place long enough for it to have been recorded in history as such.

    Home to dozens of small kingdoms, each one propped up by a warlord or rogue wizard with enough muscle to carve a piece of the land including a city or two and a few smaller hamlets and villages. And each only lasting so long as the warlord or wizard can hold it until the next comes along and takes it from them as they care their own piece of the Threshold out for themselves.

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