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Communal World Building

View attachment 55943

OK, I note that someone has referred to the 'northern coast' and that conflicts with the east/west orientation, someone will have to ponder on that.

If anyone wants to play with this and wants the XCF (GIMP) file, let me know and I can mail it to you.
 

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CroBob

First Post
I see no need for a map. Firstly, it'd need to be updated with every post. Secondly, it would limit the imagination to the world as on the map... unless someone defines the borders of the playable world, of course.
 


I see no need for a map. Firstly, it'd need to be updated with every post. Secondly, it would limit the imagination to the world as on the map... unless someone defines the borders of the playable world, of course.

There isn't a NEED, but truthfully the problem with "build a world" threads is that the information rapidbly becomes unwieldy. Without reframing it in some sort of reference-like format the exercise breaks down after a few pages. Mapping it out to some extent, enough to say what the relationships between things are, just puts a lot of otherwise scattered information in one place. Yes, it CAN also put limits on things, its true. OTOH if you keep it abstract enough that doesn't have to happen.
 


Tonguez

A suffusion of yellow
There are no accurate maps of the land of which the Izabella coast is part, except for a few vague sketches of the region around River Farrago and the 'narrative maps' of the Ol'Turin. The chaos caused by the elemental wars is still having an effect and the lands beyond the coast are in a constant state of flux. Most of the effects involve extreme geological turmoil, however more arcane effects have also been noted and it is not unknown for landscapes to shift and relocate themselves at a whim.

Nonetheless the explorer Alhazred has gained sponsors for his intention to conduct a cartographic survey of the Izabella Coast and beyond. There are dissenters who doubt the wisdom or likely success of his endeavour, but this has not deterred him in gathering a crew and making ready to set out...

:heh:

ooc hope you don't mind use of the name:)
 
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Gilladian

Adventurer
Wow, this world is in serious trouble with major geological movement going on! Fun! But maybe someone will figure out a way to cause the changes to slow down or stop...

Anyhow...

Twenty years ago, the explorer Alhazred's father recruited a band of Ol'Turin mounted on their giant flightless birds (http://en.wikipedia.org/wiki/Moa) to explore eastward along the coast. In this direction, the land becomes steadily more desertlike, until a vast dry wasteland of cracked and splitting soil, blowing dust, and parched orange sky hangs before the explorers. It took the group, according to the messages they sent back, nearly two months to make their way down the coast in this direction. Many dangers were faced during this time, including windstorms, lack of water, and several desert predators - all were related to the dinosaur-like creatures already known to hunt the region- including one that was a chameleon, which ambushed them and killed several of Alhazred the Elder's guards.

Gradually the coast bears northwards, and the final message sent back by the explorers noted that they had run into a finger of mountains that ran from the west down to the coastline, ending in rocky cliffs and a very rugged shore. It would be impossible to take their mounts this way, and they were debating either turning inland along the hills, hoping to find a passable route through the mountains, or building some sort of raft, although the dry terrain and lack of plant-life in the region made that highly unlikely.

Unfortunately, word has never come back of what route they chose, nor the results of that choice... and now the younger Alhazred seeks to follow in his missing father's footprints; can his mission uncover the fate of the lost explorers, or will he meet the same fate?
 
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steeldragons

Steeliest of the dragons
Epic
Some distance north of Gunga's Crossing along the western banks of the Farrago, abutting the wooded foothills that spread west from the Djard Mountains, sits the unassuming village of Farwood. It is large for a village, nearing 1,000 inhabitants, but the relatively quiet border community has no stockade or walls to encase the spread out homesteads of farmers, trappers, timber workers and loggers...most of whom float their wares down river to meet the demands of Tolno's builders and shipwrights.

The small clutch of two-storied buildings that line the village's "main street" contain:
--various shops for general supplies, leather goods and foodstuffs one would find in a frontier type place
--2 inns: 1 rather small and very cheap, 1 quaint and cozy of medium quality/cost
--5 taverns: all except the Falling Bough are of mediocre quality/cost. The Fallen Bough offers an exclusive deal with dwarven-made mead from Ontokoth and golden elfvine [a particularly fine white wine] from the elves of the Altithyr woods west of Farwood [Altithyr is off limits to the timberworkers by ancient treaty between the elves and Farwood's founders]. Costs at the Fallen Bough are higher, but reasonable and the tavern cook's venison stew is a local specialty of high renown.
--an apothecary/herbalist: the proprietress of which is hailed as a particularly gifted healer
--a weaver and tailor couple who makes the most exquisitely soft, warm and durable cloaks. They are alleged to have learned the techniques from the Altithyri elves.
--a large mill on the river.
--a smithy: the town smith, Oltho, is a dwarf from Ontokoth. He came to Farwood a generation ago with his two brothers to try to make his own fortune/life in the world, away from the war and death of his homeland. Oltho is the eldest a veteran of several battles with the orcs before finally resolving to leave after the death of his wife and son. He is somber but good-natured (having found some peace in his existence in the passed decade) and a very talented smith.
--a Shrine (just a small two-storied abbey, really, of wood and stucco with a open courtyard in the center where small services are conducted) to Rythaine, neutral good goddess of the woods, green growing things and nature (in its peaceful/balanced/beneficial aspects) in general. She and Baphome are mortal/mythological enemies. The contingent of actual priests there is small, 7 members (the top priest is only mid-level, 1 second-in-rank (1 level lower than the top priest) and the rest being low level acolytes and novitiates). They are well-respected in the community and take great pleasure in serving the village in the happy occasions of life: births (of folk and livestock), blessing fields and new constructions, conducting marriages and leading the 4 festivals (equinoxes and solstices) of the seasons.
--the Farwood Rangers: a troupe of rangers (usually only 3-5 administrating/keeping a 'watch' in the village with 15-20 other members in the field) that maintain a careful watch and protection of the village and often serve as the local law enforcement. They range upriver into the Djard foothills, and as far west in the forests as the Altithyri will allow. They are particularly watchful of any encroachments by trolls from the hills or the Bloody Scimitar orcs who have, in the past, raided as far west and south as Farwood (though these have been quite rare the passed few decades, more concentrated on their war with the dwarves). The goblins in the foothills are a constant source of irritation more than any real threat. Goblin thieves or small bands are caught (and usually slain) with some regularity. There hasn't been a serious "raid" by them for several years now.

The Farwood Rangers have a great knowledge of the foothills and woods of the surrounding area and have heard many legends of the great beasts that lie to the east and the strange wild-men of Ol'Turin, as well as rumors of the elemental chaos and bizarre creatures that lie north of the Djard range. Almost everyone in Farwood takes the words of the Rangers as unerring truth and law. Thankfully the organization is truly sincere and devoted to their roles as agents of order and defense.

Unbeknownst (thus far) to the Farwood residents, but feared rumor among the rangers, agents of the dread goddess, Baphome, have begun to infiltrate their community. Whether this is the work of the Bloody Scimitar orcs or some other sinister agent is unknown.
 

Electric Wizard

First Post
The King of the Four Winds

The Altithyri elves are ruled by the King of the Four Winds. He is an arch-wizard who claims he was once married to the Queen of Dawn. The men of Tolno, the half-orcs of the coast and the gnolls of the River Farrago despise him because he steers the region's rain clouds to his forest. He is ambivalent towards his unpopularity because the borders of his realm are well-defended by fanatical treants and dryads. The wood is thick and verdant, and the elves have cultivated wholesome and delicious fruits unknown to the rest of the world. The King himself has few duties besides bringing rain, and he loves a good time. Every night, he dons elaborate bird masks and joins his subjects' revels.

The elves tolerate Farwood's presence because the village supplies a newborn boy every year. The human boys are raised to be breeding studs because the Altithyri women overwhelmingly prefer human men to elves. Altithyri's lower houses are often dominated by half-elves. A few half-elf castoffs have trickled into Tolno to find work as planters or weavers, but they face strong prejudice and are rarely better off than slaves. There are rumors that one has joined a gnoll tribe.
 
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