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<blockquote data-quote="QuietBrowser" data-source="post: 7289417" data-attributes="member: 6855057"><p>I'm really worried that this is overstepping myself, but since it's the biggest dose of concrete lore other than what I posted above, I figured I should put it here for critique. Maybe I can spoiler-block it for size or something...</p><p></p><p><u>Climate:</u></p><p>The Known World is predominantly a Temperate environment, growing more sub-arctic in the furthest north and more sub-tropic in the furthest south. There are some environmental anomalies, as a result of ancient magical cataclysms or wars, but for the most part the Known World follows a reliable pattern of warm, gentle springs, hot summers, cool, wet autumns and snowy winters.</p><p></p><p><u>General Terrain: </u></p><p>The Known World covers a vast and sprawling array of terrain types; mountains, hills, grassy plains, forests and rivers make up the bulk of territory. The Known World is sometimes known as the Daggerland, because Republic maps have established their continent occupies a roughly dagger-like shape; the Known World proper occupies the "blade" of the continent, whilst the "hilt" is uncharted territory blocked off by the World's End Mountain Range. At the far south, the "blade" gives way to the Woundshoal; a sprawling subtropical delta of treacherous swamps, mires, marshes and meres that give way to a little-charted archipelago. The Woundshoal is rife with disease-bearing insects, swampy predators, treacherous terrain and dangerous coastlines, whilst the World's End Mountains have defeated all serious attempts to press through them so far. As such, the inhabitants of the Known World know far more about the lands on their eastern and western fronts, and expeditions to head north or south are rare feats of eccentricity. The western sea is called the Sea of Destruction, whilst the eastern sea is called the Sea of Fate.</p><p></p><p><u>Government:</u></p><p>A loose republic style, based on the Sigmarite Empire of Warhammer Fantasy; each of the Provinces has an Elector Count (the one universal title of the Republic), who represents his or her province in matters relating to the Republic as a whole. A singular authority figure is chosen from amongst the Elector Counts to serve as the ruler of the Republic as a whole, although terms do not pass down through blood lineage and there are some constraints on this "Emperor's(?)" power.</p><p></p><p><u>Provinces of the Republic:</u></p><p><strong>Bitterland:</strong> The northernmost province of the Empire, butting up against the World's End Mountains. This is a rugged, inhospitable and rather barren land of hill-country, valleys, steep mountains and dense forest; its inhabitants live close to, if not beyond, the subsistence level, depending entirely on hunting and foraging to supplement small house-gardens to provide for themselves. The humans of Bitterland are infamous in more southerly provinces for their circumstance-based tendency towards inbreeding, leading to many cruel, bawdy jokes on the topic (though never told where a Bitterlander can hear it). Aside from that unfortunate business, Bitterlanders are known for their strength, their ruggedness, and their skill at hunting and foraging. Internally, they conduct all trade on a barter level; coin flows to Bitterland only due to the fur trade, a small trade in Bitterland liquors (mostly mead and mushroom-laced ale) or the rare visit from big game hunters after the notorious beasts of the Bitterland. Most Bitterlanders quickly squander any coin they have on ostentatious goods, especially favoring guns from the south. The Bitterland has a surprisingly diverse population; alongside humans, it is home to families of both Forest and Mountain Gnomes, and clans of Minotaurs, Goliaths and Shyfters. The Bitterlander humans take their demihuman neighbors in stride, and the joke goes that a Bitterlander's wife is either his sister, his dog, or his cow.</p><p></p><p><strong>Murkenwood:</strong> Stretching on from the southwestern border of Bitterland, the Murkenwood is a densely forested region shrouded by a single unbroken expanse of green - the titular Murkenwood - whose dense boughs regularly fill with eerie mists. Murkenwood settlements tends to concentrate on the branches of the Mother River that flow through their province, granting them somewhat greater access to the riches of the south than their northern kin. Still, it remains a fairly backwards and primitive place, where isolation is the norm for most villages. Many clans of Forest Gnomes inhabit this region, and it's also known to be host to a number of Moongates. Shyfters prowl the woods or live alongside humanity. A comparatively small but growing population of Haffuns is also entrenching itself into this province, having migrated from their home in the Grassy Ocean to the southwest. Much of the Murkenwood's trade comes from hunting, fur and timber, and its denizens are renowned for their archery, their skill at navigation, and their propensity for illusion and enchantment magic.</p><p></p><p><strong>Hellfire Crags:</strong> A mountain range girded by forests that stretches from the southeastern border of Bitterland. The Hellfire Crags are home to the Cog Gnomes, who claim this massive range - it stretches almost the length of the Daggerland's blade, but is broken up at several points along its expanse - as their sovereign domain. The human population mostly lives in the lowlands, trading timber and agricultural goods to the gnomes, who exchange metal and forged goods in trade for this boost to their own agricultural efforts. As a result of generations of human settlement, much of the lowland has been reduced to plains country, to feed the need for timber. Whilst the Crags themselves are recognized as an allied sovereign state, the lowlands of the crags are considered a Republic Province, Smithholm. The Eversmoke, the capital city of Smithholm, is one of the great cities of the Republic, and is the hotbed for the Republic's military teknomancy and battle engineering; the vast bulk of the Republic's guns are manufactured here, and they eagerly trade with (or steal from) the Cog Gnomes to keep ahead of demand of technological innovation.</p><p></p><p><strong>Heartland:</strong> The central region of the Daggerland is a vast, agrarian landscape of plains and sparse forest. With the Mother River forking most prominently here, it is a literal center for trade throughout Daggerland, receiving goods from all corners of the Republic. Its capital city, built at the largest nexus of waterways from the Mother River, is the official heart of the Republic; it is here the Elector Counts meet and where the Emperor holds court. This is, without a doubt, the most cosmopolitan region in all of the Daggerland; every race that walks its surface can be found here, and even some from lands beyond the Known World.</p><p></p><p><strong>Gloomlund:</strong> This dark, southwesterly region of dense forests and marshes stretches on from the southern tail of the Hellfire Crags down to the Woundshoal proper. This province has a reputation for dark, evil magic; the dead do not rest easily here, and fiend-cults have long been a problem. Witch-kings and even vampires have openly reigned over this province, each leaving its own stain on the province's history. Although no "Dark Lord" currently claims dominion over the region as a whole, its political influence has waned drastically; only its enveloping of the main pass to Gildshore keeps it at all politically relevant. Humanity is all but gone here; dhampirs, vryloka, shyfters, tieflings, mortif and other children of its dark past claim this province for themselves.</p><p></p><p><strong>Gildshore:</strong> The eastern coast of Daggerland is seperated from Heartland by Gloomlund, which combined with its trading connections to the Dark Continent gives it a reputation for being sinister, amoral and avaricious in the rest of the Republic. Despite this, it is just as cosmopolitan as Heartland, in no small part because of the Water Gnomes who live and thrive along its reach.</p><p></p><p><strong>The Grassy Ocean:</strong> The midwesternmost province of the Daggerland is a huge expanse of rolling, gentle plains. It is surprisingly underpopulated by humans; instead, the bulk of this land is held by the rabbit-like Haffuns, whose agrarian culture gives them a surprisingly large influence on Republic politics; it is considered by many to be the biggest breadbasket in the Republic. The other major population are nomadic clans of Plains Gnomes, who variously trade with, ignore and raid their bunnyfolk neighbors. On the downside, the Grassy Ocean is the last border of defense between Heartland and Hordelands, and the Haffuns are not a militaristic people; they rely heavily on their human neighbors for protection from Hobgoblin raiding parties.</p><p></p><p><strong>Viltheed:</strong> The western coast of Daggerland is contested territory, conquered several generations back by the hobgoblins of the Hordelands, far across the Sea of Destruction. Whilst the efforts of brave Republic armies and Haffun militias pushed them back, they were too well-entrenched to remove entirely without a hideous contest in life. Thus, a restless sort of peace has descended upon the region; both Republic and Hobgoblin forces constantly skirmish with each other, but full-scale war has not been declared. This region's populace consists predominantly of Hobgoblins and slave-races from the Hordelands, along with a restless array of guerrilla natives - Humans, Haffuns, Water Gnomes and Ratfolk - that constantly do what they can to push back against the goblinoid conquerors.</p><p></p><p><strong>Ulderholm:</strong> The southernmost province of the Republic, Ulderholm claims to be the oldest settled province of them all. It is practically a reflection of the Daggerland in miniature, with small mountain ranges, forests, plains and rivers ultimately giving way to the marshes of the Woundshoal at its southern end. Whilst thoroughly populated and with a thriving economy, in comparison to Bitterland, Ulderholm is seen as a somewhat backward and rural region in comparison to Heartland. The capital of Ulderholm is home to the oldest magical academy in the Daggerland, and is the center of magical traditionalism, which does not help with its reputation. Whilst any race is welcome here, Ulderholm is dominated by humanity in sheer numbers.</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7289417, member: 6855057"] I'm really worried that this is overstepping myself, but since it's the biggest dose of concrete lore other than what I posted above, I figured I should put it here for critique. Maybe I can spoiler-block it for size or something... [U]Climate:[/U] The Known World is predominantly a Temperate environment, growing more sub-arctic in the furthest north and more sub-tropic in the furthest south. There are some environmental anomalies, as a result of ancient magical cataclysms or wars, but for the most part the Known World follows a reliable pattern of warm, gentle springs, hot summers, cool, wet autumns and snowy winters. [U]General Terrain: [/U] The Known World covers a vast and sprawling array of terrain types; mountains, hills, grassy plains, forests and rivers make up the bulk of territory. The Known World is sometimes known as the Daggerland, because Republic maps have established their continent occupies a roughly dagger-like shape; the Known World proper occupies the "blade" of the continent, whilst the "hilt" is uncharted territory blocked off by the World's End Mountain Range. At the far south, the "blade" gives way to the Woundshoal; a sprawling subtropical delta of treacherous swamps, mires, marshes and meres that give way to a little-charted archipelago. The Woundshoal is rife with disease-bearing insects, swampy predators, treacherous terrain and dangerous coastlines, whilst the World's End Mountains have defeated all serious attempts to press through them so far. As such, the inhabitants of the Known World know far more about the lands on their eastern and western fronts, and expeditions to head north or south are rare feats of eccentricity. The western sea is called the Sea of Destruction, whilst the eastern sea is called the Sea of Fate. [U]Government:[/U] A loose republic style, based on the Sigmarite Empire of Warhammer Fantasy; each of the Provinces has an Elector Count (the one universal title of the Republic), who represents his or her province in matters relating to the Republic as a whole. A singular authority figure is chosen from amongst the Elector Counts to serve as the ruler of the Republic as a whole, although terms do not pass down through blood lineage and there are some constraints on this "Emperor's(?)" power. [U]Provinces of the Republic:[/U] [B]Bitterland:[/B] The northernmost province of the Empire, butting up against the World's End Mountains. This is a rugged, inhospitable and rather barren land of hill-country, valleys, steep mountains and dense forest; its inhabitants live close to, if not beyond, the subsistence level, depending entirely on hunting and foraging to supplement small house-gardens to provide for themselves. The humans of Bitterland are infamous in more southerly provinces for their circumstance-based tendency towards inbreeding, leading to many cruel, bawdy jokes on the topic (though never told where a Bitterlander can hear it). Aside from that unfortunate business, Bitterlanders are known for their strength, their ruggedness, and their skill at hunting and foraging. Internally, they conduct all trade on a barter level; coin flows to Bitterland only due to the fur trade, a small trade in Bitterland liquors (mostly mead and mushroom-laced ale) or the rare visit from big game hunters after the notorious beasts of the Bitterland. Most Bitterlanders quickly squander any coin they have on ostentatious goods, especially favoring guns from the south. The Bitterland has a surprisingly diverse population; alongside humans, it is home to families of both Forest and Mountain Gnomes, and clans of Minotaurs, Goliaths and Shyfters. The Bitterlander humans take their demihuman neighbors in stride, and the joke goes that a Bitterlander's wife is either his sister, his dog, or his cow. [B]Murkenwood:[/B] Stretching on from the southwestern border of Bitterland, the Murkenwood is a densely forested region shrouded by a single unbroken expanse of green - the titular Murkenwood - whose dense boughs regularly fill with eerie mists. Murkenwood settlements tends to concentrate on the branches of the Mother River that flow through their province, granting them somewhat greater access to the riches of the south than their northern kin. Still, it remains a fairly backwards and primitive place, where isolation is the norm for most villages. Many clans of Forest Gnomes inhabit this region, and it's also known to be host to a number of Moongates. Shyfters prowl the woods or live alongside humanity. A comparatively small but growing population of Haffuns is also entrenching itself into this province, having migrated from their home in the Grassy Ocean to the southwest. Much of the Murkenwood's trade comes from hunting, fur and timber, and its denizens are renowned for their archery, their skill at navigation, and their propensity for illusion and enchantment magic. [B]Hellfire Crags:[/B] A mountain range girded by forests that stretches from the southeastern border of Bitterland. The Hellfire Crags are home to the Cog Gnomes, who claim this massive range - it stretches almost the length of the Daggerland's blade, but is broken up at several points along its expanse - as their sovereign domain. The human population mostly lives in the lowlands, trading timber and agricultural goods to the gnomes, who exchange metal and forged goods in trade for this boost to their own agricultural efforts. As a result of generations of human settlement, much of the lowland has been reduced to plains country, to feed the need for timber. Whilst the Crags themselves are recognized as an allied sovereign state, the lowlands of the crags are considered a Republic Province, Smithholm. The Eversmoke, the capital city of Smithholm, is one of the great cities of the Republic, and is the hotbed for the Republic's military teknomancy and battle engineering; the vast bulk of the Republic's guns are manufactured here, and they eagerly trade with (or steal from) the Cog Gnomes to keep ahead of demand of technological innovation. [B]Heartland:[/B] The central region of the Daggerland is a vast, agrarian landscape of plains and sparse forest. With the Mother River forking most prominently here, it is a literal center for trade throughout Daggerland, receiving goods from all corners of the Republic. Its capital city, built at the largest nexus of waterways from the Mother River, is the official heart of the Republic; it is here the Elector Counts meet and where the Emperor holds court. This is, without a doubt, the most cosmopolitan region in all of the Daggerland; every race that walks its surface can be found here, and even some from lands beyond the Known World. [B]Gloomlund:[/B] This dark, southwesterly region of dense forests and marshes stretches on from the southern tail of the Hellfire Crags down to the Woundshoal proper. This province has a reputation for dark, evil magic; the dead do not rest easily here, and fiend-cults have long been a problem. Witch-kings and even vampires have openly reigned over this province, each leaving its own stain on the province's history. Although no "Dark Lord" currently claims dominion over the region as a whole, its political influence has waned drastically; only its enveloping of the main pass to Gildshore keeps it at all politically relevant. Humanity is all but gone here; dhampirs, vryloka, shyfters, tieflings, mortif and other children of its dark past claim this province for themselves. [B]Gildshore:[/B] The eastern coast of Daggerland is seperated from Heartland by Gloomlund, which combined with its trading connections to the Dark Continent gives it a reputation for being sinister, amoral and avaricious in the rest of the Republic. Despite this, it is just as cosmopolitan as Heartland, in no small part because of the Water Gnomes who live and thrive along its reach. [B]The Grassy Ocean:[/B] The midwesternmost province of the Daggerland is a huge expanse of rolling, gentle plains. It is surprisingly underpopulated by humans; instead, the bulk of this land is held by the rabbit-like Haffuns, whose agrarian culture gives them a surprisingly large influence on Republic politics; it is considered by many to be the biggest breadbasket in the Republic. The other major population are nomadic clans of Plains Gnomes, who variously trade with, ignore and raid their bunnyfolk neighbors. On the downside, the Grassy Ocean is the last border of defense between Heartland and Hordelands, and the Haffuns are not a militaristic people; they rely heavily on their human neighbors for protection from Hobgoblin raiding parties. [B]Viltheed:[/B] The western coast of Daggerland is contested territory, conquered several generations back by the hobgoblins of the Hordelands, far across the Sea of Destruction. Whilst the efforts of brave Republic armies and Haffun militias pushed them back, they were too well-entrenched to remove entirely without a hideous contest in life. Thus, a restless sort of peace has descended upon the region; both Republic and Hobgoblin forces constantly skirmish with each other, but full-scale war has not been declared. This region's populace consists predominantly of Hobgoblins and slave-races from the Hordelands, along with a restless array of guerrilla natives - Humans, Haffuns, Water Gnomes and Ratfolk - that constantly do what they can to push back against the goblinoid conquerors. [B]Ulderholm:[/B] The southernmost province of the Republic, Ulderholm claims to be the oldest settled province of them all. It is practically a reflection of the Daggerland in miniature, with small mountain ranges, forests, plains and rivers ultimately giving way to the marshes of the Woundshoal at its southern end. Whilst thoroughly populated and with a thriving economy, in comparison to Bitterland, Ulderholm is seen as a somewhat backward and rural region in comparison to Heartland. The capital of Ulderholm is home to the oldest magical academy in the Daggerland, and is the center of magical traditionalism, which does not help with its reputation. Whilst any race is welcome here, Ulderholm is dominated by humanity in sheer numbers. [/QUOTE]
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