QuietBrowser
First Post
So, whilst still eagerly waiting to further this discussion towards refining the kobolds and improving on my mistakes with them... I thought I might as well share two big things that've been sitting on my chest.
The first is a tentative "map" of the world. Now, before anyone brings up the old warnings, the "Known World" is very much NOT the entirety of the world. Before the Black Dawn, most if not all of the planet was covered by the territories of humans, dwarves and elves. The Known World, which is the collective territories that've been mapped in the centuries since the Black Dawn, is only a comparatively small fragment - roughly the size of North America, and there's more land beyond that.
The Known World is synonymous with one particular continent on Malebolge, which roughly corresponds to Ansalon in Dragonlance or how Faerun technically refers to one particular continent on Toril in the Forgotten Realms. This is, as far as this project is concerned, "the setting entire"; there's other areas out there, the Kara-tur/Al-Qadim/Maztic to its Faerun, or the Kalimdor to its Lordaeron, but touching on them is something for another project entirely, assuming this gets going. It'd be like having a "Fallout: Lost Britannia".
The Known World is subdivided into several "territories" or "regions". These are distinctive places on the Known World map, close to, but not quite, kingdoms or sub-continents. The exact borders between the two are hazy at best, partially because I haven't been able to fix them that clearly in my mind, partially because even in-universe the fact these areas are known to exist thanks to the stories of travelers and merchants doesn't mean people precisely know where each starts or ends.
The tentative list of territories so far stands at:
The Cradlelands: These were the center of the human empire before the Black Dawn, which is where their name comes from. In Fallout terms, this is the Capital Wasteland; the destruction was really heavy here, and rebuilding is minimal due to an abundance of environmental hazards. Local sentients mostly consist of small, often nomadic, tribes and bands, or very heavily fortified and isolationist Vault-analogue cities.
The Scarred Coast: A large and relatively verdant strip of coastal terrain on the only rediscovered sea thus far, the Sea of Blood. In Fallout terms, this is the New California Republic, or whatever it was called in Fallout 1, or the Boston Commonwealth - this is the place where civilization is truly getting back on, city-states slowly rising from the raiders and the tribals and looking with a bright eye towards the future. Here, danger is somewhat less focused on running out of supplies or being attacked by raiders/predators, but more on political dangers; cults, war between city-states, suburban predators (serial killers and other "social" monsters), intrigue, corruption, etc.
The Jaderealm: A vast and verdant land of untamed tropical forests and swamps, the Jaderealm is sort of an "anti-Mojave" - the same unsettled, untamed, foreign frontier, but dangerously lush and rich with deadly life instead of a parched and scorching wasteland. Attempts at penetrating this region have been... unsuccessful, making it one of the least understood of the territories.
The Slagheap: Once known as Nidavilir, that was before the Black Dawn devastated the region. Volcanoes, mountains and glaciers to begin with, the entire region has been mangled and torn apart by incredible magical cataclysms. This is dwarf country, gnome country, kobold country, and it's not a safe place. It might even be more screwed up than the Cradlelands in terms of natural hazards and towns full of folk who don't want you around.
The Bitterflats: A parched and deadly savannah, this is effectively the Mojave Wasteland of the Malebolge setting. This is the new frontier, as far as the "civilized" peoples of the Scarred Coast are concerned, attempting to push onwards into this land despite the protests of the native cultures, who aren't generally welcoming of a bunch of foreigners.
Refining or expanding upon these is something that I'd love to have help with.
The second is, as I've been hinting, my thoughts/worries about expanding the list of known races in Malebolge. As you probably pieced together from the first part, even though only bits and pieces of "the map" are actually still on the map after the Black Dawn, that's a fairly big area, so not all races are going to co-habit. You can still have mixed parties, but you'd theoretically need backstories explaining how you got from region A to region B. Even so, I do worry that some of my ideas are pushing too much into the setting.
Anyway, these are the races I'm thinking of adding, and why, as best I can explain. I really do need someone to talk to in order to fix these up...
Elves: I keep whiffling on whether or not to include these guys, because I've got dwarves mutating (even if there are some purebloods, although their role in the setting is kind of a less assholish version of the Enclave) into many species, so, it kind of makes sense that elves have some similar mutants, doesn't it? The big issue I'm struggling with is whether or not there's any surviving purebloods... I kind of want to include them, but I want them to be legendarily rare. Like, most of them are probably still hiding from the world in the shattered remains of flying cities or behind illusion-cloaked citadels; the neutral ones want to be left alone, the evil ones dream of conquering the world. To see an elf pureblood in the flesh should be even rarer than seeing a pureblood dwarf... but, I don't know if that then defeats the point of having them.
Shadar-Kai: These guys are... well, I don't know. To me, it makes sense that since the elves were big necromancers, when the whole world went pinballing through dimensions, some would be overwhelmed by necrotic energy and mutated into shadow-infused versions of themselves who need stimulation to keep from fading into oblivion, but... does it make sense to anyone else?
Drow: These guys, I just... I don't know. Like I said, I'd like to include some elfin mutant species in Malebolge, but these guys just don't quite seem to fit the bill? Maybe you guys can help me think of a better way to spin them in order to make sense for this crazy, messed up world of mine.
Derro: This actually wasn't an idea I started out thinking about seriously. It began as just my mind throwing up that picture of the Derro Urban Stalker from Pathfinder's "Inner Sea Monster Codex". After enjoying the recollection, I began to wonder "how would a player handle playing a derro, anyway?" and, when I started to piece together a short guidebook for playing derro without being the typical Chaotic Stupid annoying PC*, I began to think that maybe I had something here. Still, it's a very vague idea, and I want to talk with folks about how to make it work - my loose idea starts with the Derro being a further mutation/degeneration of the Gnomoi (Rock Gnomes), maybe caused by some expy of Pathfinder's cytilish, and that the Gnomoi consider them unfortunate kinsfolk who need to be succored (but not at the extent of themselves; if a derro clan turns into a band of Saywer expies, gnomes will be the first to put them down), but that's all I've got.
*Yes, I can and will write it up and share it here if folks are interested.
Gnolls: It's no secret, from posts I've made here before. I love gnolls. I love to take these hyena-folk, whom 4e made me fall in love with via its wonderfully crafted "Playing Gnolls" article, and give them the Ork-treatment, as I've taken to calling it. They'd fit in perfectly into the Bitterflats as, perhaps, the dominant culture... but beyond knowing that I want them, I don't really know how to get them. I'm not even 100% convinced they're a good idea...
Lizardfolk: I wasn't originally planning on these guys, but since Volo's Guide came into my possession, I can't help but wonder if they're not a good idea. I mean, can't you just see them as a kobold experiment in regaining their physical prowess gone wrong somehow? I don't know, maybe I should let you guys talk me out of them...
Bugbears: So, Orks were engineered in this setting to be super-soldiers. Goblins are a random mutation that arises, an attempt to regain some of their inherent magical nature from back when they were elves. Bugbears, as shown in Volo's Guide, are freaky-scary assassins. So... I don't know, should I maybe give orks even more mutant offshoot subspecies? Why not the hobgoblins while I'm at it?
Diaboli: Mostly, I just like these guys. They've got a long tradition of being interplanar refugees, and RIFTS was a big inspiration for Malebolge, so... I don't know. Do they make sense as a race stranded here in this hellhole and trying to cope?
Githyanki/Githzerai: Weakest of the races here, I was basically thinking of using them like the Diaboli... I don't know, maybe that's not called for?
Nagas/Serpentfolk: I... can't explain the idea here. But, we got spiders evolved into magically talented mages because of the "fallout", and a race of mad magi-scientist kobolds who keep messing around with their own unborn kids, so why is there not a magical race of serpent-people?
Draega: These guys are just... like I said, I really like the Shin'hare. They're freaking creepy. The elves were some fairly sick folk, so I like the idea of having a race around that's basically an elfin attempt at revenge even generations after the war was lost. I really do think I can make it work, I just... I don't know, maybe I should just go ahead and do their gazetteer now, instead of waiting to fix the kobolds first. Let folks get a chance at seeing them the way I see them... Also, my intent is to use Draeg as the singular and Draega as the plural, but I would dearly love a less awkward sounding name to call them by.
The first is a tentative "map" of the world. Now, before anyone brings up the old warnings, the "Known World" is very much NOT the entirety of the world. Before the Black Dawn, most if not all of the planet was covered by the territories of humans, dwarves and elves. The Known World, which is the collective territories that've been mapped in the centuries since the Black Dawn, is only a comparatively small fragment - roughly the size of North America, and there's more land beyond that.
The Known World is synonymous with one particular continent on Malebolge, which roughly corresponds to Ansalon in Dragonlance or how Faerun technically refers to one particular continent on Toril in the Forgotten Realms. This is, as far as this project is concerned, "the setting entire"; there's other areas out there, the Kara-tur/Al-Qadim/Maztic to its Faerun, or the Kalimdor to its Lordaeron, but touching on them is something for another project entirely, assuming this gets going. It'd be like having a "Fallout: Lost Britannia".
The Known World is subdivided into several "territories" or "regions". These are distinctive places on the Known World map, close to, but not quite, kingdoms or sub-continents. The exact borders between the two are hazy at best, partially because I haven't been able to fix them that clearly in my mind, partially because even in-universe the fact these areas are known to exist thanks to the stories of travelers and merchants doesn't mean people precisely know where each starts or ends.
The tentative list of territories so far stands at:
The Cradlelands: These were the center of the human empire before the Black Dawn, which is where their name comes from. In Fallout terms, this is the Capital Wasteland; the destruction was really heavy here, and rebuilding is minimal due to an abundance of environmental hazards. Local sentients mostly consist of small, often nomadic, tribes and bands, or very heavily fortified and isolationist Vault-analogue cities.
The Scarred Coast: A large and relatively verdant strip of coastal terrain on the only rediscovered sea thus far, the Sea of Blood. In Fallout terms, this is the New California Republic, or whatever it was called in Fallout 1, or the Boston Commonwealth - this is the place where civilization is truly getting back on, city-states slowly rising from the raiders and the tribals and looking with a bright eye towards the future. Here, danger is somewhat less focused on running out of supplies or being attacked by raiders/predators, but more on political dangers; cults, war between city-states, suburban predators (serial killers and other "social" monsters), intrigue, corruption, etc.
The Jaderealm: A vast and verdant land of untamed tropical forests and swamps, the Jaderealm is sort of an "anti-Mojave" - the same unsettled, untamed, foreign frontier, but dangerously lush and rich with deadly life instead of a parched and scorching wasteland. Attempts at penetrating this region have been... unsuccessful, making it one of the least understood of the territories.
The Slagheap: Once known as Nidavilir, that was before the Black Dawn devastated the region. Volcanoes, mountains and glaciers to begin with, the entire region has been mangled and torn apart by incredible magical cataclysms. This is dwarf country, gnome country, kobold country, and it's not a safe place. It might even be more screwed up than the Cradlelands in terms of natural hazards and towns full of folk who don't want you around.
The Bitterflats: A parched and deadly savannah, this is effectively the Mojave Wasteland of the Malebolge setting. This is the new frontier, as far as the "civilized" peoples of the Scarred Coast are concerned, attempting to push onwards into this land despite the protests of the native cultures, who aren't generally welcoming of a bunch of foreigners.
Refining or expanding upon these is something that I'd love to have help with.
The second is, as I've been hinting, my thoughts/worries about expanding the list of known races in Malebolge. As you probably pieced together from the first part, even though only bits and pieces of "the map" are actually still on the map after the Black Dawn, that's a fairly big area, so not all races are going to co-habit. You can still have mixed parties, but you'd theoretically need backstories explaining how you got from region A to region B. Even so, I do worry that some of my ideas are pushing too much into the setting.
Anyway, these are the races I'm thinking of adding, and why, as best I can explain. I really do need someone to talk to in order to fix these up...
Elves: I keep whiffling on whether or not to include these guys, because I've got dwarves mutating (even if there are some purebloods, although their role in the setting is kind of a less assholish version of the Enclave) into many species, so, it kind of makes sense that elves have some similar mutants, doesn't it? The big issue I'm struggling with is whether or not there's any surviving purebloods... I kind of want to include them, but I want them to be legendarily rare. Like, most of them are probably still hiding from the world in the shattered remains of flying cities or behind illusion-cloaked citadels; the neutral ones want to be left alone, the evil ones dream of conquering the world. To see an elf pureblood in the flesh should be even rarer than seeing a pureblood dwarf... but, I don't know if that then defeats the point of having them.

Shadar-Kai: These guys are... well, I don't know. To me, it makes sense that since the elves were big necromancers, when the whole world went pinballing through dimensions, some would be overwhelmed by necrotic energy and mutated into shadow-infused versions of themselves who need stimulation to keep from fading into oblivion, but... does it make sense to anyone else?
Drow: These guys, I just... I don't know. Like I said, I'd like to include some elfin mutant species in Malebolge, but these guys just don't quite seem to fit the bill? Maybe you guys can help me think of a better way to spin them in order to make sense for this crazy, messed up world of mine.
Derro: This actually wasn't an idea I started out thinking about seriously. It began as just my mind throwing up that picture of the Derro Urban Stalker from Pathfinder's "Inner Sea Monster Codex". After enjoying the recollection, I began to wonder "how would a player handle playing a derro, anyway?" and, when I started to piece together a short guidebook for playing derro without being the typical Chaotic Stupid annoying PC*, I began to think that maybe I had something here. Still, it's a very vague idea, and I want to talk with folks about how to make it work - my loose idea starts with the Derro being a further mutation/degeneration of the Gnomoi (Rock Gnomes), maybe caused by some expy of Pathfinder's cytilish, and that the Gnomoi consider them unfortunate kinsfolk who need to be succored (but not at the extent of themselves; if a derro clan turns into a band of Saywer expies, gnomes will be the first to put them down), but that's all I've got.
*Yes, I can and will write it up and share it here if folks are interested.
Gnolls: It's no secret, from posts I've made here before. I love gnolls. I love to take these hyena-folk, whom 4e made me fall in love with via its wonderfully crafted "Playing Gnolls" article, and give them the Ork-treatment, as I've taken to calling it. They'd fit in perfectly into the Bitterflats as, perhaps, the dominant culture... but beyond knowing that I want them, I don't really know how to get them. I'm not even 100% convinced they're a good idea...
Lizardfolk: I wasn't originally planning on these guys, but since Volo's Guide came into my possession, I can't help but wonder if they're not a good idea. I mean, can't you just see them as a kobold experiment in regaining their physical prowess gone wrong somehow? I don't know, maybe I should let you guys talk me out of them...
Bugbears: So, Orks were engineered in this setting to be super-soldiers. Goblins are a random mutation that arises, an attempt to regain some of their inherent magical nature from back when they were elves. Bugbears, as shown in Volo's Guide, are freaky-scary assassins. So... I don't know, should I maybe give orks even more mutant offshoot subspecies? Why not the hobgoblins while I'm at it?
Diaboli: Mostly, I just like these guys. They've got a long tradition of being interplanar refugees, and RIFTS was a big inspiration for Malebolge, so... I don't know. Do they make sense as a race stranded here in this hellhole and trying to cope?
Githyanki/Githzerai: Weakest of the races here, I was basically thinking of using them like the Diaboli... I don't know, maybe that's not called for?
Nagas/Serpentfolk: I... can't explain the idea here. But, we got spiders evolved into magically talented mages because of the "fallout", and a race of mad magi-scientist kobolds who keep messing around with their own unborn kids, so why is there not a magical race of serpent-people?
Draega: These guys are just... like I said, I really like the Shin'hare. They're freaking creepy. The elves were some fairly sick folk, so I like the idea of having a race around that's basically an elfin attempt at revenge even generations after the war was lost. I really do think I can make it work, I just... I don't know, maybe I should just go ahead and do their gazetteer now, instead of waiting to fix the kobolds first. Let folks get a chance at seeing them the way I see them... Also, my intent is to use Draeg as the singular and Draega as the plural, but I would dearly love a less awkward sounding name to call them by.