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<blockquote data-quote="Fralex" data-source="post: 6701893" data-attributes="member: 6785902"><p>[sblock=Page 1]<strong>Originally posted by Azure.Shade:</strong></p><p></p><p>Geography additions:</p><p> </p><p><em>Wolf's Cry Woods</em></p><p>These woods are as peaceful as can be expected in a frontier area. Nearby settlers have reported goblin sightings in the past, but the little green buggers have been mostly too shy to mount a formal raid on anything. The focal point of this location is the legend of a great silver wolf that stalks the misty woods during the Spring and Harvest festivals. Locals call this creature the Ghost Paw, and are quick to end their festivities at midnight when the mists begin to roll in from the forest and the wolf's cry sounds. Some villages around the forest have taken to leaving an offering to the wolf, believing it to be a form of guardian spirit that keeps the goblins at bay. Others believe it to be a monster of the Feywild, sent to punish those who would harm the forest.</p><p> </p><p> </p><p><em>The Witchsands</em></p><p>Beyond the far mountains lies the desolate grey wastes known by the Arumee tribes as <em>The Witchsands</em>. The pale firmament of this foreboding location is not actual sand, as the name would suggest, but more of a silty ash, left behind by an apocalyptic conflagration ages ago. Sharp winds move tons of this fine dust around the constantly shifting desert, revealing, and then quickly reburying long lost acropoli and vaults. Thrill seekers can often be found traversing <em>The Witchsands</em> in hopes of looting ancient treasures when the sands part. A few of these grave-robbers, however, have failed to get out of their excavation sites in time, and now their bleached bones are all that mark their passing when the sands shift once more.</p><p></p><p>Local nomads speak of strange lights that sometimes lure the unwary out into the sands at night, never to be seen again. There is also talk of a dark coven that roams the wastes, searching for dangerous artifacts from a bygone age.</p><p></p><p></p><p><strong>Originally posted by Foxface:</strong></p><p></p><p> </p><p>While these are wonderfully evocative, I think they are too detailed. in your first suggestion, you've established not only the woods and its general location, but their inhabitants, how they behave, local customs, as well as establishing the Feywild. Thats too much all at once. You've left little room for other to contribute to the nature of the Wolf's Cry Woods.</p><p> </p><p>Same thing for the Witchsands.</p><p> </p><p>Let's start small, and let this grow. I love your spirit, though. The enthusiasm is great!</p><p> </p><p>if you could choose one or two details for each of these locations, what would you establish?</p><p></p><p></p><p><strong>Originally posted by sleypy:</strong></p><p></p><p>The decendants of former shunned goliath (half-giants) have formed a guild of assassins known only as The Shadow. They operate out of the 11 Towns. The 11 towns are a cluster of towns scattered across one of far northern territories known as Hungry Sky Reach.</p><p></p><p></p><p><strong>Originally posted by bawylie:</strong></p><p></p><p>Creation Myth: In the beginning there was unsteady chaos. Then, the ambitious, ideological, and proud Gods each tried their level-best to shape the chaos in accords with their Own Image. And no one god had more nor less power and ambition than any other, though their interests and designs were varied. So the chaos took the shape of their Will and reflected their competing desires. The world of Kohlcamm emerged as the central point of tension - an intersection of each God's Will and influence. They constantly vie for more sway - that reality itself might reflect Their Glory. </p><p> </p><p>Unsurprisingly, this divine fervor and conflict is the cause of much turmoil among the many peoples of Kohlcamm, who, to one degree or another, are imitations of their creators. </p><p></p><p></p><p><strong>Originally posted by pauldanielj2:</strong></p><p></p><p>The world has no moons, but it does have a large planetary ring. From the surface, this looks like a huge, shining bridge or path across the sky, which has contributed greatly to the mythologies of the various civilizations.</p><p> </p><p>Without a moon, the concept of a month was never developed. Instead, the year is divided into the four seasons, and then subdivided by weeks. Each week is named, usually after an animal or monster (week of the troll, week of the badger, week of the dragon, et cetera).</p><p> </p><p> </p><p></p><p></p><p><strong>Originally posted by edwin_su:</strong></p><p></p><p>Elves have a very neen sense of hearing and in evlen cociety there is a paerfect note.</p><p>the volume of a brass bell playing this note is the elves standard mesure of volume.</p><p>A string playing this note is their mesure of length.</p><p></p><p></p><p><strong>Originally posted by Orzel:</strong></p><p></p><p>There is a mysterious small city in the wilderness named Rangertown. It is not the official name but that is what they call it as all the inhabitants are survivalists, hunters, trackers, and outdoorsmen... rangers.</p><p></p><p><strong>Originally posted by itworks:</strong></p><p></p><p>nice ideia</p><p> </p><p>cultural addition:</p><p>Humans are the most common race in Kohlcamm, but unlike other planes, demihumans races (like elf, dwarf and orc) have vasts kingdoms too...</p><p> </p><p>geography addition:</p><p>One of the famous places of Kohlcamm is the Field of Howls a large savannah, lair of wargs where a big war was fought in the past...</p><p></p><p></p><p><strong>Originally posted by Foxface:</strong></p><p></p><p> </p><p>I see what you did there...</p><p> </p><p>To add:</p><p> </p><p>The gods themselves take an active role in the affairs of the world, frequently meddling with mortals and thier institutions. The gods are also notoriously fickle, and often change who their "favorites" are. Mortals have had to adapt in turn. </p><p> </p><p> </p><p></p><p></p><p><strong>Originally posted by Foxface:</strong></p><p></p><p> </p><p>This connection to sound and music informs their worldview. Living itself is known as "playing the song of life", and living in harmony with others while improvising your own melody "in tune" with the song of life is an elf's highest ideal.</p><p></p><p></p><p><strong>Originally posted by edwin_su:</strong></p><p></p><p>and a salesman who short changes would be discribed as a salesman whose bell doesen't ring true</p><p></p><p></p><p><strong>Originally posted by Foxface:</strong></p><p></p><p> </p><p>These weeks are so-named because of constellations in the sky. Where the path of the sun intersects with the ring during the day, that constellation at night in the same position determines the week. </p><p></p><p></p><p><strong>Originally posted by bawylie:</strong></p><p></p><p> </p><p>Is there a Mayor?</p><p></p><p></p><p><strong>Originally posted by Burrytar:</strong></p><p></p><p> </p><p>The exact relationship between the constellations and the gods is widely recognized by diverse scholars as one of the Five Great Mysteries.</p><p></p><p></p><p><strong>Originally posted by strider1276:</strong></p><p></p><p>First, this is a wonderful idea! Thanks for starting it.</p><p> </p><p>Okay, geography/setting idea:</p><p> </p><p>The Forest of Forgotten Souls holds an enclave of gnomes. Unlike their cousins, they are not happy-go-lucky. To the contrary, they consume the souls of wayward travelers who brave the Forest for its treasures.</p><p></p><p></p><p><strong>Originally posted by Foxface:</strong></p><p></p><p>Why don't you tell us, bawylie?</p><p> </p><p></p><p></p><p><strong>Originally posted by jtfowler:</strong></p><p></p><p>Great idea!</p><p> </p><p>Societal Norm: The "Adventurer Stock Market" (not necessarily the name)</p><p> </p><p>Those with a mercenary streak can enlist in the market! They are assigned contracts, benefactors can invest gear for greater dividends, etc.</p><p></p><p></p><p><strong>Originally posted by Foxface:</strong></p><p></p><p> </p><p>Near the most dangerous parts of the world, 7 cities have sprung up as a sort of Fantasy New York/Las Vegas. Not only are there adventurer guilds that post jobs and quests to take for profit, and private investors who sponsor adventurers in exchange for larger shares of the spoils, there exists a strong better's market where wealthy visitors can wager on who will successfully complete contracts. </p><p> </p><p>One of these 7 cities also happens to be one of the 11 outposts of The Shadow, the goliath assassin's guild. </p><p></p><p></p><p><strong>Originally posted by Orethalion:</strong></p><p></p><p> </p><p>Yes, and as a result, a secret group known as the Ormahr formed. The Ormarh are dedidicated to ridding the world of meddling gods and their priests. Ridding the world of the Ormarh is the one thing all of the gods can agree on.</p><p></p><p></p><p><strong>Originally posted by strider13x:</strong></p><p></p><p>The Forgotten God, whose voice was never heard escaped the noisy song the other gods, is hiding in the center of the world. Waiting from darkness, stretching their wicked tendrils to silence the song of life, consumed by jealousy, only the complete destruction of this world will bring peace to the rage within! The thing that should not be rips the earth with desruction (volcanoes), and pulls fire from the skies (meteors). Members of all the Races have connections with this god (even if they do know the god exists) and some even harness the raw energies to wonderous effect! But every time they pull from this mystic force the world becomes more unstable, for the Forgotten God is made stronger as the energy is spread...</p><p></p><p></p><p><strong>Originally posted by Redblue200:</strong></p><p></p><p> </p><p>A halfblood Yuan-Ti lives in a simple hut deep within the Field of Howls. His only companion is a halfling child. For some reason, the wargs never approach his hut.</p><p></p><p></p><p><strong>Originally posted by Foxface:</strong></p><p></p><p> </p><p>Ooooooooh, good one. </p><p> </p><p>The largest structure in the Field of Howls is a single lone tower atop a small hill. It isn't very large, but compared to the scattered ruins that litter the fields for miles around, it might as well be a ziggurat. </p><p></p><p></p><p><strong>Originally posted by Foxface:</strong></p><p></p><p> </p><p>Whether they realize it or not, all arcane casters are drawing from the latent power of the forgotten god. The mystic runes, the incantations, the elaborate gestures, they are all derived the unheard and ignored lamentations of The Forgotten God. </p><p></p><p></p><p><strong>Originally posted by jonathan_sicari:</strong></p><p></p><p>Goblin mercenaries are known for their trustworthyness and loyalty, if not their combat skill (think Friendlies from Dickson's Childe Cycle).</p><p></p><p></p><p><strong>Originally posted by iserith:</strong></p><p></p><p> </p><p>Sorry for the aside, but this is crazy-awesome and ambitious and as soon as I sober up, I am totally in.</p><p></p><p></p><p><strong>Originally posted by cranebump:</strong></p><p></p><p>Beyond the Jagged Edge, just past the mist-shrouded hills of Mourning, lies a plane of ice and snow ruled by the legendary White Queen of Adlbore. Towns bordering the plane of ice pay her constant tribute in exchange for the lucrative mining rights to the mountains nearby, lest they receieve a vist from the dread Autumn Wards (masters of the dual-bladed "Cleave-Pikes"). Things may be about to change, however. Rumors speak of a nascent rebellion, led by a figure known only as "Kestral."</p><p></p><p></p><p><strong>Originally posted by cranebump:</strong></p><p></p><p>The bloodthirsty halflings of Tanglewood were once slaves to the Elves there. They drove off their captors long ago, and now control the deep part of the forest, where the ancient treasures of the Elves (considered vile and uinholy by the halflings) lie waiting to be found. (Basically, xenophobic halflings who do NOT like visitors).</p><p></p><p></p><p><strong>Originally posted by bawylie:</strong></p><p></p><p>Dwarves are 9 feet tall and 5 feet wide on average. They carefully guard a sacred forge that holds the powers of Making and Unmaking. </p><p></p><p></p><p><strong>Originally posted by Rhenny:</strong></p><p></p><p>One rogue god, Rhenny O'Shea (a fallen god of luck and mischief) often assumes the guise of mortals in order to stir the pot, and complicate the lives of adventurers. If he can change the fate of 1 million mortals he shall regain a place with the other active gods.</p><p></p><p></p><p><strong>Originally posted by Foxface:</strong></p><p></p><p> </p><p>The elves who kept the halfling slaves were a cultural offshoot of the "regular"</p><p>elves. Unlike the elves who strove to live in harmony with the world, the slave-keeping elves, known as "the discordant", chose to live selfish lives and sing their own songs, songs of strife and blood.</p><p> </p><p>Driven from their own woods by their former slaves, the discordant elves fled into the deepest parts of the world. Some say that during the darkest night, if you listen carefully in complete silence, you can hear their song of strife coming from the shadows. </p><p></p><p></p><p><strong>Originally posted by Foxface:</strong></p><p></p><p> </p><p>This "forge" is actually a great fissure in the ground, atop of which is built a huge stone fortress, likely one of the biggest mortal-made structure in all of Kohlcamm. The heat from the fissure powers everything inside. </p><p> </p><p>The dwarves themselves are masters of technology, and the readily available source of energy as afforded them the ability to constantly research new forms of magic and technology. Some suspect that they are very close to merging the two. </p><p></p><p></p><p><strong>Originally posted by Foxface:</strong></p><p></p><p> </p><p>This is awesome. As soon as I think of something to add to this, I will. This might be my favorite thing added so far!</p><p> </p><p></p><p></p><p><strong>Originally posted by Uchawi:</strong></p><p></p><p>Large rocks that appear to be dropped from the heavens, are well known by local travelers as the giants teeth. They are scattered across the open grasslands of Ansobar. During the high summer solstice the rocks cast shadows that are rumored to take shape and move amongst the field of stone.</p><p></p><p></p><p><strong>Originally posted by Mecheon:</strong></p><p></p><p>Not wishing to live by the whims of fickle gods, some chose instead to worship the very spirits of the land and the wilds. Using it is said they can draw upon the very strength of the animals they intend to emulate</p><p> </p><p>Some say some worshippers have gone so far as to blend the forms of themselves and their idol of worship into one, but these are just rumours</p><p></p><p></p><p><strong>Originally posted by sleypy:</strong></p><p></p><p>The standard unit of measurement was created during the rule of Queen Merwin Brandywine of Verdaen, She was beloved by her people who lovingly refered to her as The Halfling Queen due to her small stature. During her 67 year the Verdaen Foot, using her foot size, became the standard unit of measure of the Verdaens. Over the years the Verdaen Foot has been adopted as the standard unit for trade. It has become common venacular to use the short form "feet"; Verdaen jest that they will only call it the Verdaen Foot, because the distance its short enough already.</p><p></p><p></p><p><strong>Originally posted by Fralex:</strong></p><p></p><p>Score! just found the fun thread! <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/grin.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Magma is not the only substance of power that flows beneath the earth. Ectoplasm, the raw stuff ghosts are made of, lies beneath the surface in some parts of the world. Evidence points to a dark time in the past when an ectoplasmic volcano erupted, giving form to even the slightest of lingering spirits and possibly creating some new entities.</p><p></p><p></p><p><strong>Originally posted by souldoubt:</strong></p><p></p><p>Agreed. (And this thread is an awesome idea in general.)</p><p> </p><p>The Ormarh move in the world in secret, as they know that the eyes of the gods (and in some cases the gods themselves) are everywhere. Though they have many secret enclaves throughout the world, only a single unhidden citadel, Dunormarh, stands in open defiance of the gods, in the city of Moth, which is also one of the 7 "adventurer" cities. Moth is so named because it lies in a shallow crater which is shaped like a moth, the city's walls following the contours of two giant moth-shaped wings with the fortress of Dunormarh at its center. For unknown reasons, the gods have no power within this ancient crater, and thus no power in Moth.</p><p> </p><p></p><p>Some folk believe that the Giant's Teeth are pieces from some celestial game being played out by the gods overhead.</p><p> </p><p>It has also been proposed that long ago a massive Giant's Tooth fell upon the spot where the city of Moth now stands.</p><p></p><p></p><p><strong>Originally posted by souldoubt:</strong></p><p></p><p>In most societies, the New Year is celebrated in spring with the Week of the Fox.</p><p></p><p></p><p><strong>Originally posted by souldoubt:</strong></p><p></p><p>(Okay, last one for now, I promise)</p><p> </p><p>The orcs of Ansobar pride themselves as poets, and frequently gather to compose and recite long lyrical sagas in their native tongue, sometimes taking turns continuing the same tale.</p><p></p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Fralex, post: 6701893, member: 6785902"] [sblock=Page 1][B]Originally posted by Azure.Shade:[/B] Geography additions: [I]Wolf's Cry Woods[/I] These woods are as peaceful as can be expected in a frontier area. Nearby settlers have reported goblin sightings in the past, but the little green buggers have been mostly too shy to mount a formal raid on anything. The focal point of this location is the legend of a great silver wolf that stalks the misty woods during the Spring and Harvest festivals. Locals call this creature the Ghost Paw, and are quick to end their festivities at midnight when the mists begin to roll in from the forest and the wolf's cry sounds. Some villages around the forest have taken to leaving an offering to the wolf, believing it to be a form of guardian spirit that keeps the goblins at bay. Others believe it to be a monster of the Feywild, sent to punish those who would harm the forest. [I]The Witchsands[/I] Beyond the far mountains lies the desolate grey wastes known by the Arumee tribes as [I]The Witchsands[/I]. The pale firmament of this foreboding location is not actual sand, as the name would suggest, but more of a silty ash, left behind by an apocalyptic conflagration ages ago. Sharp winds move tons of this fine dust around the constantly shifting desert, revealing, and then quickly reburying long lost acropoli and vaults. Thrill seekers can often be found traversing [I]The Witchsands[/I] in hopes of looting ancient treasures when the sands part. A few of these grave-robbers, however, have failed to get out of their excavation sites in time, and now their bleached bones are all that mark their passing when the sands shift once more. Local nomads speak of strange lights that sometimes lure the unwary out into the sands at night, never to be seen again. There is also talk of a dark coven that roams the wastes, searching for dangerous artifacts from a bygone age. [B]Originally posted by Foxface:[/B] While these are wonderfully evocative, I think they are too detailed. in your first suggestion, you've established not only the woods and its general location, but their inhabitants, how they behave, local customs, as well as establishing the Feywild. Thats too much all at once. You've left little room for other to contribute to the nature of the Wolf's Cry Woods. Same thing for the Witchsands. Let's start small, and let this grow. I love your spirit, though. The enthusiasm is great! if you could choose one or two details for each of these locations, what would you establish? [B]Originally posted by sleypy:[/B] The decendants of former shunned goliath (half-giants) have formed a guild of assassins known only as The Shadow. They operate out of the 11 Towns. The 11 towns are a cluster of towns scattered across one of far northern territories known as Hungry Sky Reach. [B]Originally posted by bawylie:[/B] Creation Myth: In the beginning there was unsteady chaos. Then, the ambitious, ideological, and proud Gods each tried their level-best to shape the chaos in accords with their Own Image. And no one god had more nor less power and ambition than any other, though their interests and designs were varied. So the chaos took the shape of their Will and reflected their competing desires. The world of Kohlcamm emerged as the central point of tension - an intersection of each God's Will and influence. They constantly vie for more sway - that reality itself might reflect Their Glory. Unsurprisingly, this divine fervor and conflict is the cause of much turmoil among the many peoples of Kohlcamm, who, to one degree or another, are imitations of their creators. [B]Originally posted by pauldanielj2:[/B] The world has no moons, but it does have a large planetary ring. From the surface, this looks like a huge, shining bridge or path across the sky, which has contributed greatly to the mythologies of the various civilizations. Without a moon, the concept of a month was never developed. Instead, the year is divided into the four seasons, and then subdivided by weeks. Each week is named, usually after an animal or monster (week of the troll, week of the badger, week of the dragon, et cetera). [B]Originally posted by edwin_su:[/B] Elves have a very neen sense of hearing and in evlen cociety there is a paerfect note. the volume of a brass bell playing this note is the elves standard mesure of volume. A string playing this note is their mesure of length. [B]Originally posted by Orzel:[/B] There is a mysterious small city in the wilderness named Rangertown. It is not the official name but that is what they call it as all the inhabitants are survivalists, hunters, trackers, and outdoorsmen... rangers. [B]Originally posted by itworks:[/B] nice ideia cultural addition: Humans are the most common race in Kohlcamm, but unlike other planes, demihumans races (like elf, dwarf and orc) have vasts kingdoms too... geography addition: One of the famous places of Kohlcamm is the Field of Howls a large savannah, lair of wargs where a big war was fought in the past... [B]Originally posted by Foxface:[/B] I see what you did there... To add: The gods themselves take an active role in the affairs of the world, frequently meddling with mortals and thier institutions. The gods are also notoriously fickle, and often change who their "favorites" are. Mortals have had to adapt in turn. [B]Originally posted by Foxface:[/B] This connection to sound and music informs their worldview. Living itself is known as "playing the song of life", and living in harmony with others while improvising your own melody "in tune" with the song of life is an elf's highest ideal. [B]Originally posted by edwin_su:[/B] and a salesman who short changes would be discribed as a salesman whose bell doesen't ring true [B]Originally posted by Foxface:[/B] These weeks are so-named because of constellations in the sky. Where the path of the sun intersects with the ring during the day, that constellation at night in the same position determines the week. [B]Originally posted by bawylie:[/B] Is there a Mayor? [B]Originally posted by Burrytar:[/B] The exact relationship between the constellations and the gods is widely recognized by diverse scholars as one of the Five Great Mysteries. [B]Originally posted by strider1276:[/B] First, this is a wonderful idea! Thanks for starting it. Okay, geography/setting idea: The Forest of Forgotten Souls holds an enclave of gnomes. Unlike their cousins, they are not happy-go-lucky. To the contrary, they consume the souls of wayward travelers who brave the Forest for its treasures. [B]Originally posted by Foxface:[/B] Why don't you tell us, bawylie? [B]Originally posted by jtfowler:[/B] Great idea! Societal Norm: The "Adventurer Stock Market" (not necessarily the name) Those with a mercenary streak can enlist in the market! They are assigned contracts, benefactors can invest gear for greater dividends, etc. [B]Originally posted by Foxface:[/B] Near the most dangerous parts of the world, 7 cities have sprung up as a sort of Fantasy New York/Las Vegas. Not only are there adventurer guilds that post jobs and quests to take for profit, and private investors who sponsor adventurers in exchange for larger shares of the spoils, there exists a strong better's market where wealthy visitors can wager on who will successfully complete contracts. One of these 7 cities also happens to be one of the 11 outposts of The Shadow, the goliath assassin's guild. [B]Originally posted by Orethalion:[/B] Yes, and as a result, a secret group known as the Ormahr formed. The Ormarh are dedidicated to ridding the world of meddling gods and their priests. Ridding the world of the Ormarh is the one thing all of the gods can agree on. [B]Originally posted by strider13x:[/B] The Forgotten God, whose voice was never heard escaped the noisy song the other gods, is hiding in the center of the world. Waiting from darkness, stretching their wicked tendrils to silence the song of life, consumed by jealousy, only the complete destruction of this world will bring peace to the rage within! The thing that should not be rips the earth with desruction (volcanoes), and pulls fire from the skies (meteors). Members of all the Races have connections with this god (even if they do know the god exists) and some even harness the raw energies to wonderous effect! But every time they pull from this mystic force the world becomes more unstable, for the Forgotten God is made stronger as the energy is spread... [B]Originally posted by Redblue200:[/B] A halfblood Yuan-Ti lives in a simple hut deep within the Field of Howls. His only companion is a halfling child. For some reason, the wargs never approach his hut. [B]Originally posted by Foxface:[/B] Ooooooooh, good one. The largest structure in the Field of Howls is a single lone tower atop a small hill. It isn't very large, but compared to the scattered ruins that litter the fields for miles around, it might as well be a ziggurat. [B]Originally posted by Foxface:[/B] Whether they realize it or not, all arcane casters are drawing from the latent power of the forgotten god. The mystic runes, the incantations, the elaborate gestures, they are all derived the unheard and ignored lamentations of The Forgotten God. [B]Originally posted by jonathan_sicari:[/B] Goblin mercenaries are known for their trustworthyness and loyalty, if not their combat skill (think Friendlies from Dickson's Childe Cycle). [B]Originally posted by iserith:[/B] Sorry for the aside, but this is crazy-awesome and ambitious and as soon as I sober up, I am totally in. [B]Originally posted by cranebump:[/B] Beyond the Jagged Edge, just past the mist-shrouded hills of Mourning, lies a plane of ice and snow ruled by the legendary White Queen of Adlbore. Towns bordering the plane of ice pay her constant tribute in exchange for the lucrative mining rights to the mountains nearby, lest they receieve a vist from the dread Autumn Wards (masters of the dual-bladed "Cleave-Pikes"). Things may be about to change, however. Rumors speak of a nascent rebellion, led by a figure known only as "Kestral." [B]Originally posted by cranebump:[/B] The bloodthirsty halflings of Tanglewood were once slaves to the Elves there. They drove off their captors long ago, and now control the deep part of the forest, where the ancient treasures of the Elves (considered vile and uinholy by the halflings) lie waiting to be found. (Basically, xenophobic halflings who do NOT like visitors). [B]Originally posted by bawylie:[/B] Dwarves are 9 feet tall and 5 feet wide on average. They carefully guard a sacred forge that holds the powers of Making and Unmaking. [B]Originally posted by Rhenny:[/B] One rogue god, Rhenny O'Shea (a fallen god of luck and mischief) often assumes the guise of mortals in order to stir the pot, and complicate the lives of adventurers. If he can change the fate of 1 million mortals he shall regain a place with the other active gods. [B]Originally posted by Foxface:[/B] The elves who kept the halfling slaves were a cultural offshoot of the "regular" elves. Unlike the elves who strove to live in harmony with the world, the slave-keeping elves, known as "the discordant", chose to live selfish lives and sing their own songs, songs of strife and blood. Driven from their own woods by their former slaves, the discordant elves fled into the deepest parts of the world. Some say that during the darkest night, if you listen carefully in complete silence, you can hear their song of strife coming from the shadows. [B]Originally posted by Foxface:[/B] This "forge" is actually a great fissure in the ground, atop of which is built a huge stone fortress, likely one of the biggest mortal-made structure in all of Kohlcamm. The heat from the fissure powers everything inside. The dwarves themselves are masters of technology, and the readily available source of energy as afforded them the ability to constantly research new forms of magic and technology. Some suspect that they are very close to merging the two. [B]Originally posted by Foxface:[/B] This is awesome. As soon as I think of something to add to this, I will. This might be my favorite thing added so far! [B]Originally posted by Uchawi:[/B] Large rocks that appear to be dropped from the heavens, are well known by local travelers as the giants teeth. They are scattered across the open grasslands of Ansobar. During the high summer solstice the rocks cast shadows that are rumored to take shape and move amongst the field of stone. [B]Originally posted by Mecheon:[/B] Not wishing to live by the whims of fickle gods, some chose instead to worship the very spirits of the land and the wilds. Using it is said they can draw upon the very strength of the animals they intend to emulate Some say some worshippers have gone so far as to blend the forms of themselves and their idol of worship into one, but these are just rumours [B]Originally posted by sleypy:[/B] The standard unit of measurement was created during the rule of Queen Merwin Brandywine of Verdaen, She was beloved by her people who lovingly refered to her as The Halfling Queen due to her small stature. During her 67 year the Verdaen Foot, using her foot size, became the standard unit of measure of the Verdaens. Over the years the Verdaen Foot has been adopted as the standard unit for trade. It has become common venacular to use the short form "feet"; Verdaen jest that they will only call it the Verdaen Foot, because the distance its short enough already. [B]Originally posted by Fralex:[/B] Score! just found the fun thread! [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/grin.gif[/IMG] Magma is not the only substance of power that flows beneath the earth. Ectoplasm, the raw stuff ghosts are made of, lies beneath the surface in some parts of the world. Evidence points to a dark time in the past when an ectoplasmic volcano erupted, giving form to even the slightest of lingering spirits and possibly creating some new entities. [B]Originally posted by souldoubt:[/B] Agreed. (And this thread is an awesome idea in general.) The Ormarh move in the world in secret, as they know that the eyes of the gods (and in some cases the gods themselves) are everywhere. Though they have many secret enclaves throughout the world, only a single unhidden citadel, Dunormarh, stands in open defiance of the gods, in the city of Moth, which is also one of the 7 "adventurer" cities. Moth is so named because it lies in a shallow crater which is shaped like a moth, the city's walls following the contours of two giant moth-shaped wings with the fortress of Dunormarh at its center. For unknown reasons, the gods have no power within this ancient crater, and thus no power in Moth. Some folk believe that the Giant's Teeth are pieces from some celestial game being played out by the gods overhead. It has also been proposed that long ago a massive Giant's Tooth fell upon the spot where the city of Moth now stands. [B]Originally posted by souldoubt:[/B] In most societies, the New Year is celebrated in spring with the Week of the Fox. [B]Originally posted by souldoubt:[/B] (Okay, last one for now, I promise) The orcs of Ansobar pride themselves as poets, and frequently gather to compose and recite long lyrical sagas in their native tongue, sometimes taking turns continuing the same tale. [/sblock] [/QUOTE]
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