Squirrel Master
First Post
I saw that you have a thread called 'Let's make a dungeon,' so I hope I'm not infringing on someone's theme of 'Let's make a _______' signature post, as I am a newbie at Enworld. But one thing I've been thinking about is making a setting from the ground up. So, what I'm going to do is post the ideas I have, and then leave it open for suggestions on how to elaborate and expand. I'll still on a semi-regular basis be updating, so this might just end up being a sad little thread with one poster contributing, or it could be a massive scale effort of all the greatest minds that view this board. My hope is the latter, but if the former, so be it. 
The City I Speak of: Yet to be named.
Features: Finally you get some information from me.
First off, I'm going to define the city's personality. What do I mean by that? Well, it's basically the first word or words you instantly think of when you hear the name of it, like Tokyo (technology), Seattle (coffee, music, or rain), or Chicago (labor unions). Well, the city I'm making in Noble Yet Seedy. Known for it's rich high class trading, it's not hard to figure out some of it's money comes from The Old Port (see history). The town of course has respectability, and it is still home to many honest hard workers.
Geography: The 'city' is actually made up of many smaller islands with establishments on them, all surrounding a larger island (unnamed) that holds a large lagoon, known as New Port, and a small lake, known as Old Port (see history for details). The smaller islands are mostly owned or inhabited by wealthy families who make there money by importing goods from far off lands and then trading them about the collection of islands. These families are not race nor alignment specific, only requiring that your wealthy.
Races: All of the standard races are available, as well as Orcs and Kobolds.
Humans, surprisingly, are not the domineering race. They are simply a race known for diversity, having skills that range from A-Z. All manners of skin tones are likely to show up, because the islands are known for having many different countries trade here. They take up 29% of the known population.
Gnomes are the race that controls the island. Gnomes on the island have a long going tradition of keeping history and records ever since arriving, and because of their knowledge, inhabitants have found them to be good leaders. They take up 35% of the population.
Halflings are well known for their sea faring capabilities. Being naturally fit and lucky, they are the ones you'll see pioleting a boat around the islands. They take up 15% of the population
Elves are very rare on the islands. Most of them are not fond of the open sea that surrounds the islands. However, where there are noble houses, there will be noble elves, so they do take up some portion of the islands. They take up 5% of the population.
Dwarves come in two different stock. Those who can't stand water, and those who won't stand water. Though a rare few find there way out to the islands, most just refuse to come to the islands, and hence take up a little less than 1% of the population.
Orcs, though they have evil tendencies, no one has the out right hatred toward them to want to commit mass genocide, and they are perfectly tolerated to go walking through the streets. They take up 10% population of the islands.
The kobolds are much the same as a standard, known for being tricky little punks, but, like the orcs, are not widely persecuted. They take up 5% of the population of the islands.
History: The islands have for many centuries occupied as a trading spot, just sometimes with different levels of legitimacy. Originally, it was a place where pirate ships came into dock, trade stolen goods to merchants, and head there seperate ways. Later, the lagoon was used as a home location of many illegal contraband runners and their ships. Now, no one is sure what happened, the going theory being an earthquake, but at some point, the furthest in part of the lagoon closed off, making it into a lake, and in the process, blocking off the passage of the many ships docked there. Many years later, when the merchant families that now inhabit the islands found the islands, they found all of the boats still bound to the single area. The boats are mostly left alone, due to ghost stories and superstisions, which none of the government seems to put to rest. Since, it has been used to do under the table dealing, something this boats ironically are used to. Any more details are up for grabs.
So, that's my start. Go ahead and feel free to join in when you want.

The City I Speak of: Yet to be named.
Features: Finally you get some information from me.

Geography: The 'city' is actually made up of many smaller islands with establishments on them, all surrounding a larger island (unnamed) that holds a large lagoon, known as New Port, and a small lake, known as Old Port (see history for details). The smaller islands are mostly owned or inhabited by wealthy families who make there money by importing goods from far off lands and then trading them about the collection of islands. These families are not race nor alignment specific, only requiring that your wealthy.
Races: All of the standard races are available, as well as Orcs and Kobolds.
Humans, surprisingly, are not the domineering race. They are simply a race known for diversity, having skills that range from A-Z. All manners of skin tones are likely to show up, because the islands are known for having many different countries trade here. They take up 29% of the known population.
Gnomes are the race that controls the island. Gnomes on the island have a long going tradition of keeping history and records ever since arriving, and because of their knowledge, inhabitants have found them to be good leaders. They take up 35% of the population.
Halflings are well known for their sea faring capabilities. Being naturally fit and lucky, they are the ones you'll see pioleting a boat around the islands. They take up 15% of the population
Elves are very rare on the islands. Most of them are not fond of the open sea that surrounds the islands. However, where there are noble houses, there will be noble elves, so they do take up some portion of the islands. They take up 5% of the population.
Dwarves come in two different stock. Those who can't stand water, and those who won't stand water. Though a rare few find there way out to the islands, most just refuse to come to the islands, and hence take up a little less than 1% of the population.
Orcs, though they have evil tendencies, no one has the out right hatred toward them to want to commit mass genocide, and they are perfectly tolerated to go walking through the streets. They take up 10% population of the islands.
The kobolds are much the same as a standard, known for being tricky little punks, but, like the orcs, are not widely persecuted. They take up 5% of the population of the islands.
History: The islands have for many centuries occupied as a trading spot, just sometimes with different levels of legitimacy. Originally, it was a place where pirate ships came into dock, trade stolen goods to merchants, and head there seperate ways. Later, the lagoon was used as a home location of many illegal contraband runners and their ships. Now, no one is sure what happened, the going theory being an earthquake, but at some point, the furthest in part of the lagoon closed off, making it into a lake, and in the process, blocking off the passage of the many ships docked there. Many years later, when the merchant families that now inhabit the islands found the islands, they found all of the boats still bound to the single area. The boats are mostly left alone, due to ghost stories and superstisions, which none of the government seems to put to rest. Since, it has been used to do under the table dealing, something this boats ironically are used to. Any more details are up for grabs.
So, that's my start. Go ahead and feel free to join in when you want.

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