(Announcement) Help me organize all of the LEW world information!
This thread had an immense amount of location information. In a way, it could be considered to be the precursor of the current thread.
We'll start with a large-scale discussion of ENWorld:
First of all, Enworld is a flat world that rides atop a single great elephant named Morrus. The world is similar to Pratchett's Discworld, but we have a single androgynous imortal elephant to ride across the universe.
Discworld
At the center of the globe there is a single great city named Orussus Trade City. Orussus is the home of thousands of classic adventurers, and is alongside a body of water, and surrounded by mountains with roads leading in most directions.
(I need some notes on the other cities, if someone could confirm the "how far north and south of orussus" that would help").
Other major landmarks include 6 great towers that represent the elements of Earth, Fire, Wind, Water, Positive Energy, and Negative energy. Each of the primary elements is surrounded by representative countryside. The towers go down into the root of Enworld's disc. They are near the edges of the world, equidistant from the center.Error! Bookmark not defined.
Fire - This elemental region is covered with volcanic activity and dangerous natural phenomenon. It never rains within a hundred miles of this tower, so it is surrounded by desert beyond the mountains. (Volcanic mountains around the tower, surrounded by deserts. Located in the Southeast.)
Earth - This is the most temperate tower, having been one of the most fertile growing lands in history. Metal veins run deep around this tower, and wealth is common. The tower itself is surrounded by mountains of stone and metal, once bastiosn to passing civilizations. The land is flat beyond the mountains, and forests populate this area. (Large mountains surround the tower, surrounded by forests and green plains. Very traditional DnD region. Located along the Northeastern corner of map.)
Wind - This region is the most isolated of all the towers. Where the earth, fire, and water towers are protected by natural phenomenon, the Wind tower is seperated by a lack of such. The land around the tower of wind has fallen off Enworphant's back, ages before any can recall. Now the tower, jutting down towards the planet, is surrounded by nothing but the uncontrollable winds that it controls. (Broken off section of map, tower sits on the edge surrounded by tempests of wind. Located along southwestern corner of map.)
Water - The tower of water is part of the largest ocean of Enworld. Here you have a tower surrounded by mountains of ice and then by water for miles. Near the tower itself, it is nearly impossible to land a boat. Isolated and cold, even during the summer, the water tower is an isolated place. (Located opposite fire tower, far Northwestern tower on map.)
Positive Energy - This tower, like all the others is a large grey stone pillar. (really havn't figured this one out, thinking mount celestia type thing, farthest north).
Negative Energy - A lone grey tower, surrounded by the graveyards of the dead. It is rumored that all evil bodies and souls migrate to this place after death... a place made of bone, surrounded by the unfertile soil of death. (Located farthest south).
Next, Kahuna Burger contributed this description of the lands around Earling:
What is known in the greater lands as the Northern mountains actually forms most of Earling's southern border. The largly impassable range dwindles to these merely annoying hills and gullys only to the most eastern side. Further on, they are cut by the mighty river which consitutes the state's eastern border and separates them from the Wilding Wood. Earling doesn't so much have a western border as it has a large contested region before the harsh desert where orcs, goblins and lawless nomads hold sway. To the north other city states hold their own land between the river and the desert, but Earling is the largest and taxes the easiest routes to the wider world and trade.
There is a pass through the Northern mountains coloqulially known as "Big/Little Pass" which comes out near the city state of Andren, which is nearly due north of Orosus. There are many smaller villages in the hills around andren, including a now largely non existant one named RedOak.
Some words about Lathirn:
Lathirn could really be anywhere. Sorry that I was vague about it's location... however, it could be anywhere that would have a long rainy season, and in lowlands, with plains around at least half of it.
Some words on Tharol and Medibaria:
Tharol: Definitely somewhere in the Earth region; a few weeks' travel northeast from Orussus; bordering a forest and a lake, and probably very nearby a mountain range that keeps it isolated.
Kingdom of Medibaria: East from Orussus, in a moderately forested region. It's a fairly small kingdom (capital city + one major city + ~20 smaller towns), and possibly a bit north of east, bordering the Earth region.
An even better description of Rivenblight than any that has come before:
Rivenblight
Location: Some 250 miles North of Orussus, located in a hilly region between the forests of The Silverwood to the North, the hilly woods of Larkenwold Reach to the South ,the Vastermarch (a region of plains and rich fertile grasslands, as well as light woods) to the West and the hostile Human realm of Hendrallia sitting to the East.Rivenblight is the largest congregation of Elvenkind in all of Enworld, with every race of Elvenkind being represented, even the Drow...
Make-Up
Rivenblight, Independant Metropolis
Pop: 89,430 (77% Elvish< 35% High,17%Wood,13%Grey,7%Half-Elf,4%Drow, 1%Half-Drow>, 11% Human, 6% Gnome,3%Dwarf,2%Halfling,1% Half-Orc)
Government: Oligarchy (the Council of Nine, made up of the leading Guilds,Houses and Clans from the surrounding lands as well as the City).
Religion: All, particularly Grendath and Hyrag.
Imports:All manner of trade goods, much coming from the Vastermarch, which borders many lands and comprises an astounding array of Trade prospects.
Exports: Worked crafts of all sorts, renowned for musical instruments and pigments for use in painting as well as finished works of literature.
The last century has seen Rivenblight exporting a growing trade in weapons and armor, as the World around them demands a higher and higher quality of Arms.
As well, there are ruins and entrances to the Underdark in Rivenblight, giving rise to opportunities to secure riches untold of.
Alignments: All, with Chaotic Good,Neutral,Neutral Good and Lawful Neutral being predominant. It is an odd phenomenon that amidst the carefree nature that elves are known for, there exists a very ordered and structured way of life in Rivenblight. In a land where the slightest mis-step coud bring about a Duel, knowing the Law is crucial.
Politics: With three of it's four borders comprosed of bastions of Elvenkind, Rivenblight would seem an ideal place to live for an elf. However,Hendrallia sits upon the Eastern border of the City, a land thatfeels no love towards Rivenblight. Indeed, antipathy and even outright hatred for the Elves is kept in check only by the massed might of the Houses,Clans and Guilds theirein, should they ally against an external threat (which they have done before).Hendrallia feels that the Elven city is stiffling it's trade opportunities, as the elven nations were far less organized (thus, Hendrallia fared far better) before the city arose.
This is a long-standing Grudge, as Rivenblight was founded some 500 years ago (then known as Beryl), but the hendrallians have a long memory.
History
Rivenblight was once a thriving trade center utilized as a middle ground between the Grey Elves of Larkenwold Reach, the Wood Elves of the Silverwood and the High Elves of the cities of the Vastermarch. As well, humans, Dwarves and Halflings all came to trade in the great Metropolis. In those bygone days, the City was known as Beryl. All of this changed one dire day some 300 years ago, when a Cataclysmic Earthquake literally split the city in twain, half of it sliding into a great crater/cleft, much of it and thousands of it's residents all destroyed and killed. Diviners and Seers sought the cause, and though no definative source was evident, it was surmised that the Drow had a hand in the Foul deed.
Though none blamed the others for the catastrophy, the various elves all became suspicious of the other Guild Houses, Clans and Trade Unions. Many sought to profit from the sorrow of others during this time of trouble. Food importation and crafts, housing and jealousy of what others still had <when some had lost all>quickly escalated into open hostility and Warfare among the Elves.
Some groups fought along racial lines, some for their Guilds and some fought as mercinaries for whomever paid the most coin, foodor had the sweeteast promises of things to come.
Into this came the Drow, stealing forth from below, as some of Rivenblight (as the former City was now known) was now permanently in the dark, shaded by the walls of the crater that fully a third of the city had fallen into. As well, Gnolls and Goblins, Orcs and Ogres used the strife as a destraction so that they might take up residence in the Ruins of Rivenblight as well (perhaps aided by the Drow, who use these as fodder in their armies). Rivenblight was a dangerous place indeed.
Now, some three centuries later, the Elves still live in an Uneasy situation, though open Warfare between them is now a thing of the past. Dwarves have begun entering the Ruins looking for treasures, 'plots' sold off by Elven Lords for a share of the profits.
The Human Realm of Hendrallia sits on the Eastern border of the city, a hostile presence not strong enough to depose the Elves and plunder their city, yet too strong for the Elves to remove.
Many eyes look to this Ancient and Rich place, from Lands abroad and Lands Below...
A word of dissent (from the mapmaker, no less!):
Ok, but the way things look, and I mean loosely, right now, Medibaria is NNE of Orussus, based on what everyone has 'described'....I may be wrong, and it is still very subject to change...
The location of Ushad appeared in a quotation:
The 'Slaying the Dreamer' adventure is taking place in a far, far off place called Ushad...
Janos Audron said:
Location: Ushad (appr. 850 miles south, south-west of the Red Dragon Inn)
Sparky did a great job of summarizing what had come before:
Somewhere between the kingdom that holds the County of Lionel (is that what a Count governs?) and the Barony of Owir (from Fant's background) and the nation of Thelis (from Persephone's background) is barbarian country. At least two tribes the Barav Kree and the Kurik Kree range these lands. What sort of land is it? Whatever it needs to be to fit. Though if it's mountainous, I should probably shuffle around some of Rainca's skill assignments.
Scanning the characters there should also be:
- GnomeWorks already chimed in with Lathirn for Troi
- a city called Ravensdale in an indeterminate location, probably a good-sized trade city along one or two major routes or several smaller ones. (see Dungannon's PC Devlin)
- Uriel's PC Silvercat lives in previously mentioned Rivenblight
- an archipelago of tropical islands called Hawaiki (see Tonguez's PC Tamatea)
- a city in Medabaria called Tharol (see Manzanita's PC Ignatious O'Reilly)
- a tropical region to the south known as the Riverlands. I'm guessing lots of rivers. And tropics. The people there show their rank with face tattoos. (see Mithreander's PC Quickwhip)
- a place called Ithyria (see Inez Hull's PC Borlund Gracie)
- a land of barbarian elves to the north (see Erekose13's PC ao'Thuir)
- Monemvassia, a kingdom in Thelis. The land of Thelis has a peninsula in north and west called Pelepenisia. (see Manzanita's PC Persephone)
- dpdx chimed in for Rurik's mountain range
- we might try to come up with a region that sounds Italian, we have several characters with that flavor to their names.
- we might also try to come up with a region that sounds French, we have several characters with that flavor to their names.
Some words on Ithyria:
Scorpio, I have no idea where Ithyria is. This is what I got from Borlund Gracie's background... Ithyria was ravaged by a plague, the Grim Cackle. I'm thinking, since the plague didn't reach other cities (it appears in no other backgrounds), that the citizens were very good at keeping quarantine or it is pretty remote. It may or may not have a significant library, or at least one private citizen with a significant library.
Guilt Puppy added a dwarven kingdom and a desert:
There's a Dwarven kingdom (or set of kingdoms, perhaps) called Thrusch somewhere in the world, according to my dear old Sturm's background. Probably in mountains, but not necessarily -- could be a network of caves accessible through a canyon, or something of that sort. It goes deep, though -- Down Thrusch is Sturm's home, and it's pretty much in / right on top of whatever layer would be analogous to the Underdark (although the closest personal threats are kobolds, it's kind of built into their culture that they have to chase out much nastier things from time to time.)
Also, if there's space, as a request for future use I'd love to have a desert plains called the Valdun, which is inhabited solely by nomadic tribes (the Valduni), who are sort of a cultural mix of arabic/native american/african influences... I can give you a detailed write up if you'd like to use it -- it's a "culture concept", I guess, and I've never really found the place to use it as either a DM or a player... I think this would be an appropriate enough spot.
Some stuff on the Barav Kree:
I missed one of your questions earlier - the barbarian lands are inhabited by the Kree tribes. There are the Barav Kree, the Kurik Kree, the Kesh Kree and several others. ao'Thuir is a PCs name, a wood elf barbarian from far to the north (see Error! Bookmark not defined.), tribes separate from the human tribes of the Kree. As far as naming the Kree lands - the Kree call their current home Kree Taka'neh. Others might call it Kree Territory, the Barbarian Steppes/Hills/Wash (depending on the land type). The territory is sandwiched between whichever kingdom Owir and Lionel belong to and the nation of Thelis (also known as or containing the kingdom of Monemvassia).
The woods near Orussus get a name:
The Wood to the South and/or East is the Bryarwood, usually just called 'the Wood' by the locals.
Creamsteak makes a new city:
I'm going to propose a new location, Flenceburg. The primary focus of this city is located here (link broken), and it most likely would be located southeast of Orussus at least 350 miles or more. Possibly isolated from some of the other regions.
Here’s a suggestion for a frozen wasteland:
Now, is there room anywhere for a frozen, icy wasteland? It can be anywhere (since there aren't poles), but the more forbidding and remote the better. It's a good sized region, smaller than Texas, but larger than Ohio. If that maps to your creation scheme at all.
Oh, it's called Anharath.
There is a region called Damas in Ithyria.
Region of Damas! Erm...
And a massive write-up on the city of Fallon:
Fallon, the Sunken City of Falls
History :
100 years ago, the famous astrologer Bentilous Forlune, discovered an asteroid that was destined to strike Fallon and destroy it utterly. Bentilous let the college of wizardry in the city know of this, and after verifying the information through arcane, scientific and theological avenues, the city pulled its resources to save itself.
With in the time period before the asteroid would hit, the magic-users made great strives and advances to protect their city, and what would come after the strike.
They finally erected a barrier of energy over and around the city to protect it from the asteroid. It worked... but not exactly as they had planned.
When the meteor hit the barrier, instead of nothing happening to the city, the city was driven into the floor of the earth some 1000 feet! The barrier had saved the people, but the sea that was their lively hood started to fill the void that the meteor had left.
Once more, the mages worked to overcome this threat in the now submerged city (the barrier was still intact, and kept the water outside of it, though it also kept air out as well). They first derived a way to keep the water from filling up the void with spells that moved the incoming water out of the crater almost as fast as it came in. With the remaining water, they created purifying spells and separating spells to separate the sea life from the water and provide fresh water for the city.
They then created spells that would prevent the walls of the newly formed pit form eroding. Many other spells were created, but the most important one was the Sentinel spell that watched all of the other spells and reported any problems, or potential problems. The Sentinel Spell worked on a console that the other spells were hooked to. Through the console, all of the spells that protect the city can be manipulated and strengthened periodically.
Government: Democracy with Theocracy and Magocracy undertones.
The city is controlled through two different parties who meet in the Great Council of Wisdom and Intellect (GCWI) to determine new legislature that may become laws if the Grand Councilor passes it. These two groups are representatives of the church and the School of Wizardry. Each one contains 6 individuals, all of which are voted to their positions for life, or until dismissed. The citizens of Fallon vote for the new representative when a position is available from a group of candidates from the appropriate organizations: The College of Wizardry or from The Halls of Gods.
The Grand Councilor is a temporary position that is filled from the 12 representatives of the GCWI. The position is voted on once every 5 years, and Grand Councilor can be reelected any number of times.
Places in the city:
The Halls of Gods:
A great temple erected to pay homage to all of the gods in the heavens. It is known especially for its ever-growing diameter as new wings are continuously added to the star shaped building for each new god that is recognized and discovered. Each wing holds it's own services and rituals; it's own staff and members. In the center of the ever-growing temple is a huge rotunda where the heads of each of the wings meet once a year to discuss the welfare of faith and the city.
The College of Wizardry:
Where the Halls of Gods is the center of theology in Fallon, the Collage of Wizardry is the center of arcane knowledge and power. The collage has it's own section of Fallon for itself, and has since filled it completely with buildings... so now they build up, rather then out. The growing towers of the college are the only things from the city that those outside of the crater can see, some of the building reaching 15 stories in height. The College is ran by the Head Master, an elected position that is only filled by professors of the school (Usually a member of the GCWI, though that is not a prerequisite). It's a life long position.
The Garden of Life:
The Garden of Life is a large park that was created during the time when the city was submerged. It was created to replenish the air of the city. Now, the park is a place of beauty and relaxation, as well as housing the Chapter of Druids in its heart. A full mile square, the Council meets on the winter and summer peaks to discuss the welfare of the world, and environment of the city and surrounding territories. The druids are a loosely organized group that tends to work individually.
The docks:
At the base of the falls from the incoming sea, the docks still exist, and so do the awesome waterspouts that transport the ships to and from the zenith of the falls to the docks. Every 30 minutes, a water sport will start to shoot up into the air, carrying any floating object on it to eject it into the open sea right beyond the pull of the falls. It then slowly reseeds, giving ships from the sea an opportunity to get on the top of the spout for a ride down to the docks. In this fashion, the ever-oncoming sea is ejected from the cities environment. There are other waterspouts that are consistently working to alleviate the water from the crater.
The caves:
In the rock walls of the crater, many of the dwarvish and gnomish citizens have made their homes. In the last 100 years, a honeycomb of caverns have been created. A deposit of iron, as well as copper has been discovered to keep the dwarves busy, and various semi-precious stones for the gnomes. The two groups combined account for 20% of the total citizenship of Fallon. The majority of Fallon is human.
The Bridge City (or upper city):
Spanning the crater, bridges of marble and quarts have been created. They span always from west to east, following the cliff sides that the sun would touch. The cliff sides now look more like jewels, the polished stone carved into houses and shops where they would catch the infrequent rays of the sun. This is the home of the elves in the city (comprising 10% of the population). The elves were invited into the city before the asteroid hit and, though most left once it was safe to, some decided to stay... and those same are still there, creating this artwork in architecture.
NPCs:
Councilors of the GCWI:
Mage Councilor 1:
Mithreander H'unnett, Male Grey Elf Fighter/Deviner/Archmage/Dualist1/13/3/1 Align: CG
Mage Counselor 2: Grand Counselor
Mage Counselor 3:
Mage Counselor 4:
Mage Counselor 5:
Mage Counselor 6:
Cleric Counselor 1:
Cleric Counselor 2:
Cleric Counselor 3:
Cleric Counselor 4:
Cleric Counselor 5:
Cleric Counselor 6: Theora Thundershield, Female Mountain Dwarf Fighter/Cleric 4/11 Align: LG
Racial Leaders of Fallon:
Elven Leader: Mithreander H'unnett, Male Grey Elf Fighter/Deviner/Archmage/Dualist 1/13/3/1 Align: CG
Dwarven Leader: Theora Thundershield, Female Mountain Dwarf Fighter/Cleric 4/11 Align: LG
Orcish Representative:
Gnomish Leader:
There might be a place named Chimera Springs.
OK. I wanted to run a little adventure in a somewhat lawless region. A place fugitives could hide. A bit of wild west. Would be nice to have some good mineral deposits or something to attract some interest & generate some wealth. There would be several cities, each independent, but united at times, to defend against organized invasion.
I'm not sure if that fits in with anything already suggested. One town should be named Chimera Springs.
Some more about Ravensdale:
Ravensdale is no less than a day's ride from the Red Dragon Inn, and no more than three day's ride. It should be placed next to at least one major trade route, be it road or river. The direction is mostly irrelevant. I did use the name "Western Road" in the city background I wrote up and sent to creamsteak, but that was more of an "I can't think of a good name" thing than a " this is integral to the story" thing.
A description of Ignussus by Creamsteak:
Ignussus is a small city located in the deserts surrounding the burning mountains that form a wall around the tower of elemental fire. Located only a few hundred miles from the edge of the world, Ignussus is reputedly one of the most dangerous cities to live in. The town is controlled by a thieves guild called the Curved Blades of Arcton, a group of thugs and murderers that make their business the control of all goods coming in and out of the city. Ignussus itself would never have grown so large without them, however, as they were the original provisioners of water in the township for many years.
Speaking of Ignussus, here’s the only bar in town:
One of the few free taverns in the world, the Father's Wish is home to a variety of men and women during the night. The tavern's name refers to the founder's father, an extremely poor miner, who could never enjoy life unless he was drinking. The same man was so poor that he couldn't afford to both indulge his weakness and support his family, and unlike his peers he chose to work for his family. His son grew up, left his home to become a wealthy and talented mercenary, and after many years returned home to open a free tavern for any good man or woman to appreciate. He named this tavern in his father's honor, and the father was even able to appreciate this hospitality for a number of years before he died.
This bar, unlike most country bars where a number of smaller tables exit, uses only one huge wooden table (30 feet by 50 feet) in the main room. The table forms a closed U-shape that allows the servers to move around freely in between the action and conversation. This also tends to help prevent brawls as two men must be sitting within two or three seats of each other in order to at least be within reach. This strange custom makes this tavern more homely than most, with many new people having the chance to greet each other across the table. It is because of this that the bar is often considered one of the few real treasures in the desert. Drinks are brought up from the basement where the brewery is located. Wines are imported, but only that which is exceptionally cheap can normally be provided.
This night, there is a very motley assortment of people inside the tavern (including the characters), and the workload has been hard on the servers. A very common misconception in this tavern is that "since the drink is free, there’s no need to leave a tip," and anyone working here long enough has been forced to explain that this is indeed false. The many workingmen are laughing and enjoying their time as would be expected.
And a somewhat contradictory discussion of Allimon:
Great, so this might not be of any use, but here is some of my information. I'll also tag in the city of Allimon. Just pick a spot 20-50 miles west (and north or south a bit) from Orussus for it, as I havn't been to technical with it's location.
See my first three posts in (link broken, but this was in Heroes of the Vesper Peaks). for more specific information on Ignussus.
Also, I have a city called Allimon, which should be about 20-30 miles west of Orussus. It is a four-walled fortress city full of religious significance and worship where all of the large buildings have domed roofs. I detailed the quarters in the second post of (link also broken, but this was in Dwarven Golems and Old Ruins and in Tracking Down Sullivan).