Welcome to the Amyethyst Isles of Rimecroft Discussion Thread!
Discuss anything related to the Setting here! :D
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Looks like modern D&D prodded to a more mythic, somewhat Tolkienan direction. Paints a stark contrast between the good and the bad. Sweeping broad strokes gives it an epic feel, despite the fact that it's zoomed in on a very small corner of the world. The selection or races seems a bit odd: you've got elves and unicorns mixed in the same soup with xill and kitsune.
There's some nice quirky tidbits there that stand out positively, such as the rampaging demonic badgers.
P.S. It appears that "Amethyst" is misspelled in the both thread titles.
The feel that I get from this setting is that it's sort of post-post-apocalyptic. Something bad happened in the past, but that bad thing is pretty much over now, and society can rebuild-- but things are still sort of a mess. It leads to a sort of "points of light" feel, and I think this is actually pretty good for fantasy RPGs, because you have that rustic, exploration-oriented, "civilization ends here" game that D&D and things like it seem to thrive on, but you can also have the trappings of more advanced social organization and of course the ubiquitous ancient magical relics from whenever that do whatever. (As an aside, have you thought about what system you intend to use, if any?)
Your place names are evocative. They have this definite "Tolkien" or "Greyhawk" quality to them, or, for that matter, just random places you might in fantasy England. Generally, I like the actual places, too, as they're evocative as well, at least as a superficial overview. My big thing with settings is that I always want to know how it feels for someone walking around in it, as that's how a player is usually going to experience. You do a good job in this direction in general, giving the basic story behind the places, who lives there, and stuff like that. Having a separate section containing nothing but adventure hooks is a really good idea and helps to support this notion, as you have this immediate and very 'real' feeling list of places in the setting that characters could go and do things.
Anyway, while your description was nice and evocative, I don't particularly like the idea behind Caldera. I understand the idea is that "this dragon is bad so here's what he does," but intentionally creating conditions that are bad for his followers just because he's the bad guy and he's bad makes him sort of... well, stupid. If the whole point of him having these Goblin followers is that he can throw Goblin armies at civilization, then you'd think he'd have a vested interest in ensuring his army was as big as possible, and a good way to do that is to ensure they don't get incinerated by a volcano. Sure, he might keep them in spartan living conditions because he doesn't care that much about their welfare, but it seems reasonable to expect he wouldn't do something that could well directly harm him in the long run.
I am curious how your gods and their purview influence the society and the economy. Yasgaram seems to be "bad" and has a rather individualistic philosophy, where Almahara is "good" and preaches a more communitarian approach. Does this affect the society at all? It seems like there would be more of a focus on community, social welfare, and so on-- however, a "pull yourself up by your bootstraps" rugged individualist that might be regarded as a good thing in certain societies would be more identified with Yasgaram. In particular, I wonder how this would affect adventurers, who tend to be rather individualistic, out for personal wealth and glory, and so on. Would they have to have some "higher calling" in order to to not be labeled "bad"?
All in all, I like it, though. Keep it up. :)
One issue: The spoilers for the Southern Warblade isles, Whitebuck, and Songwillow Isle look like they're supposed to have images in them, but the images don't actually work.
I see this is very much a "points of light" setting, where most of the world is going to be pretty hostile. And even the points of light probably aren't really going to be "safe" as everyone has kind of developed this "every man for himself" mentality over the last 70 years. So when you aren't fighting off trolls, demons, and marauders, you are warring with the next town over what little resources are available.
QuoteFew ever leave their home towns, fewer still brave the frontier and delve into the unknown. Those that do either find death or adventure...
I don't see why those two thoughts are mutually exclusive...
Of course, there are a number of tropes and standards as well. The imperial golden age of the past, and the once idyllic land of the elves (though the elephants caught my attention, and I am curious to hear more about Will o' Wisp magic). Rimecroft is an awesome name, though.
How long has the state of permanent warfare been going on? It seems very strange to me that anyone would be left on the island with so many people dying every day. Also, why do new groups (like that Drow captain and the Stone Giants) keep deciding to join in the slaughter? What incentives are given them, and is there ever significant reason to believe their involvement will dramatically turn the tide? Because it sounds like no matter what happens and who joins in, the two sides remain at a stalemate.
I do like that this makes some less commonly seen monsters like the Xill prominent, though. And I enjoy the artwork that goes along with it.
One of the problems I've always suffered from when crafting campaign settings is making them too realistic. I always concern myself with migration patterns, ancient history and very specific - and realistic - population numbers. What tends to happen is that the worlds become very well articulated but wind up loosing that je ne se quoi that makes a setting good for D&D-style adventuring. I tend to get bogged down in aspects of the world that are fairly tagential to the concept of roleplaying games and I have great difficulty pulling myself out of those trenches. I am completely stymied by my Amalga setting because I really feel like I cannot do that setting justice without writing a religious bible for it. The Dieing Sunrises setting was also bogged down by my fascination with ancient history and a lack of focus on the present. What I also have difficulties with are detailing out smaller pieces of the world as I have a bad tendency to be very macro and not micro oriented.
I wanted to do the opposite with this setting. I desired this setting to be a fantastical in nature, where all those cool monsters from the Monster Manual could have a home and actually be seen on a more regular basis than once campaign, if it even gets to high levels. I also wanted a world where I could dive into even fairly small areas and find lots and lots of fluff. I also wanted a world that was made with D&D-style adventures in mind.
I divided the Southern Warblade isles up into various regions and rolled for which one would have the honor of being the first to get detailed and it just so happened to be Songwillow. The next region I want to detail is Archonia, which is the other small island in the south.
Quote from: Ghostman
Looks like modern D&D prodded to a more mythic, somewhat Tolkienan direction. Paints a stark contrast between the good and the bad. Sweeping broad strokes gives it an epic feel, despite the fact that it's zoomed in on a very small corner of the world. The selection or races seems a bit odd: you've got elves and unicorns mixed in the same soup with xill and kitsune.
I didn't set out to have a tolkien-esque feel but I can definitely see it now that you mention it.
I want to use interesting and evocative races and not just stick to the cliche "Human, Dwarf, Elf, Halfling" trope. Those four are definitely in the setting but they are not as omnipresent as they are in other worlds.
Quote from: GhostmanThere's some nice quirky tidbits there that stand out positively, such as the rampaging demonic badgers.
Badgers are some of the scariest creatures known to man (especially the Honey Badger). :D
Quote from: sparkletwist
The feel that I get from this setting is that it's sort of post-post-apocalyptic. Something bad happened in the past, but that bad thing is pretty much over now, and society can rebuild-- but things are still sort of a mess. It leads to a sort of "points of light" feel, and I think this is actually pretty good for fantasy RPGs, because you have that rustic, exploration-oriented, "civilization ends here" game that D&D and things like it seem to thrive on, but you can also have the trappings of more advanced social organization and of course the ubiquitous ancient magical relics from whenever that do whatever. (As an aside, have you thought about what system you intend to use, if any?)
It is 8 years after the 70 Years of Gloom, during which Yasgaram - some how - stopped the other seasons from coming. The world was trapped in a seventy year long winter. Crops failed, people starved, civilization collapsed. Now that the Gloom has ended, people are slowly rebuilding but the once mighty Rimecroft Empire has been completely sundered. To the people of the Southern Warblade Isles, the Empire is completely dead.
I had originally intended to run the setting in D&D Next but quickly realized the system was too variable to rely upon for a long term game. I think the setting is open enough to allow for any d20-style game to comfortably be use (be it AD&D, 3.5, PF, 4E, etc. ). Even something like Savage Worlds or a Marvel Heroic Roleplay port could be easily acceptable.
Quote from: sparkletwistYour place names are evocative. They have this definite "Tolkien" or "Greyhawk" quality to them, or, for that matter, just random places you might in fantasy England. Generally, I like the actual places, too, as they're evocative as well, at least as a superficial overview. My big thing with settings is that I always want to know how it feels for someone walking around in it, as that's how a player is usually going to experience. You do a good job in this direction in general, giving the basic story behind the places, who lives there, and stuff like that. Having a separate section containing nothing but adventure hooks is a really good idea and helps to support this notion, as you have this immediate and very 'real' feeling list of places in the setting that characters could go and do things.
I really tried to make evocative names that would catch player's attention from the get go. It isn't the most original convention for naming but it does do what I need/want it to do. :)
I actually feel like I need to go back and write even more of this little island to really emphasize how characters live and work. What is life really like for those living in an Ewok-style forest city?
Quote from: sparkletwistAnyway, while your description was nice and evocative, I don't particularly like the idea behind Caldera. I understand the idea is that "this dragon is bad so here's what he does," but intentionally creating conditions that are bad for his followers just because he's the bad guy and he's bad makes him sort of... well, stupid. If the whole point of him having these Goblin followers is that he can throw Goblin armies at civilization, then you'd think he'd have a vested interest in ensuring his army was as big as possible, and a good way to do that is to ensure they don't get incinerated by a volcano. Sure, he might keep them in spartan living conditions because he doesn't care that much about their welfare, but it seems reasonable to expect he wouldn't do something that could well directly harm him in the long run.
Rueserond abhors civilization and wishes to destroy it brick by brick but at the same time cannot destroy that which he hates without legions of followers who will, inevitably, create their own version of civilization, if for no other reason than it is very difficult to create an army without the peripheral necessities that surround it (the need for food, equipment, fortifications, etc.). This is why he has become a bit of an adherent to Sonbahar, in so much as "might makes right." He merges the philosophies of Winter and Autumn to create a Darwinian society where the fittest (and the luckiest) survive. When he finally purges civilization from the Isle, he will surly destroy his Goblinoid society (if he doesn't turn his eye towards Warblade Isle first...).
I probably oversold the danger of the city a bit too. I wanted it to sound dangerous and exotic but it's not like whole swathes of the city are destroyed everyday. The most powerful Goblins and Xill safeguard their Igneous Castles with powerful warding spells. It is only the poor who fear the threat of death at the fiery embrace of liquid hot magma. That is why they intimidate, steal or murder their way to up the socioeconomic ladder to relative safety.
Quote from: sparkletwistI am curious how your gods and their purview influence the society and the economy. Yasgaram seems to be "bad" and has a rather individualistic philosophy, where Almahara is "good" and preaches a more communitarian approach. Does this affect the society at all? It seems like there would be more of a focus on community, social welfare, and so on-- however, a "pull yourself up by your bootstraps" rugged individualist that might be regarded as a good thing in certain societies would be more identified with Yasgaram. In particular, I wonder how this would affect adventurers, who tend to be rather individualistic, out for personal wealth and glory, and so on. Would they have to have some "higher calling" in order to to not be labeled "bad"?
The Gods are ever present in society. Though I have not yet selected a name for them, the Gods have sent immortal Heralds to the earth in hope of spreading their faith. Essentially I envision them to be akin to Warforged except their whole personality is changed every season. They are paragons of the season's God's tenants. Heralds are mighty both in terms of martial ability and spellcasting. They have the power to both defend and destroy civilization. Since Heralds of Winter are so dangerous, the last act a Herald of Autumn performs is to be taken out into the wilderness and chained up, for the good of all people. In the Spring he is freed. Heralds act as mediators, judges, priests and advisers. They are never allowed to rule outright but their council is much beloved by all, from rulers to peasants. Some Heralds were damaged in some way and so do not register a particular season . Those that do not channel Winter are welcomed into cities with open arms. Others have been harmed in such a way as to channel only a single season, which is terrible if the Herald is locked into Winter. Many a story has been told about the most famous Heralds each of whom achieved greatness in the name of a particular deity.
More generally, society morphs itself with each passing season. In the spring people are revel for they have survived the Winter. In Summer society grows tight and communal problems are met with communal answers. In Autumn, the masses rally behind the strongest with the hopes that their Leaders/Tyrants will help them survive the coming cold. When Winter arrives civilization is tested to the extreme. Monsters and the wicked run rampant both inside and outside the city walls. All threats, even petty ones, are met with draconian brutality, for to survive the Winter requires channeling at least some of Yasgaram's teachings.
Quote from: sparkletwistOne issue: The spoilers for the Southern Warblade isles, Whitebuck, and Songwillow Isle look like they're supposed to have images in them, but the images don't actually work.
They were working last night... Weird.
Quote from: Seraphine_Harmonium
I see this is very much a "points of light" setting, where most of the world is going to be pretty hostile. And even the points of light probably aren't really going to be "safe" as everyone has kind of developed this "every man for himself" mentality over the last 70 years. So when you aren't fighting off trolls, demons, and marauders, you are warring with the next town over what little resources are available.
Exactly! :grin:
Quote from: Seraphine_HarmoniumQuoteFew ever leave their home towns, fewer still brave the frontier and delve into the unknown. Those that do either find death or adventure...
I don't see why those two thoughts are mutually exclusive...
They definitely are not, especially if you get a bit cocky. Probably should and an "and/or" in there. :)
Quote from: Seraphine_HarmoniumOf course, there are a number of tropes and standards as well. The imperial golden age of the past, and the once idyllic land of the elves (though the elephants caught my attention, and I am curious to hear more about Will o' Wisp magic). Rimecroft is an awesome name, though.
The genre does definitely have its fairly obvious and obligatory tropes, as you said. They aren't bad tropes though, at least not to my eye. Most civilizations look fondly upon the past and only see the worst of the present.
The Elephants of Songwillow are more akin to Asian Elephants and African ones in that they live in forests and consume bark. They were never incredibly populous as Songwillow is very tiny. The Elephants exported to the Forgefathers were either the impressively large ones or smaller domesticated dwarf beasts (who were about the size of a horse).
Will o' Wisp magic is, essentially, a cheat to obtaining great magical power. Each Wisp is born with the innate energy of a particular spell. A gifted artisan can draw on that energy to craft a magical item that corresponds to that Wisps' spell. Clumsy and/or uncaring and/or vile artisans consume the entire life force of a wisp to create a particularly powerful magic item. The Empire relied on Wisps (which were obtained from across the Empire) to make life easier for everyone (but especially the wealthy) and to enhance the Empire's Legions in their never ending wars.
Quote from: Seraphine_HarmoniumHow long has the state of permanent warfare been going on? It seems very strange to me that anyone would be left on the island with so many people dying every day. Also, why do new groups (like that Drow captain and the Stone Giants) keep deciding to join in the slaughter? What incentives are given them, and is there ever significant reason to believe their involvement will dramatically turn the tide? Because it sounds like no matter what happens and who joins in, the two sides remain at a stalemate.
The Goblins started attacking as soon as the Gloom began. Rueserond arose perhaps 30 years into the Gloom (records are sketchy). The Amethyst Isles stretch from the tropics to the north pole and back down to the tropics in a horseshoe shape. The Empire of Rimecroft was controlled every island in the chain. The Gloom affected the whole world. No area was spared Yasgaram's wrath. As seventy years of winter raged, the whole empire turned in on itself and was completely decimated. Centralization, which had been a hallmark of the Amethyst Isles for thousand years was simply washed away leaving the barren husk of local communities to pick up the pieces after the Gloom. Across the Narrows lies the Cragcoast, which is dominated by horrifying monsters (like destrachan, zombies, stone giants and gargantuan scorpions). Only a single civilized town has survived (and people only live there because of the rich deposits of gold). Archonia is dominated by a three way war between a Hound Archon of Sonbahar, a fallen Angel who worships Yasgaram and the Werebears who want to expel everyone else from the island. Every inch of the world is consumed by war, violence and the struggle between order and chaos. Some regions are worse off than others but the lack of communication between regions makes comparing and contrasting difficult at best.
Quote from: Elemental_ElfWhat tends to happen is that the worlds become very well articulated but wind up loosing that je ne se quoi that makes a setting good for D&D-style adventuring. I tend to get bogged down in aspects of the world that are fairly tagential to the concept of roleplaying games and I have great difficulty pulling myself out of those trenches.
I know that feeling. You get so wrapped up in the fun of
world building you kind of lose track of why you're really doing it. Not to push my own focus, but that's why I try to focus so much on the "feeling of walking around," as that can really emphasizes what characters will actually see and experience. Of course, if you can fit some of that world building stuff into things seen by the characters, like, they walk by a castle which has historical significance and such, that can add great flavor and background and introduce those little details that players love to help them get immersed in the setting-- I still think it's a great thing to do some of, but it has to be the spice, not the main dish.
Quote from: Elemental_ElfI also wanted a world that was made with D&D-style adventures in mind.
Something that I think benefits "D&D-style adventures" in this setting is the general amount of ruins and such that are likely to be around, and, meanwhile, the lack of civilization to get in the way. Players are able to get in there and explore, and, as they level up, they are able to possibly become major players. I like this more than the feel that some settings convey where everything is established and important matters are all handled by "way better than you" high level NPCs.
Quote from: Elemental_ElfI think the setting is open enough to allow for any d20-style game to comfortably be use (be it AD&D, 3.5, PF, 4E, etc. ). Even something like Savage Worlds or a Marvel Heroic Roleplay port could be easily acceptable.
I think the biggest issue is going to be the magic system. If you choose D&D 3.x or PF as a basis, you get that spell system... and magic in that system can get a little bit absurd. Are you going for a low magic or a high magic feel? If you want lower magic, you might have to rework the spells available. (Or don't, and just declare that players and important NPCs are just that exceptional, but that's still a bit unsatisfying...)
Quote from: Elemental_ElfMore generally, society morphs itself with each passing season. In the spring people are revel for they have survived the Winter. In Summer society grows tight and communal problems are met with communal answers. In Autumn, the masses rally behind the strongest with the hopes that their Leaders/Tyrants will help them survive the coming cold. When Winter arrives civilization is tested to the extreme. Monsters and the wicked run rampant both inside and outside the city walls. All threats, even petty ones, are met with draconian brutality, for to survive the Winter requires channeling at least some of Yasgaram's teachings.
Is this a cultural convention, or something that is actually enforced from above by some sort of supernatural means? In the first case, is it something that some people don't follow-- are there some ardent communists or some Ayn Rand types or some whatevers who really want a given philosophy all the time? For that matter, maybe some people who think that during the hardships of Winter is the time to pull together, whereas during the comparative plenty of Summer is the time to go a little crazy and take some risks?
Quote from: Elemental_Elf
(https://sites.google.com/site/amethystislesofrimecroft/_/rsrc/1375748677180/home/Snow%20Peak%202.png)
Welcome brave hero!
The Amethyst Isles have always been a dangerous place to live, as mystical creatures both big and small have called the isles home for as long as the civilized races have been keeping records. However, the good people of these diverse lands were protected by strength of dwarven steel and the might of Rimecroft's Emperors. The three thousand year reign of the dwarven Imperium ended when the dreaded god of Winter - Yasgaram - plunged the Amethyst Isles into a cold, dark night that lasted nearly seventy years. Starvation was rampant, civilization crumbled, war became endemic and death was ever-present. The amount of people that died during those seventy years is staggering. When the first beams of spring's light crested the horizon, the Isles were forever changed. In the absence of the Imperial Legions, darkness (both metaphorical and actual) had been allowed to take root. Dragons, devils and other evil creatures had become dominant powers during the Seventy Years of Gloom. The common races of Rimecroft slowly rebuilt their civilization but unity is now a dream held only by great philosophers and the descendants of the Emperors. Civilization is entirely local, with only a few trade routes springing up since the Gloom, all of which are ever threatened by the vile creatures that now haunt the wilds. Few ever leave their home towns, fewer still brave the frontier and delve into the unknown. Those that do either find death or adventure...
[/i]
I like this.
It reminds me of, well, the opening cut scene of a good computer/video RPG. Or the intro text to certain tabletop modules/settings. This is a good thing.
Very tiny quibble/complaint/question: The word "amount" in "The amount of people that died..." doesn't
feel right to me. While by dictionary definition it's fine, it feels too close to the word "quantity" for me, which would be too cold, aloof, and mathematical for this type of writing. I'd be inclined to use the word "number", perhaps with a modifier along the lines of: "The sheer number of people that died..."
Quote from: Elemental_Elf
Cartography
The Amethyst Isles are a vast archipelago that are spread across hundreds of leagues. The islands are populated by diverse peoples and cultures, all of whom bowed to the might of the Forgefather Emperors. The Southern Warblade Isles were conquered by Emperor Rikard Warblade IX over five hundred years ago. Twenty years into the Seventy Years of Gloom, the Rimecroft Empire officially abandoned the Southern Warblade Isles. Following the Great Retreat, civilization as the people of the Isles had grown accustomed to stood upon a knife's edge. Yasgaram sent hordes of undead, plagues and monsters to the Isles. Within a year civilization collapsed. Since the end of the Seventy Years of Gloom, civilization has slowly re-built itself but only on a local basis. Vile darkness still thrives in the wilds, ready to tear the burdening walls of progress down once more...
The Southern Warblade Isles: [spoiler](https://315a6167-a-62cb3a1a-s-sites.googlegroups.com/site/amethystislesofrimecroft/map-of-the-isles/PbP%20setting.png?attachauth=ANoY7cq0UZl5BbVEJNq0FVJokftjhmISVpaEuMyvte7aPJfOL-7Yl-eKVrmVDM13BGXZhd8ZKj-8IQMsDAzJXLvBM991ezYV_PSrjbb6aonM0UOY-rEhbzTyhqmQGKx8tF6Gx80U4qDZlzos1FTdtQktbPBxb5369iW2RUfeYGpIrTGpGmH6CP6j34J9-uFtIxVk8jhrmkWYQFy-cPgqujUKPZ6T5fP8kBJgjxD5t7T0noGpPQ64KG8mPBkp_-kPkSCPixG_zTr7&attredirects=0)[/spoiler]
Whitebuck: [spoiler](https://315a6167-a-62cb3a1a-s-sites.googlegroups.com/site/amethystislesofrimecroft/songwallow/Songwillow.png?attachauth=ANoY7cqkR9LrTZR86aCynw_t50M0Ez9eoZHSsULHIMhnP7ds-eqeSDiRvdArbad1ERR88oVkbIAR7uxIxSAbt2SnCxlubwTO4bMU6Dc_DlQb-otBx4g4DjWQBwJfiFdOu4mUi-tLpjunZxPmyl5OC4Q-AunFwZAl86v3tOOM7twkE6o3Q5eWDTL2i-_oN02tN-SOb2J9WaLT4-LT_T-qjh1Hhui1GBeWw_QG_fRFhQwgAzm8yHmYltqYI03P2A2KHJvfpwXaDh3T&attredirects=0)[/spoiler]
Songwillow Isle: [spoiler](https://315a6167-a-62cb3a1a-s-sites.googlegroups.com/site/amethystislesofrimecroft/songwallow/Whitebuck%20copy1.png?attachauth=ANoY7coSWTgBugCTnD4TjJG-JT1TKQOpXRNYJtTg9Tjr9KSnH6pnTv075gcXftJS0rbg86rmDFb5C9KhQqW3xIDspcV2iMQz4QqOuI_oB8s-7eb-rINcpBbiDltuHJJOZAia3WllTsm6m2G6b5dFQnaTeyXonMC-HgNS2ylDkLSXgu8LW9nxWbEp6bBTreijZerMQ9IUs_4l0ycabUXgtEezi7zfY17MKevkJWvEDLXVMJvEWscKTuenzY4oyFWhrQIP3emLWkE2&attredirects=0)[/spoiler]
Again, more good flavor.
For me, the spoilered images were broken. Don't know about anyone else.
Thanks for the "sheer number" tip, it does sound better :)
I uploaded all three maps to Deviantart and then linked them in. For some reason the Google Sites links would break after a few hours. :(
Glad the images are working now. I actually had assumed before that they were just empty spoilers that you planned to fill it later.
At some point I'd suggest that if you're going to have a map of Just Songwillow, then have it get more detailed and feature more things, because at the moment it's basically just that portion of the big map that's been blown up. I am intrigued by the layout of Whitebuck. I am assuming all those brown circles are trees? I want to know more about the various Welds and Turs. Since it's a tree, I am assuming the city will make use of the verticality? So would each one be like, a city block? I'd believe you if you said there was only one level and one thing per tree, but it seems like they could be taking much more opportunity to expand. Do humans typically get lost trying to Navigate in three dimensions? Would that be something the elves can be aloof and sneer down their noses at them for? "Silly Human, you're on the wrong level, the bathroom is three branches down from here. Honestly!"
One more thing: I see the Review badge you posted at the top of the page. What qualifies earning that?
I left to go out with some friends and when I returned, I found my computer had re-started and didn't save my post :(
Quote from: sparkletwist
I know that feeling. You get so wrapped up in the fun of world building you kind of lose track of why you're really doing it. Not to push my own focus, but that's why I try to focus so much on the "feeling of walking around," as that can really emphasizes what characters will actually see and experience. Of course, if you can fit some of that world building stuff into things seen by the characters, like, they walk by a castle which has historical significance and such, that can add great flavor and background and introduce those little details that players love to help them get immersed in the setting-- I still think it's a great thing to do some of, but it has to be the spice, not the main dish.
I really like your spice analogy. I really think world building is very much a trap that ensnares you and fights you at every turn when you try to escape. You have to find a way to break free or else you wind up writings reams of information that will almost never really be applicable to an actual play session. I really think going into the eyes of a person living in the world is a great idea and I shall use it to keep me on track! :)
Quote from: sparkletwistSomething that I think benefits "D&D-style adventures" in this setting is the general amount of ruins and such that are likely to be around, and, meanwhile, the lack of civilization to get in the way. Players are able to get in there and explore, and, as they level up, they are able to possibly become major players. I like this more than the feel that some settings convey where everything is established and important matters are all handled by "way better than you" high level NPCs.
I agree. My tendency is to be very realistic with borders and politics and etc. That definitely works for a particular style of game but for D&D I foten find it to be lack luster as the end goal is to go exploring where few people really tread. If Kingdom X is constantly fighting Kingdom Y, then the entire border region is going to be well mapped out and explored.
I think there is something to say for the way David Daglish handles this concept in his novels set in the world of Dezrel, in that there is a very large piece of hilly/mountainous terrain that lies between two rivers. This area is called the Wedge and it is where civilized folk have pushed all of the monstrous races (Wolf-men, Orcs, etc.). However, I don't know how viable that is for a world (or a continent, for that matter) as it could quickly lead to a binary view of the world (i.e. "we're either in the evil zone or not").
My goal with this setting is to definitely spread threats out across to every island, that way there is adventure to be had no matter where you go.
Quote from: sparkletwistI think the biggest issue is going to be the magic system. If you choose D&D 3.x or PF as a basis, you get that spell system... and magic in that system can get a little bit absurd. Are you going for a low magic or a high magic feel? If you want lower magic, you might have to rework the spells available. (Or don't, and just declare that players and important NPCs are just that exceptional, but that's still a bit unsatisfying...)
I generally see this setting as being low-magic but being wider than a typical setting, meaning that low level magic is spread out and sort of common but the high level stuff is rare being found mostly in very powerful Will o' Wisp magic items. I generally abhor high level play in 3.PF, so I will never play that high up.
Quote from: sparkletwistIs this a cultural convention, or something that is actually enforced from above by some sort of supernatural means? In the first case, is it something that some people don't follow-- are there some ardent communists or some Ayn Rand types or some whatevers who really want a given philosophy all the time? For that matter, maybe some people who think that during the hardships of Winter is the time to pull together, whereas during the comparative plenty of Summer is the time to go a little crazy and take some risks?
The convention is pushed by the extreme nature of seasons. Imagine the worst day in winter. That is what Winter is like all the time in this world. It is snowing, cold and dark. Food stuffs constantly run low as there is never enough food grown to feed everyone. This is why the Empire was so beloved - because it could manage the distribution of food from less severely hit regions to more severely hit regions on a massive scale. With the Empire gone, that distribution network collapsed. Now everyone has to grow food for their own communities. This has caused a great scarcity of foodstuffs, which inevitably lead to individuals fighting one another for, well, the right to live.
The world is very much defined by Winter. It is brutal season where only the most stalwart, and the most craven, survive.
During Autumn, Sonbahar teaches that the strong are the ones to rule and thus the ones that will survive Winter. This invariably leads to communities going to war with one another with the aim of taking everything needed for the victor's survival. The whole point of Summer is to destroy obvious monstrous threats that lurk on the periphery of civilized lands because they become the vilest and most blood thirsty of all (as they have no social support network, even amongst kin). They destroy villages and eat civilized folk. Summer seeks to destroy them before they become a true threat (as no one wants to fight a terrifying beast on an empty stomach and in the cold). Summer is also about maximizing your reserves of food by growing as much as possible. Spring is essentially a great celebration for those who last through winter.
Communities definitely pull together but life is not fair to all. Some times a few obtain more supplies than the many. Is it so wrong to murder the few to ensure the survival of the many? Are the few in the wrong for denying the many their supplies (when, if dispersed, may not be enough to last more than a few weeks)? These are the moral questions that arise during winter. In particularly harsh winters, whole communities become plagued by theft, intrigue, murder and outright slaughter.
Quote from: Seraphine_Harmonium
Glad the images are working now. I actually had assumed before that they were just empty spoilers that you planned to fill it later.
At some point I'd suggest that if you're going to have a map of Just Songwillow, then have it get more detailed and feature more things, because at the moment it's basically just that portion of the big map that's been blown up. I am intrigued by the layout of Whitebuck. I am assuming all those brown circles are trees? I want to know more about the various Welds and Turs. Since it's a tree, I am assuming the city will make use of the verticality? So would each one be like, a city block? I'd believe you if you said there was only one level and one thing per tree, but it seems like they could be taking much more opportunity to expand. Do humans typically get lost trying to Navigate in three dimensions? Would that be something the elves can be aloof and sneer down their noses at them for? "Silly Human, you're on the wrong level, the bathroom is three branches down from here. Honestly!"
One more thing: I see the Review badge you posted at the top of the page. What qualifies earning that?
I had copied and pasted the links multiple times. Glad to know they are finally working.
A larger map of Songwillow is on my to do list though I think the current map does its job well enough as a placeholder (in that it cuts out the bulk from the main map.
The brown circles are indeed trees. The listed trees are the major trees, each of which is named for one of the great families in Whitebuck. The "Turs" are the ritziest places to live, the "Welds" less so and the "Ochurs" being where the poor live. Each of the "Turs" is over 300 feet tall, the "Welds" over 250 feet tall and the "Ochurs" over 200 feet tall. The King's Palace is well over 400 feet tall and was once an Elder Treant. There are 4 tiers each with exactly the same map layout as above, with another tier being shared between the Turs and Welds and another tier above that just for the Turs. The King's Palace has additional tiers beyond these.
This map only lists the "official" bridges, you can easily assume that there are hundreds of smaller rope bridges that traverse the gaps between the trees, as well as hundreds (if not thousands) of rope ladders that allow one to travel vertically along a single tree, which is in addition to the spiral decks that wrap around each tree and the large number of elevators that are spread throughout the city. Beyond those, there is also an entire network of pipes and pumps that allow water to flow up and down the city (so one does not need to travel to the forest floor to obtain drinking water).
Outsiders generally have a very hard time with the city as it is completely outside the bounds of their normal barely 3-D experience with civilization. Residents eventually get used to the layout but Elves above all others master the city's intricate layout.
As for the review badge, I am honestly overjoyed when people post here. So as long as you post here once, you can have the badge (even if all you do is point out a grammatical error) :)
Work was really busy this week so I haven't had a chance to update the thread.
Is there anything in particular anyone would like to know more about?
Anything of interest (other than Whitebuck) to be found within the Dreaming Forest. Goblins. Dawntower.
Hmm... Now thatI've gotten Bastion out of my system, I'm torn as to which Isle deserves my next post... :(
So I have been DMing a Pathfinder campaign set in Songwillow for the last month. In that time I've pretty much realized I honestly do not like the D&D magic system for this world. It doesn't feel right at all. I need something grittier and less fantastic. I'll probably have to design it myself.
Apart from enjoying the variety of spells, I have disliked the D&D magic system for quite a while. I look forward to seeing what you come up with to replace it.
Essentially what I am thinking is that magic is ripe for the taking. Anyone can try and cast a spell. The problem is that it takes great conviction to see a spell created. Most just wind up just saying words or using gestures (like when someone tries to see if they have "the Force" by shaking their hand at the TV remote that is on the other side of the room). If you have a bit of conviction, you can actually form part of the spell but it backfires (which leads to many deaths when people try to cast a violent spell). Only one in an astronomical number possesses the ability to cast magic unfettered. These people are special, rare and important (like Gandalf).
Most people do not even attempt magic due to its inherent danger. Instead, they try to find shortcuts.
Inherently magical creatures abound in the world. The Dwarves of Rimecroft discovered a way to bind the magical essence of these creatures into gems, which allows the Dwarves to simulate the magical abilities of the bound creature. The most highly prized of magical creatures are the Will o' Wisps, who are each individually endowed with unique spell. The binding process can kill the creature (for a small number of potent gems) or leave it alive (thus creating a greater quantity of weaker gems).
Others learned of a similar technique as the Dwarves but instead of binding the magic to a gem, they bind the spell to their own bodies. The effects are fleeting and always require the consumption of the creature's soul.
Magic of the Seasonal Gods is also very common in Rimecroft but to tap into the power of the Gods, one must have unwavering faith. Stray but a little and the Gods will weaken or fizzle your spells. If your faith is lost or you have displeased your God, then the spells will consume your mortal coil, slaying you instantly. It is for this reason that adherents to the gods are fervent in their belief. The Dwarves bequeathed the faith of the four Divines out to all the lands they conquered.
One could receive the ability to cast certain spells by beings of great magical power. These gifts come at a cost, which varies from creature to creature. They demand things such as souls, worship, deeds, magical items, or etc.
Now the hard part is taking these ideas and figure out a way to turn that into a coherent system of magic...
The how and why is a wonderful thing to get down solid, because it will lead your games to wonderful places.
I love your descriptions of 'why' it works above. And I think you are onto something. I love the clear ideas of binding, and I think you should seriously work out the last category, as this needs to be understood more clearly before you can take the next step.
Quote from: LordVreeg
The how and why is a wonderful thing to get down solid, because it will lead your games to wonderful places.
I love your descriptions of 'why' it works above. And I think you are onto something. I love the clear ideas of binding, and I think you should seriously work out the last category, as this needs to be understood more clearly before you can take the next step.
Having given it thought, I dislike the last one. I don't think a creature could be capable of giving up its magical properties to another. You have to steal/siphon it.
I'm torn between a more narrativist style system where you just have "Fire Magic" (and thus have a lot of leeway in what you do with it) and a more comprehensive system where spells are actually named, given effects and etc. (like D&D).
I'm thinking about performing a soft reboot of the campaign.
The Empire of Rimecroft was the most advanced and centralized realm ever to arise upon the Amethyst Isles. The Dwarves were brilliant tacticians, cunning diplomats and, above all, stupendous strategists. Their Empire was the only realm, in the twenty four thousand years of recorded history, to lay claim to all one thousand of the Isles. At the height of their golden age, the Gloom came. The Dwarves blame their god – Yasgaram – for the seventy years of winter. Others blame demons, devils or evil wizards. Regardless, civilization could not survive unscathed while blanketed in frigid embrace of what seemed to be a never ending chill; where the sun never crested beyond the horizon; where the days were short and the nights bitter. The Rimecroft Imperium collapsed just forty years into the Gloom, after it had abandoned all Isles save those close to the Capital. No one knows how the Gloom ended, some claim it was the combined might of the Dwarven Gods of spring, summer and autumn, while others say it was the work of Angels or powerful Wizards. Regardless, after seventy years, the sun finally peaked beyond the horizon. There was jubilation in the streets – finally the dreadfulness was over!
Except it was not.
As the sun slowly rose, people looked on in abject horror as the sun revealed itself to be infested with colossal black pockmarks. All recognized on that day that the defeat of Gloom came at a terrible cost – their life giving star. Those that remembered a time before the Gloom, commented that the sun was not as bright, it was as if the sun was slowly fading away... The world's greatest arcanists came to a similar conclusion some five years after the chill of winter had lifted - the sun had but fifty years of life left. After fifty short years, the Sun would wither away to a blackened husk. In just fifty years, all life will die.
You have a choice, brave Adventurer. You can rest on your laurels and allow inevitable death to come to pass. Or you can sally forth into the ill-remembered Isles and plunge deeply into their murky bowls with the aim of discovering long forgotten relics from eons past, one of which may – nay must – hold the key to curing the Sunblight. It is your choice, brave adventurer – choose wisely.
Sorry for the lack of posting. It has been a rough few weeks. :(
So here is what I am currently thinking for the larger view of the Amethyst Isles.
[spoiler]
(http://img.photobucket.com/albums/v614/RHO1/ideacopy_zpsdc4db656.png)[/spoiler]
Essentially, you have Rimebjorn Palace located at the north pole. The Amethyst Isles run down from there in a vaguely parabola shape. Between these two spines, is Al Ren Hamarah, which is the heart of the continent where all beings lived before the gods arrived. Their arrival shattered the continent, creating the Amethyst Isles and the ever-changing amorphous blob that is Al Ren. At the very center of this land is the Spire of Prophesy.
Not really sure what I want to write about next. Any ideas?
Quote from: Ghostman
QuoteRhahsian writings paint the Giants as a violent, vile race that destroyed all they encountered, from forests, to towns, to beasts. The Rhahsians also speak of Giants capturing Pixies and gulping them down like a child devours the first berries of spring. In more modern times, there are wide spread Dwarvish accounts of Stone Giants eating Dwarves, so there is some merit to the Pixies' claim. The pixies also speak of Stone Giants consuming so many Pixies that they actually sprouted Pixie-like wings, though unfortunately this has never been verified. Having said that, the aforementioned Dwarf eating Giants did, in fact, sprout stubble, which is notable since Stone Ginats are known to suffer from alopecia. Prior to the Gloom, one enterprising Gnome scholar attempted to test this theory but was he himself eaten greedily by his test subject.
Just how was he planning to test it?
He was going to feed the Giant Dwarf cadavers to see if it would cause the Giant to grow a beard.
Just wanted to say you've got a real gem growing here. I know you were doubting the mount of fluff you are writing for it, but don't. You are bringing it to life and I want to read to more
Quote from: Humabout
Just wanted to say you've got a real gem growing here. I know you were doubting the mount of fluff you are writing for it, but don't. You are bringing it to life and I want to read to more
I really appreciate the kind words :)
Now that you're buttered up, I'm stealing your round window with a picture thing for my thread. :p
Quote from: Humabout
Now that you're buttered up, I'm stealing your round window with a picture thing for my thread. :p
We shall call it the Hobbit Window! :D
Hobbit windows to post-apocalyptic Cycolopean horrors. I don't think we're in the Shire anymore, Frodo!
</threadjack>
Quote from: Humabout
Hobbit windows to post-apocalyptic Cycolopean horrors. I don't think we're in the Shire anymore, Frodo!
</threadjack>
Better Cycolopean Horrors than the Nazgûl!
EDIT: Also, I'm a bit sad I didn't got for alteration (i.e. Hobbit Holes).
How independent are the Governor-Generals of Araland? Do they feud against each other over territory? How is the local government organized?
I love that the angel isn't a typical black-and-white goody goody. It's also an interesting way to impose a sort of feudalism without a series conquerings. It's got just enough roman administration in it to make the government feel like a faceless oppressive force, but it still allows for knights instead of merely thousands of faceless soldiers. You have the my approval sir!
(You'll also get a Starfall badge for letting me steal your framed-picture-idea, when I make one.)
Quote from: Ghostman
How independent are the Governor-Generals of Araland? Do they feud against each other over territory? How is the local government organized?
Each Governor-General maintains complete autonomy so long as they provide the men and materiel required of them. As a firm believer in Sonbahar, she allows Governor-Generals to be challenged by worthy individuals for control of their Provinces however open warfare between Provinces is not sanctioned, though it does occur often. Ritualized combat (such as battles between chosen champions) are heartily encouraged to settle disputes between Governor-Generals. In the north, these ritual combats are often fought for control over the valuable mines that are scattered about the Victory Mountains. On the east cost, the battles are often waged for control over valuable fishing spots as well as for the scant few roads that travel westward, which are often trafficked by merchants.
Quote from: Humabout
I love that the angel isn't a typical black-and-white goody goody. It's also an interesting way to impose a sort of feudalism without a series conquerings. It's got just enough roman administration in it to make the government feel like a faceless oppressive force, but it still allows for knights instead of merely thousands of faceless soldiers. You have the my approval sir!
(You'll also get a Starfall badge for letting me steal your framed-picture-idea, when I make one.)
That was pretty much exactly what I was going for! Huzzah! :D
I'll definitely take the opportunity to snag a badge. Can't wait!
I updated the main Map for the Southern Warblade Isles to include the latest information for Bastion Isle.
The Southern Warblade Isles: [spoiler](http://fc08.deviantart.net/fs71/f/2013/295/d/5/amethyst_isles_of_rimecroft__southern_warblade_isl_by_elemental_elf-d6jfasi.png)[/spoiler]
Looks good. I like how you made a basic map and are filling in the details as you write about them. You have me looking at other parts of the map and wondering what we will get to read about in future posts.
Also what is the scale on that map?
Quote from: Humabout
Looks good. I like how you made a basic map and are filling in the details as you write about them. You have me looking at other parts of the map and wondering what we will get to read about in future posts.
Also what is the scale on that map?
I have yet to work out the exact scale of the map (pixels to miles) but the icons on the map are definitely exaggerated. I've been going off the premise that Dreamglen (the eastern half of Songwillow) is roughly the size of Wales (about 8,000 square miles). :)
Okay, so relatively large, considering the modes of transportation available.
Now that I think about it, that might be too large for Dreamglen. It feels too large, IMO. Maybe the whole of Songwillow is the size of Whales/New Jersey? That would be a bit more manageable and helps keep the feeling that Songwillow is tiny.
In other news, I made a table of contents, sorted by Isle. This will come in handy as time goes on and I start to develop other areas outside of Songwillow and Bastion.
I love how dark and semi-alien your most recent posts feel. There's just something odd and weird about them that doesn't smack of typical "This is typical fantasy but it's grim because of sacrifices and stuff." I am enjoying reading your stuff a lot.
I have one (minor) question, though. Should I be envisioning Egypt-style giant, tall pyramids, or more squat, stepped, hugely broad mayan/aztec ones? Also, I'd love to hear about some of the architectural details of the world. That is something that really helps paint the picture of the world.
I am over the moon that my setting is receiving such praise. :D
Definitely Egyptian-style. The Aztec style is awesome but that style of architecture is something found in Al Ren Hamarah, not Bastion.
As for architecture... I shall ruminate on that subject and see if there is enough for a post. :)
I look forward to your thoughts. I it's the t helps give an area character and really paint the picture of settlement.
I like the Art and Architecture of Whitebuck. I love how hedonistic it's culture is about art, and the city description is really badass. Reading it, I felt like I was walking through the city with a tour guide. Would you call that city one of the seven wonders of the Amethyst Isles? If not, what would they be? That'd be an interesting entry. Seven sapient-made wonders and seven natural wonders for that matter. It would certainly give a lot of insight into what the people of the world are both capable of, the levels of social organization achieved, the overall wealth of the peoples, and the sorts of things they value. Could be a very nice glimpse into the world.
It's stated that the Ochurs suffer from inadequate protection from fire. This raises a question, how does a city built on giant trees cope with the danger of fires even in the better parts? And how do they plan to defend against an enemy that might be willing to burn down the whole town -- especially when they're going to cut their own bridges in the face of an invasion, thus making it difficult for firefighters to move?
Quote from: Humabout
I like the Art and Architecture of Whitebuck. I love how hedonistic it's culture is about art, and the city description is really badass. Reading it, I felt like I was walking through the city with a tour guide.
Thanks! :D
I really struggled to come up with that post but once the first idea was down the rest just flowed forth with ease. Great topic idea :D
Quote from: HumaboutWould you call that city one of the seven wonders of the Amethyst Isles? If not, what would they be? That'd be an interesting entry. Seven sapient-made wonders and seven natural wonders for that matter. It would certainly give a lot of insight into what the people of the world are both capable of, the levels of social organization achieved, the overall wealth of the peoples, and the sorts of things they value. Could be a very nice glimpse into the world.
There are a thousand Amethyst Isles and thousands more in Al Ren Hamarah. Thousands upon thousands of years have passed, civilizations have risen, fallen and hundreds more have take their place. Off the top of my head I would say...
- The city of Rimebjorn (aka the City of Ten Million Gargoyles)
- The Golden Palace of Ma Q'ra
- The Artificial Sun of Bactahn
- The Sky Canals of Yun Lingju
- The Colossi of Vadali
- The Repository of All Knowledge
- The Temple of All Divines
Honorable mentions:
- The Great Wall of Vlax the Conqueror
- The Monastery of Fortune
- The City of Whitebuck
- The Viceroyal Pyramids
- The Island Ship of Amani the Prophet
- The Gateway of Vestnik
Quote from: Ghostman
It's stated that the Ochurs suffer from inadequate protection from fire. This raises a question, how does a city built on giant trees cope with the danger of fires even in the better parts? And how do they plan to defend against an enemy that might be willing to burn down the whole town -- especially when they're going to cut their own bridges in the face of an invasion, thus making it difficult for firefighters to move?
The Fire Brigades have wands that allow them to lift water from the moat that surrounds the city and move it to any tree in the city. The Ochurs are actually the safest due to the fact that the Moat is typically right next to the tree. The problem comes from the fact that the Fire Brigades are privately funded and thus are stationed at the interior of the city, and are loathe to leave the comfort of their ritzy abode(s). In addition, the Lord-Protector of Ice Tur is one of the most powerful arcanists on Songwillow. He is a master of all things Ice and Water. Small scale fires happen all the time but rarely do they occur in such large number that they would become an issue. In case of an invasion, the King has drafted a plan to combat a city-wide fire but has kept his plan secret, even from his fellow Lords, as a matter of royal prerogative and the interest of the realm's security.
Evocative names! I like them! I'm glad you've already thought of such things; I love those little details in a setting. If you haven't noticed, I really like the sorts of things that bring a setting to life. I like being able to read something and feel like I could be walking through the world. Keep up the good work!
Now for the questions!
How do people in Whitebuck cook? If they use fireplaces, how do they not burn down the city (you've already mentioned that small fires are pretty common). If fireplaces are stone, where do they get the stone and how do they support the weight of those hearths? How do they expand the city? Have they "invented" the arch or the broken arch? Just how large of an open area can they span (the Romans maxed out around 140 feet, but most domes stopped at 90 feet; a beam can't be more than about 50 feet long before it requires additional supports)? Just how are the streets and buildings supported in the trees? Do they sit on branches or are actual platforms constructed? Is there magic involved? How does magic allow them to achieve this fantastic city?
I am envisioning Japanese Hearths (Irori) rather than typical Western-style Hearths. This is mostly due to the weight issue. Those stones are going to weigh a ton, multiplied by hundreds of homes. I don't think wooden decks could be expected to bare that kind of weight long term.
As for the fire issue, I was thinking everyone would be required to have a bucket of water available to use to douse a fire. Additionally, the ash from the Irori could be used to snuff the flames. Beyond that... I suppose heavy blankets would be in order. Just like any city in a pseudo-medieval era long term safety from natural hazards was not the most pressing of concerns (how many times did medieval cities burn down to the ground?).
The Turs (richest trees) are usually morel like towers with a central pillar to anchor it (i.e. the Tree). The Welds usually have half a tower and the rest being open decks with buildings being constructed atop the decks. The Ochurs are just haphazard with no real thought being put into their construction. Knowledge of the arch was known to the Rimecroft Imperium and was passed down to the present day. Their use is seen every where to help stabilize construction.
Branches are not used for deck-based walkways but are often used to help anchor bridges. Some Bridges are given additional support by being slung under decks, while others are attached to the edges of decks and/or walls. The only magic that is used to help the city is Ironwood, which allows otherwise flimsy pieces of wood the strength and durability of Iron (and in particularly powerful versions of the spells, of steel).
Whitebuck is definitely fragile by comparison to a brick and mortar city.Vigilance is necessary to prevent the whole city from collapsing. Several government offices deal specifically with the maintenance of these issues, including the Master of Bridges, the Master of Arches and the Master Craftsman of Ironwood.
Interesting. I like the idea of the hearths; I was wondering how fires for cooking and heating were handled. What's the climate and weather like in Whitebuck? Does it get windstorms or a lot of snow? Is there a pronounced dry season?
(I'm almost out of questions, I swear!)
Quote from: Humabout
Interesting. I like the idea of the hearths; I was wondering how fires for cooking and heating were handled. What's the climate and weather like in Whitebuck? Does it get windstorms or a lot of snow? Is there a pronounced dry season?
(I'm almost out of questions, I swear!)
oh, please. These are great questions, and we all love these questions.
Quote from: LordVreeg
oh, please. These are great questions, and we all love these questions.
I'm just don't want to come across like I'm picking at EE's work. His city is awesome sounding, so I want to know as much as possible about it. There's a lot of interesting little details waiting to be described, and I'm trying to tease them out. I just hope it's helping.
I think so. Small, micro details are awesome
I second the question about windstorms. Trees shaking and bending (or worse yet, falling) due to high winds would be a unique and interesting threat to this kind of city.
Similarly, snow accumulating on too es and decks can collapse structures, and a heightened dry season can tremendously increase the chances of fire.
Awhich reminds me, do wildfires naturally occur in the area?
It is cloudy in Whitebuck 135 days of the year and partly cloudy 61 days (out of a total 244 days). The city experiences at least .01 inches of rain 98 days a year. 140 inches of rain falls on the city annually. Whitebuck receives around 10 inches of snow, almost all of which falls around the Holy Day of Winter. Snow is a major threat to the city and so every adult is required by law to help shovel it off of the bridges, branches, walkways and structures. During the darkest days of Winter, many of the city's bridges are removed, to ease the burden of city maintenance (as well as eliminating avenues of travel for those who succumb to the clarion call of Yasgaram). In case of heavy snowfall, the moat that surrounds the city can be lit aflame to help increase the ambient temperature.
Windstorms (and thunderstorms) are relatively uncommon in Whitebuck. All of the trees were created to have impressively large root systems. The fact that Whitebuck is buried deep within the Dreaming Forest further mitigates the dangers of terrible windstorms. In case of a mighty storm, the trees can be tied down to the ground via rope and ironwood spikes. During the worst of such windstorms, Ironwood spells can be cast upon the trees themselves. However, the government is loathe to resort to this solution because the spell only lasts a few hours on such massive objects and the reagents required for such a powerful spell are as costly as they are rare.
Though the trees may survive such storms, the structures built upon them may not. This is especially true in the Ochurs where there are few regulations. Whole neighborhoods can collapse, which often leads to many being injured or dying. Even knowing this, the Senate still refuses to pay for the maintenance of (what they view as) slums.
I really want to update the Amethyst Isles but I am way too busy right now. Sadly, sometimes life just isn't fair. I should be back to a regular posting schedule after the 15th.
I'm thinking of making a post about Rho-Elus and Micklewaif. The latter is interesting because it will be my first true post to deal with the main island.
I hope life clears up tidily for you. I'll be looking forward to new posts for sure. They'll make a nice early christamas present!
So this came up in my PbP campaign recently. I wanted to post it here for reference later.
The Rimecroft Imperium collapsed in this area about 20 years into the Seventy Years of Gloom. Many Legionaries were left behind when the Legions made a hasty evacuation. Of those that were left behind, most continued their duty to protect the people of Songwillow by amassing in Forgestar Keep. The decedents of those brave soldiers still man the castle to this day. The army at Forgestar isn't that different than the Imperial Legion of old in terms of hierarchy, structure and training. The level of professionalism there stands in stark contrast to the Knights and Men-At-Arms who now make up the bulk of the forces that protect Dreamglen.
The organizational structure is as follows:
- Pick: Smallest unit composed of 6 Legionaries and a non-commissioned officer called a No Beard.
- Shield: Composed of 6 Picks, lead by Short Beard (36 Legionaries + Officers).
- Helm: Composed of 6 Shields, lead by a Long Beard (216 Legionaries + Officers).
- Hammer: Composed of 6 Helms, lead by a Brave Beard (1296 Legionaries + Officers).
- Anvil: Composed of 6 Hammers, lead by a White Beard (7776 Legionaries + Officers).
Legion was a term adopted by the Imperium because that is what the nearest cultures to the original homeland of the Dwarves called their armies. the term Anvil and Legion are used interchangeable.
The Legion that called Songwillow home was the 31st Anvil. The Legion is nicknamed the Pit Bears, in honor of their near infamous nature to never surrender and fight to the bitter end.
The 31st Anvil has been in involved in a nearly constant war that has lasted over 70 years. The Legion struggles to maintain its numbers since battles in the Throat can often be violent and deadly. As such, the Anvil has not been at full strength since before the Gloom. Right now numbers are dwindling as the recent battles have proven quite draining. So right now there are only about 6,000 Legionaries, spread out between Forgestar, Bluerain, Rooteye and several temporary defensible positions serving as a buffer between the (northern and western) coasts and the Dreaming Forest.
Oooh. I like that little detail. Just a nitpick: An Anvil shouldn't contain 6 Anvils. I'm guessing you meant Hammers. Very nice, though! Have you considered what ranks are like? Is the military professional? Any famous units?
Quote from: Humabout
Oooh. I like that little detail. Just a nitpick: An Anvil shouldn't contain 6 Anvils. I'm guessing you meant Hammers. Very nice, though! Have you considered what ranks are like? Is the military professional? Any famous units?
Yes an Anvil is composed of an ever increasing number of Anvils until there is literally an ocean of Dwarves! :P
I do have some ideas for some famous units but do not have the time to list them out (finals cannot end soon enough). :(
I created an organizational chart for Songwillow to help me keep all of the different moving parts straight in my head.
(http://img.photobucket.com/albums/v614/RHO1/SongwillowOrganizationalStructure5_zps74c63265.png)
Nice chart! This helps explain all of the relations. Nice job!
I have uploaded the rough draft of the Map of Eastfarm to the cartography section of the main thread. (http://www.thecbg.org/index.php/topic,209949.msg224768.html#msg224768)
It has been a few months.
In that time I finished one campaign, advanced the timeline and started a second campaign. Much has changed for Songwillow Isle but my current focus is fixed on the Cloudheart region of Warblade Isle.
I created a new hex-based map for the campaign setting. It is infinitely preferable to the old map when actually playing in the world (hexes make calculating distances a breeze).
Map: [spoiler](http://fc06.deviantart.net/fs70/f/2014/134/8/1/map_of_dreamglen_and_southern_cloudheart_by_elemental_elf-d7idviw.png)[/spoiler]
What kind of play in the new campaign? What kind of plotlines?
That map is sweet.
I've been experimenting with hex-crawling in my own game (Planescape setting). It's a very cool and somewhat undervalued style of play.
How much do you prep for each hex? Do you use random encounters? Pre-planned? Do you mostly improvise?
Quote from: LordVreeg
What kind of play in the new campaign? What kind of plotlines?
The new campaign has just started. It started off on the last day of the Festival of Rainbows and Radishes, which is quite the joyous celebration where people feast of foods made from radishes and paint their skin with the colors of the rainbow. As night descended on the land and the celebration was coming to an end, a shriek rang out through the labyrinthine streets of Blackrock. Everyone in town rushes to the scene of the crime and discovers the body of an undine woman laying on a back alley street, her two children weeping for their mother to wake up. A quick investigation reveals the mother was killed by another undine woman who whispered, "This is for sleeping with my husband, you cow," before plunging the blade into the mother's heart.
Commander Sovald of the Rangers gathers up all of the married undine women in town but finds four of them are missing. The Commander interrogates the husbands but none of them speak out against their wives or reveal where they have gone. Sivald thus gathers up all the able bodied men and women in town, splits them into groups of four or five and assigns a Ranger of a member of the Starless Knights to each group then sends the posses out into the wilderness surrounding Blackrock to scour the countryside for the murderer.
The PCs stumble across a cave where a Hill Giant is sleeping. After scoping the area out, they find orc and dire wolf tracks. They send word to Blackrock (who sends a cadre of five knights) and get the attention of another group that happened to be close by. Now with 9 people in their company, the party sends a scout into the cave to get a count on the number of enemies. Lo and behold, an undine woman sits on a throne at the far end (along with the giant, 8 orcs and 4 wolves).
Large combat ensues. Looks dicey for several PCs as the Giant and the leader of the orcs hit like freight trains and the undine woman is a powerful enchantress. In the end the PCs prove troublesome enough that the sorceress decides discretion is the better part of valor, and so disappears. The good guys steam roll over the remaining enemies and claim victory.
Little did the PCs know but... [spoiler]The Sorceress did not teleport, rather just turned herself invisible. She used the combat as a gigantic distraction, allowing her to escape.I plan on having the Sorceress use her powers of illusion to disguise herself as an old man and
charmbefriend a particularly haughty noble the PCs encountered prior to the giant cave. [/spoiler]
As time moves on, I am going to emphasize the tenuous peace between Redwillow/cloud and Blackvale by having the Baron of Wesgem send raiding parties into Blackvale as far north-east as Darkpoint; especially as Blackvale and Whitewillow become politically entwined via the marriage of the child King Derek Hopeskin and the young Princess Elipeth Blackroy. Rueserond, the Red Dragon who rules Foulbone, will also make a play to conquer Micklewaif for reason yet unknown. Beyond that, there will be a lot of inner turmoil within Blackvale as it struggles to rebuild after the war, conflict focusing on different nobles vying with one another for land, resettlement rights and prestige.
As with all sandbox games, the world moves around the PCs as they do what they want :)
Quote from: Steerpike
That map is sweet.
I've been experimenting with hex-crawling in my own game (Planescape setting). It's a very cool and somewhat undervalued style of play.
How much do you prep for each hex? Do you use random encounters? Pre-planned? Do you mostly improvise?
Thanks!
Hexcrawling has really fallen out of favor what with the focus on more linear narratives that have become all the rage these days.
I seeded the map using a system pioneered by the Welsh Piper (http://www.welshpiper.com/hex-based-campaign-design-part-2/). Basically your break the map up into larger 25 mile hexes, then seed each atlas hex with a number of encounters determined by the terrain type of the center hex. It is surprising how randomly determining a handful of encounters can really lead to a ton of story ideas. :grin: