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A World Tree, an island in the sky.

Started by SilvercatMoonpaw, September 18, 2006, 12:36:40 PM

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SilvercatMoonpaw

:whoa: Common Races section is done!

As to the treatment and view of drasil, I started out the concept simply as something that would allow for players to explain odd-looking characters in an already established context.  The "weak seedlings of Yggdrasil" was an afterthought to explain where they might come from.  Now that it's developed into the "cosmic joke that they can't become trees" thing, I like it.  The "cosmic joke" might seem like a copout, but if you think about it not ever fantasy detail is about holy or unholy.  Fey in old Europe might help out with the housheork after people had gone to sleep, or might play pranks or even hurt people, sometimes even the same kind of fey.  Teh view of drasil occupies this middle ground.

And being a tree might not seem (or even be) such a bad thing in a world where nature is seen as a powerful force, and ancient trees are the mightiest of sages.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Xeviat

Silver, not often am I honestly impressed. I was able to read through the entire thread without it feeling like work. I know it's still a work in progress, but I think the direction you've started out in is great.

What sort of adventures do you intend for your players to go on? I'm slowly piecing your theme together, but I'd like to hear your intensions.

I too, am very interested in the Drasil. It's getting me thinking about possible ways of redoing my elves in a mini-setting I've been thinking about.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

SilvercatMoonpaw

Quote from: XeviatSilver, not often am I honestly impressed. I was able to read through the entire thread without it feeling like work. I know it's still a work in progress, but I think the direction you've started out in is great.
It may be because I also an amature writer.  Or it could just be that I allowed myself to do this in a random fashion that allowed my creativity to really come out.
Quote from: XeviatWhat sort of adventures do you intend for your players to go on? I'm slowly piecing your theme together, but I'd like to hear your intensions.
Whatever I feel like: high adventure, spying, exploration, heroism, etc.
Quote from: XeviatI too, am very interested in the Drasil. It's getting me thinking about possible ways of redoing my elves in a mini-setting I've been thinking about.
The idea grew out of finding a way for people to create a character that was of a totally new species while still being explained in the game world.  I merged that idea with plants because I think plants do just not get enough respect in fantasy games.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

The section on the countries is nearly finished, I just have Ikol to go.  I hope you guys like it, because so far it's supposed to be the campaign center.

Religious Figures (note: just because I say a certain entity is â,¬Å"in chargeâ,¬Â of something this is the religious view and not necessarily reality):
â,¬'Yggdrasil: The World Tree.  The spirit that created and nutures all life on Midgard.  It roots extend everywhere, but they are burried so carefully that they cannot be found by the ordinary mortal.  Those who say Midgard is a floating island claim that Yggdrasil is what keeps it afloat, while believers in Gard claim that Yggdrasil is Gard's mate (see next entry).  All trees on Midgard are children of Yggdrasil, while the drasil are those children who could not become trees.  Whatever the belief, legend has it that Yggdrasil stands in the middle of the Seas, surrounded by mist that prevents anyone from seeing it [the mist itself is also not visible].
â,¬'Gard: The World Turtle.  The church of Gard does not have a myth for how Gard came into being, she/he always was (there is a patriarchal and a matriarchal faction to the chruch), instead claiming that Gard has always been.  Gard carries the world on his/her back, but for reasons known only to Gard dives into the depths of the Endless Sea that Gard swims through periodically, flooding the world and sparing only those who have enbraced Gard and are thus bestowed with the power to live beneith the water.  Various races that life in the Sea seem to hold a similar belief, encouraging the church even more.  Most believers in Gard hold that Yggdrasil is Gard's mate and is thus of secondary importance to Gard.  [The world name "Midgard" is based upon the belief in Gard.]
â,¬'Arna: The myriad gods of the North lands.  Each of the Arna has an apect of Power, representing their grandest area, and an aspect of Knowledge, representing their subtlest area.
--Jinir: God of creation.  In his aspect of Power he is a montun streaked with sweaty soot working in a fiery forge.  In his aspect of Knowledge he is a dissheveled scibe surrounded by pages of work.
--Far: God of seeking.  In it's apsect of Power it is portrayed as a member of any race travelling the road.  In it's aspect of Knowledge it is an ascetic sitting in meditation.
--Imir: God of the Sea.  In her aspect of Power she is a hugely fat woman from which pours the bounty of the waters.  In her aspect of Knowledge she is a snake changing from ice to water to steam and back again.
--Can: God of civilization.  In his aspect of Power, he is a huge golem outfitted for war.  In his aspect of Knowledge he is a kellen of the streets, disheveled but with a knowing glint to his eye and his pockets full of differnt items.
--Mogul: God of the party (celebrations, fun, etc.).  In its aspect of Power it is drink given an animate shape.  This arna has no known aspect of Knowledge.
â,¬'the Beast Lords: The enigmatic leaders of the animal world and protectors of the cycles of nature.  There are more Beast Lords than can be listed here.
--Braccis, the Stag Lord: Beast Lord of all male animals, embodiment of the myriad possibilities and probabilities that a single life can take.
-Aru, the Wolf Queen: Beast Lord of all female animals, embodyment of protective and nuturing forces.
-Cromo: Often confused with Gard.  Beast Lord of all creatures that depend live both in water and on land, in charge of the water cycle.
--King Crow: Beast Lord of scavengers, charged with ensuring proper disposal and renewal of natural resources.
â,¬'[â,¬']: The gods of the dragons and the people of the nation of Horun.
--
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

The nation entry on Ikol is finished.  Updated some of the gods section.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

SilvercatMoonpaw

I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."