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Cad Goleór Discussion Thread

Started by Seraph, April 20, 2011, 03:04:36 PM

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Seraph

Quote from: Humabout
Some other interesting inspiration for you to consider in terms of town design (very similar in a lot of ways) are the Calusa Indians.  They lived in the Everglades and built their buildings on midden mounds (essentially artificial islands made of their trash).  The larger the mound, the more wealthy the person who lived there.  They traveled primarily by canoe, and mounds were mostly surrounded by water.  They also excavated canals to connect all I've their settlements.  It's worth checking out for more ideas.
Yeah, I will look into that.  It sounds very interesting. 

Quote from: HumaboutAlso, in terms of monstrous inhabitants, have you considered bog mummies or Grendel-like trolls? 
Quote from: Seraphine_HarmoniumPerhaps the most iconic and unique threat to Knockaron are the Bogborn--a form of mummy preserved in the peat.
Yes.
Quote from: Ghostman
I find the whole town-on-a-bog concept exciting and your notes do well to invoke an image of such a place. The Bogborn make some cool monsters to throw at players. Are these mummies bound to the bog or can they leave it to pursue victims on dry land?
Thanks!  And the Bogborn can certainly walk on land, but they can't stray far from their bog-lands.  If you have a good stretch of solid ground, you just have to get far enough in to escape them.  I might draw the line at a mile or so.
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Humabout

Quote from: Seraphine_Harmonium
Yes.
Oooh!  Missed that!  Damn my medicated drowsiness!
`\ o _,
....)
.< .\.
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Seraph

#212
Quote from: Humabout
Quote from: Seraphine_Harmonium
Yes.
Oooh!  Missed that!  Damn my medicated drowsiness!
Grendel-like trolls are something that would fit pretty well into this setting though.  Beowulf is one of my inspirations (as is ASoIaF, though I've only just met Meera and Jojen.  The frog-eating is the only thing so far in the notes that was taken DIRECTLY from the series).  Perhaps I will add in a Grendel or two.

I've also got some similar notes to put up about Iscebeal.  I have at one point put forward a write-up about it, but I am adding on & changing, so there's some new notes on the way, just busy right now.
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Seraph

Iscebeal Notes

The Dragon River--The name "Iscebeal" means "Water Mouth" and refers to an ancient folk belief that the river was the gullet of a water drake, and delta with its jagged rocks was the dragon's toothy maw.  This name is a sanitized version of the original, which has been forgotten, but is agreed to have frightened people away from living here.

Population & City Layout--The locals of Iscebeal are a mix of a number of different tribes, many of whom are nomadic--flowing in and out of the city like the tide.  The urban sprawl is a bizarre mashup of stone and tents.  This was once a great city of military significance, with a powerful fortress, several watchtowers, and high walls.  It was built from the local stone, and made an impressive sight.  However, these fortifications have been beaten down by the ravages of time.  The nation that built them dissolved, and much of the stone was repurposed, stolen, and worn apart.  There are still myriad ruinous sections of wall, & old guard towers have been converted into brugs for the transient population.

The people themselves are mostly bronze and copper-skinned folk who are adorned with red tattoos in return for great deeds.  At least one such clan limes their hair, dying it white.  Naturally, most have hair of an auburn shade of brown, though red and blonde are more common here than elsewhere in Glasconai, lending many people here a fiery look.  Such people are said to have the blood of the dragon. (The dragon of local legend seems to vacillate between being a fire dragon and a water one).  The tribes are prone to fighting with one another, both verbally and physically.

Fighting--The nature of the fighting between clans is peculiar.  Weapons have been forbidden within city limits (though some still make it in).  Because of this ban, most fighting is either bare-knuckle brawling or battles of words.  These are people who respect someone who can make a clever insult.  They tend to have a powerful sense of humor about themselves, and an especially pointed insult is as likely to earn you a friend as make you an enemy here.  When it comes to fisticuffs, however, these people are the most skilled to be found anywhere.  Wrestling and pugilism are noble arts, and among the sources of highest honor, and entertainment.  Professional sport wrestlers, or boxers are the wealthiest people in the city, and there is a huge gambling market based on the matches--both the planned, and the spontaneous.  Street-fighting and tavern brawls are common occurrences and are expected. 

Dun Feicmuir--This was built by the Ui'Tul in their days of glory and conquest many generations ago, when Inloth was the High King of Glasconai.  Those days are long past.  The castle remains, but it is a crumbling ruin.  It could hold out for a while, but is not long defensible against a siege.  It is now the periodic seat of a council of the clan elder, who meet at the High Holy Days, when their clans have gathered back within the city.  It is frequently infested with pesky minor monsters, and needs regular upkeep.  Redcaps are known to make their homes periodically in sequestered turrets and forgotten corners of the complex. 

Fealltach Forest--It's name means "Treacherous." This forest is feared by the locals.  It is infested with bandits, trolls, and Woodkerns, and it is said that even the trees here are enemies.  "In Fealltach, the trees listen, and the trees lie" is a common saying.  It is commonly believed that the various trees of Fealltach will uproot themselves and move around--causing paths to suddenly lead to different places in an attempt to confuse and trap travelers inside.  There are several conflicting explanations for this, including Unseelie fae illusions, the spell of a rebellious, dark druid, evil sentient trees, and the trickery of the Woodkerns.  Perhaps all of these are true, and perhaps none of them are. 

Woodkerns--The Woodkerns are men of the forest, twisted and driven mad by Unseelie magics, or so the stories go.  Human, or at least mostly so, their blood is mingled with Unseelie fae, and they have many changelings and half-bloods among their numbers.  They live in cities built among the trees, and are said to drink a beverage made from fermented tree sap.  They are short, with long, powerful limbs that are suited for climbing trees.  They have skin that ranges from pale near-white to a jaundiced yellow, but they frequently cover their skin with mud, and wear armor made from wood.  They fight with spears and bows.  They have no farmland, and survive by hunting, foraging, and raiding.  They are a constant menace to the people of Iscebeal, preying on merchants traveling through the woods, and stealing from farmers at the ourskirts of the city.  The lords of the city frequently employ heroes to rid the forest roads of woodkerns. 

Ottermay--Clan Inloth once conquered this land & established a powerful seat here.  Dun Feicmuir was built for war, but Ottermay was built for peace.  It is the age-old lodgings of the lords of Clan Inloth, and a branch of the clan remains here to this day.   They no longer hold the land outright, but they retain control of Ottermay, which is in much better maintenance than Dun Feicmuir, and are influential in local politics.  The Owls that are the usual sigil of the clan are rarely found near Iscebeal, so this branch of the clan adopted the river otter as its symbol.

Brigantia's Tower--A sect of female druids worships the goddess Brigantia here, and keep an eternal flame burning atop this tower.  This flame both serves to honor the fiery goddess, and acts to warn off ships that come by night, for the bay is filled with rocky shoals that can mean the ruin of ships who are not careful.  The fog that constantly wafts up off the sea here makes navigating the bay even more treacherous.  The priestesses are an independent body, who are not under the jurisdiction of the city authorities, and as such can function as an asylum for those who are out of the good graces of the law--at the discretion of the priestesses.  These priestesses are healers and poets, wise-women, and warriors.  They are capable at protecting those withing the tower's walls, and watch over the realm granting Brig's blessing on those who do good deeds.
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Seraph

Any thoughts on Iscebeal?  Things that are good/bad/interesting/boring?
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

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