Help create a world(now with voting action!) [Archive] - Wizards Community

Post/Author/DateTimePost
Mournoth

04-14-07, 11:12 PM
Imagine a world where great Nations rise and fall,bringing with them legacies of war and bloodshed.
Imagine a city the size of country, bloated with corrupt, uncaring officials and riddled with poverty and class violence.

Imagine adventurers risking their lives for money, not to help people.
Imagine a world of guns and magic, where technology is new and steam and coal power entire cities.
Imagine being part of making that world.

*Edit* Now you can help name the world! vote on page two.
Mournoth

04-14-07, 11:19 PM
I need help on this world. I'm depending on you, my fellow forumgoers, to supp;y me with fresh ideas to create a world better than any before. But enough with the over-dramatizing.

This world(which I still need to name) is amazingly diverse. I want every official race to have it's own niche in the world. The technology will be early 1600's-ish, with guns being the most relevant addition, but many other things too. The technology itself, however will vary, with different nations using different forms of fuel and energy.

The world is very political, with alliance and wars abounding.

I think I'll start the world with it's nations.
Mournoth

04-14-07, 11:39 PM
The Merchantocracy ofTenebas
AL: LE
Primarily Goblinoid:60% goblin, 15% hobgoblin, 15% Hobgoblin,10% other(Varags, Norkers, and misc. races)

Tenebas is a nation of duality. On one hand, it holds many of the largest trade corporations in the world. On the other, it is almost perpetually at war with some nation or other, typically to take that land and strip it of it's resources.

Tenebas, as one might tell, is led by a council of corporation heads, merchants, and various war profiteers. This council( mainly the war profiteers), often steers Tenebas into wars.

Tenebas's armies are some of the most numerous on the planet, mainly because of high goblin birthrates. They attack by advancing in waves; first, goblin troops swarm in on the enemy to cut down their weaker troops. Then, Hobgoblin heavy infantry marches in, accompanied by goblin cavalry riding displacer beasts. After that, bugbear ragers rush in, screaming and frothing at the mouth in a frenzy of war. Lastly, heavily armed hobgoblins lead in massive war-bullettes.

When Tenebasi armies take over a territory, the immediately start putting their conquered foes to work in mines, fields, and factories, all with whip-wielding overseers and gun-toting guards.

Well, that's all I've got for now!
die

04-15-07, 09:39 AM
Meteors, aberrations, uncontrolled armies of constructs, the zombie plague, awakened plants with levels of sorcerer, earthquakes, erupting volcanoes, tidal waves, invaders from the Far Realm and demonic hordes destroyed the civilizations of the western continent in a massive war.

1,000 years later a few scattered underground settlements survive, roaming the seemingly endless deserts and ruined cities of the surface are leather and fur clad barbaric marauders, gangs of bandits, insane cultists and cannibals. The art of metal working is almost lost and scavenging ruins and raiding fortified oasis villages who have clean water and/or a blacksmith are the order of the day. In the northern steppes there are two cities that have arisen in the ashes of the apocalypse, they are at war due to the manipulation of a third smaller one that continually instigates it. Further north is Darkwood, the last great forest of the western continent and the icy mountains beyond.

The northern cities are
Ahuizotl the City of Flesh 7 demon/devil worshipping nobles, one of the nobles is a half-fiend, psionic thought police, tieflings, fiendish people and things, lots of symbiots and grafts (i.e. fleshwarpers from Lords of Madness)

Miquiztli the City of Bone undead aberration experiments, undead nobility, necropolitan commoners, human underclass, mindless undead laborers

Taal is a minor shadow town of underfolk spies, ulitharid manipulators, duergar weaponsmith war profiteers and half drow slavers that work towards keeping the cities at war.

To the south and west lies

Xoltor, a dark, under populated, soot-covered, mostly ruined industrial city, most of the population of the destroyed temple district were turned into shadows long ago, cannibalistic skulks and packs of ghouls prowl the unlit streets at night. A Master of Flies (Savage Species prestige class) and his awakened giant spiders spin webs in dark alleys and abandoned buildings selling silk and the urchins they don't eat to slavers.

In the undercity rat swarms carry the Zombie Plague and duergar forges belch black smoke into the city above as tireless golems hammer away in unison beneath the streets, giving the city a pulse.

Powerful merchant guilds run the city and vie for control of the weapon, spider silk and slave trade, cults of Pazuzu and prophets of a mad dreaming god are rampant among the poor, the city's nobles are decandent vampire spawn who idle away the night hours in an unending sanguinary grand ball.

Those who no longer openly serve one of the vampire led merchant guilds like the ronin half flesh golems, renegade swordsages and outlaw shadowdancers make a living snatching the best craftsmen for rival guildlords and smuggling lotus wine into the city.

Rottenwood and the Far Realm Fae - The twisted trees in the encroaching corrupted jungle surrounding the city resemble a cross of wet mottled purple fungus and wood, they grow unnaturally fast and when cut, slowly writhe for a few moments leaking sickly yellow sap and releasing spores that leave irritating red whelps. Fae creatures burst into masses of writhing tentacles when attacked and the dark sidhe brew an addictive golden lotus wine that causes vivid dreams and nightmares slowly eating away the addicts sanity.

Dark Sidhe (Elves with the pseudo natural template) sacrifice intruders to an awakened fiendish dire ape they worship as a god, they start life as shark toothed Petals (MM II) for a 100 or so years then form a red veined, black pulsing oozing cocoon, after a month or so an adult pops out, the vile ooze is one of the ingredients in the golden lotus wine.
Mournoth

04-15-07, 01:04 PM
That's good stuff, die. I'm gonna start working on a map, but for now, I had a few more ideas.

The first is that the "civilized" nations of the east are attempting to colonize the barbarian wastes in hopes of finding lost magic and ancient weapons to melt down for their own use(think wild west). Hundreds of poverty-stricken members of the various races have sailed west to make their fortune panning for mithril in the few rivers that cut through the barren wasteland, the most noticeable legacy of an ancient cult of druids dedicated to returning life to the wastelands. The druid cult's number have dwindled over time, but some of the new settlers arriving have joined in an effort to create a new home. The settlers from the east now have to deal with the preexisting cultures, the barbarian tribes, and the roving orc bandits from their own continent.
Mournoth

04-15-07, 01:31 PM
My second idea is for a loosely-organized confederation of desert-bound halfling tribes. They control many of the Oasi of the Black Glass Dunes(the primary Eastern-continent desert), forcing travelers to pay often-exorbitant prices for supplies. They are having small skirmishes with Tenebasi expeditionary forces.

Their armies are mostly composed of a mishmash of infantry, supplemented by sorcerers. Their most devastating troops, however, are the ethereal riders, Dhinni(DR350) riding ethereal marauders.
Mournoth

04-15-07, 03:37 PM
I think I'll post all the races I allow in the world. This is gonna be a big post. I include every official race- Core, splatbook, eberron, FR, and every other WOTC DnD product. Tell me if I missed one.
Humans:Normal, Illumian, D. Imaskari, Mongrelfolk?, Varsharan, Elans, Azurins, Silverbrow, Aventi, Seakin, Skulks?, Frostfolk?, Examinar
Dwarves: Deep, Derro, Duergar, Mountain, Dream, Arctic, Urdunnir, Wild, Glacier
Gully?, Mul?, Kurobokuru, Frost, Midgard
Elves: High, Sea/Aquatic, Drow, Grey, Grugach, Wood, Avariels, Painted, Ghost, Insectare?
Halfling: Lightfoot, Tallfellow, Deep, Jerren, Ghostwise, Kender??, Strongheart
Gnomes: Rock, Svirfneblin, Forest, Chaos, Whisper, Fire
Planetouched: Aasimar, Tiefling, Genasi, Zenythri, Chaond, Feyri, Tanarukk, Maeluth, Shadowswyft,Mechanatrix, Shyft, Wisplings, Gloamings, Spirit folk?, Fauns??, Half-Daelkyr?
Orcs:Normal, Gray, Mountain, Orog, Sharakim?, Scro
Goblinoids: Bugbear, Hobgoblin, Goblin, Bhuka, Snow goblin, Varag, Norker
Scalykind: Lizardfolk, Troglodytes, Asabis, Firenewts, Rilkans, Skarn, Khaastas, Trens, Ophidians, Pterafolk, Pterrans, Sarrukh, Draconians, Kobolds, Spellscales, Dragonborn, Yuan-ti, Tortles, T'Kel
Fey/Planar: Dusklings, Bariaurs, Boummen, Mephlings, Neraphim, Spikers, Wildren, Uldra, Hellbred, Giff,Gruwaars, Killoren
Aquatic Races:Merfolk, Locathah, Sahuagins, Tritons, Kuo-Toa
Others: Phanatons, Xvarts, Dopplegangers, Giants(ALL OF THEM), Formians, Gnolls,
Minotaurs(including Krynn), Mind Flayers, Nagas, Ogres(Regular, Mage, Skullcrusher, Irda, etc) and Trolls(regular, fell, mountain, fire, cave, crystalline, Wasteland, Forest, Pygmy),Rakshasas,Warforged,Hadozee,Darfe llan, Goliaths, Neanderthals, Grippli, Kenkus, Raptorans, Armands, Lupins, Diaboli, Cyclopeans, Saurials, Shifters(including Saurial), Adu'Jas, Golmoids, Catfolk, Half-Giants, Maenads, Thri-Keen, Xeph,Dromites, Deathtouched, Diopsids, Dvati, Tibbits, Synads, Aarakocra, Kir-Lanans, Centaurs,Wemics, Exiled Modrons, Hengeyokai, Nezumi, Vanara,Underfolk, Feral Garguns, Stonechildren, Asherati, Crucians, Krinth, Hagspawn, Taers, Vodyanoi(DR#352), Khepri(DR#352), Cactacae(DR#352), Volodnis
die

04-16-07, 06:02 PM
Half-Ogres ! :D
Anthropomorphic Animals
Tengu
Mournoth

04-16-07, 08:50 PM
Well, die, it looks like you're the only one helping. Even so, it's nice to have someone else to mine for ideas. So here a new one:

Meridian, the Gate-City
AL: LN
Pop:50,000,000
Race Integrated, Primarily(20%)Human,6%Halfling,5%Dwarf,5 % gnome,4%Elf,60%others

Meridian is known by many names: The City of Endless Wonders, the Grand Wall, Twinport, and many more, but is known to all as the Gate-City. This moniker comes from the fact that it splits the Northern and Southern halves of the Eastern Continent. Originally two fishing villages on either side of the relatively thin band that connects the northern and southern halves of the eastern continent, it has grown into a massive city that functions as a gate from one half of the continent to the other. Now Meridian is a trade hub, where people of all cultures meet and trade. Merchants from all corners of the Eastern continent, and even from the planes beyond, come to Meridian to hawk their wares. In a walk through the exotic goods section of the Grand Bazaar, one might find a Drow and a Mind Flayer selling Dorjes next to a Rakshasa showing a Giff it's selection of magical snuff. Unsurprisingly, Mercanes love the city like their mothers.

Politics In Meridian
Meridianese politics are known mainly for their encompassing scale. Nearly every political group in the city has a party and a vote. Every 10 years, the people of Meridian vote in a Governor-General, who controls the city in times of need or chaos. The legal head of state, however is actually the king, who is really just a figurehead. Most of the actual laws are passed by the Council of Representatives, an organization made up of prominent members of Guilds, Political Parties, and the old Noble Houses. Some of the largest political parties in Meridian are:
The People's League:NG:The People's League is a group dedicated to raising conditions for the average citizen of Meridian. They often organize rallies and fundraisers to help the poor
The Culturalists:LN: The Culturalists are a relatively new party that advocates opening up trade barriers with the remaining western civilizations. They are well-liked among the trade and ship-related guilds
The Expansionists:LE: The Expansionists are a party pushing to expand Meridian into the territory around it. However, as that would cause land battles, peace groups virulently oppose it.
The Human Advancement Initiative:LE: Not a large group, this group has received infamy for it's views on "Human Advancement", those being the subjugation of nonhumans. Most of the city views them as horrible people.
Anuvrix

04-16-07, 09:04 PM
You know that Ahuizotl is the name of a missing god from the LoC thread?

Any connection?
Mournoth

04-16-07, 10:04 PM
Ahuizotl sounds Aztec-y. Probably is. It's not easy to make original Aztec-sounding words, considering that the Aztecs took all of them. Freaking Aztecs. Stealing all the words.
But what do you think of the thread?
Anuvrix

04-16-07, 10:23 PM
Sounds nice, i'd like to see the completed version. I haven't posted anything because i dont know what youre looking for.
Mournoth

04-16-07, 10:33 PM
I'm just looking for ideas, countries, whatever. Just anything that can be put into the world somewhere. A few good names for places would be nice too.:D
Mournoth

04-16-07, 10:55 PM
Well, I just got the new Dragon magazine. As usual, it has made me want the next one with all my heart. Ferrous Dragons next month. At least this has given me an idea.

Thanar
AL:LE
Pop: Continually fluctuating, but around 5 million
Segregated: 5% Dwarves, 95% other(Slaves)
Thanar is one of the two known remnants of the Burningforge clan Dwarves, a clan that lived deep in a volcano peacefully working on their forges until a mighty Fire Giant empire enslaved them. For Centuries they toiled under the Fire Giants, until the Great Rebellion came and destroyed the Fire Giants. Soon, however, the Rebels began squabbling among themselves for land. The Burningforge remnants themselves were split in three. Those who wanted to return to their ancestral home became the Thanar. Those who wanted to take to the sea, where Fire Giants could not fully attack became the wandering Seership Dwarves. Ad the last tribe was those who wanted to leave the plane altogether, the lost Forsaker tribe Dwarves. The Thanar, however, would not agree with either of these plans, and set off to their former home, the volcano Thanar, from which they took their new name. The Thanar were the smallest group of Dwarves, and zealously guarded themselves within their mountain fortress. Now their sheer fear and xenophobia has led them to believe that the only way to be truly safe is to rule over everything. The actual Dwarves in Thanar do nearly nothing. Their millions of dominated slaves toil in their fields and mines and fight their endless war. What the Thanar don't realize however, is that the have become just like the Fire Giants they so fear and despise.

The Thanarese economy is based entirely on slaves, dominated or not. The more numerous or useful slaves you have, the higher your rank in the nation. there are no non-enslaved non dwarves in Thanar other than a few wretched Mul vagabonds.

I'll add more about the rest of the Burningforge clan later.
Darth Syntax

04-17-07, 01:00 AM
Ahuizotl sounds Aztec-y. Probably is. It's not easy to make original Aztec-sounding words, considering that the Aztecs took all of them. Freaking Aztecs. Stealing all the words.
But what do you think of the thread?

Ahuizotl is, apparently, the Nahuatl word for "water-monster" (it's a singular noun at any rate as -tl is the suffix that indicates this in Nahuatl, the plural would likely be "ahuizotli")and it refers to a creature that is part monkey, part dog, with a long tail with a hand-like appendage at the end. I believe there is D&D version of the creature in the Fiendish Codex.

--

On names, i would be happy to make some for you if you would be so kind as to give me some rough idea of the sound you are looking for.
Mournoth

04-17-07, 09:36 PM
It being from the fiend folio would explain why it sounded so familiar. but I don't want this thread to devolve into a discussion on Aztec mythology, so I'll put in some mythology of my own.

The Planes

The planes of this world are separated into tiers of age and power.

The First Tier: The fundamental planes. Ancient beyond belief, probably gave rise to all life as we know it.

The Cosmic Scales:N: The plane of true neutrality. meeting room of the gods and the place where souls go to be judged on their actions.

The Perfect Court:LN: The prime plane of Law, a courtroom for the gods, presided over by the One Judge.

The Shattered Ground:CN: The prime plane of Chaos, a maelstrom of floating chunks of ground.

The Mountain of Hate:NE: The prime plane of Evil, a great mountain home to the creatures of pure evil. The inhabitants rang from cruelly indifferent at the bottom, to truly vile at the top.

The Benevolent Valley:NG: The prime plane of Good, a great wooded vale surrounding a massive lake ringed with communities of good creatures

The Transitive Planes: Ethereal, Shadow, and Light

The Second Tier:

The Elemental Planes:N: The planes of Fire, Water, Earth and Air.

The Idyllic Heaven of Archonia:LG: The tertiary plane of Law and Good, a great city crowned by a grand palace inhabited by Archons and good Fey.

The 22 Hells of the wicked:LE: 21 planes of Law and evil encircling the 1st plane, the The Fortress of Lies, bastion of devilkind

The Free lands of Eladria: Rough lands where citizens can live in peace on their own terms. Home of the Eladrins.

The 6 Hells of the mad:CE: 6 planes of pure madness and rage circling and slamming into one another. The chaotic birthplace of the demons

The Third Tier:

The Sub-Elemental Planes:N: Ice, Magma, Ooze, etc.

The Quasi-Elemental Planes:NE or NG: Ash, Minerals, Void, etc.

The Planes of the Gods:Various: In this world, every god has their own personal plane where their followers go to after their deaths. These are those planes.

The Fourth Tier:
The Demiplanes:Various:
Mournoth

04-18-07, 10:26 PM
PLEASE post your ideas! PLEASE! I need help!:weep:
Mournoth

04-19-07, 08:35 PM
Well, if no one else wants to post then I will.

The Seership
AL:CG
Pop:20,000
98.5% Dwarves, 1%Cyclopean, 0.5% Mul

The Seership is the home of a clan of paranoid Dwarves known as the the Seerkin. Their long-lasting paranoia comes from the centuries of slavery under the heel of the Fire Giant empire. Once a part of the Burningforge clan Dwarves, they were the ones who wanted to flee to where they could not be reached if the Fire Giants came back. So they went to the one place Fire Giant could not go. The Sea. The Seerkin built a great ship, on a scale beyond any other ship ever made, that they would live in. Since then, they have inhabited the ship, growing crops in magically summoned earthbeds, and fishing for meat. But most of all, they have honed their most renowned skill, a skill born of fear and paranoia, their Divining. The Seership hosts Diviners on a caliber unseen outside it's reaches. The greatest of the Diviners form the Sightless Watch, a cadre f ritualistically blinded Diviners dedicated to watching the world for signs of Fire Giants gaining in power.

Post. Please? I don't like being all alone.:allalone:
daggeroflath

04-20-07, 07:38 AM
Hmmm, not sure how well my ideas will merge with yours, but here:

The Reforged Divine

A powerful Solar, who remained existing, at least in part, after the god they worked for/were a part of... died/dissappeared/took up croquet instead of divinity/whatever.

They came to the material planes as a few broken shards of angelic aether barely nurturing the divine spark and to survive reforged themselves along with the nonfunctional pieces of a broken artifact.

Worshipped by a cult of techno-mystics (I see them as goblins personally, but whatever), they dwell as a weird steam-punk cyber-angel in the midst of an ancient factory somewhere in the lost and wild places of the world. The followers steal divine artifacts and magical items to cast into the angel's furnace like belly to be reforged into the angel's being.

After fusing with so many items and losing much of its original divine spark it has become neutral and now takes in artifacts of good and evil, only caring to grow and survive.

Many of the techno-mystics, in semblance of their "god", are brought back from the dead with mechanical grafts turning them into mecha-zombie-frankenstein-cyber-cultists. (I like dashes).
die

04-20-07, 06:11 PM
You know that Ahuizotl is the name of a missing god from the LoC thread?

Any connection?

Ahuizotl (http://www.wizards.com/dnd/images/ff_gallery/50071.jpg) is in the Fiend Folio, aztec monster thingy
Mournoth

04-20-07, 08:41 PM
Thanks for posting, daggeroflath and die. Daggeroflath's idea sounds really good. Maybe the tech-cultists should have a lot of half-golems. I think it ties in well to the overarching plot I've been thinking up. Once I finalize it I'll type it up.
Grogarith

04-21-07, 05:32 PM
I've a basic idea for a city.
Dasa
The city of Dasa sits on the banks of the river (insert name). It was built 450 years ago as a trading centre for the Empire and its farming towns in the area. With a population of 25000 at the last census its not a large city but it is growing. The population is mostly Human but other races can be found. Also 25% of the population is Lycanthropic. Not just werewolves but all types of were-beasts. This fact is known by the general population and once a month there is an event called "The Running." On that night the were-beasts have free run of the streets, from sunset to sunrise. Anyone found on the streets that night is fair game for the lycanthropes.
The event was set up 30 years ago by the Lord of the city as a preventative method of stopping the Lycanthropes bloodlust which for hundreds of years resulted in many deaths. Now that they have a night for themselves every month the population can take steps and measures to protect themselves on that night (grouping together at temples, taverns, safe houses etc.)

Visiting merchants might not know of 'The Running' and may find themselves in a spot of trouble that their guards (PC's) may have to sort out.

PC's may have an urgent message to deliver and have been paid handsomely to deliver it... it just happens to be on that night.

What do you think? Its only a start.
Mournoth

04-21-07, 08:15 PM
That's a rather interesting idea, Grogarith. I thin it fits in well. How about if the City accepts all lycanthropes, except wererats. Because nobody likes wererats.
Also, it might have something to do with the fact that all the wererats around are fiendish. This is because of a small portal to the lower planes in a wererat nest in the city's sewer system. Also, since the sewer system is often flooded by the river, they should have a swim speed or something like that.
Which brings to the river, which is probably home to a number of aquatic or amphibious lycanthropes.
Maybe the townsfolk keep all their unsold meat for the Running.

Well, as always, thanks to my fellow forum goers for posting, and to all those who haven't yet posted, do so. My ego needs boosting.
HK-47 II

04-21-07, 08:41 PM
The War Forge

A Hidden City-State that's the origin of the entire world's Warforged Population. Originally it had been a complex, shared by many races, developed to design new technologies, but one of it's creations, The Warforged, took over and converted it to a factory. The only other race trusted with the location on the War Forge are the Thri-Kreen, who live in the surrounding desert and are common trading partners. However, The local Drow also know of it's presence, and often attack.

Location: Under a Mountain range surrounded by a vast desert.



Is This Good?
Mournoth

04-21-07, 11:40 PM
Yeah, it is good, HK-47. I think that it could be put in the black glass with the Halflings. Due to it's location, many of the warforged are made partially out the desert's namesake black glass.(magically hardened, of course)
HK-47 II

04-22-07, 05:30 PM
It would be hard to trade with the Halflings though, if only the Thri-kreen know that they're there... Perhaps the Halflings trade with the Thri-kreen, and the Thri-kreen trade with the Warforged? or would the Thri-kreen and Warforged be able to get their own black glass?

Edit: Also I'm doing my own collaborative world building project... why don't you join us Mournoth?
Mournoth

04-22-07, 06:30 PM
Yeah. you're right about the warforged having trouble making contact with the halflings (they're superstitious), but the thri-Keen would come to the halfling-controlled oasi to get water, bringing with them chitin armor from the monstrous scorpions they raise (maybe) and tales of strange men of black glass and wood from the mountain(a dormant volcano). By the way, Black Glass is just a natural phenomenon in the Black glass Desert, especially around the volcanoes. it's a hard obsidian-like substance that enchants well(75% cost to enchant, hardness/hp as steel). Maybe the warforged who took over the factory were refugees from The Constructed Baronies. The Constructed Baronies are three countries full of nothing but constructs. On, an enlightened nation of mountain-shrines. The next, a country of awakened or incarnate constructs who mostly still keep their contructly impartiality to good or evil. And the last is a super-feudal dictatorship that hates anything not a construct.

And by the way, I think I will help on your thread.;)
HK-47 II

04-22-07, 06:39 PM
Maybe a group of non-constructs built the war forge and later the Warforged, in order to infiltrate the Construct-dictatorship...?
Mournoth

04-22-07, 07:08 PM
That is EXCELLENT. A group of Anti-Construct terrorists. They're also funding their project by selling warforged slaves on the black market. Many Meridianese old noble families buy them, as they still cling to the opinion of living constructs as inferior.

Say, by the way, does anyone lurking around here have a good name for the world?
Because if you do, you should post it. I COMMAND you to.
daggeroflath

04-23-07, 08:34 AM
Say, by the way, does anyone lurking around here have a good name for the world?
Because if you do, you should post it. I COMMAND you to.

For some reason the word Aegritath pops up in my head <shrug>... name is all yours if you want it.
Mournoth

04-23-07, 08:18 PM
I think I'll start with a list. So, people, come on and vote for your favorite. You can add new ones, too.
Aegritath:2
Argess:2
Aoling(A-O-ling)
Bearat(Bay-A-rat)
Cealder(Sea-al-der)
Dorowain
Ealt(E-allt)
Fane:3
Gerrowing(Jerr-o-wing)
Healim(He-el-im)
Iowern(I-owe-ern)
Lastander
Menarand
Neyowel(Neigh-oh-well)
Oandr:2
Quain
Runast(Rue-nast)
Sealglain
Thearent(Thay-are-ent)
Udanar
Vellowen
Wairn:1
Zelbander
die

04-24-07, 05:29 PM
Argess
Mournoth

04-26-07, 09:03 PM
come on now. Isn't ANYONE else interested?
Darth Syntax

04-26-07, 10:33 PM
I rather like Fane myself. It rolls off the tongue nicely Although Argess is not bad either.
HK-47 II

04-28-07, 02:05 PM
yeah, Argess is good, I guess... but then I'm not sure what my opinion's worth cause I'm bad at naming things...
Mournoth

04-28-07, 08:44 PM
If the voting picks up, I'm gonna choose the first name to hit ten(maybe). If not, the first to hit five.
Mournoth

04-29-07, 08:19 PM
c'mon. I know it's not just Die and HK-47 and Daggeroflath looking at the thread. They couldn't put in 560 views on their own. POST YOUR VOTES!
Anuvrix

04-30-07, 05:13 PM
Ill go ahead and vote for the Aegritath.
Mournoth

05-02-07, 02:30 PM
c'mon people. just 5 votes for a a name.
Mournoth

05-03-07, 08:30 PM
please?:weep:
TheWhateverSlayer

05-04-07, 07:59 AM
I think I'll start with a list. So, people, come on and vote for your favorite. You can add new ones, too.
Aegritath:2
Argess:2
Aoling(A-O-ling)
Bearat(Bay-A-rat)
Cealder(Sea-al-der)
Dorowain
Ealt(E-allt)
Fane:1
Gerrowing(Jerr-o-wing)
Healim(He-el-im)
Iowern(I-owe-ern)
Lastander
Menarand
Neyowel(Neigh-oh-well)
Oandr
Quain
Runast(Rue-nast)
Sealglain
Thearent(Thay-are-ent)
Udanar
Vellowen
Wairn
Zelbander

Is this a campaign name or a the planets name the continent? Just a little confused as in the voting of the name and what it goes to. Also I have seen a few of these threads and usually when the focus turns to naming usually they are short lived. Only because the focus tends to be a little off track from the original focus.

Now with best regards I hope this hread becomes successful, and meaningful.

My Votes would be in the following regards;
Campaign Setting: Aoling ( ow-ling ) not ( a-o-ling )
Continent: Oandr -or- Oandar (either way pronounced Own-Dar )
Planet: Would be the same as Continent above or even Fane which does have a nice sound.

Good luck and if this seems to take off I may return with some future input.
Mournoth

05-04-07, 06:14 PM
It would be a planet. thanks for voting, even if you were confused. By the way, if you think I should start posting more cities and countries and stuff, just say. I have some more ideas ready to be said, but i not sure whether to start before the poll ends.
TheWhateverSlayer

05-05-07, 10:35 PM
I personally Like the concept of what your doing I just think you need to avoid the trivial postings of concerning yourself with votes and names.

The most successful threads here revolve around content so the more you write and the deeper or fresher the ideas the more help you will get in return.

I'll keep checking back now and again to see what I can offer as far as input.
calprinicus

05-05-07, 11:41 PM
wairn
Mournoth

05-06-07, 12:16 AM
thanks for your input, Calprinicus and Thewhateverslayer. As to Thewhateverslayer's comments, you are completely right. Thus, I present more information.

The Aeoald(pronounced A-Yo-Wald)
Pop:??
AL:N(differs on area)
Demographic:65% planetouched(various),35% other(primarily planar races: Buommans, Mephlings, etc)

"Old doesn't mean safe."-Common Aeoalden saying

History
Calling Aeoald a country is misleading. More accurately, it would be the remains of a country. It is what is left of a mighty ancient empire that pulled itself too far into conjuration magic. It's wizards enslaved countless elementals to toil for them, and it was unheard of for a powerful wizard not to have a pact with some outsider. However, there were no planetouched. by custom there was to be no breeding between the humans of the nation and their planar contacts. This was to keep conjuration to a business, to keep people from being reckless. it didn't. A cult of expatriots, reckless and stupid in their hatred for the state, accidentally tore open the seams of the planar boundaries. Even though it was for but a moment, the energy coursing through the land changed it irreversibly.

The Aeoald now
As a consequence of the cleaving(as the residents call it), Aeoald has changed much. Due to the weakening of planar boundaries, the country(if it can so be called) is comprised primarily of planar races and their descendant. These descendants often cluster around the places where their ancestors came through, where the boundaries between the material plane and their ancestor's plane is weakest. These areas, collectively called link patches by the locals, take on traits of the plane they are connected with.

Government
The Aeoald has no proper government. Most of it's inhabitants reside in racially isolated towns ruled by either elder councils or warlords. A few of the towns have alliances but they usually retain separate leadership.


P.S. Could anyone explain how to do some of the things with the thread? Like how to link threads or post pictures. because I think I'm going to make a thread on decide gods and planes for the world, and I'm getting some of the maps done done(although I'd prefer to have more countries before I'd finished).
Mournoth

05-06-07, 06:59 PM
Well, it's been around six hours, and I'm bored, so here's:

Smoghome
Pop:50,000
AL:N
demographic:Truly integrated, primarily poor.

Smoghome is not a nice place. It is a massive factory located near and governed by Meridian. It sits in the northern reaches of the Tradesea, the inland sea separating Meridian and Tenebas. it is named for the perpetual clouds of smog spewed form it's factories.

Not that many people really live in Smoghome. In addition to the fifty thousand who do, another fifty thousand commute there on the ferries.

Smoghome is split into sectors, controlled by the companies who own the factories there. these companies can add or subtract new laws at their whim. Some of the portions of Smoghome are owned by Tenebasi companies, and employ mostly goblinoids who live on the premises.

Smoghome is primarily composed of the poor and uneducated, as they don't have the required skills to get a better job.
TheWhateverSlayer

05-06-07, 07:26 PM
Well I am an adventuring sort so what brings me here? Is this the city that myself and my party of demon hunters, dragon slayers, gold collecting, heroes avoid? Or will this community offer something that intrigues us enough to stop longer then it takes to fill our supplies, and head after that pesky Terrasque that has been tearing up the land to the south?

Plots are needed and maybe a little intrigueing history.

Why do people commute here?
What is made in these factories?
What can I get here I can't get in the next town?

Just some Qs to flesh out this community a little more... I hope you veiw this as helpful.
Mournoth

05-07-07, 08:24 PM
Well, thewhateverslayer, you are probably at smoghome on a quest. Most likely a quest form a company owner in meridian. Maybe someones been stealing products, or a wererat has been killing workers again. If you're a famous enough group, the Meridian Governor-General may even have sent you to stop a smuggling ring. Otherwise you're there to buy cheap goods. First you'll have to take the ferry to Smoghome, as it is on an island on the northern coast of Tradesea. On you're adventure you'll need to look through the factories,perhaps even picking up a few choice goods. You can get most factory-made things in Smoghome, assuming you want to buy in bulk. You could get textiles, clothing, or a few weaker magic items, like scrolls of magic missile or prestidigitation. Then, eventually, you'll find the object of you're mission, be it angry wererat,angry worker posed as wererat, or pack of Goblin smugglers(for some reason, Goblins like to smuggle to Smoghome. Noone knows why. It's just a fact of life.)
Mournoth

05-10-07, 06:12 PM
how do you upload pictures? Because I've got a good portion of the world map done and figured I might as well upload what I've got
HK-47 II

05-10-07, 06:14 PM
get a photobucket account, upload it there... then post the image here
queenfange

05-10-07, 06:19 PM
Oandr sounds nice...
Mournoth

05-15-07, 10:11 PM
I've been gone for a long time, but now I'm back and have more to write!

The Wightmoor
AL:NE
Pop: 25,000 living, 75,000 dead

"no man stays alive in the moor. That doesn't stop them from returning though..."
Wightmoor. the land of the damned. Home to the Endless and their Bone-King. Abode of the Blood Dukes in their cruel depravity. Wightmoor was once a place of refuge. It was the home of an outlaw elf, escaped from an oppressive theocracy. He welcomed refugees of every stripe to live with him. this went on for a hundred years, until the elf was stricken with a horrible disease. He would soon die, and he knew it. There was only one thing he could do. He instructed his closest friends that, when he died, they were to lower him into fell pit, a hole in he middle of his lands bubbling with pure necromantic energies. Three days later, he rose again, a Wight of awesome power. He traveled, alone this time, to the homes of his friends. One by one, he turned them all into undead monsters. immediately they imposed their rule over the living refugees, thus founding the Wightmoor,

Politics
Politics in the Wightmoor are controlled by the mouths, representatives of the dead noble clans. they meet and discuss the future of Wightmoor. The vampires of Wightmoor have their own semi-autonomous region, known as the Blood Halls.

as always. POST!
Pariah_ex_mortis

05-15-07, 11:15 PM
Crystalberg

The city of ice.

Population 70% gnomes 30% other

The reasons and construction have never been known, but all have herd the tale of the great city built inside of a great floating glacer. Over 500 years ago a great migration of gnomes moved to this long forgotten city in the very souther reagions of Fane (thats my vote) and begain to practice thier study of the stars and thier rotations. Primary a city of scolars, Crystalberg also boasts a strong defencive minded millitary. The patrol of the gnomes newly created "Steamers" along the shore line and the numerous artelery towers that surround the city ensure that few nations try to take controll of this palace of ice. The interior structure is nothing seen in the rest of the world, with strong curving spires that support the milty leveled metropolis. All kinds of information is catallogued in the central hub library, simply named the Vault. Seekers of knowlage are welcome, reguardless of intent, as long as they are well behaved. The city thrives on the export of rare and tasty sea creatures fished and trapped by many who inhabit the land. It is said that a person can live like a king for te rest of thier lives if they can survive the dangerous fishing expiditions into the deep seas beneath.
Mournoth

05-18-07, 07:16 PM
thanks for posting, Pariah. As soon as I figure out where, I'll put it onto my new MAP!

http://i192.photobucket.com/albums/z224/rubin_harry/map.jpg
Janusunaj

05-18-07, 10:41 PM
Trakoth

Government:The Dragon Althing
Population:18,000,000
Land: 160,000 miles
Pupulation: Gnomes, Elves, Humans, Dwarves, Lizard folk(undecided percentage)
Miscellaneous:It is said one out of every two hundred of the citizens that live there are true dragons. There are one thousand great wyrm dragons living there(although they are almost never physically there at home).

The government is a dragocracy. (ruled by dragons). While Trakoth is not a racist nation, only dragons are allowed at the top tier for religious, traditional, and practical reasons. Despite dragons being the only rulers, in every other respect the nation is completely equal, with what we would describe as modern world views.

There are Four Great Pillars of Trakoth.

1. The Arcane Academy. Wizards, sorcerers, witches, all belong to the Arcane Academy. It is run by a level 32 wizard, Nayada, famed for defending Trakoth against multiple rival wizards at once. It is said that the Academy is so easy to get into that there are entire villages of arcane magic users in some areas.

2. Its an island with a great navy. This speaks for itself, like real world Britian, its advantage and disadvantage is, its an island. Its hard to get to for the enemies, as they neigbhor merfolk nations. The island has ensured Trakoth has a powerful navy, a stronger economy, and many of the most famous explorers of the world have Trakoth as a home.

3. Industrialization. Trakoth has a limited kind of industrialization due to its artificers. Tradition has it that artificers are even native to Trakoth.(alchemists can be substituded if you don't have Eberron or artifcers in the campaign). Thus, they can mass reproduce simple, yet useful things. This helps contribute to the medical field. Things like diarrhea, the plague, don't bother this nation as if they were a real medieval country, although some diseases still do.

4. Dragon rulers. The dragon rulers are what in OOC terms is considered epic. They all have assets in the country, thus even the draconic nobility, that number twelve hundred, all have reasons to check up on their posts here. In addition, their great wealth ensures that they can make sure that the people will be unlikely to starve in noticable numbers, and draconic tradition ensures that because of the lesser mortals inferiority, even evil dragons would very rarely harass the citizens.
Mournoth

06-20-07, 07:21 PM
I LIVE!!!!


...now help me some more with this. I feel the need for awesome.
Mournoth

06-23-07, 06:02 PM
I'm going to be heading down south for a month, so I won't be able to post. If anyone wants to add something, don't hesitate. PLEASE.
Maerdash

08-16-07, 12:54 AM
Sorry its late here or I'd post a few ideas. I'll be coming back in a day or two and actually contributingm but until then here's a BUMP!