The World of Gladius Project [Archive] - Wizards Community

Post/Author/DateTimePost
Caterane

09-03-05, 09:52 AM
The World of Gladius Project

http://www.caterane.de/CoCo/Karten/Welt/World-of-Gladius-Regions.jpg

<Political Map and Regions>

The World of Gladius (http://boards1.wizards.com/showthread.php?t=580765) is a project that involves all members of this community. Our goal is to create a complete continent - and in the long run perhaps even the whole world. What we need is ideas - your ideas. Pick a sector and write a description for it. The colors indicate the climate; green is temperate, white ice, yellow desert, darkgreen jungle and obviously blue stands for water. Even the topography is incomplete. We need more mountain ranges, forests, lakes and rivers, and of course villages and cities. Every bit helps. Another thing we need is the history and the description of the regions. Please feel free to add whatever you like.

We cannot promise to add everything proposed here but we will definately pick a lot from this thread. You can increase the chances that your idea will be added to the world if it doesn't overlap with an already existing landmark, and if it suits the region. The map above will be constantly updated.

Alright guys, show us what you have!



We will soon begin to work on the World thread but before we can do that, we need to finish the world map first, and that's where I need all of you! Post your ideas here, and the more detailed you described it, the more likely we will use your idea. Please try to avoid long discussions here to keep the thread as clean as possible. 'I love Cat' posts go to the Tavern :D

The City of Gladius is in Sector 12, the High Forest is the vast forest to the north. I'd like that brown island in Sector 15 to be an undead Nation, and the two darkgreen islands are jungle regions and the yellow part in 24/25 is the tip of another continent. Yellow is desert, or desert-like, white is ice, rest is up to you. If you really need another feature, an island perhaps, tell me.

We need to add mountains, rivers, cities, kingdoms, etc etc...

Another question is the measurement. The map program I used defines one sector with 1700 x 1400 miles which is a bit too much I think. Any idea on how many miles a sector should have?
Zerone

09-03-05, 11:33 AM
Wow. It looks good, real good. Some initial feelings...

Islands in Gulfs/Lakes:

There are too many islands within gulfs, especially when there is one within a lake. Sections 12, 40, & 42 for the gulfs and section 22 for the lake. I suggest taking out all of the gulf islands and leaving the lake island.

If the island in Sect. 12 is a marsh/swamp, there should be 'millions' of tiny surrounding islands, and the main island could be smaller.

I'd at least get rid of one of the gulf islands and turn one into a marsh/swamp, etc.

Mountains:

There is only one mountain range and it seems very small. I know there are two, but the second in S.23 is tiny! A good place could be around S.42's gulf and up into S.41 and across into S.32, causing the plain/desert region below (Sect. 23, 33, 43, 24, 34, and 44) due to the breakdown of air currents from the mountain range.

Forests:

The peninsula in S.40 could/should be a thin forest which leads along the gulf into the mountain range mentioned above in S. 41 and 32, filling up most of 32 along the where the mountains would stretch along the South of S. 32 and up to 22, the forest would be north.

Then your Isle in the center lake (21, 31, 22, and 32) could be a mountain, a continuation of the mountains from 32.

The river in 32 could continue through the river and into the mountains and into the lake just to the south, explaining why it is there, and further enforcing the plains that are south of the mountains in 32 (plain/desert: 23, 33, 43, 24, 34 ,44).

Swamp/Marsh:
To the east of the above plain/desert could be marsh/swamp stretching from 42/43 to the coast in 52/53.


Again, these are just some initial thoughts that happened. I'll look at it later and reassess what I have written. Also, I could Photoshop some images/sections for you if you want a better idea of that I was talking about. Just lemmie know.

*•. Z
Luni

09-03-05, 11:39 AM
Can we have the island in 51 be a Active Volcanic Island?
Caterane

09-03-05, 11:50 AM
Please keep in mind that this map is huge. One sector is by default 1700 miles wide, and 1400 miles high. We will probably need to half that but it's still big. So that 'island' in Area 51 :D is actually ten times as big as Japan.

EDIT Feb 06: We've decided to decrease the size of the map tremendously. That way we can put villages, locations, and other things on the map that would've been impossible with the huge size. It's not set in stone yet but the size of a region is about 100 miles across.
King Uther

09-03-05, 11:56 AM
Well, as you know, I was going to PM you my thoughts. But I might as well share with everyone.

1. The islands in Sector 2 belong to 2 groups of pirates, and thus are named the Pirate Isles. They ally when threatened, but also threaten each other. 1 of the islands though, houses a hermit with a secret....

2. Sector 21 should have a ruined ancient library, or at least it will by next pairing.

3. The town of Sothlarch is on the river north of Gladius in Sector 21.

4. Sector 25 and 35 is the tip of Gladius biggest enemy, a Huge unnamed country.

5. Sector 51 is the Japan island, where all the samurais and ninjas come from.

6. Sector 42, I want the lisand to be considered floating in the air. Maybe a technologically advanced gnomish nation with airships? Either that or Shadow mages own it.

7. Sector 05 is an island that houses giant creatures, specifically dinosaurs and vermin.

I have about 50 more things, but I want to wait for more responses.
Vathelokai

09-03-05, 11:57 AM
As was pointed out in the tavern, at that scale the main land mass is twice the size of Africa. I think it should be reduced by half.

Is this map supposed to wrap around? Is it a mercador map...a full globe?
Gonbow

09-03-05, 12:16 PM
My ideas, A.K.A: Dibs on #40

Format shamelessly stolen.

The penninsula of Ta'Voor:

Introduction: Cold and harsh, the land of Ta'Voor is home to a nation of wild human berserkers, an underground dwarven kingdom, fierce hobgoblins and giants of several breeds.

Backround: Harsh winters mix with bountiful but extremely short summers and a long fishing season to help the people of Ta'Voor survive. One of the first human groups to begin seafaring, their 'long-ships' are devilishly fast over small distances, delivering elite berserkers to any enemy foolish enough to challenge their naval superiority.

Long ago, they frequently raided 51 and at one point, open warfare broke out. With thier superior navy and battle-hardened raiders, Ta'Voor managed to win every battle on the open sea, but the sheer number of enemies from 51 gave them a marked advantage on land and thier generals proved devastating at eliminating enemy commanders; Ta'Voor sued for peace after most of it's eastern sea-communities were converted into provinces. The peace still holds today and there is some small trade between the nations, but the land taken has not been returned.

Other Inhabitants:
The dwarven clans of Frostheim, Redforge and Vathos hail from the inner reaches of the Ta'Voorian mountains. Contact with the humans of the region is friendly, but infrequent as the area between the mountains and the coast is frequently occoupied by the Hobgoblin 'empire' of Dervosh.

The Empire of Dervosh is actually ruled by a frost giant called Frost Jarl, but he shares his power with a council of hobgoblin's whose membership rapidly flucuates as they kill each other off. It occupies most of the mountains not directly defended by the dwarves, as well as numerous nomadic bands in the snow plains. The coast is left to the humans, though there have been battles on occasion.

Location: Penninsula in sector 40, colorization to the west and almost up to the coast on the east, to the coat on north and south. Notable for being close to 51 (Japanese island, unnamed).

Terrain: Snow-plains, snow-covered mountains, marshes during certain times of the year. Due to inhospitable surface area, the underground areas are highly colonized.

Climate: Bitterly cold save for short 'warm' season. Similar to Alaska, only warm season is more pronounced. Snows year round.

Natural resources: Fish.
Minor natural resources: Exotic plants, mithril, diamonds.

Exports: Mercenaries, Ships, Fish (and fish byproducts).
Imports: Steel, Wood, Slaves.

Race structure:
Humans: 42% (Growth: 5%)
Hobgoblins: 20% (Growth: 3%)
Dwarves: 17% (Growth: -1%)
Other goblinoids: 7% (Growth: 10%)
Other humanoids: 7% (Growth: 1%)
Giants: 5% (Growth: -1%)
Halflings: 2% (Growth: 2%)
Caterane

09-03-05, 12:17 PM
No, it's only a part of the world, and only the northern hemisphere
Tellish_of_Ket

09-03-05, 12:55 PM
To the Editor of the World Map

Area 50: The large western island. On the South Eastern tip, there is a small port city called Ariallan. It's main exports are cold iron. It was recently attacked and nearly destroyed by an advanced half-fiend Kraken known as King Gruyak recently, though there are some survivors. Further North (about 50 kilometers), is an abandoned keep of a one time General named Ogremack. He was an elite vampire ogre who deserted the war effort before the great Gith war. Within his keep is a grand library. Though not large in size on the material plane, it is colossal upon the astral plane. The shelves can be recalled from the astral plane with the known passwords. The lich-librarian, often referred to as "The Historian" has recently gone missing. Rumours has it that it is simply the largest collection of books ever known. Though it has never been substantiated or quantified. Perhaps the keeper/librarian was just insane? All maps are posted in A History Lesson, Part 1. (http://boards1.wizards.com/showthread.php?t=457081)

Area 51: The small batch of islands to the north and west of the oriental-style culture is a safe haven for a hobgolin/demonic ocean raiders. Their size or name is as of yet, unknown.

Area 42: The river system that leads into 32; PC's in my campaign are about to dock in this very large, wealthy sea-trade city of Draknisis. Map will soon be posted in A History Lesson, Part 1. (http://boards1.wizards.com/showthread.php?t=457081)

I've sent King Uther a couple of PM's (and one to Pitlords) some time ago, when you guys were asking someone to fill in the blanks and the map. I'm still willing to do that if you need.


-ToK
LLMadCow

09-03-05, 01:13 PM
Okay, I am just posting to let everyone know that I have some very extensive ideas surrounding this part of the map. Long story revolving around an ancient empire that once united most of the map. I'll be updating here and letting people know more.

There are a ton of details (Names, dates and such) that have to be established, but here are the basics of the Island....

The Island was the center of a very large kingdom many years ago. The island itself had a huge castle in the center of it and a sprawling city around it. There were a few small towns on the edge of the lake that people would travel to and then reach the city by boat.

Everything was going well for many years, until one particular king had twin sons born. By the time the boys had grown to teenagers, they often fought about who was going to run the country. Into adulthood, the brothers fought more and more, each brother gaining different allies and affiliations. The King spent a great deal of time trying to stop the fighting, but it was pointless. The king fell ill to some mysterious illness, and the brothers were the focus of a civil war.

The 'Kin War' lasted for 109 years, despite the fact that both brothers were assassinated after 67 years of fighting. Much of the city was destroyed. The castle also took great damage. The river between Gladius and the city was usually the front lines. On the occassion that one side or the other would push across the river, their were quickly driven back. The war slowed some when the brothers were assassinated, but the war slowed even more when Gladius was built ... it seems that people were distracted.

Many years have passed, the Kin War is nothing more than history, the three vast nations that came from one have all fallen apart.

7 years ago, one warrior from up north went to recapture the island and drive off the monsters that had made it their home. Shortly after the island was secure, he sent message for the families of him and his companions to join them on the island. He has established himself as the rule over the island - there was little debate since he was the leader of the men who took the island back, and they all loved him.

During the last 5 years, Lord Meinir has rebuilt 1/2 of the Castle and resides within. The outer walls surrounding the courtyards and things of that nature, are spotty at best. As time goes by, Meinir continues to work on the castle. The city that was has become a large town again. Everything is spread out. Much of it is more like a few small cities. There are 3 seperate ports, and the major roadways have been re-established. There are lookout towers around the island, out at the end of the penninsulas, but they have little armament.

There are two very big secrets that surround the island:

Lord Meinir is a rightful heir to the castle and the kingdom. He very intentionally brought himself to this point.

Lord Sendoa, a southern warlord, has heard of the activity on the island. This has piqued his interest, since he is also a rightful heir to the castle and all that surrounds it.

Death looms, but for who, and when?

In the future, I will flesh out a lot more, but here are some of the basics:

[To be continued, gotta work on prison.]
Maraxus

09-04-05, 12:28 AM
http://people.freenet.de/maraxus/CkalbSharm.jpg
The lands of Ckalb Sharm:

Introduction: Ckalb Sharm

Backround: Wild, land of reptilian and subterran creatures, lately clamied by humans, too.


Geography: Ckalb Sharm

Location: Southern and western boarder are the summits of the Clouded Mountains, Northern boarder is the less clearly defined zone where the swamps get rarer and the forests and farmlands more frequent. In the east, Ckalb Sharm borders to the enter names here ... ocean and the lands of ... just over the river Seidorasz (Named after the first Lizardman who swam through it).

Geographic Co-Ordinates: 32 South and bits of 42

Area: subject to global resize factor
Total: 1,800,000 sq miles
Land: 1,700,000 sq miles
Water: 100,000 sq miles

Land Boundaries:
Total: 3850 miles
Border Countries: ... (north) 1800 miles, ... (southwest over the mountains) 1500 miles, ... (southeast over the great river) 550 miles

Coastline: Sea of ... 600 miles, ... Ocean 500 miles

Terrian: Marshes and swamps, over and over. Wide, very cavenerous hills in the south, a huge river delta in the southeast. Some forested areas in the north.

Climate: Temperate and humid. The Clouded Mountains are snow covered in winter only. Average temparature in the eastern coast regions: 4°C in winter to 15°C in summer. Temparature in the central and western regions, average 0°C in the winter season and 16°C in summer. Average over the whole nation and year is 10°C. Rain is heavy the whole year, extreamly in the early summer.

Elevation Extremes:
lowest point: Sea of ... 0 m
highest point: Mount Weatherside 3500 m

Natural resources: The mountains hold granite, apart from this, Ckalb Sharm is extreamly uninteresting.

Land use:
arable land: <1%

Natural hazards: Floods, ocean floods in summer, river floods in early spring.



People: Ckalb Sharm

Sentinent population: Close to 2 millions

Race structure:
Kobolds: 27%
Lizardfolk: 21%
Humans: 20%
Orcs: 14%
Goblins: 6%
Sahuagin: 5%
Hobgoblins: 3%
Others: 4% (none of which is >1%)

Population Growth Rate: 2,5% (mostly through the humans)

Religions: not decided yet
Stereogod A: 15%
Stereogod B: 10%
Stereogod C: 8%
Stereogod D: 7%
Stereogod E: 7%
Stereogod F: 5%
Other: 42%
None: 6%

Languages: common, lizardish, undercommon, orc, draconic, goblin, other.

Literacy: 10% (commoners from Ckalb Sharm can not automaticly read and write.)

Government types:
Humans: Feudal hierarchy with high amount of freeman (~60%)
Lizardfolk: Clan system with castes, regional gatherings and over-regional comunication.
Sahuagin: Dictatorship with powerless monarcy.
Others: Unorganized tribes or none at all.


The Humans:
The first towns were established at the northwestern border. Further were build near the northern boarder. Others were build in the mountains in the south. Today, there a 5 cities, 2 around 100,000 people, one with 50,000 and two of about 30,000. There is also a great number of smaller towns. Ckalb Sharm (the humans kept the lizard tongue name), has few potential economy. The land can hardly be farmed, the wood is bad, and there is no metal in the ground. The northern cities trade goods beween the bordering countries in the north and the west as well as the Lizards. Their Woodworking and farming is bad but helps. In the last years, some farmers found out that pipeweed grows good in that climate and the wood - although bad for tools and buildings, is very good for paper. Herbs and leather goods make minor industries.
They don't get rich that way but they are able to care for themselves. The southern cities do better. The granite is the best stone available and rich people are willing to pay a lot of money for it (and after transport, a little bit is still left). Another popular export good found there is salt. The bad side of that location however is, that the cities and towns themselves need to pay a lot into guards, because of the regular orc and hobgoblin attacks. Transporting through the swamps also attracks many bandits: Kobolds, again Orcs and also other humans, of cause. That way, the people in the southern towns are probably even poorer then those in the north.

The human nation has a constitutional monarchy. The head of the state has the title of a prince. He rules the capitol of this human nation, named Licatop.
Below him are 5 counts, reigning in the other big cities (two in Port Nochain). The lowest titel is the lord, there are 23 of them at the moment. Most people are freeman but slavery is generally allowed in Ckalb Sharm. Everybody is born with rights of a freeman. To loose that, one has to have exessive depts with a single person for more then 2 years, or be found guilty of murder, treason or a similar crime and confess. Normally this is punished with prison or death - but only the counts and the prince may speak the death sentence.
Also members of other races may be taken as slaves, too, however elves, dwarves, halflings, gnomes and lizardmen are protected from this, as well as everybody who's blood belongs to one of this races or the humans for 50% or more.

View on other races:
Lizardfolk: It's unfair that they have forbitten us to hunt in most of the lands. They are no more the the humans yet, they claim 80% of the land theirs. On the other hand, it is fun trading with them because they are totally incompetent in this. One must beware of the renegate tribes that sometime attack our settlements.
Kobolds: Terrible. Theay only make problems. It would be no problem if they all were dead.
Orcs: Brutal barbariens. Their strength makes them good slaves but they are uncontrollable. Some scolars however have found out how to remove a part of their brain to make them much better to handle.
Goblinoid: They are not that bad, really. Make no big trouble. Hobgoblins make good mercenaries. But don't try to put chains on them, then they really cause trouble.



The Lizardfolk:
The Lizards are the rulers of Ckalb Sharm. This probably comes from the fact, that many of them are no longer organized in tribes only.
More then half of them lives in clans 4-10 times as big as a normal tribe, usually of about 500 members. The first clan, the bigest by far, has 3000 members. Each of this about 250 clans has about 3500 sq miles.

They are equally distributed over the whole lands, with the exeption of the highest rocks. Each clan consists of 5 castes: The Warriors, the Spirtuals (Shamans and Druids), the workers, the farmers and hunters. Each of these castes had about 1/5th of the population but since the humans advanced into their land, the workers (who also serve as merchants and traders) became more popular. One kind of Lizardman, that stand outside this: The heros, usually warriors or druids, that have earned respect not only among their clan or caste but all Lizardfolk. Those men and women can await free board and lodge in every clan.

Territory fights among the clans, as well as between clans and tribes are common but they are usually not fatal.

The castes have regional gatherings, where about 10 clans meet, planing things that can't be served in a tribal system and communicating with another. Many clans go to two of this meetings, what is the usual communication line through the whole lizard nation.
In special cases, the spiritual caste has full gatherings, the last was the decission how to react towards the human 20 years ago.

A clan has two important features, next to his territory: First, the reason, second the avowal. The reason is worldly matter, it decides what caste sets the leader. The avowal is a spiritual description. It gives other Lizardmen information about the alignment, views and rules of that clan. Somtimes a clan is dedicated to a person, greater being (like a dragon), or an idea. This can be seen in the avowal, too.
A typical clan in a dell in the hills could have the reason to fight orcs and avowal to protector.

Typically the Lizardmen are suspicious to outsiders. However most clans follow a tradition: On an individual base, members of any race can live among them, all they need is a Lizardmen, has calls the outsider a brother and the Human, Orc, Kobold, or whatever has the same rights like and lizard. However, each lizard can only make one such brother and even worse - he is fully responsible for every crime the brother commits, so this is not done easily.
The tribes do not know this tradition.

View on other races:
Humans: Traiding with them is good. However, through they agreed not to hunt on our teretory, some of them do. I don't trust them, one day, they will be so many that they will brake the peace. One must be careful.
Kobolds: One Kobold is a funny little creature. But there is no thing like "one Kobold". The one you see is only a scout of his evil tribe. Many Kobolds are a pest, don't allow them to settle on your territory, drive them of, if necessary with force.
Orcs: Kill on sight!
Goblinoids: Stupid and dangerous. Be vigilant about them, especially if they act as if friendly.



Kobolds:
Part of the Kobolds live in tribes in the swamps. The greater part lives in the mountains usually controlled by the Orcs.
The typical tribe in the swamps has to stay small enough to stay out of the focus of the lizardfolk so they rarely become bigger then 50. In the mountains independent tribes build on strength to fight the Orcs. About 200 can live together without attacking each other. Those that live among Orcs ("enslaved" would be a good word to describe the relation) are usually depending on the number of the orcs. The brutes take about 3 slaves per 2 Orcs. Some of that are Goblins, most Kobolds.

View on other races:
Humans: If they take one for slave one get's better treaded then when orcs do this. They don't kill us randomly. Well most. I have seen one who made boots of a Kobold. We don't like Humans.
Lizardfolk: Most just kill us. Sometimes they kill and eat us. Evil Lizards. We don't like them.
Orcs: Those we do hate. Kill us, enslave us or do really evil stuff. Orcs are bad.
Goblins: We leave them alone, they leave us alone. Goblins stink.



Cities and Special Landsides:

Port Nochain: This was the first big settlement of the humans in Ckalb Sharm, today it is a large trading city. The Port has a large harbor, the ships transport goods over the inner sea.

Licatop: The capitol of the human nation and their biggest city.

The first Clan: The first clan is special because of various reasons. First, they are a lot. Then, at the same time, they are quite advances for Lizardmen and at the same time very traditional. Its territory is again divided so that there are no more then 50 of them at one spot - about the size of a tribe. This diffrend tribes are about 1 Mile apart from another. On the other hand you can find professions here you had not suspected among Lizardfolk: Smithes, potter, carpenters.

Mount Weatherside: The highest point in the Clouded Mountains. In fact from this point you have a wonderful look on the clouds from above. Everybody who knows something of climate observation can tell the weather for up to a week in advance from here. But every spring, one or more Lizard Shaman climb this mountain, and through a strange vision they come down again with an acurate forecast for one year.

Lone Rock: This high mountain is noteworthy, because he is a mountain without a mountain range. He is only 1.3 miles across but about as high. Crossing him is the landway to [southeasterns bordered country] but this is nearly impossible.
Ellorion Saenelle

09-04-05, 12:41 AM
You could almost make each section 100x100 or a little bigger. That would still be pretty big.
Snommelp

09-04-05, 01:51 AM
I think it would be pretty nifty if the mountainous area above the great forest was a territory of dispute between a red dragon and a silver dragon, both the same age and both ancient or older. It's close enough to be of interest, but far enough away that the battle won't spill into Gladius... probably. :schemes:
NiQil

09-04-05, 04:04 AM
I think the areas of 30 and 40 would be great to have various species of giants (frost, hill, stone, etc) all over the area...either as a loose consortium of tribes that generally coexist peacefully or as warring tribes that constantly raid each other.
Snommelp

09-04-05, 12:41 PM
How about adding some mountains in sector 13, which contain a dwarven nation?
Shaken, not Stunned

09-04-05, 01:03 PM
I think it would be pretty nifty if the mountainous area above the great forest was a territory of dispute between a red dragon and a silver dragon, both the same age and both ancient or older. It's close enough to be of interest, but far enough away that the battle won't spill into Gladius... probably. :schemes:

Ditto.

I would like area 54 to be the domain of an above/below water-city, something like a cross between the Star Wars Cloner's city and the Samurai Jack tri-people's City.

I'll do a write up later, if that is ok.
Tellish_of_Ket

09-04-05, 02:23 PM
I have a sahuagin city placed in the depths of area 50 as part of my campaign. I can build on it some more.


-ToK
Emrys Donovan

09-04-05, 03:43 PM
Anyone claimed/posted ideas for the island cluster in sectors 02/03? If not, I'd like to post an idea for them.
Snommelp

09-04-05, 03:51 PM
Is the World's Largest Dungeon still going on in the CoCo? Because if it is, that remote island in sector 50 looks like the perfect place to put it...
Kaigan

09-04-05, 04:43 PM
Here I have an idea. Instead of just naming what places these should be, why not have quests and campaigns that create the map and the country.

I mean, in my new campaign there will be a city to the north, surrounded by rogue orc bands and a kinda of wasteland setting.

This would be must easier then creating them from scratch.
Just an idea.
nightbanegod

09-04-05, 05:02 PM
i would love if we could turn that tiny island off the coast of the larger land mass in area 55 into an undead haven ... with perhaps a vampire or Lich of somesort that claims the area as his doman
[startsubliminalmessage]Im working on a Drow Lich right now ... just need those last few credits, he will then campaign to claim that area regardless of what lives there, since he needs an established lair for his very own.[/end subliminal message]

also .... on a MUCH scarrier note...

:P :P where does the TARRASQUE live? :P :P
LongArcher

09-04-05, 06:13 PM
Are there any known tiefling area's of residence?

Amz
Vathelokai

09-04-05, 07:09 PM
There are a whole lot of demons and spontaneous gates in the top right corner of the map. I suppose tieflings would be around as well.
Snommelp

09-04-05, 07:43 PM
I'd like to see another desert area, preferably in sector 32 or 22.
Emrys Donovan

09-04-05, 09:26 PM
Thanks for the layout, Maraxus. :D

The Isles of War:

Introduction: The Isles of War

Background: mostly illiterate human population on charted islands; other races on smaller charted and all uncharted islands

Geography:

Location: Northwestern section of Sector 03. The islands are surrounded by sea.

Geographic Co-Ordinates: Section 03-Northwestern 22%

Area: subject to global resize factor
Total: 523,600 sq miles
Land: 214,676 sq miles
Water: 308,924 sq miles

Land Boundaries:
Total: unknown
Border Countries: none
Coastline: unknown

Terrain: hilly, forests on most islands, larger islands are volcanic, dead for thousands of years

Climate: temperate

Elevation Extremes:
lowest point: sea level on all islands
highest point: southernmost, largest island: 8,439 ft. above sea level

Natural resources: trees/bushes/shrubs, water (although illiterate, the humans that populate the islands have engineered a way to separate impurities from the water), different metals, game animals

Land use: 75%
arable land: 50%

Natural hazards: cliffs

People: barbarians who constantly fight with the local pirates

Sentient population: roughly 750,000

Race structure:
Humans (80%)
Kobolds (8%)
Goblins (5%)
Sahuagin (5%)
Worg (2%)

Population Growth Rate: 2.3% (mostly human)

Religions:
Norse Pantheon: 78%
Other: 18%
None: 4%

Languages:
Common, Draconic, Goblin, Sahuagin

Literacy: 12% (mostly elder humans)

Government type:
Humans: Feudal caste system…The king rules from the capital island in a large stone castle, with each island belonging to a seperate warlord. These warlords send a certain number of warriors to the capital island, where they are then sent off to fight for their king.

Kobolds, Goblins and Sahuagin: Each species has tribes led by shamans

Human capital:
Isle of Myrmidia
Tellish_of_Ket

09-04-05, 09:34 PM
Though nice work, I believe 02 and 03 have already been named. They are called The Pirate Isles. Maybe co-ordinate with King Uther. He was currently developing it.


-ToK
Emrys Donovan

09-04-05, 09:49 PM
Ah, He's got the 02 isles...Ok, I'll take the isles on 03 then...and will have some fun with Uther's Pirates. :D
Maraxus

09-04-05, 10:18 PM
No problem, I took the layout from worldfactbook.com - thought this would make it look professional. ;):rolleyes:

Okay, my part is about ready. Could also write a history and some special sites (most famose ancient ruin, mythtical place where ley-lines meet etc.). Will see. :)
nightbanegod

09-05-05, 12:50 AM
these details subject to change based on Quests/Campaigns in the area to further explore the world. Also, i would like to submit my vote that the dimensions of the map be reduced by 50%. it would just make the populous per mile2 much more manageable

The land of *to be determined*:

Introduction: *name to be determined*

Background: one main land mass that is small in comparison with the actual land mass that Gladius resides on, but the locals dont even know the actual main land mass even exsists, with the exception of "Guldarath". The drow have rumors of the actual main landmass, but as of yet, have not explored far enough to find out.

Geography:

Location: Entirety of area 55 including both the main island and the tiny subsidiary island.

Geographic Co-Ordinates: Section 55 ~50%

Area: subject to global resize factor
i'll leave the math till we get the dimensions down

Land Boundaries:
Total: coasts
Border Countries: none
Coastline: unknown

Terrain: the main island is raised by cliffs aproximately 1,000 feet up from sea level with a few waterfalls spotting the edges of the island. Underground tunnels lead to underwater caves and out into the open ocean. The surface of the main island is nearly completely obscured from the ocean by thick and very dense vegitation along the outer most perimiter of the island. there is a main raised area in the swamp that is claimed by a Very old Black Dragon, its surrounding swaps are utterly corrupted via the dragon's corrupt water ability. the smaller island off the coast is nearly entirely flat and just barely above sea level near the coast and reaching 300 feet above sea level near the center. A large, circular keep sits like a crown at the center of the island. there is very little vegitation in comparison to the large swamps on the main land. and no wildlife or population to speak of. However, there are mysteries as to why there is nothing here...even the dragons on the mainland opt to avoid this desecrated island and even aquatic wildlife avoid its proximity at all costs.

Climate: Temperate to Tropical Marshes

Elevation Extremes:
lowest point: sea level on all islands
highest point: 1,669 ft. above sea level

Natural resources: trees, water, various tropical fruits and game

Land use: 83% explored
arable land: 5% located near the very few human settlements

Natural hazards: cliffs

People: Reptilians

Sentient population: Roughly 750 thousand (would be more but the black dragons get hungry. thus, population control)

Race structure:
Humans (1%)
Kobolds (5%) nearly all are located inside various caverns and caves inside the island
Yuan-Ti (5%) located twards the northern side of the island. the lizardfolk leave them alone
Sahuagin (3%) all located in undersea cities but access the top of the island via caves
Lizardfolk (71%) divided into 6 major tribes and numerous minor tribes
Drow (15%) 3 large underground cities deep beneath the surface

Population Growth Rate: 1.6% (mostly the lizardfolk)

Religions:
the majority of the populous worships their ruling Black Dragon,
humans worship tribal spirits for protection from the "Black Gods" and their kin
Drow pantheon

Languages:
Common, Draconic, Goblin, Sahuagin, undercomon

Literacy: 14% only the drow

Government type:
Lizardfolk: Ruled by 6 Young Adult Black dragons and 1 Very Old Black Dragon, each of the Young adult black dragons has claimed a seperate section of the island and feud with each other for total dominance, frequently pitting thier "worshipers" against eachother in attempts to remove the other from the island. None of the younger dragons is stupid enough to think that they would be able to dethrone "Guldarath"

Drow:Feudal caste system,i think, The Matron mother rules from the 1st house in a large mansion, with each family seperated as appropriate for their rank

Kobolds, Goblins and Sahuagin: Each species has tribes led by shamans

Lizardfolk capital:
the land of Zzyzx Cham
King Uther

09-08-05, 02:25 AM
Originally when Cat, Huan and I conceptualized this, we thought it best to have questers and questlords the ability to flesh out the map themselves.

I want to see this as much as possible. Just naming a place and giving it statistics is fine, but it compares little to 4 characters who bled on the island's soil, or 3 characters who cleared a cave of cutthroat bandits.

So here is what I propose:
Start questing, not just for RP and rewards, but for fleshing out a city, mountain, forest or island. When the quest is finished, we will use it as a model for that unique area.
nightbanegod

09-08-05, 06:30 PM
Originally when Cat, Huan and I conceptualized this, we thought it best to have questers and questlords the ability to flesh out the map themselves.

I want to see this as much as possible. Just naming a place and giving it statistics is fine, but it compares little to 4 characters who bled on the island's soil, or 3 characters who cleared a cave of cutthroat bandits.

So here is what I propose:
Start questing, not just for RP and rewards, but for fleshing out a city, mountain, forest or island. When the quest is finished, we will use it as a model for that unique area.
i actually have just this in mind which is why i need 19° because the first thing im going to do is create a DROW cleric and have him quest to get out of the island i posted 2 posts ago and find his way to Gladius. So, if anyone else would care to join me your more than welcome and i probably need the company to survive that island untill i come back to rule it!!! muhahaha
TelinArtho

09-13-05, 12:53 PM
I'm working on the quest for nightbanegod's drow city and the islands in area 55. Once I have some more fleshed out (and he's done with the quest), I'll post them here.

The quest, at the moment, is slated to start on September 21st.
Book5

09-26-05, 12:42 AM
So if this is the "world of gladius"

what city is "the arena" in?

is there more than one arena?

have I not read far enough in the rules of gladius thread to find that?

Or did I miss something?

Gladius is the port city in box 12. It's the only arena city, and has the only Nimbustm.

The "world of gladius" thing is just a title; there is no continent name yet.

OH, The 'World of the city of 'Gladius"

Ok, 'Tan son of 'Sty"

The Land of "Sty."


The Land of Sty, as told by Tan.


Now the surrounding desert is about as hard as any to get through, and while some more learned than me may have a name for that hopeless place, we Styn like simply call the desert The Grave. I think I saw a map once and it might have been marked as "The Iron Desert" or the "Iron Waste" or some such thing. Now, 'grey' is a good name for the place. Somethin' about the weather. Doesnt help that the sand is mostly white, and salty.

Sure it gets more normal once you get past the river,oh whats it called.. erm I cant remember.. leads south to Darkonis. South, near the coast, yeah.. it freshens up a bit. Yellow, sunny, infested with a hearty breed of desert goblin... but a much nicer really than the the Grave.

The brightly colored little fellow, standing on a street corner willing to tell his tale to anyone with a few gold pieces, had polished the the curves of speech and mistaken memories. A good yarn pays for a night out most times.


Now, Sty covers most of the coast of the Raevalin gulf. The Styn are nomads that roam the cliffs and islands of the gulf. Fires are kept bright, to hold back the mists. We Styn make sure life lives even in the shadow of the Grave. We'll.. me I heard tales of this city, this Gladius! I just had to see her... and boy is she a beauty. Never seen the like before, doubt I ever will after.

But, back to the Land of Sty. Never mind the Grave. Sty is a happy place. Lost ships sometimes find themselves drifting in the Raevalin gulf, and once upon a time a ship full of halfling folk found themselves living the rest of their life on a white desert island. There were over three hundered.. they got by, and sorta settled a little on the surrounding isles. After a few hundred years... you got an entire coast polkadotted with Styn Bonfires.

We have the bonfires to light the shore. We magic the fire when the mists roll in. They shine bright enough to steer clear of the scholes. Yeah, yeah, yeah we could build lighthouses. Every body says that, but we Styn are Halflings. We dont build up, we dont build down, we build around. You really can hardly tell we live there... and I'll admit the were-tribes of the northen bay are a large part of the reason for that. Nevermind them, back to my story.

Tan seems to grow slightly twitcy at his own mention of werewolves, but continues as if he didnt think you noticed.

My home was like any Styn home, tucked away. A little bit of a porch of course. Quite a bit of basement. We try to fit the buildings and the people in wherever we can without disturbing anything. The islands are a little more civilized than the cliffs. I grew up on the cliffs, in the shadow of the grave.

The little fellow continues on for a few hours. Covering the salient highlights of his travels from the Land of Sty to the City of Gladius. Perpetually poking fun at himself and various other things, never quite sticking to one story.


Styn
Halfling Nation
Population: 300,000
90% Halfling, 2% Gnome, 8% other.

Structures
House Boats: Large enough for a small family of fifteen or so. Often hitched alongside other, similar ships, at a cove dock.

Cove Dock: A permanant structure meant to accomodate temporary residance. These ports rarely lead anywhere, but serve as a place to meet. They are rarely used in the bad seasons. The ships sail south, or north, as the season and the situation demands.

Beach House: Built into the cliffs of the grave, they overlook the Gulf that the Styn call their own. Sturdy caves burrow deep into the rock and serve as the storm shelters for the Styn.

Environement
The Grave: Desert w/ necromantic sites of power. The sands are strangely grey. As you travel further west the sands take on a normal cast. If you travel to the north east you come to the great ridgeline.
Population: 500-900,000 goblins of various tribes, 300,000 Kobolds, 100,000 Gnomes, 100,000 humans, 40,000 Hobgoblins, 40,000 Lizardfolk.
Ecology: Normal Desert + Undead varieties.
Society: Tribal. The humans hold the majority of the western desert area. Goblins rule most of the desert. Kobolds serve to survive, and the Styn fiercly protect the eastern border with the aid of the desert gnomes.

Styn Gulf: Island dotted shireline. Cliffs tower over most of the coast. Southerly the desert slopes downward, but to the cliffs rise higher and higher to the north. The gulf shares a small shoreline with the lands north of the great ridge. The Styn live like nomads all accross the Styn Gulf. Durring the worst seasons they sail to the sourthern seas, sometimes as far as the ...
Vathelokai

09-27-05, 05:51 AM
Gladius is the port city in box 12. It's the only arena city, and has the only Nimbustm.

The 'world of gladius' thing is just a title; there is no continent name yet.
King Uther

10-26-05, 12:40 PM
Since I am actively working on this massive map, I'd like to not lose this thread.
Book5

10-31-05, 01:59 AM
What if that ridge that runs through 43, 44, 42 was a grand big shelf that had big waterfalls and stuff. Then the 53 area is drastically lower elevation.

Im talkin cliffs so tall your lookin down on clouds.

I updated the details on Styn - populations.
Caterane

02-06-06, 08:57 AM
I just wanted to bump this thread because it will be the source for our world (http://boards1.wizards.com/showthread.php?p=8389511#post8389511) .
Jerrick_QueKiri

09-22-06, 11:27 AM
Is this still allowed to be worked on? If so, could I do area 23?
Caterane

09-23-06, 04:33 PM
Problem is that we don't have a Scribelord. Huan and Uther held the account for some time but they don't invest time into it anymore. Vathelokai uses it to assign birthday credits and the writing contest but doesn't work on the world either. Since Scribelords is not a vital board account, like the other accounts, I didn't press the matter.

If someone wants to take over the position of Scribelords, and work on the World Thread, I'm gladly giving the go for it. It's worth 1° a week.
Vathelokai

09-23-06, 04:37 PM
If you don't find anyone in the next month or two, I should have time to start working on it.
Caterane

09-23-06, 04:41 PM
That would be awesome! There are so many locations on the map and only a handful information, if any. Even Gladius has nothing but a line or two. History, Culture, People, etc etc the list is endless of what we could add.

You'd need the Fractal Mapper Software if you like to add places but I think filling the current locations with life is much more important.
MindWandererB

09-24-06, 05:35 PM
Uther had contacted me some time ago about my helping him out with ideas, formatting, and so on with the World thread. I don't want primary responsibility for the project, but I'd be glad to help out in the way that he had proposed.
Caterane

09-25-06, 07:17 AM
I am at a point where I would allow anyone half-interested in adding something to the world thread (information on existing locations; not new ones) to do this. The past has shown that one or two scribelords ain't able to fill the world with life.

I'd say, everyone can pick a location on the world map, a village, a mountain, a forest, whatever, and write an article about it. History, background, culture, people, customs, anything you like, posts it here, and I reward you with a credit if it's enough information to warrant one. Scribelords then pastes it into the appropriate post.
Jerrick_QueKiri

09-25-06, 10:34 AM
I am at a point where I would allow anyone half-interested in adding something to the world thread (information on existing locations; not new ones) to do this. The past has shown that one or two scribelords ain't able to fill the world with life.

I'd say, everyone can pick a location on the world map, a village, a mountain, a forest, whatever, and write an article about it. History, background, culture, people, customs, anything you like, posts it here, and I reward you with a credit if it's enough information to warrant one. Scribelords then pastes it into the appropriate post.
What do you mean, "existing locations?" Like areas that have already been given names or what? What I was thinking was writing up a little thing about a barbarian tribe that lives in area 23.

Problem is that we don't have a Scribelord. Huan and Uther held the account for some time but they don't invest time into it anymore. Vathelokai uses it to assign birthday credits and the writing contest but doesn't work on the world either. Since Scribelords is not a vital board account, like the other accounts, I didn't press the matter.

If someone wants to take over the position of Scribelords, and work on the World Thread, I'm gladly giving the go for it. It's worth 1° a week.
I don't quite know what this entails, but I'm up for giving it a shot.
Caterane

09-25-06, 01:00 PM
Existing locations means those who are already on the map (icon+name). We have a lot of them, especially in the Gladius region, but none of them has a good detailed description. I think we should fill that out before coming up with new locations.

Just post your suggestion here and Vathelokai pastes it in.

@Vath: If this is working you'd gain the credit on a regular basis.
Jerrick_QueKiri

09-25-06, 04:12 PM
Existing locations means those who are already on the map (icon+name). We have a lot of them, especially in the Gladius region, but none of them has a good detailed description. I think we should fill that out before coming up with new locations.

Just post your suggestion here and Vathelokai pastes it in.
Ah, ok, well, I'm good then. Area 23 is the Simanor Region.