Everything Is Canon III

Post/Author/DateTimePost
#1

vman3force

Jul 24, 2010 12:26:26
EVERYTHING IS CANON III

Everything is canon is a world building exercise that anyone can participate in. The rules:

1. You can only post two ideas per post.
2. You can add to anything: the geography, the gods, the nations, the monsters, the cosmology. it is a world we all share.
3. The ideas must be well thought out, yet light enough for others to add to it later. So no complete world history, but events, stories and ages are up for grabs.
4. All ideas are final: everything is canon once posted.
5. No race can be removed from the setting. For example: You can claim the elves are thought to be dead, but you can't be sure

PREVIOUS THREADS


Everything is Canon I
Everything is Canon II

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

POST COMPENDIUM


Coming soon!
#2

vman3force

Jul 24, 2010 12:31:48
1) The Silqui are a race of aquatic elves that populate the coasts of the world's tropics. They are bound by magic to the sea - they must remain in contact with its waters at all times, lest they die.

2) Jinspé is the capital of the Silqui world. A city at the bottom of a tropical reef, giant nets hold air bubbles captive above coral buildings and towers where the elves and other aquatic creatures live and conduct their buisness.
#3

gruph

Jul 24, 2010 16:29:12
1) San'guah is the neutral god of society.  He is all that is when more than one sentient being meets.  He is interaction, both good and bad.  He is the sharing of ideas and cultures as well as the feelings generated between beings.  It is said that when two people fall in love San'Guah feeds, and when you have an awkward moment San'guah drinks.

2) The Marroc are a race of gnome like creatures.  Their skin ranges from a pale brown through a range of greys leaning toward blue on occasion.  They are short; between 3'2'' and 3'10'' usually.  As a rule of thumb Marroc are all gifted in the arcane arts.  The entire Marroc civilization is reliant on the arcane to such an extent that its people cannot live without it.  All Marroc need to perform cleansing rituals on a regular basis or ware enchanted breathing apparatus and armor.  Those that don't often succumb to infection and perish within a few days of being exposed to the natural world.  Marroc cities are kept 'sanatised' by immensely complex arcane rituals, as such Marroc can wander within the walls of their city without worrying about disease.
#4

pnxer

Jul 25, 2010 13:25:17
1) In the north, the Wizards of the Winter Winds worship a winter deity and keep meticulous records of the past.  They specialize in cold magic, and are made up of humans, elves, half elves, eladrin, and dryads.  As part of their initiation, the apprentice drinks sap from the tree of one of their dryad matrons mixed with the mysterious winter herb huspelli.  The wizards are masters of their art, and control a powerful ritual requiring at least 13 members of their order to cast; this ritual causes winter to seize a region, and as such the Wizards are often sought as allies in war, though they "do not interfere with history unless the need is dire."

2) Huspelli is a mysterious herb cultivated by the Wizards of the Winter Winds.  It costs 200gp for three leaves on the black market, which is enough to brew one pot of tea or prepare one vial of huspelli unguent.  Huspelli tea completely hydrates the imbiber, and makes them feel as though they are warm and well rested.  Huspelli unguent can be consumed as part of a short rest or as part of a ritual.  The imbiber during a short rest is able to recall  one daily power.  If imbibed as part of a ritual, the ritual caster's effect is doubled.  The Wizards do not trade huspelli for any amount of coin, only granting it to those who perform a great deed for them or who brings them a succulent bit of history for their great archives.
#5

nekros22

Jul 25, 2010 22:33:00
1) Hthulshqh are a race of hyper-intelligent, multi-dimensional beings obsessed with freeing themselves from the fetters of existence and reaching true racial apotheosis. They appear as oblong yet cubical creatures with multiple tentacular appendages, leathery wings, and crustacean-like mouths. Their skin is mostly white mottled with sickly yellow patches. They do not speak in any manner mortals could comprehend and possess an encyclopedic knowledge of eldritch rituals and secrets. Attracting their baleful attention is ill-advised. Their interactions with the main plane of existence is rare, but madness and destruction follow in their wake.

2) Weapons of the Weave are rare, incredibly powerful artifacts left over from a disastrous attempt to mix alchemy, wizardry, and mortal blood. Through the process known as "weaving", mortal creatures were transformed into organic weaponry. The process was indescribably painful and irreversible. Many weapons were made, but most were destroyed by ecclesiastical servitors attempting to free the tortured souls within. Weapons of the Weave appear as swords made of skin, spears made of flesh, shields made of hands and eyes, and a myriad of other ghastly combinations. They are horrifying, effective, and deadly.
#6

admiral_lourve

Jul 30, 2010 15:03:14
1.) San'gallan is the neutral god of military. He is the younger brother of San'guah and like him, a descendant of San. He is the inspirer of tactics, the master of weaponry and patron of warriors, soldiers, warlords, generals, and to a lesser extent, weapon smiths. Rather than having temples people tent to pray to him at sites of great battles. His clerics are expected to travel and constantly be in battle, preferably in a well formed army with big plans rather than fighting for revenge or with barbarians.

2.) Humans are all but myth, as if there ever were any, they have long since bred into every other race or physically changed into seperate, new races due to arcane exposure or actively trying to change themselves to survive. Humans were thought to have a great empire before recorded history but some change in the structure of the world made it too difficult for them to live. Silqui often claim to have human blood in them, at least the nobility say the common or outcast Silqui do.


Oh and it feels good to be back. :D
#7

admiral_lourve

Aug 01, 2010 12:39:44

1.) Tieflings are the descendants of humans that made pacts with Devils in order to survive.

Their archetypical appearance is red skinned, coal black eyed with long, heavy black hair with large ram horns protruding from their heads. Their facial features are sharp. Many of them have pronged tails; some have leather faux-wings and a handful have goat-like lower legs and feet. Though faint on most, all Tieflings are covered in the ancient script of the pact from head to toe.

They are methodical and serious in their methods, regardless of what they do with their lives. They are known for having orderly societies, and unusual for most, their countries are usually democracies with large, rule-tight justice systems. They are taught from an early age to care for themselves and not to give others a leg up.


A tiefling may not follow the model look of it’s race; indeed, some have jet black skin, antlers rather than a horns or even traits associated with the long dead humans such as earthy skin tones (natural human skin tones), a lack of horns or lighter hair colours. Depending on the society the tiefling is born into, the lack of standard traits may set it above or below the rest of it’s kind.

Tieflings initially judge each other by what they are wearing. Their fashions are layers of clothing such as silk, velvet, soft leathers with plenty of frills and jewellery.
www.retroscopefashions.com/lolita5.html


A common Tiefling PC might be: Tiefling Rogue, Tiefling Artificer or Tiefling Warlock


2.) Azim are the descendants of humans that made pacts with Angels in order to survive.

Spotting an Azim is simple, they are tall and broad individuals who’s bodies show the majesty of the universe. Their hair is like storm cloud or bursting waterfall, their eyes shine with the light of constellations and their skin has a metallic sheen ranging from rare mercury to precious gold. There are striking to see, but not always handsome. Many of them gain halos in their later years (assuming they live decent lives), some have feathery wings and a select few have lion-like features such as manes or large, paw-like hands.

They are instinctive in disposition and considered emotional, they suffer from great sorrows and are filled with great mirths. Their societies are often communal and highly spiritual; decisions made for the whole will often include the group’s elders, a speaker for each craft and career, religious leaders, local spirits and anyone who feels like turning up. As such few changes are ever made, but when they are they are much better thought out than other races. They have few laws, taking each crime on a case by case basis and punishing accordingly. Teamwork is paramount to the Azim way of life and every Azim owes a favour to another which they call upon regularly.

While most Azim follow the common racial qualities, some may be human-like in appearance or have non-metallic skin, instead having skin as blue as the sky or fine white hair that seems to fade into the air around it. The Azim care little for appearance generally, but they look out for signs in their children that show promise of strong ties to the Angels.

While they care little for a person’s exterior, their fashion is charming. They wear cotton frock coats with starched white shirts beneath or patterned blazers, fitted trousers and polished boots with steel toe-caps. Hats are worn by the elders or those travelling.
www.gentlemansemporium.com/store/coats.p... 


(Azim replace the race Deva if possible, or simply use one of the many Aasimar variants on the “race and monsters” board)

A common Azim PC might be: Azim Barbarian, Azim Warlord or Azim Bard

Edit: For spelling mistakes.

#8

admiral_lourve

Aug 07, 2010 2:48:56
Come on you lot, consider this a bump. You better start posting elseways I might just have to make a setting myself in another thread. :D


1.) The Elemental Planes (or Elemental Chaos for the new kids) are actually part of the world.

- At the center of the world is a massive (size of a sea) pure water well.

- Around that is a ring of elemental wood (giant trees, giant mushrooms, general jungleousity).

- To the east are volcanic deserts, igneous spires and is the home of fire.

- To the west are deep whistling canyons, floating islands and is the home of air.

- To the south are titanic mountains, thousands of caves that worm through the land and is the home of earth.

- To the north are stormy seas, glacial iceflows and is the home of ice.

- Around all this are the Fading Lands, where the sun rarely rises, rolling hills, secluded forests, deep lagoons and is the home of darkness.

- Further still, though no one in living memory has been, the world breaks up into componant parts; you might come across an island made only of red clay or a stretch of land made of iron. Stories abound of lands where gold and diamonds are plentiful.

As a note, between the strong elemental areas there is still plenty of room for ordinary lands.
#9

Tovec

Aug 08, 2010 0:07:48
Come on you lot, consider this a bump. You better start posting elseways I might just have to make a setting myself in another thread. :D


1.) The Elemental Planes (or Elemental Chaos for the new kids) are actually part of the world.

- At the center of the world is a massive (size of a sea) pure water well.

- Around that is a ring of elemental wood (giant trees, giant mushrooms, general jungleousity).

- To the east are volcanic deserts, igneous spires and is the home of fire.

- To the west are deep whistling canyons, floating islands and is the home of air.

- To the south are titanic mountains, thousands of caves that worm through the land and is the home of earth.

- To the north are stormy seas, glacial iceflows and is the home of ice.

- Around all this are the Fading Lands, where the sun rarely rises, rolling hills, secluded forests, deep lagoons and is the home of darkness.

- Further still, though no one in living memory has been, the world breaks up into componant parts; you might come across an island made only of red clay or a stretch of land made of iron. Stories abound of lands where gold and diamonds are plentiful.

As a note, between the strong elemental areas there is still plenty of room for ordinary lands.




This usually costitutes more than one but either way. I'm glad another one of these is going again, the last one got away from me quickly.

1. A strange breed of gnomes with electrical powers live in the ringed "elemental wood" region. They make their homes as part of gigantic mushrooms (the size of small cities).
2. The massive mushrooms glow with radiant light at all hours and often shoot electrical sparks between the caps.
#10

admiral_lourve

Aug 08, 2010 11:16:25
Nice one Tovec!
Okay, just some thoughts for us to thunk over:
We have a race of elves that are prevented for leave the sea, lest they die.
We have a race of near-gnomes that die if they are not exposed to magic and another seperate race of gnomes that are tied to electricity.
Humanity has ended, off-shoots more suited to a magical world taking their place...

Just what happened to world, that all these races have been altered? The war between the Gods/Primordials? A sudden surge in the level of magic? I'll leave it for someone else to answer.

A quick one from me:

1.) San was once a mighty god, one of the first, but he spread his divine powers between his family (considerabley large for a god, he had three children to his wife, Mordr, and several adopted children, including a demon and a number of grandchildren) and then moved on to the Afterlife, where he now spends his time gathering the faithless and the forgotten for some unknown reason.
#11

feyberry

Aug 09, 2010 3:25:43
1. Gor, a mighty primordial of magma, awakens deep in the womb of the earth.  His minions, elemental archons of earth and fire, are breaking free of their watery prison and seeking to recover seven artifacts that will shatter the bonds that bind Torog into the heart of the world.
#12

Tovec

Aug 09, 2010 12:03:43
I've always felt the great strength about these threads is the ability to stray away from the basic understanding or fluff of any edition. Its always cool to see what new creations come from the imagination of those posting.

1. Journ, a race some say that decends from orcs or trolls, are creatures of pure strength but some argue they are not truly sentient. They are hulking creatures standing between 10 and 12 feet tall and have no ambition, say their masters, to be anything other than slaves. Their incredible strength is such that they rival magical constructs in carrying capacity and their intelligence scores are low enough that they recognize they are unable to properly act for themselves. In a society they would be physical labourers but be given orders much like a dog would be.
--I'll leave it to someone else to decide where they belong (where/what society).

Unrelated:
2. Discovery of the millenium, they are calling it, a rare form of metal has been found to be the cause for the floating mountains at Xim'xor. The metal is hard to extract and refine but once it is it is incredibly durrable and, in some cases, gravity defying. The lucky discoverers are sending requests to anyone with expertise to come and extract the metal.
--sort of two in one there, sorry but it got away from me.
#13

admiral_lourve

Aug 09, 2010 13:46:03
1.) Mordr (pronounced "More Derr") was a venerable god of nature's wrath, though she now serves as a god of rural areas, harvest, mothers, childbirth, children, traditions, rain and good (farming) weather to the mortal races in modern times. She mourns the loss of her partner and has become the velemant rival of Worvidal. She takes the form of a rotund woman with grey hair longer than her body in a light green gown; however, she wears black bandages over her chest. She is accompanied by one of her grandchildren (or great-great-great x 50) at all times and often rides a giant, but docile beast.

2.) Worvidal ("War Vee Dal") is the god of death and brother of Mordr, bitter at his barreness, he often raises the dead to be his "children" on the mortal world. He has a cruel sense of humour and is always smiling. He takes the form of an tight skinned man in dark green clothes, while his shape and clothes change, he always carries a lantern powered by the soul of sinners. Since he has been spurned by his only friend, his sister, he has become increasingly erratic.
#14

durm

Aug 10, 2010 2:31:26
1.) tar maeryl The term for the phenomenon of the planet roatating in erratic and abnormal ways.  As a result, the north and south poles constantly move to different locations.  Over decades, areas that were once on the equator become the artic poles.  Creating established cities is difficult, buildings have to be able to withstand desert tempatures, harsh artic cold and endure the change from one to the other.  Most cultures are nomadic.  They migrate across the continents following the weather. 

2.  Fateweavers A fateweaver is the pawn of a god.  They can be of any race or age and some of them are eternal.  They have the gift of a prophet and can see patterns and grand designs woven by their masters.  When commanded they manipulate events in suddle, seemingly inconsequential ways.  But those actions are like diverting a handful of rain drops to another river, causing a damn to burst.  In almost every signifigant event in history there have been fateweavers waging an unseen war against each other in the name of their gods.               
#15

mcbraggart

Aug 10, 2010 11:49:16
Hailee and Virgil: Hailee is the insane goddess of love.  She sees jealousy all around her and is prone to jealous rages. She is kept at peace by her son, Virgil, a demigod of abstinence and purity.  Hailee has no sway over her wayward son, who she loathes.  She sees her son as a failure and lashes out at him emotionally and sometimes physically. Knowing that his mother is not in complete control of her actions, Virgil sits by his mother's side, as a caretaker, keeping her away from distractions. 
#16

admiral_lourve

Aug 10, 2010 14:31:49
Not sure what to say about tar maeryl, maybe the elemental poles change every now and again?
Maybe the Fateweavers could be rivals to the  Wizards of the Winter Winds?
Anyways, we'll work on that. 



1.) Hailee's clergy are usually calm and caring, the perfect example of a charitable, loving religion. Only the inner circle of the religion know the true nature of the god.
Worse still; Hailee has in recent years become infatuated (or so it appears) with Worvidal, and she has begun recruiting young clerics (through a possessed elder cleric) into a cult of love & death.

2.) Fineland is an ancient kingdom west of the "Elemental Wood" (need names for these areas) but is far from being empowered by Air.

The land is covered in thick bracken, thorn bushes and fern trees that dot the slopes and valleys. Once evergreen forests may have covered the country, but centuries of agriculture have shaped the land into well bordered acres.

As a culture they have a preferance for village life, of which there are many, though they are often located close togethor (I'm thinking villages like Brunwick-on-the-cliff next to Brunwick-by-the-riverbend etc., the villages are close, but they like being seperate). The houses are brick built with tiled roofs, sturdy enough to take on all weathers. Those that can afford it have their houses built circular, but most are rectangular with slanted roofs.

Each village will have a church dedicated to Mordr, though these buildings are more of a meeting place than a true religious ground. A village may have another church to a different god or might even have an alter to another god within Mordr's church.

While trade between farm and village is the way for most, the capital of the county, Yorhold, is a cosmopolitan, urbane metropolis. Built either side of a deep canyon, with a marvel of enginnering in bridgework joining the seperate sides togethor. Almost any race can be found here and traders from around the bordering countries and beyond come to ply their wares.

The architecture of the city brings to mind natural formations, buildings seem to sprout from the ground seemlessly and many of the towers are joined to others by iron beams and occasionaly even bridges or walkways. The buildings are hewn stone, mined locally and usually a dark grey with white flashes here and there. Any impurities such as black quartz are left in the stone.

The Yorholders (as the citizens are known) are fond of gardening, and most homes have a flower garden or reedy ponds out front. They also know the value of alotments and growing their own food in case the farm caravans do not meet demand.

The general population of Fineland include elf, azim, halfling, half-elf and dwarf; in no particular order.

Fineland's flag is a golden fern tree, roots included, on a white-topped, black-bottomed background. (sorta like, the roots go into the black underground section, if you get me)

Fineland is ruled by King Grailaford (dwarf seeker, if a class is ever needed) and Queen Cyathepatra (a self given name and possibly a halfling warlord), a strange, non-marital arrangement that seems to be working very well.
#17

Tovec

Aug 10, 2010 18:42:22
1. Centaurs seem able to predict tar maeryl and have stood as profits to guide the masses to safety at the early signs that the world is about to change. They have developped this role for centuries and have bred the knowledge into seemingly all centaurs alive today. Most form a religious collective known far and wide. Amoung the nomadic tribes, or the royal courts, a lone centaur is highly valued for their insight. It is a matter of discussion where they get their predictions; some centaurs claim their predictions from foretellings in the stars, other seem to have a certain supernatural sense that tar maeryl is coming. Regardless of the origin of the power, few centaurs have been wrong, especially lately.

Will post another later tonight. I'll see if I can take a better shot at a cohesive and further usable definition of tar maeryl later, for now dinner.
#18

durm

Aug 10, 2010 23:55:43
Ya, I kinda looked back at the idea of Tar Maeryl and thought, "You might have overshot on that one."

1.  Bys Jhol Homeland of the Wizards of the winter winds.  In spite of the effects of tar maeryl Bys Jhol always resides in the north.  The land is shrouded in a continual snow storm but once that storm is penetrated there is lush green land filled with rivers and trees.  Scholars have speculated how it's possible for Bys Jhol to always remain north but only the Wizards of the winter winds know for sure.

2.  Anchor gems-  To make navigation easier wizards devise a simple navigation tool.  A pair of gems of the same color are cut identical to each other.  They are then imbued with a magic that binds one to the other.  When placed in the center of a compass, one gem will always point to the other.     
#19

admiral_lourve

Aug 11, 2010 13:40:51
Tar Maeryl isn't a bad idea Durm, if we assume:
a. weather and seasons are pretty stable towards the center of the world, so people can have "normal" campaigns
and
b. perhaps we can say a Tar Maeryl hasn't accured for say, two, three, four hundred years?

But I'll leave it in the sensible hands of Tovec!

1.) The sea of elemental water at the center of the world is called Delugia. (dee lu gee ah)

2.) The ring of elemental wood around the sea is is called Bosboomia. (boss boom ee ah)
#20

Tovec

Aug 11, 2010 16:35:19
Okay, Tar Maeryl is a tricky one. As first posted it seems to change the entire world, shifting the equator to the poles, no small feat. This process also seems takes time, possibly not changing all at once, as I first read.
It changes at odd intervals but there are creatures that can predict the changes.
Also many geographic positions seem to remain in certain states - like the Bys Jhol.
Maybe we should look at the cause of the change, be it an alignment of planetary bodies or a powerful spell/primordial/artifact that changes the worlds rotation.
Maybe Bys Jhol is a fixed point and somehow the world "moves" in relation to it. Like tilting on an axis.

Unfortunately stable seasons may not exist, at least not along the equator or mid regions.
I guess I'll have to keep thinking on it, after re-reading the original description I'm a little more intrgued how it can exist and how to describe it.

I like that we assumed that this "world" is a planetoid (at least from what I'm reading) instead of flat (like discworld) or alternate shaped (like the planes).

I think maybe we need to better define certains aspects, which I will not be doing at this moment, I'll keep pondering for now.
#21

lamarok

Aug 12, 2010 7:08:12
Xim'xor has been shrouded in dark clouds that seem pregnant with rain although no rain has been forthcoming. Lightning continually strikes there at what could be interpreted as random although the truth lies in divining rods which are absorbing the energy to be used to disrupt the mysterious ore which lies below. Although no reports have recently come from that region, viewers from afar would make out a few hundred dark shapes moving about with purpose and one which does not move at all, content to sit on its floating throne and watch. 


Worvidal bestows his most faithful servant with the secret of undeath, bringing him back to the mortal plane with prophecies of destruction. Journ are the main laborers, enthralled by the watchful eye of this mysterious servant, who appears not to breathe or eat and promises a better life after death. He sits upon a gravity defiant throne made of the same metal which is now being mined day and night, the sound of which is drowned out periodically by a cacophony of lightning. When not in its sheathe, Damnation sits across the watchers' lap. A powerful Weapon of the Weave, this sword constantly bleeds although the blood drips away into nothingness eerily. The sword has a single eye just above the hilt that none of the laborers have ever looked at up close. It is assumed the color is red with a yellow iris, much like the red and yellow of the watchers' armor which is a maelstrom of activity and a symbol of rage.   

  
#22

admiral_lourve

Aug 12, 2010 15:53:19
1.) Along the western border of Fineland is the Principality of Fulreed (only officially, most call it the Kingdom of Fulreed).

The country is ruled of by Princess Ultivette (human), a woman of minor noble birth, who fills the role of office purely and simply because the royal family and many nobles died of a terrible affliction that seemed to effect only those of blue blood.

Few trust or respect her, linking her to the death of the royal family (who were not great people to begin with) and without the training involved to become a ruler, those that wish to attain nobility distain her manners. Peasants that wouldn't have dreamt of removing the age old tradition of monarchical government are meeting in dark alleys to talk of rebellion.

Overall the country is tipping towards rebellion, the question is who will come out on top?

The landscape is smooth, mostly flat with the occasional high plateau and table land, it has shallow lakes and marshland wherever man has not tamed it. The wind is mild but constant, the few willow and elm trees that grow here generally grow to bend away from it.

Most people live in the sprawling capital, also named Fulreed. It is ornamental in design, with symbols both meaningful and tosh covering the painted white walls. It has a history as a citidel, and eariler still a fortress and as such the wall of the city is covered in battlements and vantage points. There are thought to be many hidden passage ways to and from the city.

The rest of the country's folk are nomadic, paying little attention to the city, enjoying a simple caribou and goat herding lifestyle. Large trading posts, as large as towns, can be found between herd feeding grounds and good watering holes, to trade anything from woolen goods to secrets. The trading posts are brightly lit day and night, with banners and flags held aloft so travelers can see them from miles away. They are always looking for extra guards to keep the bandits at bay.

The population are human, any other are likely to have traveled from Fineland.

The flag of the Principality of Fulreed is a silver shield with stylised white leopards holding either side. The shield has a goat horn and a golden cup embosed upon it. Above the shield is a small golden tiara. The background is light blue.


2.) Echo Point is a strange location upon the tallest plateau in the Principality of Fulreed. It is said here that the voices of the past can be heard. Many rune covered stones encircle a dip in the plateau and they are seemingly magnetic, it is thought by places metal on the right runes rather than hearing half-whispers, one could gain access to important information from the past.
#23

admiral_lourve

Aug 12, 2010 16:14:32
As far as the lay of the land goes, at least westward from the center:

Bosboomia border ---> need a place here, more effected by Wood ------> Fineland -> Principality of Fulreed -----------> Xim'xor

I think.
#24

durm

Aug 30, 2010 4:37:13
1.  The Sordar Flotilla-  The Marroc people are a curious race however due to their dependance on an arcane sanctuary exploration is difficult.  To remedy thise the Marroc devised "home ships"  That can travel the planet by land, sea, or air.  These home ships house different Marroc tribes who explore the planet documenting arcane phenomenon.  After ten years of exploring these home ships convene forming the Sordar Flotilla.  When the ships meet it's like each is a city blocking forming together to create a massive Marroc City.  The Sordar Flotilla stays together for a year, sharing information and discussing new arcane potentials found from their research.  It then disperses again and the Marroc tribes continue to explore the planet.  Few beings outside the Marroc have seen a Marroc homeship as they are concealed by arcane powers.  No one outside of the Marroc have seen the forming of the Sordar Flotilla. 

2.  Further explaination of fateweavers-  Ever been about to cross the street absent mindedly when someone bumps into you?  You turn to yell that person and when you turn back a bus wizzes by that you didn't notice a moment before.  Had that person not bumped into you that bus may have killed you.  That is what fateweavers do, they manipulate seemingly trivial events that result in signifigant changes.  Like the butterfly effect turned into a infinitely complx chess game that the gods play against each other and the fateweavers are the pawns. 
#25

admiral_lourve

Aug 31, 2010 13:17:20

1. Gospeer is a floating island known for its' collosal avian life. A mysterious giant egg rest at its center, and has done for eons.

2. Ashajan is the term for the ghost of a fire elemental. Such a rare spirit is only known of by scholars that have access to ancient tomes. It is not known if there are any in the world. They are pained things that absorb heat to maintain a form on the material plane. They can create both fire and ice.

Right, gotta book, nice ideas Durm!

#26

Tovec

Sep 24, 2010 17:20:35
Offering, an attempt to figure out Tar Maeryl
Tar Maeryl, the phenominon that changes the location of the poles, and slowly changes the axis rotation of the planet must be just that. A natural occurance that changes the magnetic north and south poles to different locations. Primitive compasses relying on these absolutes fail to function properly in the long term. There are some areas that do not swing as wildly but even still they will have decades that are much colder than others. It is a very powerful natural phenominon and much of the population would be happy to see someone (or something) put an end to the drastic changes that befall the planet on a sporatic basis.

"Out of character" how this works is that the magnetic poles change by certain volumes at random times. Basically an area that may have been at 60 degrees will move to 20, and the world will slowly start to rotation on a different axis. Transition times would be the hardest, not to mention the extremes depending on changing weather patterns.
Certain areas could be so extreme, or within the "eye" of the occurance so that they may have a less extreme change in temperature and weather. Such as staying temporate or arctic and being able to adapt to their environment.

I understand if this doesn't make too much sense but its the best I can come up with. I even understand if we want to make my offering non-canon in our canon-only thread :P But let me know what you think.
#27

vman3force

Sep 27, 2010 15:04:35
Hey guys. good job keeping the thread alive while i was away.

Kraeth Draal - Also named the "Ancient King of Stones", Kraeth Draal lives in the hollow center of the world. Larger than imaginable, he sits curled around the magnetic center of the universe, his claws digging deep into the undersides of the tectonic plates around. When Kraeth Draal shifts his titanic body, he warps the magnetic poles of the planet, creating dramatic shifts in geography and temperature known as Tar Maeryl to the people of the surface world.

Grettel - In the Bosboomian isles,  one might come across tribes of Grettel inhabiting the lush canopies of the jungle. Grettel are an intelligent race of predatory cat, similar in shape to common jaguars but larger in stature. Perhaps most noticeable are their long, tapered ears, which can pick up the sounds of potential prey from as far as a mile away. Grettel are able to speak the languages of other races and sometimes will trade for supplies with them, however they are xenophobic and avoid unnecessary contact. They perfer to hunt wild game but some tribes are known for being dangerously hostile to any potential meal.
#28

vman3force

Sep 27, 2010 15:06:33
I took a shot at solving the whole magnetic shift deal without stepping on the toes of anyone else's posts. Also, ill get on the whole post compendium thing at some point for easier reference. Right now im slammed in school though.
#29

vman3force

Sep 27, 2010 15:18:13
A follow up to my last:

Draal Stones - In millenia past, the name Kraeth Draal echoed in the halls of temples around the globe. The greatest of elementals, he was worshipped by leigons of clerics. In an attempt to focus the energy of their deity, great arcane stones were buried beneath the earth, inscribed with magic of a kin to the energy emanating from the core of the earth. The clerics used these Draal Stones to appease Kraeth Draal; through their efforts a magnetic harmony was achieved, and the places where these stones were buried remained stationary and safe, even during times of Tar Maeryl.

Today the cult of Kraeth Draal is all but forgotten, however in places the magic of the Draal Stones remains intact. This is why some places on the planet remain untouched by the magnetic turmoil of Tar Maeryl. 
#30

vman3force

Oct 09, 2010 16:42:09
Fanath - Littered with floating stones the size of small towns, the skyline above this windswept land is constantly darkened by great shadows. Flying creatures of all types careen through the air in a never ending battle of predator and prey.

Great Roc - Great Rocs are the largest of the Roc species. They often have wingspans over 100 feet, and prey on cattle, horses and any other creatures they choose. Great Rocs are the top of the food chain in the Fanath region, and dominate the skies when they take flight. Great Roc eggs are prized as a culinary delicacy. A single egg is a feast for an entire town and is a potent aphrodisiac; legends speak of entire generations of children being conceived after one of the rare times a Great Roc egg was successfully retrieved. A great many adventurers have lost their lives trying to retrieve one of these, falling prey to the saber like talons of the mother Roc.
#31

Tovec

May 11, 2011 22:51:19
I don't know if anyone is going to really respond to this but I was wondering if they ever made an Everything is Canon 4?

It was great fun that just seemed to end months ago. This is NOT meant as a thread resurrection (at least not for this one).
#32

vman3force

May 18, 2011 21:26:12
@ Tovec: Ive been thinking about starting a new one. I started this one and #2, but Its been a pretty busy year for me and I had to drop it for a while. I agree these are quite fun, Im actually considering adapting them for use in my artistic practice (im intereted in collective storytelling, hence my presence here.) I just wish this forum got a little more traffic, because it does seem like things such as this sink pretty fast without a lot of participation.