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  1. - Top - End - #91
    Orc in the Playground
     
    NecromancerGuy

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    Default Re: Let's make a setting!

    Not only can't humans or elves learn draconic, none can who don't carry the blood of a dragon - neither can they speak or understand. This makes the language sacred to the Azorites who use the language of dragons in their special rituals and sometimes as a secret language amongst themselves. Kobolds can learn and speak the language as well, but are less likely to know it.

    While many factions in the world have enmity towards the Azorites, they have a general alliance and good relations with the Storm Crows. In fact, some of the magic practiced by both the weather wizards and the Azorites have certain similarities. though the Azorites claim that Athanaric taught the Storm Crows their magic while the Storm Crows claim that Athanaric learned his magic from them.

    Azorite templars travel the lands of Savos enforcing justice and trying to keep peace in the somewhat lawless wastes. They harshly punish highwaymen, thieves, looters, bandits, pirates, and other criminals or trouble makers. Their harsh tactics include removal of limbs or other mutilations for minor transgressions and a torturous death for more serious crimes. They also make a point of slaying roaming monsters or the undead. Because of their actions, many commoners trying to survive have respect or even love for the Azorites - though those who run afoul of the templars have different opinions.

    The templars themselves have a strong sense of personal honor and bravery, but are also completely ruthless in enforcing their laws and in their obedience to Azoratha.

  2. - Top - End - #92
    Barbarian in the Playground
     
    motoko's ghost's Avatar

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    Default Re: Let's make a setting!

    Great rock worms the size of barns traverse the soils of the dead lands, in the maw of each is a giant gem of a strange blood red hue, which is said to confer great arcane abilities upon its possessor, at a terrible cost.

    There are sweet smelling flowers that seem to grow while endlessly floating through the sky that are eaten by mystic seers in order to predict the future.

    It is said that the city that once exited in the middle of the sea still exists as ruins partially submerged on the ocean floor, several building still filled with air, containing the last of the humans, trapped for eternity.
    Last edited by motoko's ghost; 2011-12-30 at 05:00 AM. Reason: thought up some more stuff + clarifying
    Sorry for my absence, but had a creative block for the past while.
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    There are countless ingredients that make up the human body and mind, like all the components that make up me as an individual with my own personality. Sure, I have a face and voice to distinguish myself from others, but my thoughts and memories are unique only to me, and I carry a sense of my own destiny.
    The Zinc Saucier optimisation challenge, now with double prize money! Eternal Tower Campaign setting (WIP)

  3. - Top - End - #93
    Troll in the Playground
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    Default Re: Let's make a setting!

    Fluff:There is a large tower, home to a dark wizard and his mercenries, creations and summond creatures.

    The dark wizard decided he would like to protect the land of Yeretis, on which his tower resides, and sell his exotic weapons to anyone who wants.
    he plans of takeing a city to himself.

    Actual game:the tower is atop a large mountain in Yeretis.
    exotic weapons doesnt neccesirly mean actual exotic weapons, but also just magical weapons, martial, exotic and simple.
    Will you help the millioneer mage or the megalopolis of Wafver?
    The dark wizard is a level 20+ wizard who develops spells, weapons, cretures and more.
    The tower is on the border between Yeretis and the city-state of Wafver, which is in the Hecolii nation.
    Despite everything, its still me.

  4. - Top - End - #94
    Barbarian in the Playground
     
    motoko's ghost's Avatar

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    Default Re: Let's make a setting!

    The mage is secretly added by a cabal of flesh-grafters in the service of a monstrous god.

  5. - Top - End - #95
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    BlackDragon

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    Default Re: Let's make a setting!

    Great herds of Seal and Walruses are found in the far southern reaches of Thaithal, where the land slowly turns to ocean and ice. Here, strange tribes of simple halfling(Iceling) fishermen and nomads make their homes.

    In Shax-Li there are numerous pyramids made of obsidian, or something closely resembling it. No one knows there purpose, but there are several within sight of the "border" of Shax-Li.

    Yeretis is located on a plateau dotted with sinkholes on the south-west edges of Savos. In it, massive cities are built in the center of these sinkholes, starting from the bottom and working their way up. The largest cities actually spill over the top of the sinkholes and into the surrounding land. Yeretis is also one of the few areas in Savos where agriculture is viable, thanks to three large rivers and yearly run-offs from the mountains to the north.

    Along certain beaches of Savos are fields of orcs, humans, elves, dwarves, kobolds and stranger things, all turned to solid stone.

    The Dwarven capital is known as Fuloth-Gurahr-Nomur(Never-Ending-Hall) and is truely a marvel. Built at the crux of two mountains, buildings, statues, bridges, walkways, ware-houses, workshops, chasms, homes and more sprawl all up, down and within the length of both mountains. Evey House and Guild has some presence here and a dozen markets sell anything imaginable. Massive fungus farms exist beneath the city to feed it's massive population, held up by marvels of Dwarven Engineering. Solid, paved roads stretch away from it in all directions. At the center of it all is Fuloth-Vargl(King-Hall), a five story palace carved from the sheer rock.

    Bands of dwarven Goat-riders often work as mercenaries.

    Bands of Elven Horse-archers often work as bounty hunters.

    Near the center of the Elven/Dwarven border is the city of Stone-rest. It is a rather compact trade city built at a crux on the river Eid and home to both Dwarves and Elves that work side by side. It is easily one of the wealthiest areas on the continent and the Dwarves and Elves almost constantly fight for control of it. However, the people of Stonerest are adamant in their desire to stay neutral and neither side holds the city for long.

    In Savos, once a year there is a massive gathering of orcs amongst an unnamed ruined city. They set up mile upon mile of hide-skin tents and trade their wares, have massive tournaments in which strength and cunning are tested and age-old feuds put side to enjoy the massive festival.

    Along the northern crescent of Savos there is a road called the Serpents road. It is a winding, twisting road made of a round, greenish rock.

    Along the northern ocean, north of Savos, jagged black spires that look like spider-legs jut from the ocean floor. Sharks, Giant Squid and worse make their home amongst these spires. Interestingly though, some exiled elves have built a series of villages that dangle off these deadly spires.
    By the crabs, for the crabs.

  6. - Top - End - #96
    Troll in the Playground
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    Default Re: Let's make a setting!

    Ill defrost your heart of ice, with a warm tropical song!

    In the Eenbanis islands
    There are coconut trees
    The air is fresh
    And Lizardfolk are free
    Many wonders can be found in here
    so go to vacation
    and have some fun
    in the happy resort of Sol-kan todan!

    The Eenbanis islands are home to dinosaurs,winged kobolds ,komodo dragon based lizardfolk, and dinosaur based lizardfolk and an amazing ecosystem.
    the scaleyfolk live in small villages, where they grow food to send it to the citys and towns.
    the biggest city on the island is called Dsowretees, A semi megalopolis port city that boats from all around the 'biggest sea' come to resupply, sell their goods, and drop passengers who come for a vacation.
    There are no ruins of original ancient civilazations. they were built later, so tourist will stay more and therfore, pay more.
    The island is in the middle of the 'biggest sea' and is the largest tourist attraction in the world.
    in the large cities there are amazing hotels, and amazing beach resorts in the villages.
    There isnt much of a struggle in the islands, tribesman no longer fight between themselves, and many warriors are recruited to the Cmerison empire's army, who are the current rulers of the place.
    The current ruler of the city is Spedak, a humen dark wizard.
    while his brother gets richer by the inevitable wars, he builds his castles of gold coins by bringing people to a place of peace.

    in Thaithal, wild white lizardfolk tribes reside along the iceling, and fight them for recourses in the harsh wilderness.

    Yeretis is known for its brave paladins and cruel assasins.
    and unknowingly, the Yeretian capital Dyrqandis is built above a large Colony of revolotionary exile Mind flayers, who wish to defy their father's ways and hang around in the overworld.
    Despite everything, its still me.

  7. - Top - End - #97
    Orc in the Playground
     
    The Witch-King's Avatar

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    Default Re: Let's make a setting!

    Along the outer perimeter of Thaithal lie the great port cities, that are often blocked with ice for much of the year preventing the use of larger junks but the smaller Thaithalian long ships are usable year round. Deeper in the interior, the land is heated by powerful geothermal sources and there are dense verdant forests, grasslands populated by grazing animals and rich, fertile farmlands.

  8. - Top - End - #98
    Ettin in the Playground
     
    Elemental's Avatar

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    Default Re: Let's make a setting!

    Firstly, another wandering star:
    Razkor is an ancient god from near to the dawn of time. He is associated with ruin and entropy. The ancient texts state that his purpose is to destroy the universe "when the time is right". Many small cults try to hasten this to no avail, mostly because Razkor arranges for them to have "unfortunate accidents".
    Despite all this, he is an oddly humourous being who delights in playing tricks on mortals and immortals alike.
    In the sky, he is visible as a faint green star that always stays low on the horizon.



    Also, would someone be willing to provide more details on the Onyx Empress?
    Plus, just how powerful a wizard is the Dark Wizard?
    I'd like to see if they belong on the list of deities, demi-deities and similarly powered beings.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
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    Dragons!

  9. - Top - End - #99
    Ogre in the Playground
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    Default Re: Let's make a setting!

    Dragons were once far more common and used to rule the planet before the humanoid races became common. However most of them disappeared abruptly over a thousand years ago. Popular legend says that they never died but are instead sleeping in caverns beneath the center of Savos.

  10. - Top - End - #100
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    Default Re: Let's make a setting!

    I'll keep an eye on the miscellaneous lore of the setting.

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    Dragons are rare, very powerful forces of nature and are very few in number.

    Most kobolds live in small nomadic tribes that make a living by exploring old ruins, scavenging bodies after a military fight, and selling whatever they find to travelers.

    Half-elves, Half-Orcs and Half-dragon humans carry the blood of humans and in some areas feared or attacked out-right, while in others they are revered and sometimes even worshiped.

    Buried beneath the desert sands are giant crab-like mobile fortresses, war golems from a bygone era. They lie under the sand damaged and inactive, usually. Occasionally, one of them activates and wanders aimlessly across the desert, crushing all in its path before grinding again to a halt to be covered in desert sands. Some brave souls seek them out and try to get aboard to scavenge, loot or control the ancient war machines. Few of them are ever seen again.

    If someone is buried in debt and has no way of repaying it, they may be enslaved to whoever they owe the debt too, there are however strict rules about what people can and cannot do to slaves. They might eventually be released at a later date if they manage to work off their debt.

    Legend has it that a mighty enchantress from the time of myths constructed a silver fortress for herself upon the surface of the ocean. No one is quite sure how she attained her power, but it is said she could trick fish out of the ocean. From her sanctuary, she manipulated the people of past ages according to her own hidden agenda. Despite her power, she was still human, and fell to the ravages of time. Her fortress continued to drift the ocean for many years, before finally being beached on the coast of the Western Continent.
    Despite being half buried in sand dunes and heavily tarnished, the fortress is still functional. It stands there, waiting for a new owner to unlock its secrets.

    In a major city on the Eastern Continent, there is a building known as the House of Dust. No one knows its origin, but investigation shows it to indeed be filled with knee deep dust. Inhabitants of the city occasionally enter the house, to leave days or weeks later babbling strange prophecies, or gifted with bizzare magical abilities, or simply to fall down dead.

    Most kobold magics are a mix of arcane, shamanism, and Druidism. And are based primaraly on convincing dragons to give them stuff.

    There is a small creature that has been causing chaos since the dawn of time. Most call it The Shadow Baby. What most don't know is that The Shadoe Baby is actually Flarg Tosscobble, a bard whom after traveling to The Plane of Shadow was twisted by the plane's energies and now uses it to travel between times and realities.

    Though each race and culture has their own language or languages, most know "The Language of trade and war" or just "Trade". It is a simple language easily spoken by most races.

    There is a colony of undead that live underwater, slowly building an undersea empire.

    The owlbears of the western continent are unlike those in the rest of the world, they are gargantuan in size with ancient nature magic imbued in their fur and feathers. They are as powerful as any dragon, and just as terrifying. The orcs who worship them get their shamanic powers from them.

    It is said, apon the highest peak in the world, that a great Cockatraice oversees a vast army of slaves. These slaves mine the worlds only supply of mythril, which is turn strapped to Roc-mounted platformes by the strange goblinish elves (who bought the Cockatraice from some mage eons ago and fed it on ogre flesh and petrified slaves) and traded in the world. The great plain is said to be located somewhere to the east, be it somewhere in the eastern continent or even somewhere where the necrotic energy cannot reach. Even guests are blindfolded before they are allowed a rare trip there.

    There is a large ruin somewhere in the desert. It is known to be formed from translucent crystal.

    In the exact centre of the ocean between the east and west continents was an island-city, the greatest city of humans that ever was. Long ago it was sunk beneath the waves after its inhabitants gave offence to some god (different stories name different gods). It has since re-arisen leaving shoals and shallows and bottom-reaming rocks. It is covered with a perpetual thunderstorm.

    Rumours:

    The buildings were made from gold and you can see them glitter in the flashes of lightening.
    The humans acquired fish tails and now swim between the rocks and spires.
    The humans have beautiful voices and their singing lures sailors to sail into the rocks where they are eaten.
    The storm is caused by all the magic in the ruins and the very brave and very luck can gain arcane knowledge by sleeping among them.
    They are powerful magic items in the ruins.
    Giant birds live among the rocks and eat giant fishes...and ships foolish enough to sail near.
    In the centre of the storm is an eye of calm. Through this eye, the sun shines on a small circular island which has a white, circular temple. If a true human of pure heart enters the temple and prays without bitterness or regret, the island will rise from the waves, the humans will be restored, and the city will once again become the most powerful in the world.

    While there are no true outer plains, there are the lands of the dead. The lands of the dead is a dark and gloomy world shrouded in darkness and eternal cold. Unless some kind of magic retrieves them, the souls of all of the dead enter into this realm - even plants and animals.

    Demons are captures from the lands of the dead, souls of those who have perished thousands of years ago and have accumulated enough power to break through into the lands of the living.

    Souls of the dead are immortal unless devoured by another soul. Demons gain their power by devourering other dead souls. As they devour more and more souls, they become more twisted and evil and hey absorb the worst parts of their victims and allow their own darkest desires to consume them. Most people who die find there souls devoured almost immediately by one of the demons the or another more ruthless or powerful shade - unless certain rights are performed on the body of the dead to essentially keep their soul from entering the land of the dead.

    Once a spirit has defeated another soul and taken its spirit, it takes on a dark hue and is called a shade or shadow as that is what they resemble.

    In the land to the far east, the barrier between the land of the dead and the mortal world is very thin, allowing shadows as well as demons to pass through the barrier and even allowing some brave or foolish mortals to travel into the land of the dead.

    Reviving a creature sends them to a location in the dead lands. Said location is random.

    It is possible to exorcise possessing demons by merely speaking a short phrase called the ninefold refusal, however it must be spoken by the victim(mentally or not) in celestial and includes the victim's truename.

    Once in a blue moon, it is belived that one with elven blood suddenly grows taller and thicker, becoming almost rigid, and gains long limbs and bark-like skin. These "tree men" are killed in most cases, but are valued in the six citys as fine folk. Those who are decended from several well-documanted familys have a far higher rate at changing than normal, and are usualy warned of this condition at a early age.

    This change into a tree-man usually starts and ends in late puberty, roughly when magical talents would show up. Indeed, none of the "treemen" have any magical ability, and are in fact more adapt at weathering a magical attack than others.

    The Gnome of this world are know for their elite death squads, which are groups of 5 assassins which travel together and take out important targets. These groups also go on other important missions.

    Such gnomes often begin their careers as adventurers or explorers, and are only drafted once they return to their homeland with great wealth and having significant experience of the outside world.

    These Gnomes always have at least one were-spider on hand, along with a mage.

    There is an entire tribe on the eastern contanant of Elven Barbarians/Druids who ride Dire Bears

    Before the great island civilization of the humans fell they had great floating cities adrift on the sea, these were the great centers of trade. When the humans fell their were-crocodile and were-alligator slaves took control of these cities. The two groups hate and revile each other and depending on which of the floating cities your on one will be enslaved to the other. These cities continue to be central to trade, stocking ships who voyage at sea, diplomatic meetings (they aren't aligned with any kingdom or state), and most of the world's were-crocodilians immigrate to them. Were-caimans, were-garials, and such also live here, not ruling but not ruled.

    Due to the six moons and their unusual orientation to the world, the oceans can shift rapidly between dead calm and raging storms and waves of tsunami proportions are common.

    Powerful weather wizards have formed a community of protectors that watch the happenings of the oceans and storms and will often teleport in, protect populated areas or ships, and teleport out. These people are poorly understood and are the subject of much speculation among the common people.

    Weather wizardry is a special talent that spontaneously manifests in certain individuals. These individuals are often taken as children by recruiters for the abovementioned organization. These recruiters are terrifyingly powerful and do not ask permission nor grant quarter.

    They are colloquially known by the names: the Lightning Spirits, the Shining Ones, and The Stormcrows.

    These weather wizards are strange to behold, but after they are seen they quickly fade from memory leaving only a vague impression of their presense, thus they are nigh impossible to describe or recognize.

    No one with human or elven blood can learn Dragonic, even with magic.

    Demons do not advance to better forms of demons. Rather, there own forms abilitys increase, hence titles like "Queen of Balors" and the like.

    Also, it is said that one in every ten pebbles lying in the streams and rivers of Samartis is a gemstone. While this is an exaggeration, it's not that far from the truth.

    Located just south of the heart of Savos are the ruins of the Redwind Archives. The Archives were founded two thousand years ago, and its collection of rare and ancient books soon became one of the largest in the world. Soon after Azoratha came to power in Savos, she decided to remove as much knowledge that could be used against her as she could. As such, the Archives were destroyed by fire and its custodians murdered. However, rumours persist of secret chambers and scholars "forgetting" to return books when borrowing them.

    Not only can't humans or elves learn draconic, none can who don't carry the blood of a dragon - neither can they speak or understand. This makes the language sacred to the Azorites who use the language of dragons in their special rituals and sometimes as a secret language amongst themselves. Kobolds can learn and speak the language as well, but are less likely to know it.

    While many factions in the world have enmity towards the Azorites, they have a general alliance and good relations with the Storm Crows. In fact, some of the magic practiced by both the weather wizards and the Azorites have certain similarities. though the Azorites claim that Athanaric taught the Storm Crows their magic while the Storm Crows claim that Athanaric learned his magic from them.

    Azorite templars travel the lands of Savos enforcing justice and trying to keep peace in the somewhat lawless wastes. They harshly punish highwaymen, thieves, looters, bandits, pirates, and other criminals or trouble makers. Their harsh tactics include removal of limbs or other mutilations for minor transgressions and a torturous death for more serious crimes. They also make a point of slaying roaming monsters or the undead. Because of their actions, many commoners trying to survive have respect or even love for the Azorites - though those who run afoul of the templars have different opinions.

    The templars themselves have a strong sense of personal honor and bravery, but are also completely ruthless in enforcing their laws and in their obedience to Azoratha.

    Great rock worms the size of barns traverse the soils of the dead lands, in the maw of each is a giant gem of a strange blood red hue, which is said to confer great arcane abilities upon its possessor, at a terrible cost.

    There are sweet smelling flowers that seem to grow while endlessly floating through the sky that are eaten by mystic seers in order to predict the future.

    It is said that the city that once exited in the middle of the sea still exists as ruins partially submerged on the ocean floor, several building still filled with air, containing the last of the humans, trapped for eternity.

    Fluff:There is a large tower, home to a dark wizard and his mercenries, creations and summond creatures.

    The dark wizard decided he would like to protect the land of Yeretis, on which his tower resides, and sell his exotic weapons to anyone who wants.
    he plans of takeing a city to himself.

    Actual game:the tower is atop a large mountain in Yeretis.
    exotic weapons doesnt neccesirly mean actual exotic weapons, but also just magical weapons, martial, exotic and simple.
    Will you help the millioneer mage or the megalopolis of Wafver?
    The dark wizard is a level 20+ wizard who develops spells, weapons, cretures and more.
    The tower is on the border between Yeretis and the city-state of Wafver, which is in the Hecolii nation.

    The mage is secretly added by a cabal of flesh-grafters in the service of a monstrous god.

    Bands of dwarven Goat-riders often work as mercenaries.

    Bands of Elven Horse-archers often work as bounty hunters.

    Dragons were once far more common and used to rule the planet before the humanoid races became common. However most of them disappeared abruptly over a thousand years ago. Popular legend says that they never died but are instead sleeping in caverns beneath the center of Savos.


    (And now, some world building facts of my own)

    The crystal ruin is located in the eastern side of Savros, while its original purpose is unknown, people have claimed that demons and other such beings are unable to look upon this ruin, let alone enter it.

    Some people have speculated that the crystals contain pure life force, which would account for the beings of the Dead Lands' inability to go near it.
    Open the lid and snatch a homebrewed treat from Cookie's Jar

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    Chaotic neutral. Might rob you blind. Might save your life. Might do both.

  11. - Top - End - #101
    Ettin in the Playground
     
    Eldest's Avatar

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    Default Re: Let's make a setting!

    The obsidian pyramids in Shax-Li are tied to an ancient worship of the Onyx Empress, long ago. The half-elf descendants in Thaithal are said to have lived there and been persecuted for their beliefs, causing them to flee to the south. It is said that many religious artifacts still remain in the pyramids, if one could figure out how to enter when there is no gap in the solid stone.
    The Icelings and White Lizardfolk are mostly confined to the outer reaches of Thaithal, kept there by the Black Shogun's decree. Hunting the Icelings and Lizardfolk has in fact become something of a sport among the darker elements of the Thaithalian society.
    LGBTA+itP

  12. - Top - End - #102
    Barbarian in the Playground
     
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    Default Re: Let's make a setting!

    A small enclave of demon-blooded half-elves live on miniscule island to the far north of Gloias, and are in possession of an obscure and powerful form of divination. Through use of such divination, they have come to hypothesize that the land of the dead may, in fact, be a physical place that is displaced into the distant past.
    Last edited by Sodalite; 2011-12-30 at 12:18 PM.

  13. - Top - End - #103
    Orc in the Playground
     
    The Witch-King's Avatar

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    Default Re: Let's make a setting!

    As people have been adding ideas about Thaithal, I've been updating the semi-summation in message #68 of the thread. Maybe it would be helpful to keep people appraised of where we are and for new people to get acquainted with the setting if the semi-summations were copied to the first post every so often. Just a thought.

    EDIT: The Onyx Empress is, in theory, the most powerful sorcerer-noble of the land. However, nowadays she is wholly a figurehead and all real political power rests with the Black Shogun. While she holds no real political control, her ability to influence events due to her status is still great as is her personal magical power as her native shadowmancy abilities are some of the most powerful in the empire. The Empress is considered something of a semi-divine figure, not actually a goddess herself but of divine lineage, her family being believed to be the descendants of powerful spirits sired by the gods.

    The Empress controls precious few land holdings outside of the Imperial Palace but those holdings she does have, most parks and hunting preserves, are considered absolutely inviolate and under no circumstance would rival Thaithalian clans fight there. Her personal wealth is also considerable but most of her possessions are historic artifacts that are considered less to be her personal property and more of items held by her in trust for the entire nation. Her personal guard is under her direct command, charged upon pain of death with the safety of the Empress but her real protection lies in the soldiers, shadowmancers and spies of the Black Shogun. The current Onyx Empress understands this as did her predecessor and she says and does little to interfere with Thaithalian politics.
    Last edited by The Witch-King; 2011-12-30 at 12:50 PM.

  14. - Top - End - #104
    Ogre in the Playground
     
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    Default Re: Let's make a setting!

    Arcane magic involves the binding and manipulation of the animal spirits that inhabit the moons.

    Demons are corrupted moon and animal spirits who have taken on hideous, terrible forms.

    The sectoid queens of the Savosian wastes are unfathomable, alien beings who dwell in hives far below the desert earth. The vast sectoid colonies they control prey on the undead that roam the wasteland and present a constant danger to any that travel through.

  15. - Top - End - #105
    Firbolg in the Playground
     
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    Default Re: Let's make a setting!

    Animal spirits are occasionaly born into the bodys of living animales. and often inforce there laws in such living forms. They are "mortal" however, and will do what they can to flee from harm.
    Quote Originally Posted by Tychris1 View Post
    Pokonic look what you have done! You fool, you`ve doomed us all!
    Quote Originally Posted by Doorhandle View Post
    Oh Pokonic, never change. And never become my D.M.
    To those that are wondering; it's a unicorn leather knife hilt.
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  16. - Top - End - #106
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    Default Re: Let's make a setting!

    Hope you don't mind me slipping in here with some ideas.

    The world's name in Trade is Loheis

    Elethkeira, often known as the Windborn Soulshaper, is the goddess of creation and change. One of the oldest of the Sky Gods, some ancient texts name her as a sister to Razkor, although neither has ever put credence to such legends. Elethkeira is present, in different guises, in the religions of every culture on Loheis. As the goddess of creation and change, she is never exactly the same twice, she cannot be. But she follows a basic pattern based around the seasons of the world she helped create.

    In spring she is the Maiden, a laughing young woman whose beauty can enchant any who look upon her. She is Elethkeria's aspect of rebirth and renewal and turns her moon a soft and gentle green during her season. The Maiden is also the aspect that caters most to the creative arts, gently stimulating the growth of music and art wherever she can.

    Summer brings Elethkeira's Mother aspect to the fore. A deep caring and nurturing spirit permeates all that the Mother does, acting to soothe the world into the beauty of summer. The Mother appears as an older sister to the Maiden, sharing her beauty but in a more refined manner. The Summer moon is a comforting gold, alike to that of ripening wheat.

    However change is not always brought about through peace or careful growth. Sometimes it is forced upon the world by the sword. In autumn, as the great armies of the continents make their final campaigns before winter seals them in place, the Warrior awakens. Her moon is the hard silver of well-kept steel and she watches over all conflict on Loheis. The Warrior appears as a lithe, dangerous thing clad all in black, and none have ever tested her blades and emerged victorious.

    And the cool chill of Winter brings forth perhaps the most misunderstood aspect of Elethkeira. The Crone. She represents all of the knowledge that Elethkeria has gathered, everything she has seen in her life, and it is the Crone who holds the secrets of not just how to create, but of how to create something that will endure. She appears as an aged woman, still strong in her age, and her comings always herald great consternation. Her moon is icy, blue tinged silver.

    I've got a few more ideas for Sky Gods, but they're still working themselves out. Hope you like the idea.
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    Well, here's another for your sig, Snowfire.

    <struck dumb>

  17. - Top - End - #107
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    BlackDragon

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    If you'd like to do gods try and tie them to the six moons first, and then tie them to stars, constellations, etc.

    I'm currently working on a massive summary on the first page. It should be up tonight.
    By the crabs, for the crabs.

  18. - Top - End - #108
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    Devil

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    The Fleshcrafters of Ys

    Travelers in groups of two, seven, eleven, or thirteen, the Fleshcrafters are mysterious mystics with the ability to change the anatomy, and, rumor has it, fundamental nature of those they practice their craft upon.

    In some decadent courts, Fleshcrafters are called upon to warp the flesh of beasts, slaves and prisoners for entertainment, creating bizzare creatures with two human heads and a serpent like tail, or arms that end in the heads of flowers. In other places, Fleshcrafters are revered as the most gifted of healers, able to make the blind see and even reattach or regrow lost limbs. In still other places, they are outlawed, rumored to create monsters more horrible than anything that arises from nature.

    In all places, the Fleshcrafters act as is expected of them, demanding neither worship nor payment for their craft. When questioned as to their identity, place of origin, or the source of their powers- indeed, almost any question more in depth than, "Would you please replace this man's tongue with a snake?" Fleshcrafters inevitably respond the same way- "I was born on the shores of the River Ys."

    No geographical or historical record exists of the River Ys, although certain ancient poets allude to it as flowing through both the Garden of Celestial Delights and the Palace of the Thrice Dead King.
    Last edited by Lord Tyger; 2011-12-30 at 03:56 PM.

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    Ogres and giantkin all arise from human peoples isolated on varying coastal lands. Ogres and trolls arised in the southern coasts, while giants arised on Thaithal. The two groups often try to wpe eachother out when they get the rare chance to invade a settlement.
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  20. - Top - End - #110
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    If you don't mind then, I'll work on the other Sky Gods - or at least the one's represented by moons.

    Teleb, last of the Ancients among Gods - the others being his sister Elethkeria and his brother Razkor - is the God of spirits and magic. Whilst his sister exists to create and his brother to end all things, Teleb is the weave that runs through the world of Loheis. He binds existence together, and his is the terrible duty of the Timekeeper, he who knows the When of everything in creation - including its fated end.

    Teleb - the moon - is shrouded in swirling mists of aurora, representing the vibrance and eternal nature of magic and the spirits. Except for the Shadowings at least. Three times a year, when Razkor, Elethkeria and Teleb are in alignment, the mists around Teleb part and all magic stops, to return when the sun rises the next morning. The Shadowings are cloudless nights, devoid of wind, when all the stars grow dim in the sky above compared to the blazing light of Razkor, who shines brighter than Morta on the Shadowings. The ancient texts speak of a day when the light of Razkor will not diminish, and it will reach forth and consume the world, only for Elethkeria and Teleb to lock him away once again and start anew.

    Teleb appears as a man of middling years, clad in robes of midnight black with a silver pocketwatch always in his left hand. There are legends of those who caught a glimpse of the face of Teleb's Watch, and none end well.
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    Well, here's another for your sig, Snowfire.

    <struck dumb>

  21. - Top - End - #111
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    Within a great mountain in the southern part of the eastern continent sleeps another ancient dragon named Ukyron. It is said that Ukyron has scales of scorched iron, eyes that glow yellow hot, and that his spittle and blood are molten iron and it is often called the iron dragon. This mountain is occupies by the Valshak, a powerful house of dwarves who are known for making excellent arms and armor. The Valshak venerate Ukyron and consider him a demi-god, though not with the same fervor that the Azorites worship their dragon god. Because they each venerate a dragon, the Valshak House and Azorites sometimes ally or at least trade with each other.

    The great smiths and metallurgists of the Valshak House say that a sword forged from the spittle of Ukyron makes a blade or armor unlike any other and indeed a number of such weapons and suits of armor exist and they are legendary in their strength, sharpness, and ability to protect those who possess them. Retrieving this molten iron is dangerous though, for the lair in which Ukyron sleeps is unbearably hot and if he stirs in his sleep he could kill any mortal near him.

    In addition to being great smiths, the Valshak House are highly militant and every adult male is expected to fight to prove his manhood. The majority of soldiers from the Valshak House fight in highly orderly infantry units with heavy armor and a mix of warriors with sword and shield, pike, or great axe. Those who cannot fight, such a cripples or the very weak, still join in the war effort as crossbowmen, siege engineers, or others who help the warriors - to the Valshak, there is honor in this service as well. Even the Valshak women train to fight, though more typically they stay behind and serve as a garrison rather than fight in the front lines.

  22. - Top - End - #112
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    The Reaperkin are a moderate-sized collection of powerful demigods on the dread land. They are said to have been servents of a powerful lord of the dead, and still serve there function: they shuffle souls that landed here into varying portals, usualy to there original home. The undead ignore them, and they do the same. They band together to kill living creatures, unless they are here to find a soul. They do not reproduce, and more than one has been killed by a foolish adventuring party. They appear to be fifteen feet tall, with a large scythe twice that hovering near them. They can leave the land, but only to attack powerful demons that has left the land. They have a gaunt face, but closer examination shows that the entire body is made of shadow-stuff. Notably, there scythe can kill spirits as well as it does living things, and more than one person has attempted to take one. some have succeded.
    Last edited by Pokonic; 2011-12-30 at 04:48 PM.
    Quote Originally Posted by Tychris1 View Post
    Pokonic look what you have done! You fool, you`ve doomed us all!
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  23. - Top - End - #113
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    And another, somewhat nastier, moon deity.

    Silaya, the goddess of chaos and trickery, is the most feared of all the Moons, her brightening in the heavens seen as a terrifying sign. Silaya was the one who supported the Wizard King's rise to godhood, and when he became powerful enough to refuse her commands she covertly sponsored the growing dissent in his lands, nurturing it into full scale civil war. She was the one who covertly supplied Athanaric with the curse that destroyed much of Savos, and therefore is at least indirectly responsible for the fall of Rohesia - who she now manipulates and uses as a weapon against her enemies.

    Although greatly feared and renowned for her ruthlessness, Silaya is not without compassion for those who serve her well, and all the peoples of Loheis know this. The true reason that her worship has never been successfully outlawed is linked to that compassion, as it leads to a fierce protectiveness over her followers that few will dare test.

    Her moon glows with a deep indigo light, and she appears as a female figure cloaked and veiled in light grey. Few but her worshippers dare approach her. Due to the avatar she takes, she is also known as The Veiled One.
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
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    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
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    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

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    Some orcish peoples belive the stars are evil. As a whole, this train of thought is true. Those "touched by the stars" have great, chaotic destanies, and they offer up such things as a sort-of-living- Lichdome too giving great personal power. however, the stars always have a price, and this price is always personal and deeply rooted in the feeling of the bargen. Most do not even know they made such a deal until they start growing tenticals and regenerate out of nothing.
    Quote Originally Posted by Tychris1 View Post
    Pokonic look what you have done! You fool, you`ve doomed us all!
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  25. - Top - End - #115
    Troll in the Playground
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    There is an intellectual Outiugh community in Yeretis. they are weaker and smaller but smarter.
    Despite everything, its still me.

  26. - Top - End - #116
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    Within the strange, cold reaches of Thaithal, there exists a convoy of were-snakes that call themselves the Naga. They prefer to act as lords over the other weres in the area, and it is said that within the castle of the Queen of Nine-tails there is a system of tunnels within the walls for them to slither in, and that there lord dwells deep inside a miles-long chamber underground. They attempt to alert there "land owner" of varying plots and supplement her spy network, in exchange for twenty-four plump live criminals to be chained inside a special cavern not far away from the palace. The week after than, the next shipment is placed in the same cave, with no reminents of the former inhabitance.
    Quote Originally Posted by Tychris1 View Post
    Pokonic look what you have done! You fool, you`ve doomed us all!
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    Oh Pokonic, never change. And never become my D.M.
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  27. - Top - End - #117
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    BlackDragon

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    First page now contains a partial list of stuff that's been decided so far. There's a lot of information to go through though, and it will take me awhile to go through everything and organize all of it.

    Fact: Kobolds are expert mechanics due to their scavenging in Human Ruins. Due to this, they have a lot of old technology.

    Fact: There is a town in Savos run by gnolls. Stone walls and pallisades surround it and a constant stream of Gnolls leads in and out of town bringing chained slaves with them. This is the most prominent slave market on the continent.

    Fact: Dinosaurs wander the lower elevations of both Savos and Gloias, but the higher elevations are home to more traditional animals, including bears, goats, horses, deer and such.

    Fact: A band of Gnoll Pirates known a the Bone-Chewers patrol the northern edges of the Great Ocean, searching for unprotected merchant ships. THeir captain is the vicious Red-Hide, a Gnoll at least seven feet tall and called Red-Hide due to the amount of blood that's been spilled on his fur.
    By the crabs, for the crabs.

  28. - Top - End - #118
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    NecromancerGuy

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    Some additional information on the Azorites:

    On of the largest groups of Azorites are called Ashanar, they are the Azorites who bear the gatest resemblance to humans. They look like humans in most regards aside from a few differences. They are hairless and have pale skin with a slight bluish or purplish tone. Their eyes are a bright golden yellowish color and their pupils are slit like those of a reptile/dragon. Their cuspids are larger than that of normal humans and their fingernails tend to be long and sharp. About 20% of Azorites are Ashanar.

    A smaller group is Salathar. They are a bit larger than humans, between 6-7 feet tall. Their bodies are covered with bluish colored scales, they have long tails, their hands are like talons with razor sharp claws, and their faces have distended maws full of sharp teeth. About 10% of Azorites are Salathar.

    Another group are the Agiar. They resemble Salathar in most regards but are a little smaller and more slightly built, more like humans in height and built. They also have large blue wings like that of a dragon. About 10% of Azorites are Agiar.

    Naliar a the smallest group of the draconian Azorites. They usually have a weird mix of human and dragon features that don't clearly mix with other groups. They might look mostly human but have dragon wings, or might have a dragon like head with an othwise human body. 5% of Azorites are Naliar. A small percentage of Naliar have the ability to temporarily change themselves into he form of a small blue dragon - almost like a werecreature does.

    40% of Azorites are kolbolds. They are much like other kobolds but tend to have bluish colored scales. They make up many of then non-military roles among the Azorites, including scholars and craftsmen. Its believed that there is a fortress monastery hidden somewhere in the mountains of Savos whe Azorites scholars pour over ancient tomes (some looted from Redwind) to bett understand ancient magical secrets or technologies.

    Another 15% of Azorites aren't dragon blooded at all but are made up of the various other races that inhabit the world. The largest groups being gnomes, dwarves, lizard folk, and gnolls respectively. Very few orcs join the Azorites though.

    Among all dragon blooded Azorites is the idea that only men should fight and women should primarily give birth and raise children. Because of this, virtually all Azorites warriors are male. The Ashanar type is dominant while others are more recessive, the exception being Naliar who seemingly appear at random regardless of the parents features.
    Last edited by Sergeantbrother; 2011-12-30 at 08:11 PM.

  29. - Top - End - #119
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    BlackDragon

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    Also, I'm working on sifting through the information and adding a few of my own touches(Don't worry, I'm not retconning anyones work). Now for the next batch of questions.

    Would you be interested in Playing this?
    Where would be a good place to start the campaign?
    What would be the best starting level?
    What Races should be playable, which ones should be NPC only?

    This is all assuming 3.5 of course.
    I'm also thinking about allowing Undead Races from Libris Mortis.
    By the crabs, for the crabs.

  30. - Top - End - #120
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    Hey! We're not done yet!
    And I'd love playing. I'd want to be one of the half-elfs from Thaithal, so I'd prefer if that was PC-able.
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