2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 888 Dream Wedding
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design > World-Building
Register FAQ Members List Mark Forums Read End

World-Building The forum for discussion about designing and building campaign settings. Come participate in a community creation or show off your own work to the forum world-builders!

Closed Thread
 
Thread Tools
Old 02-20-2008, 03:57 PM   Top  -  End  -  #1
Lord Tataraus
Ogre in the Playground
 
 
Join Date: Feb 2007
Location: 
Easton, PA
Gender: Male
Default World Building Exercise - Cataclysm of Green

Premise: The premise of this thread is to provide an exercise in world building, in terms of building cultures, relations, organizations, etc. around a given set of rules and basic setting. The aim of this exercise is to create the framework for a single world, contributers are encouraged to make various suggestions and discuss the plausibly and attraction of those suggestions, however as the director of this exercise, I reserve the right to make a final decision on any topic to keep it moving.

General Rules: The world will be built based on suggestions from various contributers which will be fully explored and developed through discussion or privately on the contributor's part. After which the suggestions will be combined and a vote shall determine which suggestion will be added to the project. The elements to be built will be outlined in the setting rules. All suggestions must be plausible within the limits of the setting basics such as the amount of magic, planar influences and already determined content. Be courteous and respect others views and contributions and ultimately, have fun!
[hr]
Cataclysm of Green
Setting basics: The Cataclysm of Green (CoG) setting is based in a smallish world consisting of a single continent and possibly a number of islands. The terrain is not limited beyond real-world examples (no lava lakes, floating islands, etc.) except as follows. The world has had a long history, though a major cataclysm of unknown effects and origin halted the former civilization. This period before the cataclysm shall be referred to as pre-Green while the time afterwards is known as the Green. The current time is a few thousands of years after the cataclysm. In the pre-Green period, civilization had reached its height just before the cataclysm, embodied in a world-spanning empire of splendor. The empire grew to enormous proportions, enveloping 80% of the landmass in a single city. The cataclysm destroyed that civilization. The city has been reclaimed by a massive jungle, meshing an ancient urban landscape with that of a wild jungle. The survivors of the cataclysm were thrown back into a dark age, forgetting all knowledge and history, except what they could learn from the remaining structures. Thus, each race/group had to start over and their culture and society is influenced by the behemoth structures and wonders that surround them. Magic is live, but is more wild, there are few wizards and those few learn only from the ancient structures and artifacts.

To be developed:
  • Each culture (does not have to be separated by race)
  • Special locations and the effects on the cultures (such as creating new ones)
  • Artifacts
  • Underdark or the equivalent
  • Wild areas
  • Civilized areas.
  • Prominent monsters and their responses to the civilization both old and new

Last edited by Lord Tataraus : 02-23-2008 at 11:45 AM.
Lord Tataraus is offline  
Old 02-20-2008, 03:58 PM   Top  -  End  -  #2
Lord Tataraus
Ogre in the Playground
 
 
Join Date: Feb 2007
Location: 
Easton, PA
Gender: Male
Default Re: World Building Exercise - Cataclysm of Green

Cataclysm of Green
Cities and Settlements
Dwarves
Spoiler


Glassbeetles
Spoiler


Halflings
Spoiler


Ptychine
Spoiler


Gatelings
Spoiler


Gnorks, Orcs, and Gnomes
Spoiler


Kobolds
Spoiler


Nesters
Spoiler


Squolf
Spoiler


Greenspawn
Spoiler


Ungreen
Spoiler

Last edited by Lord Tataraus : 03-22-2008 at 07:12 PM.
Lord Tataraus is offline  
Old 02-20-2008, 04:45 PM   Top  -  End  -  #3
jagadaishio
Bugbear in the Playground
 
 
Join Date: Mar 2007
Default Re: World Building Exercise - Cataclysm of Green

The underdark style area should be a massive network of abandoned sewers, subways, and other underground tunnels.
__________________
GENERATION 12: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
----------
Fogmere City
----------
Brute
----------
jagadaishio is offline  
Old 02-20-2008, 06:03 PM   Top  -  End  -  #4
Vadin
Ogre in the Playground
 
 
Join Date: Oct 2006
Location: 
Auburn, AL
Gender: Male
Default Re: World Building Exercise - Cataclysm of Green

I might be repeating myself (from Cyclone's similar attempt, though this one is certainly a tad more fleshed out already), but...

Orcs and gnomes. After the fall of a civilized world, it really does make sense.

Why?

Orcs
  • Aren't terribly bright
  • Like to hurt things
  • Are ok with people being expendable
  • Don't usually have much magic
  • Look for cheap and easy ways to make they and their tribe more powerful

Gnomes
  • Are often terribly clever
  • Like explosions and flashy magic
  • Understand they might take some damage in the name of their inventions
  • Are magically gifted
  • Look for cheap and easy ways to make stuff

After society fell, what did they do? They integrated. They banded together, the orcs providing protection for gnomes and gnomes providing stuff and (often very little) foresight ("Hey buddy...you probably shouldn't step on that glowing tile...<Orc steps on tile anyways>*BOOM*...told you so!").

Given time, they might even have produced a successful hybrid. A Gnorn? Physically, fairly average if not a bit tougher and slightly faster than your baseline human. Mentally, very quick to take in a situation and produce a solution to whatever problems might be evident. Not as readily booksmart as a gnome, but a blending of fast reflexes, generations of infallable battlesense, and impressive creativity and analytical skills. Not too patient with others, though, I'd imagine.
__________________
Marvelous avatar by the brilliant and illustrious Ceika

Vadin is offline  
Old 02-21-2008, 01:59 AM   Top  -  End  -  #5
tsuuga
Barbarian in the Playground
 
 
Join Date: Jul 2005
Location: 
Dayton, OH
Default Re: World Building Exercise - Cataclysm of Green

Quote:
Originally Posted by Vadin View Post
Gnorn?
Surely they would be called Gnorks? Gnork is fun to say, and I imagine orcs and gnomes would agree .

I can picture city centers of this megalopolis, with ranks of skyscrapers with the windows busted out. Each floor of these buildings has accumulated enough dirt over the centuries that they're now elevated bits of jungle. You'd get birds and gliding mammals that spend their whole lives flitting from skyscraper to skyscraper never seeing a carnivore... except owlbears or something. And perhaps a tribe of gnomes with ornithopters, or some sort of flying mount.

There may even be humanoid civilizations trapped in the upper levels of such a tower, subsisting on the few plants and animals they can gather, and some sort of magical food generator that never went offline(after all, with 80% of the landmass covered in city, they need to eat somehow).

In cities at or below the water table, a subway/sewer system would have been flooded for a very, very long time without pumps running. Perhaps a section of city where the streets have caved in, and locals paddle about the resulting canals... but nobody knows how deep the tunnels really go.

I'm intrigued by the other 20% of the landmass. If the cities are pretty much overgrown by now, the other 20% should be pretty much virginal. There's probably some sort of desert, and maybe some really old growth rainforest and temperate forest. Going along with stereotype, either forest could be host to tribes of bronze-age elf tribes. Maybe even treetop halfling tribes; after all, they're agile and it's generally pretty safe.

For the desert, I like the idea of a civilization of dwarves that "mines" the sands for pre-green technology, preserved by the dry environment. They're short and tough, so wouldn't be as affected by blowing sand and burning heat as the next guy... and I picture them wrapped in white from head to toe, with goggles.

An undeveloped area (say, a tropical archipelago, where food is plentiful enough that the natives have some serious free time) with a cargo cult. Instead of boats, they build effigies of skyscrapers... their huts contain non-working "televisions" which they use as an altar... They've forgotten what the heck this stuff means, but it's just the way they do things now.

In a situation like this, I can picture goblins (without their Worg allies. I can't see much place for them in a huge city... unless they were domesticated; Maybe they work with halflings now.) degenerating quite a bit. Maybe becoming more of a Homo Habilis type clever scavenger, hanging out on the fringes of civilization

With worg allies, I could see them becoming nomads, in the mold of mongols, perhaps.

Also, it might be interesting to run into a golem that was left running since the cataclysm. Perhaps it was digging a tunnel, and it's finally reached the player's area... and something from the sewers has been following it across the continent. Or perhaps they simply find one at the end of a tunnel somewhere, its arms worn down to stubs after it's shovel failed. Maybe its still running a pump keeping the local underground dry, and now that it's been removed for study, the rising water table is driving up all sorts of nastiness.
tsuuga is offline  
Old 02-21-2008, 02:29 AM   Top  -  End  -  #6
Icewalker
Firbolg in the Playground
 
 
Join Date: Dec 2006
Location: 
In the Playground
Gender: Male
Default Re: World Building Exercise - Cataclysm of Green

I've got a nice help for you.

An Aztec/Maya modeled society seems like it might fit in pretty well here, as the jungle feels right for them. I'm working on an Aztec society for my campaign world, and already have a template, Bloodborn, which is basically an animated capillary system. Undead, but not inherently evil. Comes with a Shell when you make it, which is the remaining skeleton and skin, and makes a mindless shambling zombie-esque creature. These are used as manual labor, while Bloodborn are usually the religious workers: acolytes.

If you don't like the magicy aspect to that, I can still give you the details of the general society once I finish making it.
__________________
Quote of the [insert timeframe here]: (Week? Perhaps! Year? Also maybe.)
"Those who have learned to walk on the threshold of the unknown worlds...may then with the fair white wings of Imagination hope to soar further into the unexplored amidst which we live."
-Augusta Ada Lovelace

(Kairos avatar by Elrond)
Icewalker is offline  
Old 02-21-2008, 03:00 AM   Top  -  End  -  #7
MagFlare
Orc in the Playground
 
 
Join Date: Oct 2005
Location: 
Default Re: World Building Exercise - Cataclysm of Green

Ideas:

The civilization was founded on cooperation between arcane and divine magics - let's say it was ruled by two leaders, a Consul Clericus and a Consul Arcanus - but things, as they often do, fell apart, and the Cataclysm is the result of a druidic "ultimate weapon" which was constructed just so's they could see the looks on the faces of those smarmy sorcerer bastards. They never meant to actually set the thing off.

All of society has regressed, but the dragons have it worst. They were too closely tied into the flow of magic, and when the Cataclysm fundamentally changed the way magic worked, so too did the dragons change. Now they roam the endless rainforest as savage predators - Tyrannosaurs with fire breath, Pteranodons that spit acid, etc., etc.
__________________
Evan Dittismith avatar courtesy of The Stoney One.
MagFlare is offline  
Old 02-21-2008, 11:38 AM   Top  -  End  -  #8
Lord Tataraus
Ogre in the Playground
 
 
Join Date: Feb 2007
Location: 
Easton, PA
Gender: Male
Default Re: World Building Exercise - Cataclysm of Green

Quote:
Originally Posted by MagFlare View Post
Ideas:

The civilization was founded on cooperation between arcane and divine magics - let's say it was ruled by two leaders, a Consul Clericus and a Consul Arcanus - but things, as they often do, fell apart, and the Cataclysm is the result of a druidic "ultimate weapon" which was constructed just so's they could see the looks on the faces of those smarmy sorcerer bastards. They never meant to actually set the thing off.

All of society has regressed, but the dragons have it worst. They were too closely tied into the flow of magic, and when the Cataclysm fundamentally changed the way magic worked, so too did the dragons change. Now they roam the endless rainforest as savage predators - Tyrannosaurs with fire breath, Pteranodons that spit acid, etc., etc.
Hey that sounds pretty neat! I like that.

Gnorks do sound like a plausibility, I could see that happening. And tsuuga, very good ideas there. The desert dwarves would definitely be outcast from the rest of the world, just because they know nothing of the deserts and the elevated jungles idea is really cool. Any other comments on those suggested ideas? Or counter-ideas?
Lord Tataraus is offline  
Old 02-21-2008, 04:04 PM   Top  -  End  -  #9
Vadin
Ogre in the Playground
 
 
Join Date: Oct 2006
Location: 
Auburn, AL
Gender: Male
Default Re: World Building Exercise - Cataclysm of Green

tsuga...I believe you mentioned halflings and worgs?

Let me, for a moment, expound upon this and see where I end up. Goblins, who do so love shiny things, had little to offer to society at first glance. They are outclassed in almost every way by halflings. What, then, could they bring to the table that was uniquely theirs? What could they do, in ancient times, that would have gotten them a foothold in the city when it truly was just a city? Worgs.

Given time, reasonably similar physical situation (all the other kids (except the kobolds) would pick on them... ), and both races' natural curiosities, halflings would probably learn how to ride and domesticate these Worgs as well. However, I can't see the two races really cooperating much beyond that. What I can see is typical halfling business sense setting up a rival Worg rearing operation. Halflings would eventually drive goblins out of the business, and goblins would have to retreat to the sewers and ghettos to survive (who would hire them when they could get a halfling instead?).

When the civilization falls, the halflings become fairly nomadic groups of limb leapers with Worg companions/mounts, typically in a 1:1 ration (a Worg per halfling).

And what do the goblins do? They come back out of the underground. Sort of. Too terrified to completely abandon their now ancestral homes, but too angered to abandon the chance to strike at their now ancestral foes (the halflings), they live in-between the two worlds, acting as guides, guardians, guests both above and below ground. They make camps around and inside the entrances to tunnels and sewers, helping those who come by for reasonable fees (it was bad business that did in their ancestors, and they likely won't repeat that mistake). If halflings ever come by, though...they're helped, all right. They're led right into the most dangerous places deep in the sewers, far away from their precious limbs and land.

Because of these treacherous and seemingly legit actions, the halflings haven't, and likely won't, realize whats going on. Some of them, so disillusioned with tales of how their forefathers made their fortunes on magic goods, Worgs, and banking, refuse to even consider that the art of Worg rearing might have even crossed the minds of such low-lives as Goblins.

In short, Goblins live near or in Underdark entrances, are sneaky and treacherous, but great at concealing it, and halflings roam the trees and forest floor and are agile, clever, and usually accompanied by a Worg companion.
__________________
Marvelous avatar by the brilliant and illustrious Ceika

Vadin is offline  
Old 02-21-2008, 04:37 PM   Top  -  End  -  #10
Lord Tataraus
Ogre in the Playground
 
 
Join Date: Feb 2007
Location: 
Easton, PA
Gender: Male
Default Re: World Building Exercise - Cataclysm of Green

Admittedly, I must say that whenever I envision goblins, I see Jungle Goblins. This variant would make goblins significantly different from halflings and have an edge in the criminal world of the pre-Green megalopolis. Expert catburglars, climbing the skyscrapers to steal from the penthouses overlooking the city. Also, I find that this variant is more balanced than the normal goblins, making them on par with halflings. Just a suggestion to keep your mind open to variant races.

Otherwise, that is a very good idea if we choose to stick with traditional goblins and halflings.

Last edited by Lord Tataraus : 02-21-2008 at 04:38 PM.
Lord Tataraus is offline  
Old 02-21-2008, 07:30 PM   Top  -  End  -  #11
Demented
Ogre in the Playground
 
 
Join Date: Nov 2006
Location: 
In search of cheese
Default Re: World Building Exercise - Cataclysm of Green

A Sound of Thunder. Not the short story, the movie. Don't step in the monkey-crocodiles. =P

Architecture:
The problem with (modern, conventional) buildings is that water doesn't flow into them, air doesn't circulate, and light doesn't penetrate. Moisture is only at ground level and basements, only areas with access to the exterior have circulation, and indoor areas are likely to be pitch black without sources of light. As such, plants do not grow in buildings and animals do not habitate in them. For the most part, your average skyscraper and apartment building is going to be empty. At least, for the first few years.

Light Interiors:
On ground-level, the exterior areas of larger buildings and the interiors of smaller buildings would have the typical overgrowth, so long as there is access to light and moisture. Depending on time progressed since the overgrowth, there would be different densities of growth. Initially (months), there would be vines and creeping plants and environment trash tracked in by wandering animals. Later (years), weeds would grow on mats of dead vines and environment trash. Eventually (decades-centuries), rudimentary soil would develop, for saplings and brush. By the time full-size trees arrive indoors (centuries-millenia), hard-wooded plants will have destroyed a building's foundation, pulverizing it into soil after it has been weakened by time, moisture and chemicals.

On higher levels, the primary source of moisture will be condensation and precipitation, the primary source of light will be openings caused by weather damage, and larger plants aren't likely to appear since an entire ecosystem would have to develop based on what can be grown from rugs and wallpaper. Subterranean levels will probably be identical to your typical dungeon.

Dark Interiors:
The interior of larger buildings would probably resemble dungeons or caves, only that they're dry and dusty instead of moist and rocky. Minor creatures that live there are mainly pest species: rats and mice. Any creature that doesn't or can't forage outside the building (including spiders) will typically die off. Plants would be restricted to mold and pale vines. Anything else would only grow around moisture. Creatures of the underdark would love to live in building interiors, with the above provisions. From a building you have immediate access to the outside world when night-time falls. Most creatures would rather stay on the ground floor, giving anyone free reign of the upstairs levels. Basements provide a very underdarkian place to hold out, and could even provide access directly to the underground. Undead, of course, will stick it out almost anywhere, but as they prefer isolation, the upper levels of a skyscraper would provide an excellent place for someone worried about decomposition, not to mention that any Lich worth his salt should live in a penthouse.
__________________
Belkar's Bad to the Bone.
Dispossible a fetter hein and bemay kine a sinder's tock.
Demented is offline  
Old 02-21-2008, 08:05 PM   Top  -  End  -  #12
Lord Tataraus
Ogre in the Playground
 
 
Join Date: Feb 2007
Location: 
Easton, PA
Gender: Male
Default Re: World Building Exercise - Cataclysm of Green

Quote:
Originally Posted by Demented View Post
Architecture:
The problem with (modern, conventional) buildings is that water doesn't flow into them, air doesn't circulate, and light doesn't penetrate. Moisture is only at ground level and basements, only areas with access to the exterior have circulation, and indoor areas are likely to be pitch black without sources of light. As such, plants do not grow in buildings and animals do not habitate in them. For the most part, your average skyscraper and apartment building is going to be empty. At least, for the first few years.
Actually, with windows broken (which they assuredly are) there would be air circulation and lots of water. Have you even heard of a cloud forest? I imagine that the upper portions of the skyscrapers would be very much like these real-world forests. Plant life would survive on the decay left in the buildings (did the cataclysm happen so fast that the residents died inside?) as well as the air-born nutrients and water. I've been to the Mounteverde cloud forest and seen plants that survive purely off the clouds high in the trees. The plants grow on the trees yes, but only to anchor there, all subsistence is gleaned from the air/clouds.

Quote:
Originally Posted by Demented View Post
Light Interiors:
On ground-level, the exterior areas of larger buildings and the interiors of smaller buildings would have the typical overgrowth, so long as there is access to light and moisture. Depending on time progressed since the overgrowth, there would be different densities of growth. Initially (months), there would be vines and creeping plants and environment trash tracked in by wandering animals. Later (years), weeds would grow on mats of dead vines and environment trash. Eventually (decades-centuries), rudimentary soil would develop, for saplings and brush. By the time full-size trees arrive indoors (centuries-millenia), hard-wooded plants will have destroyed a building's foundation, pulverizing it into soil after it has been weakened by time, moisture and chemicals.
Actually, a forest can reclaim land much, much faster than you say it does. The edges of the megalopolis would be completely reclaimed within 5 years or so, and over the course of a century the whole city would be reclaimed. After that point the jungle would build upon itself, stretching higher and into the darker regions. And our setting is based thousands of years after the cataclysm, more than enough time for the city to be completely overgrown.

Quote:
Originally Posted by Demented View Post
On higher levels, the primary source of moisture will be condensation and precipitation, the primary source of light will be openings caused by weather damage, and larger plants aren't likely to appear since an entire ecosystem would have to develop based on what can be grown from rugs and wallpaper. Subterranean levels will probably be identical to your typical dungeon.
See my above point about cloud forests. Also, you overestimate the importance of light. Underneath the canopy of the jungle there is hardly any light, but still there is thick undergrowth. The plants don't need light as much as water which is abundant. However, in northern regions, this might not be the case.

Quote:
Originally Posted by Demented View Post
Dark Interiors:
The interior of larger buildings would probably resemble dungeons or caves, only that they're dry and dusty instead of moist and rocky. Minor creatures that live there are mainly pest species: rats and mice. Any creature that doesn't or can't forage outside the building (including spiders) will typically die off. Plants would be restricted to mold and pale vines. Anything else would only grow around moisture. Creatures of the underdark would love to live in building interiors, with the above provisions. From a building you have immediate access to the outside world when night-time falls. Most creatures would rather stay on the ground floor, giving anyone free reign of the upstairs levels. Basements provide a very underdarkian place to hold out, and could even provide access directly to the underground. Undead, of course, will stick it out almost anywhere, but as they prefer isolation, the upper levels of a skyscraper would provide an excellent place for someone worried about decomposition, not to mention that any Lich worth his salt should live in a penthouse.
This is a pretty good point (except I'd still argue the validity of cloud forest-like foliage in the upper regions). Also, it would most likely be wetter as you go up, not dryer.
Lord Tataraus is offline  
Old 02-21-2008, 08:17 PM   Top  -  End  -  #13
Vadin
Ogre in the Playground
 
 
Join Date: Oct 2006
Location: 
Auburn, AL
Gender: Male
Default Re: World Building Exercise - Cataclysm of Green

Demented- all important things to remember when looking at how modern buildings would hold up in the campaign.

Can it be assumed that such a continent spanning civilization would, as a matter of necessity, have lots of easily available magic items? Kind of like Forgotten Realms, if I remember correctly.

The buildings, before the fall, would have had to have been lit on the interior levels. Now, which makes more sense: a very cheap one-time fee for a magical light that turns on with the sun on off a few hours after sunset or candles that need replacing or oil lanterns that need refilling all the time? Clearly, the magical lights. No fire hazard, no upkeep. Nice and simple.

But would that mean the entire continent lights up for awhile after sunset? Not at all. Only the important buildings and skyscrapers. For your average person, a simple on-off magic light makes more sense. These more simple lights, however, would have long ago been scavenged. After all, those lights would be portable, no?

Why wouldn't the 'scraper lights be gone? Tell me its easy to steal those big rectangular overhead lights with the plastic over them, and I'll tell you you're a liar. They're not all gone because they're part of the buildings. Taking one of them is about as easy as taking a part of the skyscraper ceiling.

On water, it say it comes from the weather. How does the weather get inside? There are windows, right? Right, but...glass breaks. Easily. And it rains. And, as the city is more or less rain forest, it rains quite a lot.

Also...its magic, which leads me to a few other random thoughts...

Why have potted plants when I can make a magical plant put roots right into the stone the building is made from?

Water jugs to keep refilling? Nah, endless decanters of water that keep a large-ish bowl of water full, and keeps the bowl and surrounding area free of harmful debris and the water clear of gunk do the job just fine.

All of that would seem to solve the problem of skyscraper vegetation and light, keeping the surface world on the surface world (for now) and the underdark in the underdark.

[EDIT] Tatatraus-Was typing this when you posted that! Very sneaky, sir...

All excellent points, and, imo, cloud forests at the top and between buildings would really add a lot to the setting and provide some excellent opportunities.


Also, Demented's mention of a Lich penthouse got me thinking...immortals and their ilk might be old enough, some of them, to remember The Growth (catchy name cataclysmic onset of the Green Age, eh?). Would their knowledge be sought? Dismissed as legend? Feared? After all this time, why wouldn't they have taken advantage of their knowledge to gain enough power to conquer the world? Has surviving The Growth done something to them to make that a bad idea? Are they afraid of opposing it? Crazy? Indifferent? Waiting? If so, for what? Or, perhaps oddest of all, did it make them a part of it? Did they survive because of their immortality? And how many people died? 50%? Probably not enough. 75%? A lot, but is it enough to leave very small bands of survivors alone throughout the world? 90%, but with small clusters of people and places left completely alone? Lots of questions that may need answers.
__________________
Marvelous avatar by the brilliant and illustrious Ceika


Last edited by Vadin : 02-21-2008 at 08:32 PM.
Vadin is offline  
Old 02-21-2008, 08:29 PM   Top  -  End  -  #14
Gwyn chan 'r Gwyll
Firbolg in the Playground
 
 
Join Date: Feb 2006
Location: 
Montreal! Quebec! Canada?
Default Re: World Building Exercise - Cataclysm of Green

I love the ideas of Jungle Goblins. I always use them, whever possible.

I really like this idea. It brings up vivid images. Maybe you could have it so that the past was technology, and the present is magic. It's been done before, but that just proves its effective.
__________________
Steampunk GwynSkull by DR. BATH

"Live to the point of tears"
- Albert Camus


Quote:
Originally Posted by Wyntonian View Post
What. Is. This. Madness.
Gwyn chan 'r Gwyll is online now  
Old 02-21-2008, 08:46 PM   Top  -  End  -  #15
Lord Tataraus
Ogre in the Playground
 
 
Join Date: Feb 2007
Location: 
Easton, PA
Gender: Male
Default Re: World Building Exercise - Cataclysm of Green

Quote:
Originally Posted by Vadin View Post
Lots of questions that may need answers.
So, answer them. This setting belongs to its contributers, if you think of a question, answer it. Some one might dispute, or it might be agreed upon and become canon.

@ Gwyn_ap_Nud: Hm...that's an interesting idea, maybe the cataclysm was magic entering the world?
Lord Tataraus is offline  
Old 02-21-2008, 09:03 PM   Top  -  End  -  #16
Gwyn chan 'r Gwyll
Firbolg in the Playground
 
 
Join Date: Feb 2006
Location: 
Montreal! Quebec! Canada?
Default Re: World Building Exercise - Cataclysm of Green

Another time-tested idea; At first there was technology, but then, magic came and et all tech's stuff.
__________________
Steampunk GwynSkull by DR. BATH

"Live to the point of tears"
- Albert Camus


Quote:
Originally Posted by Wyntonian View Post
What. Is. This. Madness.
Gwyn chan 'r Gwyll is online now  
Old 02-21-2008, 09:07 PM   Top  -  End  -  #17
jagadaishio
Bugbear in the Playground
 
 
Join Date: Mar 2007
Default Re: World Building Exercise - Cataclysm of Green

I picture gnarled, tough trees sticking out of the sides of some skyscrapers, up high enough for them to take advantage of the clouds. They would grow out sideways, then twist up. Their seeds and pollen would both have to be airborne. During the spring, you would probably see white fluff attached to seeds drifting lazily through the sun around you when you stand close to a building. The seeds that reach the ground would probably be edible and useless, only adapted to grow at the altitudes of a skyscraper. Therefore huge amounts of seeds would be produces, just so a few might drift into a broken window.

As for immortals, I could see a lich sitting in his shining penthouse, pristine and of a level of magic and technology unchanged by the cataclysm, not trying to conquer anything because for over a thousand years, there was nothing worth conquering, and by now he has grown accustomed to a life of leisure, contemplation, and solitude. I could reasonably see him restoring the ground floor and an elevator and putting some sort of intelligent undead at the desk down below. He might be the ruler of a small city not because he wanted to be, but because he was wise and powerful. A benevolent lich.

I also think that he would reasonably be very willing to hire adventurers to raid old library vaults, ones enchanted or of a sort of technology that the books would have been completely protected from the ages, preserved by moisture locking and enchantment. A lich of this power would undoubtedly be an epic wizard with the power of a demigod and antisocial tendencies, with max ranks in knowledge, craft, appraise, and most profession skills, to reflect his millenia of learning and sophistication.

He would need to have motivation for not restoring the world, or at least his small part of it. Perhaps he's neutral evil and likes solitude. Maybe he's true neutral and sees this reversion to nature as a balancing. At any rate, I could see him standing in a glass-walled penthouse, staring out at a sunset over a jungle of spires, watching as magically timed lights flick on, in sync with the emerging stars.
__________________
GENERATION 12: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
----------
Fogmere City
----------
Brute
----------
jagadaishio is offline  
Old 02-21-2008, 09:11 PM   Top  -  End  -  #18
Gwyn chan 'r Gwyll
Firbolg in the Playground
 
 
Join Date: Feb 2006
Location: 
Montreal! Quebec! Canada?
Default Re: World Building Exercise - Cataclysm of Green

That lich idea is awesome.

Oooh! I have an idea!

An area not affected by the Cataclysm. Everything is the same as before. Like, a "Bubble Kingdom", to quote Erfworld, on a plateau, where all the technology is still the same. If we go with the "Magic is the Cataclysm" idea, then here, there's a permanent Anti Magic affect.
__________________
Steampunk GwynSkull by DR. BATH

"Live to the point of tears"
- Albert Camus


Quote:
Originally Posted by Wyntonian View Post
What. Is. This. Madness.
Gwyn chan 'r Gwyll is online now  
Old 02-21-2008, 09:13 PM   Top  -  End  -  #19
Vadin
Ogre in the Playground
 
 
Join Date: Oct 2006
Location: 
Auburn, AL
Gender: Male
Default Re: World Building Exercise - Cataclysm of Green

Quote:
Originally Posted by Vadin View Post
Also, Demented's mention of a Lich penthouse got me thinking...immortals and their ilk might be old enough, some of them, to remember The Growth (catchy name cataclysmic onset of the Green Age, eh?). Would their knowledge be sought? Dismissed as legend? Feared? After all this time, why wouldn't they have taken advantage of their knowledge to gain enough power to conquer the world? Has surviving The Growth done something to them to make that a bad idea? Are they afraid of opposing it? Crazy? Indifferent? Waiting? If so, for what? Or, perhaps oddest of all, did it make them a part of it? Did they survive because of their immortality? And how many people died? 50%? Probably not enough. 75%? A lot, but is it enough to leave very small bands of survivors alone throughout the world? 90%, but with small clusters of people and places left completely alone? Lots of questions that may need answers.
Fair enough, Tataraus. I'll take a whack at it and see what I come up with and what others think.

So...The Growth. It took about 10 minutes. One eclipse. And it was all over. All sorts of plants just appeared and grew. Not just on the ground, though. Everywhere. Almost everywhere, at least. Pockets of civilization, a mile or so across, were preserved all over the continent. The people in these pockets survived. What they saw outside was a scene of horror. The plants had grown immensely, and the areas not already covered in vegetation had grown an inch or so of small plants all over them. This area included the people. Those outside the safe areas had died, their bodies consumed by the tendrils of millions of small plants reaching inside them. This was enough to kill the living, but not the immortal. The liches and (maybe some elementals, some magic beasts, and some outsiders, too?) survived, though terribly different. They'd become Greenspawn, their bodies tied irrevocably to the places they'd been during The Growth, much like a Dryad and her tree. In addition to being so tied to a location, they gained new powers. Power over nature, and power over the bodies of those who had recently been alive. The Undead became the Ungreen. Where Undead were evil, however, the Ungreen are simply neutral. If left alone, they rarely attack those who leave nature alone. It should be noted, however, the Ungreen look dead, and are often brown and withered.

This is not to say that there haven't been any new Undead or liches or the like, of course.

So...thats all I can think of for now. What this necessitates:
-A Greenspawn template ('Greenspawn' could be changed I'm not too huge a fan of the name)
-An Ungreen subtype similar to but different from Undead
-Sample creatures for both

[EDIT] Seriously, why do I take so long to type? Jagadaisho, I'm diggin' your lich interpretation. Throw that in with a post-Green lich and his Ungreen minions, and I think we're seeing eye to eye on what immortality with power stuck in loneliness produces.
__________________
Marvelous avatar by the brilliant and illustrious Ceika


Last edited by Vadin : 02-21-2008 at 09:19 PM.
Vadin is offline  
Old 02-21-2008, 09:33 PM   Top  -  End  -  #20
Aptera
Dwarf in the Playground
 
Join Date: Feb 2008
Default Re: World Building Exercise - Cataclysm of Green

I like the idea of the Desert miner dwarves.

I have this idea that Halflings should be the people that live on the skyscraper tops, with huge leg muscles to jump from building to building, and long arms to brachiate from vine to vine in the greast mass of corugated steel and the remnants of concrete that lay high above the clouds...
Aptera is offline  
Old 02-21-2008, 10:28 PM   Top  -  End  -  #21
tsuuga
Barbarian in the Playground
 
 
Join Date: Jul 2005
Location: 
Dayton, OH
Default Re: World Building Exercise - Cataclysm of Green

For the massive growth of plants cataclysm: Every seed sprouts and grows violently. Anyone who's eaten fruit in the last day or so now has plants growing throughout their bodies. Rather than pockets of unaffected survivors, instead those who survive unharmed are those who haven't eaten seeds. Those who are affected are either killed outright, or driven mad and violent with pain. A few kept their minds, and became the Greenspawn.

Speaking of how modern cities would hold up... There's a history channel documentary called Life After People which deals with this kind of thing. They're a little too in-love with their CGI buildings falling over, but it's a good use of an hour and a half.

Skyscrapers with windowed sides, like we build, become good plant habitats pretty quickly. Once the windows break, you'll get birds living in there. They'll poop and die up there too, getting seeds of food plants and fertilizer way above the ground. A building with the windows busted out is a giant trellis, vines will climb the side of the building with no problem. Then, there's blowing dust and rotting carpet.

Desert Dwarves need a way to mine in sand... Their magic users have probably discovered several of the spells that create wind, to blow temporary pits in the sand. The dwarves are nomadic. Their homes are low hemispherical structures, to provide less wind resistance. They are mounted on sledges, and pulled by some kind of desert-dwelling creature. Each home has an apparatus that can be used to vibrate the home, causing it to float to the top if it is buried in sand (something like an offcenter weight on a stationary bike, bolted to the floor.)

What are the homes made out of... could be anything. A tent would work, but wouldn't hold up well in a sandstorm. They could be made out of stone, but that would be a lot of weight to pull around. I'm thinking of some kind of huge desert dwelling arthropod or worm (like the Ohmu from Nausicaa of the Valley of the Wind) that has evolved an extremely strong, clear shell over its eyes to protect them from blown sand. These are harvested from shed skins, or rarely a kill, and are used to make everything from their goggles (which come from a much smaller variety) to their homes, which come from the very largest specimens. A much smaller species is used as beasts of burden, as they need no special accommodations to thrive in the desert.

As long as I'm thinking of Nausicaa, I may as well suggest some special materials.

Glassteel: A hard, light, clear material. When bent, or struck when hot, it merely whitens, so it must be melted and poured into a mold instead. When fashioned into a helm, it isn't necessary to leave the face exposed. An enemy takes -2 to critical confirmation rolls against you.

Ceramic: This smooth, white substance is incredibly hard and durable. It is only found in ancient structures, the application of which you cannot fathom. It counts as, and possibly replaces adamantine. However, as ceramic cannot be melted or forged, and instead must be sanded and laboriously chipped, the applications are limited by the shapes you can salvage. Pieces suitable for making more than a dagger or shortsword are very rare, and pieces of the right size and shape to make armor or shields are incredibly rare.

Greenwood: The wood of plants birthed in the Growth still retains some of it's primal energies. A weapon made of greenwood can, once per day, cause plants to sprout in wounds it causes. Over 1d6 rounds later, plants sprout explosively from the wound, causing as much damage again as the initial wound. The plants continue to grow at a much slower rate. 1d10 days later, if left untreated, the subject must make a fortitude save or become Ungreen. 1d10 days after that, if the first fortitude save succeeded, he must make another fortitude save or become Greenspawn. If both fortitude saves succeed, the mass of wood, roots, and leaves is expelled from his body. Or this would make an interesting poison (instead of wood from the Growth, it would perhaps be the seed of a plant which didn't sprout during the Growth, but retains its energies.)
tsuuga is offline  
Old 02-21-2008, 10:28 PM   Top  -  End  -  #22
jagadaishio
Bugbear in the Playground
 
 
Join Date: Mar 2007
Default Re: World Building Exercise - Cataclysm of Green

Quote:
Originally Posted by Vadin View Post
[EDIT] Seriously, why do I take so long to type? Jagadaisho, I'm diggin' your lich interpretation. Throw that in with a post-Green lich and his Ungreen minions, and I think we're seeing eye to eye on what immortality with power stuck in loneliness produces.
That's perfect motivation for the lich to remain neutral and detached from the world around him. That changed my idea slightly, though. Imagine a skyscraper poking out of the jungle, its lights lit all day long to serve as a haven for plant creatures. The lich would stay in his penthouse above, but it would have been converted primarily into a greenhouse. I could see him growing plants which produce fruits so that he could make his own wine.

The floors of the building would be filled with ungreen and plant creatures, moving around and doing things, but probably not talking. I could see them communicating through empathy/telepathy/pheramonal spores. We really need to make a functional plant character race if we're going to have a sudden plant sweep be that major of a plot point.
__________________
GENERATION 12: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
----------
Fogmere City
----------
Brute
----------
jagadaishio is offline  
Old 02-22-2008, 12:05 AM   Top  -  End  -  #23
Demented
Ogre in the Playground
 
 
Join Date: Nov 2006
Location: 
In search of cheese
Default Re: World Building Exercise - Cataclysm of Green

Quote:
Originally Posted by Lord Tataraus View Post
Actually, a forest can reclaim land much, much faster than you say it does.
I was thinking specifically of what would grow on raw concrete. (Possibly a bit biased from living in a desert environment, where you aren't lucky enough to have such things as seasonal floods that will smother your lovely concrete with a mud of leaf decay, skipping the first few stages of ecological succession all-together.)
But if you think otherwise, I'll go with it. The light issue, on the other hand...

My specific emphasis was on buildings that have a large number of interior rooms with no windows. Not that there are many skyscrapers these days that have rooms with no windows (aside from janitor closets, elevator shafts and restrooms), but a room with sufficient cover is nearly pitch black. A cloud forest is as bright as a tropical beach in comparison. Assuming that it can withstand a thousand tropical rainstorms, you'll have a jungle-covered building with a cave-like interior. That just seems too tempting to give up.
__________________
Belkar's Bad to the Bone.
Dispossible a fetter hein and bemay kine a sinder's tock.

Last edited by Demented : 02-22-2008 at 12:06 AM.
Demented is offline  
Old 02-22-2008, 12:16 AM   Top  -  End  -  #24
Lord Tataraus
Ogre in the Playground
 
 
Join Date: Feb 2007
Location: 
Easton, PA
Gender: Male
Default Re: World Building Exercise - Cataclysm of Green

I race I made awhile ago, it might fit this setting and spark some ideas for Greenspawn and such:

Lotequen
Spoiler


Now, to address the flood of ideas, great work guys! I'll address what I can:

@ jagadaishio: Great idea with the lich, love it!

@ Vadin: Greenspawn really fits this, what to make a template or shall I? Or some one else?

@ tsuuga: I really liked the idea of the desert dwarves and you did a good job of fleshing it out. Since I see no objection, I'll make it official.

@ Demented: Perfectly understandable, I don't except people to know much about cloud forests As for the interior rooms, even with the magical lighting, I agree, there would be pockets of "underdark", possibly more for small bands of Orcs (or Gnorks) and other smaller underdark creatures.

Last edited by Lord Tataraus : 02-22-2008 at 12:17 AM.
Lord Tataraus is offline  
Old 02-22-2008, 01:27 AM   Top  -  End  -  #25
tsuuga
Barbarian in the Playground
 
 
Join Date: Jul 2005
Location: 
Dayton, OH
Default Re: World Building Exercise - Cataclysm of Green

Quote:
Originally Posted by Demented View Post
I was thinking specifically of what would grow on raw concrete.
Plants will actually grow through bare concrete, rather than on top of it. Without people and cars running over them all the time, cracks in sidewalks or roads will get seeded with small plants and trees, which will further crack said surfaces, and tear it all up in a decade or ten.

Quote:
Originally Posted by Demented View Post
you'll have a jungle-covered building with a cave-like interior.
This is exactly what I was thinking. The exteriors of the buildings and the space between is cloud-foresty, with maybe some enterprising lianas stretching between buildings. As you get away from the windows, you get into more of a forest floor ecosystem, and then further back you mainly get fungus and whatnot, 3 or 4 ecosystems all within a few yards. Farther back in the buildings, you would get bats, or the lairs of mammals or humanoids. And bats. Huge, huge numbers of bats. I don't even want to think about the sheer numbers of em.

Greenspawn
Spoiler


Ungreen
Spoiler


Apologies for the templates, I know they're not finished. Just wanted to get that out there.

And yes, ungreen were basically lifted from Zombies.

Last edited by tsuuga : 02-22-2008 at 01:28 AM.
tsuuga is offline  
Old 02-22-2008, 04:12 PM   Top  -  End  -  #26
jagadaishio
Bugbear in the Playground
 
 
Join Date: Mar 2007
Default Re: World Building Exercise - Cataclysm of Green

Quote:
Originally Posted by tsuuga View Post
Greenspawn
Spoiler
You should clarify what actually happens to a greenborn if it leaves or is taken from its proxy, as I suppose I would call the location to which it is bound.

On another note, we need to take into account for the dwarves the idea of darkvision in what is probably a bright desert. The only way that this would make sense to me is if they are nocturnal, which would make sense for a hot desert, and even then, I would just replace the darkvision with improved low-light vision. I would also remove their instinctual knowledge of stone, give them a bonus to ride and handle animal checks for worms, and maybe replace their bonuses against orcs and giants with a bit of fire resistance. They really do need to be tweaked quite a bit if they're going to fit into these deserts.

An option for keeping the orc bonuses would be that the gnorks compete with them to find the buried ancient artifacts. This competition would often prove violent among the less refined gnorks and orcs, and more of a competitive tradership with the gnomes and refined gnorks.

As for the greenborn, I could easily imagine very powerful beings bound to points in the jungles, either driven mad with isolation or lost in a nearly unbreakable meditative contemplation. The few that were least destroyed mentally would be able to offer great information about ancient items and information which may still exist. For a price.
__________________
GENERATION 12: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
----------
Fogmere City
----------
Brute
----------
jagadaishio is offline  
Old 02-22-2008, 04:58 PM   Top  -  End  -  #27
tsuuga
Barbarian in the Playground
 
 
Join Date: Jul 2005
Location: 
Dayton, OH
Default Re: World Building Exercise - Cataclysm of Green

Quote:
Originally Posted by jagadaishio View Post
You should clarify what actually happens to a greenborn if it leaves or is taken from its proxy, as I suppose I would call the location to which it is bound.
Yeah, um... I should have done that. How about: "A greenborn loses their ability to control ungreen if they move beyond this radius. For every day they remain outside the area, they take 1 point of CON damage. This may only be recovered by remaining rooted and motionless in their domain. They recover one point of con damage per day."

Quote:
Originally Posted by jagadaishio View Post
On another note, we need to take into account for the dwarves the idea of darkvision in what is probably a bright desert. The only way that this would make sense to me is if they are nocturnal, which would make sense for a hot desert, and even then, I would just replace the darkvision with improved low-light vision. I would also remove their instinctual knowledge of stone, give them a bonus to ride and handle animal checks for worms, and maybe replace their bonuses against orcs and giants with a bit of fire resistance. They really do need to be tweaked quite a bit if they're going to fit into these deserts.
I was just going to use Desert Dwarves. Darkvision is a physiological, not cultural feature, and they wouldn't necessarily lose it after a few thousand years on the surface. Besides, it's great for keeping watch during the night, and exploring any ruins you happen to find.
tsuuga is offline  
Old 02-22-2008, 05:35 PM   Top  -  End  -  #28
Lord Tataraus
Ogre in the Playground
 
 
Join Date: Feb 2007
Location: 
Easton, PA
Gender: Male
Default Re: World Building Exercise - Cataclysm of Green

Alright, since the Dwarves are pretty much determined, lets get some stats and fluff set in stone:

Dwarves
Spoiler


Anyone want to stat up Glass-Beetles? And/or make up a better name? Any changes to the fluff? Additions?

I assume the glass-beetles would have a sand-swim ability like the *mumble* do (I don't remember the Sandstorm guys). But otherwise they would be like a horse but a vermin.
[hr]
Gnorks are also pretty well established as canon, but not much is known about them so...

Gnorks
Spoiler


What do you think? Stat changes? Additions? Got any fluff?

Last edited by Lord Tataraus : 02-22-2008 at 09:07 PM.
Lord Tataraus is offline  
Old 02-22-2008, 05:38 PM   Top  -  End  -  #29
Vadin
Ogre in the Playground
 
 
Join Date: Oct 2006
Location: 
Auburn, AL
Gender: Male
Default Re: World Building Exercise - Cataclysm of Green

tsuuga: Can the HD on an Ungreen creature not double? It would be great if that could be changed, as a Greenspawn could then control a lot more Ungreen.

On Greenspawn, I'm going to assume you mean 20 feet * the Charisma score, not the Charisma modifier. You might want to make a note of that, as many people will probably assume you mean the Charisma modifier. Also, alignment should change to neutral on the good-evil axis.

Making the Greenspawn neutral...I just can't see a creature made of plants seeking to do too much harm to other living things. It needs them, and it knows that. Definitely not inherently evil. I also can't see it doing too terribly much to help things survive, as rule one of ecology is to avoid overpopulation. It most likely wouldn't feel that way toward sentients, who are more or less outside of the ecosystem, but a wounded deer would find little sympathy beyond a pool from which to drink. Not good in the traditional D&D sense. Definitely neutral.

But given enough time, of course, even a lich can take Paladin levels...

[EDIT] There are far too many edits in my posts...Tartaraus! You made Gnorks! Excellent job. The dwarves...I approve, sir. Very unique. Very different from the Scottish clerics that have become so familiar.

On Gnork fluff...they often rise to prominence in Squads and Clans (Squad- An extended family group like a sort of mini-tribe that Orcs/Gnomes/Gnorks live with, Clan- A more traditional Orcish tribe, spread out over a larger area, it contains anywhere from four to fifteen Squads ruled by a council of six individuals powerful in magic, war, and wisdom, two leaders representing each- "The Wars, The Weirds, and The Wise"), though they rarely become Wise (War, Weird, and Wise should be prestige classes, methinks).

That rather huge parenthetical statement and such assumes, of course, that Orcs and Gnomes are cross-fertile and fused culturally. Also, while Human+Elf always makes a Half-Elf, Orc+Gnome can make an Orc, Gnome, or Gnork. Why? Who knows. It just does.

Also, anybody have any more thoughts on tree-halflings (potentially paired with worg companions-halfling and worg bonded at birth, very sacred and mystical and such) and tunnel goblins (Underguards? Neither of the surface nor the Underdark, but guardians of the passage between the two, maybe with a cultural fixation towards forced balance, a sort of backlash from the halflings ferocious business practices?)?
__________________
Marvelous avatar by the brilliant and illustrious Ceika


Last edited by Vadin : 02-22-2008 at 05:59 PM.
Vadin is offline  
Old 02-22-2008, 06:52 PM   Top  -  End  -  #30
tsuuga
Barbarian in the Playground
 
 
Join Date: Jul 2005
Location: 
Dayton, OH
Default Re: World Building Exercise - Cataclysm of Green

Quote:
Originally Posted by Vadin View Post
tsuuga: Can the HD on an Ungreen creature not double? It would be great if that could be changed, as a Greenspawn could then control a lot more Ungreen.
A Greenspawn can actually have as many ungreen doing its bidding as it wishes (an uncontrolled, ungreen creature will take verbal commands from a Greenspawn). The greenspawn which it directly controls are ones which it can contest control over; they are also capable of using manufactured weapons and receive both a move and standard action. As to the doubling Hit dice thing; that's just the way zombies work. It seemed analogous =P. Maybe the ability could be changed to "actively control all ungreen within the greenspawn's domain, or up to it's hit dice of ungreen outside its domain. It must relinquish control of one to assume control of the other"

Quote:
Originally Posted by Vadin View Post
On Greenspawn, I'm going to assume you mean 20 feet * the Charisma score, not the Charisma modifier.
Yep, exactly. My bad.

Quote:
Originally Posted by Vadin View Post
Definitely neutral.
I actually didn't picture them like that. My assumption was that they still retain the mind of the original in many cases; their concerns aren't necessarily those of a plant. Of course, most of them are ancient and priorities change over time, especially if you're bound to a place and only have ungreen for company.

Quote:
Originally Posted by Vadin View Post
tree-halflings... and tunnel goblins
I was going to post some thoughts on these guys later tonight. One of the big things I was going to say, though, is that halflings would shoulder out the goblins because their product is domesticated. A big, intelligent, friendly dog; as opposed to a big, intelligent, malevolent wolf. Also, I'm trying to figure out what adaptations would be necessary for a canine to adapt to treetop life... Maybe halflings have giant lizard mount/companions now?

Yeah... Goblins have a monopoly on worgs once again, because the domesticated versions ate dog food instead of meat... and dog food has grain in it. The domestics are extinct.

[EDIT:] I hit submit way too soon.

Tataraus: Love the desert dwarves. I do have some suggested changes, however. Rather than travelling submerged, they would probably have to travel on top of the sand. A house is a hell of a load for horse-equivalent creatures to pull through sand.

Rather than having some custom spell that creates a stable tunnel down into sand, I had actually pictured the use of Create Wind (or weaker spells) to create a downdraft or vortex which blows the sand away from a wide area while the caster stays in the eye of the storm. Then, they've got a few hours to scavenge whatever they've uncovered.

To harvest iron sand, they trail smooth, lozenge-shaped lodestones behind their homes. The children are tasked with harvesting the iron sand.

To produce their finest quality glass, they simply melt down glassbeetle shells. The beetles ingest large quantities of sand along with their food, and use it to grind up their food rather than chewing. They then absorb some of the silica and use it to build a new shell. A glassbeetle taken out of the desert must be fed sand. It can survive on pulped meat or vegetables, but when it molts, it will die (Without enough silica, it can't build a strong enough exoskeleton to support its own weight.).

The best way to get on a desert dwarf's good side is a sizeable gift (enough to feed the whole clan for a day)of non-perishable food. They will rarely trade anything of value for food, since the amount of food would far exceed what they can carry. White cloth and paint are favored trade goods, to make their clothing and paint their homes, respectively. Quality tanned leather is also a favorite good, as they have neither the water nor the expertise to tan hides properly.

As firewood is so rare in the desert, dwarven metal and glassworkers simply don't use it. Instead, each tribe has one sled dome that they keep meticulously covered in animal hide while traveling. On calm days, they uncover it. The dome is the single eye-covering of a monstrous sandworm. It focuses the rays of the sun into an area about a foot across, several feet below the base of the buildling. With the concentrated sunlight and an application of the heat metal spell, iron and glass can be made hot enough to work. A twist of the dwarf smith's own hair is traditionally burnt and worked into steel crafts. Because a part of the smith is put into the weapon; a desert dwarf smith refuses to make steel items of less than masterwork quality.

Quote:
Originally Posted by Lord Tataraus View Post
All gnorks are born with the innate ability to use wild magic. A gnork may use the spell Prestidigitation and Detect Magic each once per day per hit dice. Additionally, a gnork Druid or Ranger may use his charisma score instead of wisdom for spellcasting.
I assume the standard "must have 10 or higher charisma" applies?

Last edited by tsuuga : 02-22-2008 at 07:23 PM.
tsuuga is offline  
Closed Thread


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 11:26 AM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.