Idea Guild > Fields of Challenge

Map Challenge #1: Decathros

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Shadoweagle:

--- Quote ---There is a legend which runs rampant through all the lands. This fable tells of ten great beings - some say they are gods; others that they are something greater and created even the gods themselves. Regardless, the tale states that these eldrich creatures wrote into existence the world itself! Omnipotent and omniscient, the great scribes etched out the fate of man and god alike. this is just a fairy tale of course, and nobody truly believes this. Nonetheless, the lands are named after these creatures:
Decathros; Land of the Ten Authors

--- End quote ---


Greetings, fellow Strolenites! I would like to post a challenge/exercise which any and everyone is welcome and encouraged to participate in. Using my... InCREDible artistic talent with mediums such as cheap blue pens and MSPaint, I have created a fairly vague fantasy-style map. Unfortunately, there is no fantasy world in which to give this map soul.

As such, it falls on you all to create the world. You may choose one area on the map to claim as your own, and fill in as much information about the area as you desire. Preferrably, you would fill in the information in sections defined by the areas of the main citadel.

Click the picture to enlarge it!

Small graphic upgrade courtesy of Strolen.




Larger Resolutions
Large Map with Borders and Labels
Large Map with only Borders
Large Map with no Borders or Labels


--- Quote ---1 - Low elevation Coastal area.. Cold, especially far north and on the northern island. Has some woodland to the west. Some snow. neighbours area 2 to the east (by sea), area 6 to the southeast, area 5 to the south and area 3 to the southwest (by sea).

2 - Island area inside a large bay. Two large islands and four smaller. Cold climate; at the mercy of the sea. Neighbours area 1 to the west, and area 6 to the south.

3 - Low elevation coastal area, with mountainous terrain to the three northern stretches of land. some woodland to the south and two islands in its territory to the southwest. Cool to moderate climate. Neighbours area 4 to the south (by sea), area 1 to the northeast (by sea) and area 5 to the east.

4 - Low to mid elevation, warm coastal area. Some hilly areas especially towards the eastern mountain range. Two woodland/forested areas, one by the coast to the southwest and one to the northeast, merging with the forested part of area 5. Neighbours are area 3 to the north(by sea), area 5 to the northeast and possibly area 8 to the east via treacherous mountains.

5 - Mid-elevation temperate area, heavily forested through much of the region. Two mountain ranges meet with a small break in the south-eastern area, creating a passage inland. Neighbours area 1 to the north, area 3 to the west, area 4 to the southwest, area 6 to the northeast, area 10 to the east and area 8 to the southeast.

6 - Low elevation, temperate coastal area. A long, coastal stretch inside a bay. On a clear day, the islands of area 2 are visible off the shore. To the south run the edge of a mountain range. Some woodland to the east. Neighbours Area 7 to the east, area 10 to the south, area 5 to the west, area 1 to the northwest and area 2 to the north (by sea).

7 - A high elevation, swampy area. Some streams are fed to neighbouring areas by this swampland. Access to area 7 is largely restricted to winding paths meandering between areas 6 and 9. Neighbours area 6 to the west, area 10 to the south-west and area 9 to the south.

8 - A mid-elevation, hot and fairly humid area thanks to several rivers which flow from the mountains within area 4. Contains scattered farmland, some foresting to the northwest and bordering a desert to the north. Neighbours area 4 to the west via mountains, area 5 to the northwest and area 9 to the north.

9 - mid-elevation. Hot, Dry. A large desert caused by rain-shadow; much of the rain from the seas is released in area 10, leaving very little moisture to get through. Neighbours with area 8 to the south, area 10 to the northwest and area 7 to the northeast.

10 - Wild, rocky and mountainous area. The snow-capped Area 10 is the origination of several rivers which feed the lands below. Neighbours area 6 to the north, area 7 to the northeast, area 9 to the south and area 5 to the west.

11 - Frozen, northern wasteland, Low elevation. Several, small mountains lie in the midst of the icy land. Neighbours areas 7 and 6 to the south, and area 2 by sea to the west.

12 - High elevation area sloping down to low to the south. Hot, semi-arid climate dispite it's high elevation. A jutting mountain spikes up to the skies in the midst of area 12. Volcanic activity. Neighbours area 7 to the northwest, area 9 down mountains to the west, and area 13 to the southwest.

13 - Low to mid elevation area, warm, humid climate. Two large lakes lie within this area. A rainforest lies to the west. Neighbours area 12 to the northeast, area 9 and 8 to the north, and area 14 to the west.

14 - High elevation area. A large plateau atop the mountain range lies here; not quite high enough to cause much snow, nevertheless it has a cool climate with heavy rain. Overlooks area 13 to the east, and area 4 to the northwest.

New areas available on new map.  Start in top right with the purple borders in the cold northern wastes and move clockwise through those without names.

15 - Purple - Frozen, norther wasteland at low elevation continued. The mountains start as more as you move east and to the south the area quickly turns into hilly forests and low level mountains. Neighbors area 11 (red) and 7 (green) to the west and area 12 (yellow) to the south.

16 - Blue (bottom right with lake) - Low to mid elevations with mountains in the south, this area has a large sea and summer temperatures that rise with the humidity. Neighbors are area 12 in the north and 13 and 17 to the west.

17 - Green - Severe climate shifts between the summer and winter. The land has much rock and desert type area while interspersed with a lot of resilient green vegetation. Neighbors are 16 to the east, 13 to the north and 18 to the west.

18 - Pink - North is a lowly hilled plains area while the south starts to feel like desert similar to 17. Neighbors are 17 to the east, 13 to the north and has 19 across the small seas.

19 - Light Blue - Many craggy mountains are the prominent feature as you move SW out of the heavy rain area of the north. Neighbors are 18 to the east, 14 to the north and 20 to the west.

20 - Orangeish on bottom left- A long peninsula, it is heavy with mountains and crags. The islands have low to mid elevation and get plenty of rain. Neighbors are 14 to the north and 19 to the east.

--- End quote ---


To reserve an area on the map simply post a reply saying which numbered area you would like to work on and then post it. once you have done this, you can edit that post at your leisure and add information to it. This is so we don't have multiple people writing up the same area.
Edit your post as you see fit, and do it at your own pace; it's not a race! if you haven't finished putting down information in an area, just slap an (in work) thingy on the end of it.


You may only pick one area, and when writing about areas that aren't yours, try to keep it general and vague, so that the people who have reserved that other area aren't really restricted with what you have written.

When filling in your area, try to keep the information fairly summarised and within the space of a few paragraphs. If you have a great idea that needs to be expanded, make a submission on the main page and link to it!

Now, if you're having trouble understanding what i'm trying to ask of you here, give me a day or two and I will start it off by choosing my own section to fill in.

This can be as long or short a term exercise as you like; fill it in as time allows or as you get some thoughts. The purpose of this exercise is to get creative juices flowing, and to help everyone come up with some interesting tidbits of information. Ideally, it would be a catalyst for a few new submissions.


--- Quote ---PROGRESS
Area 1 Claimed! Name: Kelevest Author:Valadaar
Area 2 Claimed! Name: The Spiked Sea Author: Axlerowes
Area 3 Claimed! Name: Vartanadel Author:Strolen
Area 4 Claimed! Name: Hypoten Author: caesar193
Area 5 Claimed! Name: Zhelezo Author: Dossta
Area 6 Claimed! Name: Voskinsar Author:Murometz
Area 7 Claimed! Name: Swynmoor Author:Dozus
Area 8 Claimed! Name: Skaldevale Author:Shadoweagle
Area 9 Claimed! Name: Domain of Thres'ka Author:MysticMoon
Area 10 Claimed! Name: Kazan Mountains Author: Scrasamax
Area 11 Claimed! Name: Twyrlandir Author: Echomirage
Area 12 Claimed!! Name: Zuch Thechi'ua Author: Wulfhere
Area 13 Claimed!! Name: Idaina-hugrland Author: young0ne2
Area 14 Claimed!! Name: Hesurach, the Longest Land Author: Forganthus
Area 15 Purple Claimed!! Name: Unnamed Author: Michael Jotne Slayer
Area 16 Blue Claimed!! Name: Unnamed Author: Mourngrymn
Area 16 Green Claimed!! Name: Unnamed Author: Mythirion
Area 18 Pink Claimed!  Name: something that hasn't been done a million times already. Author: Gossamer
Area 19 Pink Claimed!  Name: Azillera Author: Cheka Man, Modred11
Area 20 Orange Claimed!  Name: Unnamed Author: Maggot

--- End quote ---


EDIT[/u]
I hereby add a clause to Decathros!

The following clause deals with inactivity and lack of expansion on land.

Should a claim be made upon a zone, that zone is the exclusive right of he or she who initiated the claim.
The claim remains the exclusive right of the claimer for:
 (1) A period of ONE month from claim date for unexpanded land (Hereby defined as any zone which has no or very minor/summarized updates made upon it) OR
 (2) A period of THREE months from the last update of expanded land (Hereby defined as any zone with which has significant improvements made upon it).

To extend the ownership of land by One month (in the case of unexpanded land) or THREE months (In the case of expanded land), a claimer must simply make a post in this thread stating their intention.

Shadoweagle:
To begin with, I choose...
AREA 8!

I hereby name Area 8: Skaldevale
Area Overview
Skaldevale is largely a farming community. However, there are many ruins within it that suggest that it once was not the case. Uninhabited ancient, gothic castles scatter around the countryside, many of them unexplored, and farmers often uncover rusted breastplates and broad-swords. There are rumours that the small forest to the west is haunted, and people often embellish tales of folk gone missing and beauteous banshees calling young men into the woods, never to be seen. the Skaldevanians (Or Skaldevs) have a tenuous trade agreement with the desert folk in area 9, although most Skaldevs tell derogatory tales of the desert dwellers - about them being savages and living in meager huts made of clay; all rumour and heresay. A much better relationship is forged between that of the Skaldevs and the people of area 5, as between those two mountain ranges is the safest trade route to all the coastal communities.
The capital of Skaldevale is known as Ulkenskarr. It is a town built in a hollow, and the river 'Nuit' which runs from the western mountains converges into a lake here, providing much sustenance for farming, and also plentiful fish.

The Skaldevs are a large, powerful breed of human. Black hair and lightly tanned skin is prominent in their genes, as are brown eyes, a muscular frame and more than their fair share of hair. Both males and females are generally quite tall.

On the surface, most of Skaldevale seems a pretty normal, even bland place and if you were only staying a few days that is what you would think as well. Indeed, the Skaldevs truly wish this were so. However, all is not what it seems in Skaldevale. A rare, natural phenomenon plagues Skaldevale, though the Skaldevs believe it to be an ancient curse of unknown origin. It seems a massive font of magical influence known as "Maddux" (A term coined by the Skaldevs which basically means 'bloody nuisance!') runs rampant beneath the soil of the land. The Maddux is a massive thing, covering most of Skaldevale. Most days of the year it does nothing. From time to time, however, the font of power from Maddux will swell, and things in Skaldevale become rather... interesting. (See Systems)

Skaldevs are known to be extremely stubborn. This is a trait bred in them throughout the years of defending their land from Maddux rather than giving up and moving out of the land. They are a race of 'doer's, and even when things get tough they just shrug it off and get things done.
Due to their stressful environment, they have developed an extremely cynical sense of humor. It's said that only a Skaldev can appreciate the humour in a worst-case scenario. In a touch of formality bred from their ancestors, if a Skaldev approves of, is friends with or respects a person, they will address him or her with the prefix Ser. If a Skaldev disapproves of a person, they will address him or her with the prefix Por. These aren't formal titles, merely an indication of one's standing with the Skaldev.

History
Although most Skaldevs know only fragments of their past, Skaldevale is a land rich with history. In excess of six hundred years ago, the Skaldevs as they are now known did not exist. In their place stood two great rival nations: The human Yulskav which took up the central to the far eastern reaches of Skaldevale's border and the outlandish Arvori, to the western reaches up to the mountains - a race of vicious, carnivorous creatures which though humanoid, carried more traits of tree than human; skin of rough bark, thorns for teeth and nails, and sap for blood. Their relationship started in a truce, but it did not last long, as the Arvori's ravenous, bestial nature caused them to betray the Yulskav over and over; the taste of man-flesh being too sweet to resist. Before long it came to all-out war between the two. Though smaller in number, the Arvori were relentless, and their hardened skin and flesh proved difficult to penetrate. The Yulskav adapted, however, and a new caste of soldier was borne. One which favoured the shield over the sword and bludgeoning metal balls which could crush through the bark-skin. They were called Ska-Valen; the Steel Guard; As such, the war became a stalemate, and senseless killing continued through many decades. Both races wanted the Maddux-infested land for its rich soil and space; and the Arvori had the added motivation of tasting the flesh of human.

Four hundred years ago, the Altercations reached a peak; It is unknown which side first decided to do it, but the powerful Yulskav and Arvori Spellcasters both began to play at the very weakened fabric of reality which caused Maddux. They were trying to weaken it further to gain themselves greater access to the sweet pool of magic beneath.
It was at this point that something intervened. Ophrus the Watcher - The Silent God - felt the tiny pinpricks of magical energy play with the fabric of reality itself, and he became enraged. The god decided it was time to intervene with this century-long skirmish. Ophrus The Watcher Manifested into a physical form, massive and rising from beneath the crumbling earth itself as an eldrich vision of infathomable horror; he rose only halfway from the ground in the centre of Skaldevale, his waist merging with the earth itself. Ophrus the Watcher turned east and gestured with a single wave of his sinuous hand, and all the Yulskav people dropped where they stood, skin and bone melting away into nothingness, leaving only their armoured plates and weapons behind. Nearly the entire population was destroyed in that single wave. The immense form of Ophrus was not finished, however, and the ancient God slowly turned, twisting his torso towards the west. The Arvori population felt a rare sense of terror at the sight of Ophrus and they began to flee. They ran hard and fast until they reached the mountain range. Some tried to climb up the mountains razor edges, but they were too late. Ophrus once more waved his hand and the Arvori population froze into place, their bodies hardening. Limbs and Branches sprouted forth from them, and with a universal wail of agony, all the Arvori were transformed into trees; the main body of them creating the haunted forest of Arvokk.
Ophrus the Watcher retreated back 'neath the ground, once more taking up a watch on the land. An eerie silence remained. Nothing but memories were left on the fields of Skaldevale; a stern warning not to treat the fabric of reality as your plaything.

Over the next century, the Skaldevs arrived. A mixture of blood from the few surviving Yulskav people and of folk from many other lands. The fragmented story of what happened in Skaldevale filtered away largely into legend, and the Skaldev population became a relatively peaceful community, focussing largely on farming the fertile land. The teachings of Ska-Valen had already breached the borders of Skaldevale, however, and the Skaldevs easily re-learned their practices. Most of the guards and soldiers in Skaldevale favour the shield and the hefty metal balls as weapon - and yes, many-a-quip is made over the guards having 'balls of steel'.

Dungeons
Cave System
(IN WORK!)

Items
TBA (IN WORK)

Lifeforms
Spikter Cactus
Far to the northern reaches of Skaldevale, where the land threatens to turn arid due to proximity of the desert, a specific type of cactus grows. Called the Spikter Cactus, the Skaldev's have taken to farming it for it's hide and liquids inside. Each of these Cacti take about six years to grow to maturity, and stand nearly two meters tall with wide, thorny trunks and dozens of thin, spindly branches. There are two benefits of the Spikter. The first being that the hide of the cactus - nearly two inches thick - is easily as tough as leather, and can be sewn into protective garments. These garments offer a lighter, cheaper version of leather armour. Some people opt to have the spines kept in their garments as well - an added spiked defense! People have also been known to sew hide of the Spikter onto the base of their boots; the sturdy spines giving an improved foothold in mountainous or icy areas.
The other benefit of the spikter cactus derives from the way it replenishes its hide. New layers of the Spikter cactus are formed on the exterior of the plant, while the interior hide rots away into all the water inside the plant. In this manner it fertilizes itself, however the rotting matter and the liquid inside ferments, creating an alcohol. The Skaldev's drain these cacti, squeezing the pulp and filtering the liquid inside to use as a base for many alcoholic drinks. The older the Spikter Cactus is, the stronger the alcoholic content in it, so some plants may be aged for years to create a more 'matured' drink - sold at a higher price, obviously.
If you are dying of thirst in a desert, just don't make the mistake of breaking open a Spikter Cactus to drink your survival. Not only will the liquid inside dehydrate you further, but you will become so intoxicated as to not care when the vultures start pecking at you!

The Ghost Goblins
Making their home in the cursed forest of Arvokk, the Ghost Goblins or Gulras, as they are more correctly called, are not actually goblins at all; although they hold many of the characteristics of the standard Goblin. They are short, usually only reaching up to four feet in height. They are often thin and spindly, and have elongated snouts with jagged, uneven teeth. They also have tiny, beady black eyes and long, pointed ears, usually adorned with piercings of all sorts. The most striking unique characteristic of the Ghost Goblin is of course, it's pure white skin, as though the gods forgot to color them in!
Unlike Goblins, the Gulras are a peaceful lot; largely solitary and nomadic in nature, only a small family of them live in each 'territory' in the forest. They consider themselves one with the cursed trees of Arvokk, and say that they often are told tales of years gone by from the trees. Tales of a great civilisation long dead.
If the curse of the Arvori were ever broken, the Ghost Goblins would instantly fall into servitude to them. But for now, the Gulras will merely serve as a guide for the forest, and they will offer any travellers peaceful lodgings in their huts, well protected from the evil things that stalk the night.
The Gulras actually originated from a large cave system which lies between Hypoten and Skaldevale's Cursed forest, and only in the last hundred years have some of them emerged to live in Arvokk. They are pure white much the way as many cave creatures are.

Locations
Ulkenskarr
A central hub of the farming community of Skaldevale, Ulkenskarr is a reasonable sized city built along the edge of the river Nuit. The leading body of four, known as The Ysarik, take care of the day-to-day business of the place. Ulkenskarr is not a diminuitive place; there are no towering walls and diminuitive towers lining the town. In fact, it simply feels as though it were a rural town which accidentally was blown out to massive proportions. Children run and play in the streets, stray dogs yip and bark and the folk are friendly and even though the population reaches to some thousands, everyone appears to know each other.(IN WORK!)

The Haunted Forest
(IN WORK!)

Abandoned Castle??? (IN WORK!)

NPC's
Ophrus The Watcher.
An Eldrich god of terrible power but little action. Ophrus the Watcher - known as the Silent God - is a being which is content to sit silently beneath the world for all eternity, watching over the lands. Ophrus the Watcher is charged with ensuring the stability of the world itself and will only act directly in Decathros if something threatens the existence of the world itself. Until such a thing occurs he will lay beneath the world. Not sleeping, but watching.

Plots
Undead Risen [Non-Maddux event] (IN WORK)

Society/Organizations
Arvori (Historical)

Ska-Valen; The Steel Guard.

Ysarik (sah-rick)
If there were a leading body in all of Skaldevale, the Ysarik would be it. Consisting of four people; two male and two female, the Ysarik are the ones who organise the running of Skaldevale as a whole. Rather than leaders, 'organisers' would be a more fitting term for them. It is they who run and oversee the trading of the place, and they make sure that all Skaldev farmers get a fair deal for their wares.
The original Ysarik, formed about two centuries ago by four wealthy Skaldevs, devised a trading plan which brought the nation together; they set up their base in Ulkenskarr, near the centre of Skaldevale, and made an offer to all farmers in Skaldevale that the Ysarik will purchase all of their goods at one, set price - the same fair price for all farmers, so long as the produce was of good quality. Once the goods were brought to Ulkenskarr, the Ysarik had people who inspected and cleaned it all. They then place a modest mark-up on the goods and sell them to towns all across Skaldevale.

This way, all the goods in Skaldevale are of the same quality, and have the same price. The mark-up for the produce is revealed to the population, and is designed only to cover travel and employment expenses - the Ysarik gain no profit from their Skaldevanian fellows and this is why they are so popular. The only way they do gain profit is by trading across borders. Skaldevale produce is known to be of high quality and it is highly desired. The mark-up for other nations is designed to make a healthy profit for the Ysarik, who put most of it into maintaining the city of Ulkenskarr. The benefit of this trade-scheme is that outer nations cannot barter with individual farmers, ripping people off and playing one person against another. They must instead deal with the Ysarik and their one, set price which is not negotiable.

The Ysarik was originally a family of four friendly nobles who designed this trade scheme, but due to the fact that their ideas were healthy for Skaldevale and aided the entire nations' prosperity, they soon were designated by the people as the honorary leaders of the nation. This formal title is now one given to the descendants of the original four. Koltav, an elderly gent with deep wrinkles around his eyes from his friendly smile. Illista, a woman of thirty two who some deem strict and angry, but very efficient. Olluster, a portly man with a too-red face and moustaches reaching down to his chest, and Palsi, Koltav's sister, who is a quiet lass and seems happy to do most of the book-work.

Systems

Maddux

axlerowes:
May I have area 2?

Area 2: The Spiked Sea

Area Overview

The Spiked Sea received its name from southern merchants who first observed sea ice upon sailing into its waters.  To northerns it was known as the Warkra sea. Prior to 500 years ago there were 6 volcanic islands in of roughly the same size in the sea.  They were inhabited by stone age tribal people known as the Warkra that successfully exploited the resources of the sea and engaged in basic agriculture upon their islands.  Roughly 500 years ago the God Saulke was stricken by grief and hurled himself into the Spiked sea destroying two of the Warkra islands in the process and creating a legendary tidal wave upon all the shores of the Spiked Sea.  His body formed two large islands, that were perpetually covered in snow and ice.  Eighty three years ago a group of refugees from Vartandel struck a bargain with Saulke.  They would provide Saulke with a human bride who would live as his chaste wife in a cloister on the island and he would ensure that the two islands made from his body would be in a constant state of spring.  After a brief and one sided conflict with natives of Warkra islands, the Vartandel exiles set up prosperous alliance of estates upon the two islands.  The culture of Saulkement is extremely stratified. The Vartandel exiles brought to the islands their families and their slaves (known to the Vartandel simply as chattel).  The Islands' eternal spring supports three growing seasons and the chattel work the fields to the great benefit of their masters who exports argiculture goods (wine, grain, fruit) and lumber to areas all over the continent. More recently Vartandel have also taken to whaling and seal hunting, those these are seen as occupations fit only for the lesser members of the Vartandel houses.  It is feared that giving the chattel the tools necessary to carry out these hunting tasks would be dangerous.  Saulkement is devoid of mineral wealth and has no mining or quarrying of any kind. Stone and metal are precious commodities and the Vartandel exiles are beginning to eye the other islands of the Spiked Sea and they see the Warkra as obstacles. 

The only city on the island is Hulan, the location of the Cloister and the edge of the great Saul forest.  Here the first family of Saulkement has their estates and oversees the islands' timber industry. Yet most of the population live in rural estates in which the Noble enjoy a lavish life style.  The social season of the Island nobility is as constant as the spring and the continous interactions of the rich at dinner parties and clam bakes takes the place of formal government.        Though outwardly the islands and the exile community appears quite stable there is a great deal of internal intrigue and shifting alliance which define the power struggles within the island.  They do not have strong unified government,  but the oligargy so far has remained on the same page as most things. One unifying factor of the Saulkement nobility is their sense of entitlement and betrayal.  The hold a strong desire to return to Vartandel even though they military and economic means or motivation to do so. 



Dungeons

The Caves of Dahkturin:  System of tunnels accessible from the caves located on and around the volcanic peak on the island of Gyrd (the western most island of the Warkra islands: the small islands).  The tunnels extend beneath the sea floor and lead to stable portal connecting this plane to Gyrrent (a fire plane).  The Yarrent a fire elemental race from Gyrrent us the portal to enter this plane Decathros.  Here the Yarrent travellers mine metals underneath the sea floor (there is no endemic metal or on their plane) and then work those metals into weapons, armor and items for use on their plane.  The weapons and items when used on this plane possess supernatural qualities: they are invulnerable to heat and are imbued with energies for Gyrrent.   The Yarrent smiths and artisans are considered criminals within in their home culture in Gyrrent and their transplanar items are heratical contraband in their nations.  Thus the Yarrent that use the portal often hide worked items in the caves and keep their workshop on this plane.  The Yarrent that might be encountered in these caves have no respect for or thought of value for human (or this plane's ) life and will ruthlessly defend any threat to their industries.

Items


Lifeforms
Saulberries

Yarrent

Locations
Saulke's head:  The face of the crying God located deep within the Glacier.

Frymunt: The Northern most of the Warkra Islands (the smaller islands) and the most populace. 

Dragonarm:  63 years ago a dragon threatened the estate of Hulan (what would later be the city of Hulan).  As the fire breathing beast approached the settlement a single rocky spire extended 400 meters in the air south east of Hulan and crushed the dragon neck in a stone fist.  Saulke was not going to let his Favorim be threatened. Since that incidence no attacks been made on Hulan.  The dragon's corpse still hangs from the spire, every so often a scale will fall and less often a youth will climb the spire to fetch a claw or a fall to his death.     

Gyrd, the western most the member of the Warkra Islands home to the caves of Dahkturin and at the time this map was drawn residence of the Segnur. 


NPCs

Favorim the 11th: the ceremonial bride of the God Saulke that has lived in the Cloister for 13 years. She is approaching 30 but still holding his interest.

Saulke: the depressed god of the ocean, a passive aggressive heap of self pity, also his body makes up the two Saulkement islands.

The old Favorims: The former ceremonial brides from an area when the position was held for only a few years at a time. Though not all of them were from the islands many of these stayed on to marry and take position of prestige among the exiles. 

Rachel the 5th: The youngest ever and current high priestess of the Saulke. She was formerly Abagail Pavelgah, who's family owns the largest estate on Eastern Saulkement.

Rachel the 3rd: The former high priestest, now old, blind and physically crippled but her mind is still as sharp as a steel knife.

Segnur of the Warkra, a young highly charismatic warrior among the Warkra tribes.

Plots
Finding a new offering: Favorim the 11th is getting old and a cold breeze has started blowing across the island.  The exiled Lords, desire stability and our split upon how to achieve it.  One camp wishes to find a young replacement, another wishes to return to the recruitment process of volunteers, yet another sees an enternal answer in necormancy and another believes that a golem can be constructed that will resemble the Favorim in all desired respects.   The PCs are hired to champion one side by clandestine means.

Warkra raiders:  The economic and geographic set up of the islands lend themselves to being raided.  The islands  are full of isolated estates and a group Warkra lead by Segnur have obtained cash of Yarrent weapons.  They are no pillaging the country side and robbing the nobel. The PCs are brought in to stop Segnur.

Sewing disscontent between Favoppodees and Sulke

Society/Organizations


Vartanadel exiles
the mercanaries
the chattel

Followers of Koret:  500+ years a Noble man named Koret was born in Vartandel.  One day he claimed to realize that world of humanity was doomed.  Shortly after that he claimed to have figured out what was wrong with the world and determined to right all the world's problem.  He recognized that all human suffering was due to four chaotic influences that effected four different theaters of human existence. He call the these four chaotic influences the
The Four Great Insults
The first insult is an insult to nations and that is class warfare (or social mobility). Koret believed that movement of citizens through the ranks of society prevented society from advancing as whole.  If laborred  spends all his time trying to become yeoman than he is ignoring his duties as laborer.  If everyone just played their role nations would be efficient and stable.

The second insult is an insult to the mob (the general populace) and that insult is vapid communication. Essentially Koret thought people talked too much, particularly the lower classes.  He thought music and poetry were wastes of time because they communicated nothing quantifiable.

The third insult is an insult the individual and that insult is over confidence. As Koret saw it people only fail because they tried something that was too hard or too difficult for them.  Koret was a big proponent of scaling back you ambitions to match your abilities.  It is better to do something simple in which success in guaranteed, than attempt something complicated and risk failure.

The forth insult is an insult the body and the insult is poorly regulated breathing.  Koret believed that most physical, mental and emotional problems could attributed to inapprioate breathing practices. Holding your breath too long allows toxins to build up in your system.  Hyper ventilating depleted you essence and would make you feel weak or scared.  Snoring distracted the dreaming mind. Most of humanity breathed incorrectly.  Aside from his commands regarding proper behavior, most of Koret's writings describe breathing techniques for different situations.

Today true devotee's of Koret will hold "concerts of silence" in which crowds sit and breath properly together.  Nobleman who follow Koret are often derided as having no musical talent or not being able to tell a joke.

Koret's philosophies have remained popular, and influential, but they have never been widely accepted in Vartandel.  Koret's teachings has lead to phrase "focus on your breathing" being the typical advice common advice given to the sick, injured or distressed.  Koret's teaching are also popular in that they rationalize the oppression of the less affluent and endorse the status quo.  Yet his teachings are a little too austere and esoteric to be adopted en masse. 
The Ghosts of Saulkement have revivied Korets teaching somewhat.  They believe that Koret's teaching hold that no Noble should be stripped of their title and that one should also retain the station to which you were born. There are even sects the deify Koret on Saulkement.  These groups generally exist among the lower classes although the nobility actively encourage it.


Koret’s Commandments for the common man

-Eat with awareness of your fortune and gratitude for your quenched suffering

-Pause before taking a thing and determine if you have strength enough to lift it

-Be grateful for opportunities, wants and challenges for these are times to exercise strength

-When you feel compelled to speak in a meeting or conversation with equals, pause, take a breath

-When you encounter your betters listen, they are the ascending

-Notice what you have, not what you do not have

Koret’s Commandments for the Warrior

-Be wary of songs and poems, let them not drive your blade or slow your hand

-Take note off the common farmer, when he strikes at the worthless weed or wandering tree he strikes at the root, when her harvests fruit from a worthy plant he takes the fruit and leaves the shrub.  Be this way in battle. Destroy the weak and the worthless, but do not harm the plants that feed you.

-Breathe before entering a cathedrals, castles or place of import.  Breathe and confirm life.

-When you are compelled to fight, fight. When you are compelled to flee, flee. When you are compelled to kneel, kneel. If you are compelled to speak: breathe. Breathe until you must fight, flee or kneel.

-The sheath cannot wield the sword it carries, just as the weak cannot strike the strong, even when armed with the sharpest blade.

Koret’s Commandments for the High Born

-   The dragon hunts the buffalo because it is above the buffalo and the dragon has the right of strength to its flesh.  The dragon does not hunt the griffin for although it is above the griffin, there are still buffalo. A dragon, which hunts the griffin, grows scars and cultivates pain; the dragon that hunts the buffalo grows fat and cultivates joy.

-   Do not love that which is unworthy of you.

-   Being born to power makes one worthy of power

-   Power is the means to take, and everything can be taken except for power

-   One word in the mouth of the ascending is greater than a thousand spears in the hands of the common

Scrasamax:
The Ruined Kingdom of Kazandelve
Area 10

Area Overview

The former Kingdom of Kazandelve was a prosperous if fractious dwaven realm. The clans were strong and the king relatively weak. The region has a long history of small wars and large battles, as often between the dwarves as between the dwarves and the other denizens of the Kazan Mountains. This changed when Rainshadow, a great dragon, came to Kazandelve and turned what was a balkanized dwarven nation into one savagely torn apart by civil war. Craving powerful leadership, many smaller clans amd cities chose to follow Rainshadow rather than King Bartrim Underbeard. Failing to win against the wyrm worshipping heathens or unite the clans, the living breathing Dwarf hero Azthar Hammerhands has started a guerilla war against the King and the Wyrm. Finally King Bartrim struggles desparetly to hold the remaining clans to him, fend off internal politics, a wyrmspawn heretical faith, and challenges from within and without. He has won battles against goblins and orcs that would have made him legend, if Kazandelve wasn't on the brink of bloody ruin.

Dungeons

The Ruins of Uzbanhold, Rainshadow's first destroyed city

Items

Some dwarfy gear, probably a magic ax or spear, plus some wyrmforged iron

Lifeforms

pondering

Locations

Kazandelve

City Image: Chiselhold

The King's Mountain

NPCs

Rainshadow

King Bartrim

Azthar Hammerhands

Vulkura the Betrayer, The Dragon Mount, Wyrmcaller, Fang Slave

Plots

Never Cut a Deal With a Dragon

Society

probably not


Shadoweagle:
Great to see some interest in this exercise!

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