PDA

View Full Version : Formulatiing a new setting...


Wook
01-09-2007, 09:43 PM
So I'm starting to formulate a fantasy setting for eventual use. what I've come up with is a original history for the world that will explain some of it's more interesting geogrophy. (By oringal hisotry think of it as a sort of Simarillion "this is what came before and was forgotten by any but the oldest and most wise of mortals.") The purpose is to be used for a 3.5 setting that scales all the way to 40th level. Designing the non-"epic" portions of the world and their according populations is easy-sleazy.

One of the "continents" in the northern portions of the world is actual the result of a giant "super volcanic" eruption from ancient history. The sides of the caldera range in altitude from hilly 500' areas to towering 5000' peaks with breaks, caves, fjords, and the like with varying degree's of habitability around it's edges. The inner sea is artificially warm because of the large amount of venting that occurs and the occasional rumbing under the water. The island in the middle formed by the cinder cone is dormant, lush, and populated by a seafaring civilzation of mostly humans. I'm envisioning an area about the size of The Gulf of Mexico for this.

There is a mostly isolated and unknown continent in the southern hemisphere where the primary races are Hobs, Gobs, and Bugbears. Humans, gnomes, halflings, and other "pinkie" races exist in a perpetual state of 2nd hand status and/or slavery. Life is not brutal but it is unpleseant. It is a highly martial societ and the Hobs are at the top of the social order and while there is one "emporer" that rules the whole of the continent a polite amountof political infighting is the norm and occasional spats of actual violence between rival and neighboring groups is not uncommon.

Both of these areas are supposed to be "distant and exotic lands" for characters to visit. The main continent is shaped kinda like an hourglass stilted at an odd angle and slightly elongated. The middle narror band is a marshy landbridge. it's passable but difficult to navigate and is mostly a saltwater marsh. Routes through it exist and navigation across it "ad hoc" is possible but difficult. Lizard men are the dominant race in the region The NE coast is dominated by a Andes style mountain range with the primary population races being a mix of Dwarves, Gnomes, Halflings, Kobolds. (Kobolds being a nuisance "race" highly persecuted by the dwarves in particular.) The northern inland regions are dominated a large and highly organized race of Gnolls. Their culture as a whole is extremely Lawful and well organized on what is essentially a romanesque culture. There is no comparable force to oppose them on a 1:1 toe to toe basis but as a result of the size of the area under their control direct military might is used semi sparingly. The closer one gets to temeratea nd tropical regions the more often one encounters small kingdoms of humans, enclaves of elves, and groups of halflings. The western shores of the northern landmass are largely unsettled and habited by groups of barbarous humanoids and giants. (As in races with the giant type to include ogres and trolls in particular.)

The northern bottleneck of the southern landmass is controlled by a Human/Elven kingdom that is highly racist in nature. Humans and Evles are at the top of the social strata with gnomes, halflings, and dwarves are respected but not accomodated in polite society. (A dwarf could be his own man and a craftsman of incredible skill but never a landed noble for example.) Half-elves are frowned upon but not outcaste as human-elf relationships are frowned upon in polite society. Their situation is like that of Dwarves, gnomes, and halflings but there is a farther reach to the extremes of how individuals react to them. The coasts of the souther landmass are dotted with a number of good portages and a large river system makes trade possible but the only heavily populated and civilzed areas are on the coasts. The inner portion of the continent which includes at least one Desert and at least one jungle and a couple of shortish mountain ranges is largely a "dark" land in that little is known about it by any but the most knowledable sages.

That's the general geogrophy. Trade moves back and forth all across the world though the end destination for a good may have no idea in general terms where the point of origin was or that the place even exists beyond a name and a few rumors or legends. True civilization is rarely found to extend more than 2-3 days walk outside of a major city. (That's usually as mcuh land as they need to supply their food.) Even when part of a larger nation most large cities function as a city state unto themselves and regardless of where or the nature of the politics involved such positions of power are highly coveted.

It should be noted that orcs and Half Orcs where they do not exist as a loosely organized barbarous race exist as slaves at best.

Exalted Mortal vs. Dieties vs. Paragons

An exalted mortal is a hero who has reached such incredible power, fame, and success that they have achieved immortality and become the living embodiment of a heroic archetype. Gilgamesh, Arthur, The Monkey King, etc... (Game terms - 40th level PC or NPC)

Paragons are outsiders of unique and special power. They are to the outer planes what exalted morals are to the material plane. They are literally the personification of some part of the ideals represented by their plane. (Game terms - 40HD outsider gestalted with a 40 level build that is appropriate for the ideals they espouse.)

Dieties are beings that transcend mortality and the planes. They are literally the emobodiment of an ideal and it's champion across all planes and beings. Their power is near absolute when it is brought ot bear against something that is within their purview. (Game terms - 40hd outsiders gestalted with an appropriate 40 level build and with a number of additional gestalted levels equal to their Divine rank and all the other abilities comensureate with that Divine Rank as per the SRD.)

Magic is a real and powerful force in the world. I intend to try as much as possible to avoid just using it as a substitute for technology in the world while still accounting for the impact that having certain 0th and 1st level spells widely available would cause. (Create water, and mending in particular.) Most people are very hesitant and cautious around those who have demonstrated, or are known to have, a high degree of power with arcane magics of any sort. It is widely accepted that the pursuit of such power is an inevitably corrupting force. (Read as: commoners phear teh arcane spellcasters who destroy villages with a single spell.)

ed
01-09-2007, 09:50 PM
just curious, is this intended as a game-neutral setting?

ed

Wook
01-09-2007, 09:58 PM
Priests and gods are obviously regarded differently. Depending on the place and culture obviously different gods get a different shake. I',m horrible with names but the basic idea for which gods cover what areas are as follows:

All that is Good
All that is Evil
Order and growth
Chaos and destruction
Sanguine Nature
Primal Nature
A sun god
A moon god
A god of the harvest
Lord of the Depths
A god of war
A god of magic (& secrets)
A god of trickery (& luck)
A god of travel and trade
DEATH - Is an extraplanar force sepeate from and distinct from the gods. It's sole purpose in being is to ensure that the departed die when they're supposed to and that their souls make it to the appropriate destination in the afterlife. How it determines the when-why-how of this is a mystery that not even the gods can explain.
A champion for each race - (I'm not sure if I want these as out and out gods or simply a mix of paragons and Exalted Mortals)

So that's 14 gods + a number of godlings to take the number to 20ish.

Wook
01-09-2007, 09:58 PM
just curious, is this intended as a game-neutral setting?

ed

I'm writing the setting to be used for OGL and specifically to work my ruleset that is slowly germinating. ;)

EDIT: But I'm going to try and keep as many game terms as possible out of the exposition part of the writeup. Nothing ruins a setting for me more than haveing spells, classes, and feats referenced in the writeup for the setting. They're story elements damnit. let them be a story. :p

Wook
01-10-2007, 03:26 PM
As stated in the south of the main continent there is a kingdom where the aristocracy is dominated by humans and elves but there is an actual elven nation. Off the Northwestern coast there is large island. About the size iceland but in a more temperate zone. The leadership of the island is an Elven theocracy. The only god, and only race, tolerated upon the island. Non elves without a good reason for being on the island - such as being slaves, foreign diplomats (who are only allowed to visit the island and otherwise required to stay on the mainland), or some similar criteria are killed on sight. The island is home to several holy sites to elven mystics and the place positively drips and seethes with magic of all sorts.

Hitcher
01-10-2007, 06:05 PM
What are you going to name your game world?

I like what I've read so far, but this human-elven society that looks down on everyone else? Sounds like it's got some potential for social infighting fun.

Wook
01-10-2007, 07:24 PM
I'm not sure entirely. I'm horrible with names. What I'd like, and need, is to formulate some consistent pattern for naming things. The standard fantasy hat is to use IRL historical cultures and use the appropriate names and titles. Since I've already formulated some of the cultures along those lines that's how I was going to do it at first thought.

Gnolls - Hellenic names and culture models.
Dwarves - Islamic culture, styled religion, and attitudes. (Jihaddi dwarves baby.)
Goblinoid - African
The Southern Human/elf kd - Germanic
Elven - Mandarin-esque
The "crater" continent - Nordic

Hitcher
01-10-2007, 08:14 PM
So for now we'll just call it Palooka World. Ok.

BattleNymph
01-10-2007, 09:02 PM
So for now we'll just call it Palooka World. Ok.



:laugh: .....

Wook
01-10-2007, 09:07 PM
I am going to do unkind things to you Hitcher.

Unkind I say... :sawink2:

Wook
01-10-2007, 09:49 PM
Note - The Human/Elven KD in the south is intended as the primary "start" area for the world. Other areas you could start a game in but the further off spots are specfically intended to be exotic in feel and outside the scope of "standard" hat for fantasy.

Wook
01-11-2007, 06:16 PM
Did a quick pencil sketch map yesterday. Came to the conclusion that I need campaign cartogropher to do this right or need to to think it of it more as a cartogropher drawing a map of the world.

Hitcher
01-22-2007, 10:28 PM
I am going to do unkind things to you Hitcher.

Unkind I say... :sawink2:
Oh ****, here I was just trying to help.... I mean, you do call yourself 'Mr. Palooka Himself'.

Here, let me see if I can explain this clearer... ;)
The Naming of Planets
(with apologies to T.S. Elliot)

The Naming of Planets is a difficult matter,
It isn't just one of your holiday games;
You may think at first I'm as mad as a hatter
When I tell you, a planet must have THREE DIFFERENT NAMES.
First of all, there's the name that the natives use daily,
Such as Earth, Ground, Soil or Dirt -
All of them sensible everyday names.
There are fancier names if you think they sound sweeter,
Such as Terra, Mars, Jupitor, Saturn -
But all of them sensible everyday names.
But I tell you, a Planet needs a name that's particular,
A name that's peculiar, and more dignified,
Else how can it keep up its moons perpendicular,
Or spread out its rings, or cherish its pride?
Of names of this kind, I can give you a quorum,
Such as Mungo, Trantor, or Magrathea,
Such as Harry's Hangover, or else Petaybee -
Names that never belong to more than one planet.
But above and beyond there's still one name left over,
And that is the name that you never will guess;
The name that no human research can discover -
But THE PLANET ITSELF KNOWS, and will never confess.
When you notice a planet in profound meditation,
The reason, I tell you, is always the same:
Its mind is engaged in a rapt contemplation
Of the thought, of the thought, of the thought of its name:
Its ineffable effable
Effanineffable
Deep and inscrutable singular Name.

Wook
01-22-2007, 10:42 PM
Nice. As of this weekend I should have the fractal world designer and campaign cartogropher 2 to use to do this right and not long thereafter a rough map to offer. I've already formulated 2 seperate adventure ideas. One for the border marches of the southern kingdom and one for the extreme northern wilderness.

Hitcher
01-22-2007, 10:50 PM
Sounds great! :) Campaign Cartographer sounds like fun!