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originally posted in:Destiny Fiction Producers
Edited by FJFSOM656: 4/22/2017 3:10:34 AM
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World Building Exercise For Those Interested

Alright, so as the title suggest, this will mostly be giving ideas and suggestions for locations, important figures and characters, events to occur, etc. for the world I am building. This will (hopefully) be made into a home-brewed D&D campaign setting so feel free to give any sort of critique or idea that you can genuinely think of. That being said, this is idea generation exercise, take this with a bit of seriousness but let your mind wander. So some basics on the world itself. Named Valarian (pronounced Va-lair-i-an), this world is more of a more high-fantasy setting (LoTR type deal) with little modern technological advancements but an argument can be made so more can be included. Magic is very prevalent, as well as divine powers and multiple dimensions. (I will include a picture of the map I am working on but that will have to be included in an *Edit when I figure out how to add pictures in a post) This is what I have so far and what I would like help fleshing out, but you can chime in with your own ideas. Feel free to comment if you want more information or to speak on just a specific subject: [u]So far there is one major kingdom established:[/u] *Edhellon (Ed-hell-on), the Dominion of Armaments and its capital Alphonzia (Al-faun-zi-ah), are located primarily in a bowled shape valley surrounded by mountains. The smallest of the known kingdoms (Their influence only stretching mere yards past the outer base of the mountains), Edhellon is a recent addition to the world's list of sprouting kingdoms and it plans to stay regardless. This land sits upon the largest recorded iron deposit to date and is in a bountiful alliance with the Dwarven clans that dot the mountain range and deep below. [u]There are places of notable interest in the world such as:[/u] *Citadel Reverious "The Holy Archives"- One of the largest temples and the collective storehouse of almost all religious knowledge, texts, and schools of thought within the realms *Four tribes of Arshari [i](Small groups of Druids that focus on one specific element)[/i] that guard tears and distortions in the world: ~*Far to the north in the expansive ----- ocean are the isolated Sibuyan Chain Islands of the Water Ashari. With the exception of the main island, every other chain island was built to drift around the ocean, to look for and guard over long forgotten ancient beasts and treasures deep below the surface of the waters, where the sun's light no longer shines ~*In the north-eastern most corner of the map lie several floating isles, dedicated to the Air Ashari, who protect the world from being torn asunder by hurricane-like winds ~*To the far west, embedded in the towering peaks of a mountain range, lie the Earth Ashari tribe. Here, large winding tunnels and constant Terra-forming are centered at the base of the tallest mountain, where the planes cross and even meet to join forces ~*The Fire Ashari live within a long dormant volcano stranded upon a cursed snow-covered tundra in the far south, hoping and praying that they can continue to survive just another day longer to keep the world safe another day from unquenchable fire *A massive graveyard on the banks of a mostly cursed lake, brimming with Undead and a secret celestial based cult guarding its boarders *For many sailors, the epicenter for all pirate activity lies on the banks of the Baltile Channel, a naturally formed river between the mainland of the ---- kingdom and the isle of Quentica. Here, the largest band of organized nautical criminals rules this part of the ocean with an iron fist, under the leadership of the most feared captain in known history. Rumor is, they hold this island to find a long lost relic stolen from the captain by a lone fisherman, which could have the unyielding capacity to control the waves. ~(content provided by Cyborg4281) *The "Isle of an Age's End" that sits in the middle of a large sea. This abnormal island marks the newest of several prophecized cataclysms brought upon by the eldest deity, Daeidar. This act single handedly stopped a raging war between the gods over an small island where the current island stands today *Carefully hidden in the murky swamps of the ---- kingdom lies a research facility created for the sole intent of creating new life and improvements to the weaker species of the world. Run by five Liches, called the Deathlords, this facility, aptly named Dark Halacia, is responsible for several horrific experiments including the creation of powerful soul magics, mind control spells, and creation of new and improved forms of living creatures. ~(content provided by Cyborg4281) *Deep underground, far out of the eyes of many, is a breeding pit for dragons, if you can call these abominations that. Brought upon by a vile experiment of a Black dragon and an enslaved Copper dragon, "The Swarm" lives and breeds to become the perfect army to destroy all living things on the surface to the delight of their "mother", the Hive Queen. [u]Locations of importance found within a different plane of existence entirely:[/u] Shadowfell [i](Warped parallel dimension of the world created by the primordial god of darkness and despair, ----)[/i]: *Many beings of malicious intent are banished to foreign planes of existence to rid the Material Plane of their presence forever. Few vile creatures return from their first banishment and even fewer still get to live to have a second eternal punishment. The Vordt Valley is for those few who are powerful enough get that second punishment. The immeasurable depths of this trench were created for one purpose only, to let NOTHING escape, not even light or life. ~(content provided by OMG its Infamy) ~*Within the Vordt Valley is a tunnel created from millennia of painstaking labor and constant agony for the Order of the Red Cross, a banished and nearly forgotten sect of -blam!-tists who willingly chose to follow their master Gorath [gor-wrath] upon his second banishment to the Shadowfell. Here, Gorath rules with an iron -blam!- and his soul-reaving battle axe, plotting to return once again and be the first and last to rule the world once more ~(content provided by OMG its Infamy) Feywild [i](A parallel plane of existence where nature and magic rule over civilization. Created by the primordial goddess of nature, duality, and purity; Nimrielye [Nim-reel-ye])[/i] *Alongside the rolling hills of emerald green grass and the dense jungles of luscious trees, lies a site cursed by the goddess herself. Here, imperfect creatures of Fey origin lurk within the rotting trees and breath the miasma and diseased air brought upon by the forsaken husband of Nimrielye. The first and oldest Ent resides, now a twisted rotting corpse of his former glory, where his seeds produce torment and illness for himself and those around him. His sufferings are a joy to all that revere the goddesses name above all else. Elemental Planes [i](Four basic planes of existence where the embodiment's of Air, Water, Fire, and Earth reside in their most primitive form)[/i]: *The City of Brass is the oasis jewel of a harsh desert. Being the only other noteworthy city within the Elemental Plane of Fire besides the Creation Forge, this is the greatest foundation for the Plane of Fire's society and as such, draws the attention of many people from across the planes, including the Nine Hells. *Upon the stolen lands from the Elemental Plane of Earth and in the Eye of the Great Winds, lies the city of Aaqa. Being the greatest city in the Plane of Air, it is ruled by the Emperor; Dragoon of Gales and the city helps oversee and regulate the creation of air currents amongst the many planes and create the great atmospheric currents to keep The Chaos of the elements for the Planes at bay. Here, Djinn (wind genies), Air Elementals, and Aarakocra (Bird-men) help watch the winds and keep close eye for intruders or those who wish to disturb the winds. However, not all is peace as it may seem. The Emperor continues to grow more paranoid of his subjects as recent disturbing events have made it more difficult to keep the chaotic and powerful winds at ease and if nothing is done, disasters may ensue on all planes, including our own. ~(content provided by Fort_Max_Station) The Nine Hells [i](Basically hell but divided into nine distinct circles a'la Dante's Inferno style)[/i] * [b]More will be added later on. Also, feel free to ask about pantheons, historical events, and other such things if you want to help me flesh those out as well. Check back often to continually help me out, or don't, you are not obliged to.[/b]

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  • After digging through my past work , one of the better ideas I have found was of a currently nameless pirate clan that roamed the sea, looting defenseless trade ships and pillaging seaside villages. They did this in service to a powerful warlock that lived in a stronghold on a tiny island in the middle of the sea in exchange for a cut of the wealth they seize. The warlock certainly desires wealth, but more importantly he employs the pirates because of a personal motive. He seeks a relic that was stolen from him many years ago by a cunning fisherman. This relic (in the form of a necklace or small trinket) gives the holder the ability to influence the sea and bestows upon he or she the power of storms. Once upon a time this warlock was master of the waters and was feared by all who dared live on the coast. To stop the warlock's reign of terror, this fisherman stole the relic. Now he wants that power back. Unfortunately I never found a way to weave this into my campaign, but it's interesting. Of course, nothing has names here so if you want to name stuff or change it around some you are welcome to do so.

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    • This is cool. I created a campaign once but it wasn't nearly as detailed and in depth as this. I have quite a few ideas to offer, first of which is a talking, intelligent ogre named Arthur. There is a secretive group of evil necromancers that I creatively named the Deathlords. In an attempt to perfect an advanced mind control spell they performed experiments between a man named Arthur and an ogre they had held captive. One of the experiments went wrong, and the minds of the ogre and the man were switched. In a mad fit of rage, Arthur broke free in his newfound body and escaped with the mind control research, killing some of his captors along the way. The ogre in the human body, however, was powerless, and the Deathlords kill it so that Arthur would not be able to get his old body back. He now lives alone in the mountains, keeping away from civilization and guarding the Deathlords' mind control research. The connection to the campaign was that there would be an ogre sighting that the players could investigate to start a quest. They would then meet Arthur who asks them to kill the remaining Deathlords in their fortress in exchange for the mind control research. The players would then confront the Deathlords (there are 3 of them, each more powerful than the last) and loot the place. Then they would be awarded the research. After that, once during each long rest, a spell caster in the group could roll a d20 to decipher the research and, if a number above 15 is achieved, obtain a version of the mind control spell any spell caster could use. However, I took the liberty of limiting its use to once per session so it wasn't rediculously overpowered.

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      • Inside the Air Plane live a colony of Aviarians, Bird People who have been charged by the Sun God Photosoth to guard the Winds, primordial air elementals that hove the power to affect major air currents in the material plane. The Aviarians commune with Photosoth through the Conch, an artifact that lets them see into the material world so they can direct the Winds into releasing their energies to benefit the material world, such as sending a storm to relieve a drought. Unfortunately, an evil act has been committed in the colony that displeases Photosoth, who breaks communication with the Aviarians as they try to discover what the horrible crime that has been committed is. Meanwhile, the Winds begin to break their bonds and the material world may suffer.

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        • Deep within the dark trench in the Vordt Valley lies a deep tunnel known as "The Aitken Abyss" here the order of the red Cross resides. An ancient people who dwell in darkness and practice forbidden spells and rituals in hopes of conjuring demons. Their leader, Gorath (pronounced gor-wrath) harnessed the power of hell to transform himself and his followers into demonic beings of immense power. The order of the red sun takes on the appearance of humans, but when in the presence of holy items, they can not approach. They feel a power of light push them away from whatever possesses the item. Gorath weilds the most powerful transmorgified battle axe known to all "Apallonius, Bringer of Fate" every enemy he strikes down with Apallonius, he gains more power, the souls of the damned are trapped and reside within the blade of the axe. When he strikes it down, all the souls are released on his opponent, and the souls viciously tear apart their target, for the soul that kills their masters enemy, will be set free. Gorath rules the Aitken Abyss with an Iron Fist, plotting to grow his cult and expand his empire. The order of the red Cross have a very basic goal, to rule the surface world, and then perform the ritual of Jalill inside the earth's core. This will transform earth and turn it into the ideal vision of what hell would look like. Gorath and his following do not lurk in the daylight unless it is completely necessary, they lurk in towns at night, feeding on any passing by traveler who is foolish enough to be swayed by their tounges of silver. The order of the red Cross is heavily focused on tradition and honor to the dark lord, Grimlock. They progress in the hierarchy by defeating one another in duels of fate, they fight until death, and the winner will devour their opponent in front of all of the Abyss. The Vordt Valley holds many unholy beings of great malice such as Prygen the great serpent, Ralok the defiled prince, and Olaron general of the skeleton legion. The entrance to the Aitken Abyss is guarded by Prygen the great Serpent and the army of skeletons headed by Olaron. Ralok the defiled prince is simply the soul of a prince lost to the ages, roaming the land, slaying anything that come within arms reach. Not even the order of the red cross dare to tangle with this lost spirit. The Vordt Valley is dark and deep, only those who either have a death wish or the courage of 1,000,000 barbarians dare enter. Only one person has been inside the Valley, her name is Evelyn, the Bandit. She has told everyone in the land the stories of the things and master she saw in that deep dark place. One can question if you can truly trust the sayings a bandit, let alone a bandit who has no honor or respect for the land. but then again, why lie about what lies within the coldest circle of hell known as the Vordt Valley?

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