If this thread reawakens, I think that I'll also do some more worldbuilding in the Ethereal Lands. I'll have to take a good look at where we left off.
@HotsuSama:
I disagree! Your map is really pretty and I think it's very special that you've incorporated all this collaborative worldbuilding in a single map like you were able to do!
Haven't really had the headspace to come back here lately, but it interest is still there ... guess I'd better dig up the map and make some updates. For now, I'm itching to play with some geography, so what the heck.
Additional worldbuilding tools, complementary to the main Map and Tables:
Tool 1: Categories of Elements -- you could pick from a few and try to find connections
Tool 2: a Map companion -- to facilitate the transition between the main Map and world Elements
Tool 3: a Table of all Posts, with Links and Elements description -- use with the other tools to reach the posts
Tool 4: a List of all Posts, with Categorized Concepts -- run a search through it to check if your Concept already exists
(Links to the posts are in Tool 3.)
Ethnic Groups
-- various races and their migrations: humans, half-lings, harpies, human-triton, dwarves [ #31 (page 3) ]
-- inhabitants of the Broken Throne islands: Zeth, merfolk/ human-triton; The School of Keppana [ #7 (page 1); #31 (page 3); #76, #89 (page 6) ]
-- the harpies, a nomadic race which inhabits the Desert of Seven Eyes; some ventured farther than its reaches, mixing with other races [ #14 (page 1); #41, #42, #43, #45 (page 3); #46 (page 4); #99 (page 7) ]
-- the gnomes of Brightenai [ #37 (page 3) ]
-- orcs [ #40 (page 3); #104 (page 7) ]
-- the Anhjorti [#25 (page 2) ]
-- the Frayed Ones, or Frayers [ #52 (page 4) ]
-- forest trolls, the Vled'javi [ #54 (page 4) ]
-- the Arcanists Eternal [ #75 (page 4) ]
-- the thri-keen [ #85, #88 (page 6) ]
-- the Ancients [ #87 (page 6) ]
-- the Kin of Kalai, elves [ #90 (page 6); #95 (page 7) ]
-- the Spineless Ones [ #93 (page 7) ]
-- the selkies [ #103 (page 7 ]
-- the isolated elven enclaves south of Wyerdvuud [ #104 (page 7) ]
People of Note
-- The Paragon of the Broken Throne [ #7 (page 1); #68 (page 5) ]
-- Anan, the Guildmaster of Boros Major's engineers [ #13 (page 1) ]
-- Cyrus Mancer and Penrith Reas III - oligarhs of Boros Major [ #18 (page 2); #66 (page 5) ]
-- Jocelyn Enfield, Lord of Bonaville [ #21 (page 2) ]
-- Dolpat Lythgren, Jilyth Bilwant, Gennara Stonebread, Samford Bullcrow [ #22 (page 2) ]
-- the Oveillian Arbiter and the Eternal Guild [ #26 (page 2) ]
-- Solefia Primanis, Professor from Boros Major [ #31 (page 3) ]
-- Vitas Zargul, an incarnation of Gungalion; the Cult of Zargul [ #39 (page 3) ]
-- Veilo Raccelle, of the the Southern Pike guards [ #49 (page 4) ]
-- Ostelia, a mythological girl [ #59 (page 4) ]
-- Krugg, a Casmore Temple Knight [ #67 (page 5) ]
-- Wunim Thunderstout, Professor from Brightenai [ #69 (page 5) ]
-- Elisara, a gnome mage [ #72 (page 5) ]
-- Sora Stargazer, the sixth Arcanist Eternal [ #75 (page 5) ]
-- Astabelle, the 'Mad Rose-Witch' of Rosenstock [ #88 (page 6) ]
-- Shaheelashar, the Princess of the Spineless Ones [ #93 (page 7) ]
-- the 'Regal First' monarch of Qe Qosti, Turris Cretio [ #99 (page 7) ]
Settlements, Trade, Borders
-- the dominion of Boros Major, a city on the shore, extending over: Apa Ezlu-, Carapace-, Aelith-, Enstead-, and Kalakash Minor [ #1, #3, #4, #10 (page 1); #18, #19, #22 (page 2); #64 (page 4; #66, #68 (page 5) ]
-- remarkable independent land settlements: Bonaville, Casmore with the Kruggend Keep, Hjorta's Eye, No Man's Sanctuary, Oveil-on-the-Lei, the Silver City of Brightenai with its University, the hamlet of Lei Valley, The Edge of the World spire, Rosenstock, Morton Freed, Nistalta, Qe Qosti [ #21, #24, #25, #26 (page 2); #37, #43 (page 3); #67, #68, #74 (page 5); #77, #88 (page 6); #98, #99 (page 7) ]
-- a flying ship which functions as a settlement: the Windbreaker [ #34 (page 3); #113 (page 8) ]
-- smuggling through the Brackenridge Tidal Caves, pirates, bandits [ #9, #15 (page 1); #38 (page 3); #67, #68 (page 5) ]
Strange or Inaccessible Places
-- the fallen acropolis of Venus Sanctum [ #27 (page 2) ]
-- The Mount of Silence [ #33 (page 3) ]
-- the mirage of Wyerdvuud, the huge trees called Hyperion [ #40 (page 3), #54 (page 4) ]
-- the Infinitely Raining Cave and the well at the Edge of the World [ #43 (page 3) ]
-- the distorted version of Brightwood [ #72 (page 5) ]
-- Sora's sanctum [ #75 (page 5) ]
-- The Great Pillars [ #81, #84 (page 6) ]
-- the underground ocean believed to exist below Fellund; the dolmens [ #85, #88 (page 6); #93, #94 (page 7) ]
-- The Land of the Silver Lanterns [ #87 (page 6) ]
-- The Hopping Islands [ #110 (page 8) ]
Magic, Religion, Folklore
-- the calendar and its relation to planets and deities [ # 79 (page 6) ]
-- sea gods (Keppana, Falishta-rah, Falishta-asha) and monsters related superstitions and magical practices: the Boros Major, Orphan Point, and Broken Throne area; the legend of Ostelia; Thick-Blood Alchemy [ #5, #6 (page 1); #59 (page 4); #68 (page 5); #76, #89 (page 6); #113 (page 8) ]
-- magic practitioners: the engineers of Boros Major, the Anhjorti, the druidic fellowship called The Circle of Stones, the necromantic Cult of Zargul, the watchmen at Kruggend Keep, the merfolk following Falishta-rah, the glass-blowers of Qe Qosti [ #13 (page 1); #25 (page 2); #33, #39 (page 3); #67 (page 5); #76, #89 (page 6); #99 (page 7) ]
-- Gestritnus, god of hospitality [ #22 (page 2) ]
-- the Festival of Draezeth [ #24 (page 2) ]
-- Hjorta, the goddess of peace [ #25 (page 2) ]
-- Gungalion, the god of deceit [ #39 (page 3); #87 (page 6) ]
-- the surviving heart of a dead god, Ouda - the god on vitality and creativity [ #86, #87 (page 6) ]
-- Vul, the God of Nature [ #90 (page 6) ]
-- the Glass Refrain festival [ #99 (page 7) ]
The Uncontrollable Temporal Magic
-- the Boros Major, Howling Gorge, Timeless Tree, Shellengeist, and Brightwood area [ # 2, #11 page 1; #20 (page 2); #105 (page 7) ]
-- the creatures touched by the magic become mana-blighted and live separately from normal people - being generally regarded as monsters [ #11 (page 1); #21 (page 2); #72 (page 5) ]
-- the magic also imbued trees of Brightwood with magical properties [ #12 (page 1) ]
-- possibly interfering with the weather, the magic causes illusions and apparent anomalies [ #20 (page 2) ]
-- the engineers of Boros Major try to control the magic and bend it to different purposes using machinery [ #13 (page 1) ]
-- the Timeless Tree: a magical tree that might connect to another plane of existence; but no one dares approaching [ #8 (page 1); #105 (page 7) ]
The Rot
-- another curse on the lands, next to the uncontrollable magic; its victims, called Husks, are zombie-like [ #23 (page 2) ]
-- the Husks populate a ruined city called Venus Sanctum [ #27 (page 2) ]
-- Boros Major has a guard tower nearby called The Southern Pike [ #48, #49 (page 4) ]
-- potential connections with the legend of Ouda and the power behind the necromantic Cult of Zargul [ #39 (page 3); #87 (page 6) ]
Other Remarkable Phenomena
-- the Sunswallower [ #65 (page 5) ]
-- monsters coming out from the underworld [ #67 (page 5) ]
-- the altered reality in Brightwood [ #72 (page 5) ]
-- the Grass Tide [ #88 (page 6) ]
-- spirits inhabiting the giant trees of Wyerdvuud [ #40 (page 4); #104 (page 7) ]
-- the Brine Geysers of the Saltmarshes [ #95 (page 7) ]
Remarkable Beasts and Entities
-- the Desert Nester [ #32 (page 3) ]
-- the Pompatus of Love [ #35 (page 3) ]
-- Raven familiars [ #67 (page 5) ]
-- the Glasspinners [ #69 (page 5) ]
-- the Solar Dragons [ #70 (page 5) ]
-- the Emerald Skeleton [ #77 (page 6) ]
(May inadvertently have overlooked something...)
(Links to the posts are in Tool 3. Zooming might be required.)
#1 (page 1)
-- Coast city [GEOGRAPHY]
-- one City Ruling over a number of Towns; Tribute and Trade [SETTLEMENTS], [RELATIONSHIPS], [FINANCES]
-- Oligarchy (as form of government for a settlement) [GOVERNMENT], [GROUPS]
-- the Interest in Hoarding wealth [GOALS]
-- Ancient Origins [HISTORY]
-- place Bleeding with Magic [MAGIC], [PHENOMENA]
-- Temporal Magic; Time Skipping [MAGIC]
#2 (page 1)
-- Magic Torrent [MAGIC] [GEOGRAPHY]
-- Scar on the land [TERRAIN]
-- Beings Altered by Magic [POPULATION], [BIOTOPE], [MAGIC]
#3 (page 1)
-- rocky Peninsula [GEOGRAPHY] [TERRAIN]
-- Hunting, Research Expeditions [ACTIVITY], [ENDEAVORS], [TRAVELING]
-- small Fortified Town [SETTLEMENTS], [DANGERS]
-- Fishing industry and Trade [ACTIVITY], [FINANCES]
#4 (page 1)
-- Port town [SETTLEMENTS]
-- Coast Cliffs as Vantage Point, overlooking the sea [TERRAIN], [DANGERS]
-- Dangerous Creatures wandering near [DANGERS], [POPULATION], [BIOTOPE], [MAGIC]
#5 (page 1)
-- Festival; colorful paper lanters [CUSTOMS], [BELIEFS], [SOCIAL]
-- objects used to Ward Off a malefic influence [BELIEFS]
-- the Legend of a person Turned fish [BELIEFS], [MAGIC]
-- the Loss of someone Dear; Despair; going Mad [PSYCHE]
-- Evil Goddess of the sea [DEITIES]
#6 (page 1)
-- Festival; Weather as a Sign of fortune [BELIEFS]
-- using sea water to Ward Off a malegic influence, washing buildings [CUSTOMS], [BELIEFS], [SOCIAL]
-- fear of the Magic Altered Beings [DANGERS]
#7 (page 1)
-- a cluster of Islands [GEOGRAPHY]
-- Quasi-Feudal Hegemony; Tribe/ Clan Councils ruled by one person [GROUPS], [GOVERNMENT], [RELATIONSHIPS]
-- people as Servants of Gods [BELIEFS], [DEITIES]
-- God of the sea [DEITIES]
#8 (page 1)
-- Cliff lined lowland [TERRAIN]
-- Gigantic Magical Tree [MAGIC]
-- something found in the middle of a Whirling Magical Storm [MAGIC], [PHENOMENA]
-- people losing their minds as a result of interacting with magic [PSYCHE], [MAGIC]
-- something Timeless perceived on the other side of a Magical Window [PLANES], [MAGIC]
#10 (page 1)
-- walled merchant Town [SETTLEMENTS], [TRADE], [DANGERS]
-- Rest-stop [TRAVELING]
-- Fear of Magic [DANGERS]
-- Customs post; check-point for payment of taxes [GOVERNMENT], [RELATIONSHIPS]
-- Council of Merchants [GOVERNMENT]
-- a force of guardsmen, mercenaries - led by a lieutenant [GROUPS], [GOVERNMENT], [DANGERS]
#11 (page 1)
-- Hilly ground, Forest [TERRAIN], [GEOGRAPHY], [BIOTOPE]
-- woods haunted by Mana-blighted creatures [POPULATION], [FAUNA], [MAGIC]
-- different influences of Magic: Monstrosity, Enhanced Senses [MAGIC], [ANATOMY]
-- Dwellings reminiscent of Village Hovels [BUILDINGS]
-- logging [ACTIVITY], [FINANCES]
-- Magically Altered Flora [FLORA], [MAGIC]
#12 (page 1)
-- Magic Mutated Tree species [FLORA], [MAGIC]
-- natural sheen, impermeability [LOOKS], [PHYSICS]
-- Magic Infused Wood confering Magical Enhancements to Weapons made of it [TOOLS], [MAGIC]
#13 (page 1)
-- Engineer's Guild; Guildhall, Guildmaster [GROUPS]
-- Machines used to control the Flow of Natural Magic [ACTIVITY], [GOALS], [DEVICES]
-- seemingly small building with vast undeground chambers for experimentation [BUILDINGS], [LOOKS], [ACTIVITY]
-- Inventor [ACTIVITY]
-- Life extended by Magic [MAGIC]
#14 (page 1)
-- Harpies [RACES]
-- Deserts found in the far north and south [GEOGRAPHY]
-- Horns on the head, feathery hair - tribe specific, bird-like wings and tail; natural beauty, lean and tall [LOOKS], [ANATOMY]
-- tendency towards androgyny; unable to maintain prolonged flight, fast and agile; light but susceptible to heavy damage [LOOKS], [ANATOMY]
-- bird-like feet and lower legs; scally, clawed humanoid hands [LOOKS], [ANATOMY]
-- Philosophers and Warriors; Ethical Code; not mincing words, rude, arrogant; deeply caring and motivated [PERSONALITY]
-- "open about intimacy", promiscuity [RELATIONSHIPS]
-- herds keepers; positions of power, advisors [ACTIVITY]
-- contests; wearing sarong and gold jewelry [CUSTOMS]
-- no deities of their own ancestry; not believing in life after death [BELIEFS]
#15 (page 1)
-- Coastal Caves, flooded at high tide [TERRAIN]
-- caves connected to city Sewers [STRUCTURES]
-- Black Market; Runners, Smugglers [ACTIVITY]
-- crossing the flooding threatened terrain [ENDEAVORS]
-- Bribed guards [RELATIONSHIPS]
#16 (page 2)
--
#17 (page 2)
--
#18 (page 2)
-- oligarch, shipping magnate [RULERS], [TRADE]
-- trading company [GROUPS], [TRADE]
-- defense from Pirates [DANGERS]
-- city District [SETTLEMENTS]
#19 (page 2)
-- satellite town [SETTLEMENTS]
-- stables, inns, taverns [BUILDINGS], [ACTIVITY]
-- prices [FINANCES]
-- armed patrols on the roads [GOVERNMENT], [DANGERS]
-- high volume of traffic [TRADE], [TRAVEL]
#20 (page 2)
-- highlands, moderate peaks; rivers; grassy steppes [GEOGRAPHY]
-- high-elevation marshes [TERRAIN]
-- largely unexplored land [ENDEAVORS]
-- Foraging opportunities [ACTIVITY]
-- volatile Weather conditions, anomalies [WEATHER]
-- illusions, Hallucination [PHENOMENA], [PSYCHE], [MAGIC]
-- a Tower of black stone, Singing with the wind, Shimmering wtih impossible colors [PHENOMENA]
#21 (page 2)
-- Village [SETTLEMENTS]
-- Hill [GEOGRAPHY]
-- Bridges uniting peaks [STRUCTURES] [TERRAIN]
-- being penniless [FINANCES]
-- Monks [GROUPS]
-- looking for isolation [GOALS]
-- hardened [PERSONALITY], [ANATOMY]
-- Farmers, Gambling [ACTIVITY], [FINANCES]
-- tavern [STRUCTURES]
-- independent settlement [RELATIONSHIPS]
-- self-style Lord [RULERS]
-- travel route for trade caravans [TRAVEL], [TRADE]
-- Knightly Order; dedication to ridding the place of 'abominations' [GROUPS], [GOALS], [POPULATION], [FAUNA]
#22 (page 2)
-- Inn; sandstone as building material; Stables, rooms for servants, appartments [BUILDINGS]
-- being situated by the main road [BUILDINGS]
-- God of hospitality, shrine to him [DEITIES], [CUSTOMS]
-- Secret Recipe [TREASURE]
-- being Famous [RELATIONSHIP]
-- potent Ale producing Vivid Dreams [GOODS], [PHENOMENA], [ANATOMY], [PSYCHE]
-- legendary appetite [ANATOMY], [RELATIONSHIP]
-- lack of personal ethics [PERSONALITY]
-- falling foul with the authorities [GOVERNMENT], [SOCIAL]
-- large scale Corruption [RELATIONSHIP], [FINANCES]
-- Orphanage [BUILDING]
-- not having children of one's own; not having married or formed a family [PERSONAL]
-- elderly but robust; poor health [ANATOMY]
-- expensive services [FINANCES]
#23 (page 2)
-- Disease, its stages [DISEASE]
-- contacting disease by exposure to long dead bodies or burning bodies [DISEASE], [ANATOMY], [DANGERS]
-- Graveyard, Crematorium [STRUCTURES]
-- graying of the skin, falling hair, eyes becoming sunken, lost muscle mass [DISEASE], [ANATOMY], [LOOKS]
-- insatiable hunger and thirst, strong odor of rotting flesh, eyes glowing with eerie light [ANATOMY]
-- not surviving long after contacting the disease [DISEASE], [ANATOMY]
-- undead as victims of the disease [POPULATION], [DISEASE]
-- seeking to consume all life [GOALS]
-- not remembering anything [PSYCHE]
-- not needing food, but struggling to eat living things as if starving [ANATOMY], [PSYCHE]
-- being bitten [DANGERS]
#24 (page 2)
-- inland city [SETTLEMENTS], [GEOGRAPHY]
-- the mouth of a river, the point where it flows into a lake [GEOGRAPHY]
-- river originating on the coast [GEOGRAPHY]
-- salt Mines and fine Wine as source of wealth [RESOURCES], [GOODS], [FINANCES], [TRADE]
-- vanquished plague that threatens to return [DANGERS], [DISEASE]
-- tyrant Lord who oppresses his people [RULERS], [GOVERNMENT]
-- being on the deathbed [ANATOMY]
-- the imminence of civil war, peasant leader [SOCIAL], [GOVERNMENT], [DANGERS]
-- advisors of the Ruler [GOVERNMENT]
-- worries about the expanding influence of another city [RELATIONSHIPS]
-- Temple, fortified citadel, home to the city's government [BUILDINGS]
-- law kept by the city watch, hired mercenaries, knights [GOVERNMENT], [GROUPS]
-- Festival, celebrating from dusk until dawn, parades, dancing; tests of skill, tourneys [CUSTOMS], [SOCIAL]
#25 (page 2)
-- Desert location, Oasis, tiny settlement [GEOGRAPHY], [SETTLEMENTS]
-- religious sect [GROUPS]
-- Goddess of peace [DEITIES]
-- pacifists; amicable settling of disputes [PERSONALITY], [RELATIONSHIPS], [SOCIAL]
-- offenders having to leave the settlement for a period of time [CUSTOMS], [SOCIAL]
-- Mediator (leader) [RULERS]
-- unanimous consent [GOVERNMENT], [SOCIAL]
-- healing services in exchange for food [ACTIVITY], [TRADE]
-- cordial relations with harpy tribes [RELATIONSHIPS], [RACES]
-- a variety of minor magics which create moisture and protect the crops [MAGIC], [ACTIVITY]
-- the ravages of sun and desert winds [WEATHER]
-- protection in the form of magical wards [MAGIC], [DANGERS]
-- taking offence in the open display of weaponry [CUSTOMS], [SOCIAL]
-- waste of water [RESOURCES]
#26 (page 2)
-- large fortified city perched on a river [SETTLEMENTS], [GEOGRAPHY]
-- course of a river [GEOGRAPHY]
-- fear of contamined water [DANGERS], [RESOURCES]
-- enclosed city-state, financial independence from other political powers [RELATIONSHIPS]
-- monopoly on textile production [TRADE], [FINANCES]
-- Arbiter (leader) [RULERS]
-- leader selected by small circle of electors; leader with mostly ceremonial function [GOVERNMENT], [GROUPS]
-- regular practice of occult rituals for enchanting the city [MAGIC], [GOVERNMENT]
#27 (page 2)
-- Acropolis, decayed city [SETTLEMENTS], [HISTORY]
-- victims of a plague [DISEASE]
-- tales traveling quick and far [SOCIAL]
-- valuable relics hidden among the ruins [TREASURE]
-- a vault [FINANCES]
#28 (page 2)
--
#29 (page 2)
-- Humans [RACES]
#30 (page 2)
-- Humans [RACES]
#31 (page 3)
-- Human-kind, Half-lings, Harpies, Human-triton, Thri-Keen [RACES]
-- Forest Gnomes, Desert Gnomes, Dwarves [RACES]
-- the time of a civilization's peak, civilization decline [HISTORY]
-- cultural heritage [SOCIAL], [CUSTOMS]
-- immunity to a plague [DISEASE], [ANATOMY]
-- migrations, race moving into available lands [HISTORY], [TRAVEL], [ENDEAVORS], [RELATIONSHIPS], [POPULATION]
-- limited resources for large population [RESOURCES]
-- bloody conflicts between races [RELATIONSHIPS]
-- race originally prefering remote places [RACES], [GEOGRAPHY]
-- aviary-village structures [BUILDINGS]
-- imposed laws and customs in the name of good [RELATIONSHIPS]
-- colloquial term for a race [SOCIAL]
-- pockets of population having no interaction with surrounding cultures [RELATIONSHIPS]
-- Ambassador, Professor [SOCIAL]
#32 (page 3)
-- name of geographical area related to existing hazards [DANGERS]
-- great burrowing beasts colonies, wiping out of entire caravans [FAUNA], [DANGERS]
-- enormous body size - varying with gender, saucer shaped body, long hibernation period [ANATOMY], [LOOKS]
-- pink skin, tough hide, tentacles ending in mouths ringed with fangs, long trunk [ANATOMY], [LOOKS]
-- eggs laid by the dominant female, fertilized by males - of which at least one is eaten by the newborn [FAUNA]
-- larvae devouring each other until growing into a scorpion-looking pupa [ANATOMY]
-- traveling of pupae, burrowing and remaining dormant, being eaten by predators [FAUNA]
-- around twenty surviving of the initial thousand [FAUNA]
-- reaching adulthood while burried in the sand [ANATOMY]
-- sand traps [DANGERS], [FAUNA]
-- competing for dominance [FAUNA], [SOCIAL]
-- egg sacs, buds which emit and detect pungent pheromones [ANATOMY]
-- natural duration of life [ANATOMY]
#33 (page 3)
-- mountain range, tributary rivers feeding a lake, a solitary mountain [GEOGRAPHY]
-- landslides [TERRAIN], [DANGERS]
-- an intricate multi-section temple [BUILDINGS]
-- living underground [SETTLEMENTS], [POPULATION], [TERRAIN]
-- berries, wild goat [FLORA], [FAUNA]
-- druidic fellowship [GROUPS]
-- protecting a region against bad biological and magical influence [GOALS], [ACTIVITY]
-- cold relationship beween group and nearby settlements [RELATIONSHIPS]
#34 (page 3)
-- a Flying Ship [STRUCTURE]
-- four hundred constant residents [POPULATION]
-- safe and fast transportation service [TRADE], [FINANCES], [RELATIONSHIPS]
-- sacks filled with light gases, hot air balloons, steam-powered propellers, sails [DEVICES]
-- costly upkeep of devices [FINANCES]
-- reconnaissance missions [RELATIONSHIPS], [DANGERS]
#35 (page 3)
-- mink like creature [FAUNA]
-- residing concurrently on two planes: the Ethereal and Prime Material [PLANES]
-- intangible; invisible, fading from sight; spellcasting [PHYSICS], [MAGIC]
-- leather with magic properties, musk turned to magical perfume [MAGIC]
-- heart used in love potions [MAGIC], [RELATIONSHIPS]
-- depression [PSYCHE]
-- being killable only on the Ethereal plane [ANATOMY], [PHYSICS]
#36 (page 3)
--
#37 (page 3)
-- metropolis [SETTLEMENT]
-- settlement built in tiers, along and into cliffs [STRUCTURES], [TERRAIN]
-- Gnomes: Deep, Duergar, Desert, Rock, Forest, Astral [RACES], [POPULATION]
-- governance handled by a council of elders with representatives from each subrace [GOVERNMENT]
-- Mining [ACTIVITY], [RESOURCES]
-- magically powered lifts [DEVICES], [MAGIC]
-- a maze of tunnels and caverns [STRUCTURES], [TERRAIN]
-- monstrosities and cruel factions, the military [DANGERS], [GROUPS], [POPULATION]
-- Bazaar; jewelry, inventions, textiles, woodcrafts, echantments [GOODS], [TRADE], [FINANCES], [SOCIAL]
-- colorful tents, stout pillars, temporary tenements, dens, taverns [STRUCTURES]
-- tier organized neatly into a network of roads, neighbourhoods, business sectors, warehouses, labs, public spaces [STRUCTURES], [SOCIAL]
-- dark space, artificially lit [STRUCTURES], [PHYSICS]
-- expensive residences [SOCIAL], [FINANCES]
-- city section continued into natural landscape [STRUCTURES], [TERRAIN], [BIOTOPE]
-- Farming, Orchards [ACTIVITY], [RESOURCES], [GOODS]
-- large trees enchanted to harness the energy of he sun into arcanic batteries [MAGIC], [DEVICES], [PHYSICS]
-- interconnected spires [STRUCTURES]
-- crafters of arcane wonders [MAGIC], [ACTIVITY]
-- having fewer children than others [PERSONAL]
-- living longer than others [ANATOMY]
-- origins, being the progenitors of the other subraces [HISTORY]
-- descending from the night sky on silver ships [HISTORY]
-- spending life in study and practice of arcane enchantment, crafting of magical items [MAGIC], [TOOLS]
#38 (page 3)
-- lawless city, a place for the most vile [SETTLEMENTS], [SOCIAL], [RELATIONSHIPS]
-- city hidden inside a massive cave system [GEOGRAPHY], [TERRAIN]
-- authorities unable to find the secret location, authorities denying existence of it [GOVERNMENT]
-- narrow straits, underwater traps [GEOGRAPHY], [TERRAIN]
-- cave mouth protected by magical illusions [MAGIC]
-- bodies regularly washed up at a strait [PHENOMENA]
#39 (page 3)
-- God of (malicious) deceit, wrong choices, and misfortune; god still walking the earth [DEITIES]
-- being able to occupy any form one wishes [MAGIC]
-- developing long plans and intrigues against living beings [GOALS]
-- a heartless gamester who loves to mastermind creatures into acts that lead to their detriment [PERSONALITY]
-- uncontrollable magic with machinations of a god as cause [PHENOMENA], [HISTORY]
-- male outlier Harpy [RACES], [SOCIAL]
-- leader of a cult of necromancers [GROUP]
-- studying a plague in order to create a weapon against it [GOALS], [DISEASE]
-- channeling mana into a zombie in order to restore its intelligence [MAGIC]
-- unmasking, revealing one's plans to his face [RELATIONSHIPS]
-- losing interest and moving to a next scheme [PSYCHE]
-- divining one's identity [MAGIC]
#40 (page 3)
-- Orcs [RACES]
-- ancient forest of gargantuan trees [BIOTOPE]
-- Logging [ACTIVITY], [RESOURCES]
-- stumbling into a dreary tiredness from hard labor [ANATOMY], [PHENOMENA]
-- the mirage of a magical hut, appealing to the mind and senses [PHENOMENA]
-- being eaten alive by the magical hut, disappearing with it [PHENOMENA], [DANGERS]
#41 (page 3)
-- Harpies [RACES]
#42 (page 3)
-- Harpies [RACES]
#43 (page 3)
-- large rock spire surrounded by evershifting dunes of sand [GEOGRAPHY], [TERRAIN]
-- name of population related to the location they live in [POPULATION]
-- magma pressured groundwater violently flowing through a system of natural pipes [PHYSICS], [TERRAIN]
-- magical energy suffusing the spire, preventing errosion [MAGIC], [PHYSICS]
-- elaborate cave system [TERRAIN], [STRUCTURES]
-- druidic fertility magic [MAGIC]
-- rush of water through pores in the wall, draining into a well which leads into abyss [PHENOMENA], [TERRAIN]
-- the dare to stand on the well's edge; allowing acces to it to everyone [CUSTOMS], [SOCIAL], [RELATIONSHIPS]
#44 (page 3)
-- Harpies [RACES]
#45 (page 3)
-- Harpies [RACES]
#46 (page 4)
-- Harpies [RACES]
#47 (page 4)
-- Harpies [RACES]
#48 (page 4)
-- Guard Tower at the edge of undead area; a system of towers [BUILDING], [DANGERS]
-- tall structure, reminding of a pile [STRUCTURE]
-- ghost villages [SETTLEMENTS]
-- no entrance at the base of the building, no windows on the first five floors [STRUCTURE]
-- elevator system, rope slides between towers [STRUCTURE]
-- Stables [BUILDING]
-- unescapable, soul permeating dread, fear of the plague [PSYCHE], [DANGERS]
-- horrific screams of the undead; good sleep impossible [PHENOMENA], [PSYCHE]
-- months of continous service; volunteers; reward for broken contract [SOCIAL]
-- bimonthly contact with a flying ship [RELATIONSHIPS]
-- the danger from the mana storm on the flying ship [DANGERS]
-- using the lift of tidal winds to make the flying trip more economical [PHYSICS]
-- no docking station; the flying ship having to hover while wares and personnel are exchanged via ropes [DEVICES]
-- bad weather forcing the flying ship to loiter for days, losing fuel [WEATHER], [PHYSICS]
-- smoke signals and high powered flares as a means to communicate danger [RELATIONSHIP]
-- people in dark robes sneaking around the ruins of a fallen city [ACTIVITY]
#49 (page 4)
-- (continues some ideas of the previous post)
-- sunken eyes, thin lips, rarely blinking, his stare sharp and unbroken [LOOKS]
-- compeling absolute discipline and respect [RELATIONSHIPS]
-- unknown motives for enduring hardship [GOALS]
-- fear of a plague spreading, having nightmares [DANGERS], [PSYCHE]
-- determination to not leave one's post [PERSONALITY]
#50 (page 4)
-- Harpy [RACES]
#51 (page 4)
--
#52 (page 4)
-- individuals recognizing in each other a common affliction [GROUP]
-- a psychic menace which leaves the minds and souls torn [DISEASE], [PSYCHE]
#53 (page 4)
--
#54 (page 4)
-- arctic colds [WEATHER]
-- mythical woods [BIOTOPE]
-- the great orcish mercantile republic [SETTLEMENTS], [GOVERNMENT]
-- Trolls [RACES]
-- big, tall bodies; sturdy claws [ANATOMY]
-- culture deeply rooted around inhabiting gargantuan trees [CUSTOMS], [SOCIAL]
-- distrustful of strangers [RELATIONSHIPS]
-- forest held holy [BELIEFS]
-- villages built inside the highest reaches of the trees [SETTLEMENTS]
-- sturdy and artistical platforms of architectural finesse [STRUCTURES]
#55 (page 4)
--
#56 (page 4)
--
#57 (page 4)
--
#58 (page 4)
--
#59 (page 4)
-- old tale [BELIEFS]
-- a desert once found where currently lies an ocean/ a sea [GEOGRAPHY]
-- no selfish desire, only acting in the benefit of others; philantropic [PERSONALITY]
-- unsure about own desires [PSYCHE]
-- being found alone, after events no longer remembered [SITUATION]
-- falling in love with the stars, desiring them - to be with them [PSYCHE]
-- enrapturing night sky [PHENOMENA]
-- weeping for a hundred days and nights [ANATOMY], [PSYCHE], [BELIEFS]
-- tears forming the oceans [BELIEFS], [GEOGRAPHY]
-- being immortalized on the night sky, by a god [BELIEFS], [DEITIES]
-- living in the depths of the ocean, weeping until the end of time [BELIEFS]
#60 (page 4)
--
#61 (page 5)
--
#62 (page 5)
--
#63 (page 5)
--
#64 (page 5)
--
#65 (page 5)
-- one of the seven hazards of a desert [GEOGRAPHY], [DANGERS]
-- great sandstorm, a malicious entity related to it [PHENOMENA]
-- most of the desert's nomadic not having witnessed the sandstorm [PHYSICS], [GEOGRAPHY]
-- blood and bones replaced by sand [BELIEF]
-- pattern of sandstorm movement related to the apparent motion of stars [ASTRONOMY], [PHYSICS]
-- the work of oracles and philosophers [ACTIVITY]
-- knowledge passed along by oral tradition [SOCIAL], [CUSTOMS]
#66 (page 5)
-- oligarh [RULER]
-- having a heavy hand in the city's finances, banking institutions [FINANCES], [GROUPS]
-- wife, the secret influence behind the family's prosperity; viewing her husbad with contempt [PERSONAL]
-- the desire to be viewed as a legitimate member of the ruling class [GOALS], [RELATIONSHIPS]
#67 (page 5)
-- wide rocky shelf, foothills, lake shore, steep cliffs, gaping caverns, peak, pass [GEOGRAPHY], [TERRAIN]
-- caverns are refuges for bandits [SOCIAL], [GROUP], [POPULATION]
-- caverns offer access to denizens of the underworld; heavy monster activity [POPULATION], [FAUNA]
-- monsters raiding settlements or attempting to establish footholds [DANGERS]
-- temple knights [GROUP]
-- small outpost, keep, staircase built in the rock [BUILDING], [STRUCTURE]
-- Raven familiars [FAUNA]
-- scrying spells used to scout from great distance [MAGIC]
#68 (page 5)
-- island [GEOGRAPHY]
-- main settlement [SETTLEMENTS]
-- annexed by major city, economic pressure and 'soft power' concessions [RELATIONSHIPS]
-- rudimentary farmland; fishing, whaling [ACTIVITY]
-- accelerating the decline of a neighboring port by having greater prosperity [RELATIONSHIPS]
-- historically aligned with a certain people; ties severed with their leader [HISTORY], [RELATIONSHIPS]
-- attracting the ire of a major city by interfering with one of their distant outposts [RELATIONSHIPS]
-- support from lawless seamen and merfolk; preparing to push against the domination of the major city [RELATIONSHIPS]
-- wild weather caused by the geography and magical storms; anomalies [WEATHER], [MAGIC], [PHENOMENA]
-- intricate superstitions, good luck rituals, quasi-religious observations [BELIEFS]
-- local pantheon of minor gods and nature spirits [BELIEFS], [DEITIES]
#69 (page 5)
-- colony of creatures [FAUNA], [SOCIAL]
-- crystalline, spindly bodies [ANATOMY], [LOOKS]
-- colony weaved from glass, on the ceiling of an underground dome [STRUCTURE]
-- soundless communication, swarming intruders with minimal visible coordination [PHYSICS], [SOCIAL]
-- many spells found unreliable the closer a mage delves to the core of a colony, creatures resistant to magical attack [MAGIC]
-- acting without care for self preservation [BEHAVIOR]
-- acting in the interest of the collective; colony exodus [SOCIAL]
-- at the end of a colony's lifecycle, half the swarm becoming aggressive [BEHAVIOR]
-- foolhardy expeditions not financed by the university [GROUP], [FINANCES]
-- documentation scrutinized by an assortment of independent scholars [GROUP]
-- Proffesor [SOCIAL]
#70 (page 5)
-- dragons are common and widely varied [FAUNA]
-- sleeping during the day, becoming active during the night [ANATOMY], [BEHAVIOR]
-- collecting heat from the sun to inflate huge gaseous chambers found under malleable ribs [ANATOMY], [PHYSICS]
-- ribbon-like creatures, small wings [LOOKS], [ANATOMY]
-- activating the gases in their chests like super-novas [ANATOMY], [PHYSICS]
-- appearing as a glowing sun in the darkness of the desert night [LOOKS], [PHENOMENA]
-- ferocity and tenacity in protecting the territory from threats [BEHAVIOR]
-- harpies riding on dragons [BELIEFS], [RELATIONSHIPS]
#71 (page 5)
--
#72 (page 5)
-- magic-saturated area [MAGIC]
-- expedition into magical forest, striking for the heart of the wood, leaving known trails [ENDEAVORS]
-- deeply disturbed [PSYCHE]
-- charting unknown territory [ACTIVITY]
-- blacking out [ANATOMY], [PHENOMENA]
-- waking in a strange, distorted version of the wood - like having stepped through warped glass [PHENOMENA]
-- wandering for days, never hungry or tired [ENDEAVORS], [PHENOMENA]
-- mana-corrupted creatures forming notions of things greater than themselves [MAGIC], [PSYCHE]
-- questions charged by magic, collective dreaming; a god being born out of this [MAGIC], [PSYCHE], [DEITIES]
-- bubble of quasi-reality [PHENOMENA]
#73 (page 5)
--
#74 (page 5)
-- uninhabited river valley, abandoned villages [GEOGRAPHY], [SETTLEMENTS]
-- silver mines [RESOURCES]
-- an outbreak of the rot, wild animal attacks, undead roaming the land [DANGERS]
-- adventurers daring to venture into the valley [ENDEAVORS]
-- a single hamlet which remains inhabited [SETTLEMENTS]
#75 (page 5)
-- wizards who took a look behind the veil of reality and stepped into the divine [MAGIC], [PLANES], [DEITIES]
-- gods walking the earth; demi-gods [DEITIES]
-- not dying of old age [ANATOMY], [MAGIC]
-- bending the phsyics of the worlds at will without much visible cost to their own [PHYSICS], [MAGIC]
-- fearing to catch the attention of a god [DANGERS]
-- gods being bound by nothing besides their imagination [DEITIES]
-- demi-gods bound to the law of cause and effect [DEITIES]
-- preparations and centuries of study needed to enhance their life with powerful spells [MAGIC]
-- the spell of immortality [MAGIC]
-- leaving one's mark in history though a deed which should not have been possible [SOCIAL]
-- recluse; social life as a distraction [SOCIAL], [PSYCHE]
-- death from remaining social before reaching a certain level of arcane potency [ANATOMY], [MAGIC]
-- many failing to achieve ultimate power [MAGIC]
-- a sanctum found in the middle of a valley [BUILDING], [GEOGRAPHY]
-- calling a star from the heavens [MAGIC], [PHENOMENA]
-- spiting the gods, unrequitted love [RELATIONSHIPS]
-- archeologists, finding no remains of a legendary building [ACTIVITY], [ENDEAVOR]
-- a fallen star slumbering beneath a valley [PHYSICS]
#76 (page 6)
-- elusive, not shy [BEHAVIOR], [PERSONALITY]
-- quick migration, always resettling; not nomadic [TRAVEL]
-- tails and crests [ANATOMY]
-- underwater denizens not bothering surface boats and ships that don't interfere with their lives [RELATIONSHIPS]
-- only moderate fishing is tolerated [ACTIVITY], [RELATIONSHIPS]
-- murky relationship with other inhabitants of the same area [RELATIONSHIPS]
-- believing a god abandoned the people long ago [BELIEFS]
-- revering the god as if it never left [BELIEFS]
-- god plummeting into the depths of the ocean - reaching under the ocean's floor [DEITIES], [BELIEFS]
-- god taking the form of a great beast, a prison of flesh and material weight [DEITIES], [BELIEFS]
-- god being free of current form when the world will end [DEITIES], [BELIEFS]
-- connecting with the deity through dreams [DEITIES], [BELIEFS], [RELATIONSHIPS]
-- oracles who interpret the dreams through esoteric divination [ACTIVITY], [DEITIES], [BELIEFS], [RELATIONSHIPS]
-- the cause of a god's fall being another god [DEITIES], [BELIEFS], [RELATIONSHIPS]
-- golds lovers, rivals, or manipulate by another god to destroy each other [DEITIES], [BELIEFS], [RELATIONSHIPS]
-- being religious and traditional, but also pragmatic [PERSONALITY]
-- parables and lore communicated through oral tradition [CUSTOMS], [SOCIAL]
-- no ceremony or idolatry [CUSTOMS], [DEITIES], [RELATIONSHIPS]
#77 (page 6)
-- settlement abandoned by major city [SETTLEMENTS]
-- taking pride in false interpretation of reality [PERSONALITY]
-- only the hardiest folk enduring in a region [ANATOMY], [PERSONALITY]
-- that it brings bad luck to talk about that has been wrong in the past [BELIEFS]
-- the only inhabited settlement inside a valley [SETTLEMENTS]
-- silence kept [BEHAVIOR], [SOCIAL]
-- an entity [PHENOMENA]
-- never tired, hungry, or thirsty, ever silent [BEHAVIOR]
-- lack of skin, flesh, and muscles; emeralds for bones [ANATOMY], [LOOKS]
-- skeleton not created by necromancy [MAGIC]
-- invulnerable to weapons [PHYSICS]
-- ripping a man in half with bare fingers [PHYSICS]
-- passing the time observing the people's lives [ACTIVITY]
-- innocent curiosity; bravery [PERSONALITY]
#78 (page 6)
--
#79 (page 6)
-- calendar [CUSTOMS], [BELIEFS], [ASTRONOMY]
-- calendar's origins, years' counting origins [HISTORY]
-- Hall [BUILDING]
-- Tapestry [ART]
-- Moons, their alignment cycle [ASTRONOMY]
-- the birth of a civilization, a time of great change and turmoil easing into relative peace [HISTORY]
-- calendar in relationship with deities, legends, and forgotten lore [DEITIES], [CUSTOMS]
#80 (page 6)
--
#81 (page 6)
-- great Pillars, taller than mountains [GEOGRAPHY], [STRUCTURES]
-- usually found atop mountain ranges or rugged foothills; one rising out of the ocean [GEOGRAPHY]
-- being visible from the city on a clear day [GEOGRAPHY]
-- magic suppressing field [MAGIC]
-- being made of one solid piece of stone, being impervious to damage [PHYSICS]
-- extending deep into the earth [PHYSICS]
-- a group of adventurers digging at the base of a pillar found that it has a bottom [GROUP], [ACTIVITY], [PHYSICS]
-- group dedicated to a mystical influence [GROUP]
-- joined forces of different groups to fight against common threat [RELATIONSHIPS]
-- outpost built to protect a sensitive area [BUILDING], [DANGERS]
#82 (page 6)
--
#83 (page 6)
--
#84 (page 6)
-- more on the Pillars [GEOGRAPHY], [STRUCTURES]
#85 (page 6)
-- grassland, flat region with some hilly streches and copses [GEOGRAPHY]
-- abundant groundwater [RESOURCES]
-- groundwater believed to be the top of a deep underground ocean [BELIEFS]
-- ancient enchantments believed to reside in the depth of the undeground ocean [BELIEFS]
-- a well that scares everyone who approaches it, believed to have reached deep enchantments [PHENOMENA], [BELIEFS]
-- Thri-keen [RACES]
-- migrating bands; chosen migration route - in reference to influences from other populations [TRAVEL], [POPULATIONS]
-- the presence of a nomadic population - a cause of agitation for settled population [RELATIONSHIPS], [POPULATIONS]
-- open conflict determined by disagreement on territories [RELATIONSHIPS], [POPULATIONS]
#86 (page 6)
-- a cave, deep beneath the surface [STRUCTURES]
-- the surviving heart of a dead god [DEITIES], [PHENOMENA]
-- holding such power that could change the face of the world [MAGIC]
-- the power's need to be guided; harvesting and shaping it [MAGIC], [RELATIONSHIPS]
-- being able to eradicate a plague, being able to reassamble a nation/ raise an archipelago from the waters [MAGIC]
-- craving [PSYCHE]
-- painstakingly reaching further and further over time [PERSONALITY], [ENDEAVORS]
-- seeping through water and earth [PHYSICS]
-- tainting regions with wild magic, corrupting minds [MAGIC]
-- location guessed based on conjuncture from identical vivid dreams [PHENOMENA], [PSYCHE]
-- tying a legend to the every oddity, stating that one is proof of the other's existence [BELIEFS], [BEHAVIOR]
#87 (page 6)
-- God of creation, vitality, life, proliferation, creativity, invention [DEITIES]
-- gods brothers [DEITIES], [RELATIONSHIPS]
-- gods creating a race of creatures that would be like gods [DEITIES], [RACES]
-- a race long extinct from the world [HISTORY]
-- the power to create beings without interference from the gods [MAGIC]
-- worried that the recepients of power do not have the wisdom to use it well [RELATIONSHIPS]
-- confined to a small, hidden location [SETTLEMENTS]
-- a dense, labyrinthine forest [BIOTOPE], [TERRAIN]
-- slow or fast past of civilization development [HISTORY]
-- technological wonders [DEVICES]
-- growing proud, craftiness [PERSONALITY]
-- begging to [BEHAVIOR]
-- a weapon that can destroy a forest, created disease [DISEASE]
-- diseased combined with divine powers [DISEASE], [DEITIES]
-- a god's scream making the ground quake and plants retreating into the earth [PHENOMENA]
-- buildings shattering and collapsing [PHYSICS]
-- becoming trapped by one's own device [SITUATION]
-- vengeance [BEHAVIOR]
-- seeking those who can outwit the gods and punishing them [GOALS]
-- turning a race's magic or technology against them [ACTIVITY]
-- an empty land cloaked in a blackened fog of pure disease and blight [BIOTOPE], [DISEASE]
-- the surviving heart of the dead god [PHENOMENA]
#88 (page 6)
-- grass gradually advancing and receding with the tide of an underground ocean [FLORA], [PHENOMENA]
-- flowers with medicinal properties, collecting them [FLORA], [RESOURCES], [ACTIVITY]
-- tourist trade, trading flowers [TRADE]
-- weaponizing the flora [DEVICES], [TOOLS]
#89 (page 6)
-- a people losing their god [DEITIES], [RELATIONSHIPS]
-- revitalizing old magic [MAGIC]
-- blood thickening alchemy [MAGIC], [ANATOMY], [PHENOMENA]
-- gaining power the deeper they submerge themselves in water [MAGIC], [PHYSICS]
-- rigorous physical training [ACTIVITY]
-- drugs [ANATOMY]
-- rare aquatic creatures and primal sources of power available at great depths [FAUNA], [FLORA], [MAGIC]
-- listening to a shea shell to hear a haunting tune [PHYSICS]
-- the sound of a goddess's voice, calling the listener deeper into waves [PHENOMENA], [BELIEFS]
-- altering the body to possess toughter hide, stronger bones, larger lungs or gills, augment or replace existing limbs with fins [ANATOMY]
-- altering the body to gain razor sharp teeth or shark-like senses of smell or electroreception [ANATOMY], [PHENOMENA]
-- blood of victims used to gain power [MAGIC]
-- power over tides and ocean storms, the power to create red tides or typhoons [MAGIC], [WEATHER], [PHENOMENA]
-- power to create hurricanes or turn into colossal leviathans [MAGIC], [PHENOMENA]
-- those who travel far enough, forced to change their bodies so much that they lose the ability to return to surface [PHENOMENA]
-- sacrificing everything/ far too much in the pursuit of dark secret [PERSONALITY]
-- hoping to gain the power to combat evil folk [GOALS]
#90 (page 6)
-- Elves [RACES]
-- not wiry and lean, but kin and stockier, with thick limbs and shorter frames [LOOKS], [ANATOMY]
-- elegance and beauty [LOOKS]
-- hunter-gatherers [ACTIVITY]
-- dwellings set partly into the earth, extending into larger chambers and undeground rooms [STRUCTURES]
-- temporary settlements [SETTLEMENTS], [TRAVEL]
-- pottery and mosaics, walls decorated with tiles and murals [ART]
-- priests claiming to use patterns and shapes of tiles and murals in their magic, whole rooms as magic circles [MAGIC]
-- God of magic and primal nature [DEITIES]
-- aberrant magic and phenomena as punishment from the god [BELIEFS]
-- offering little resistance to expanding dominion of foreign power [RELATIONSHIPS], [PERSONALITY]
-- paying taxes; treating it as unavoidable nuisance [RELATIONSHIPS], [PERSONALITY]
-- a town ordered, quiet and lifeless [SETTLEMENTS]
-- dreams of a violet tide, breathed out by a laughing storm [PHENOMENA], [PSYCHE]
#91 (page 7)
--
#92 (page 7)
--
#93 (page 7)
-- groundwater as part of an undeground ocean [BELIEFS]
-- circles of dolmen, the work of an elder population [STRUCTURES]
-- circles of dolmens as gateways for communication or transportation [DEVICES]
-- the influence of a full moon [ASTRONOMY], [PHENOMENA]
-- a lost species or people [FAUNA], [POPULATION], [RACES]
-- being spineless, not having bones; moving easier through the ground for that/ or through the undeground ocean [ANATOMY], [PHYSICS]
-- archeologists sifting through the land for structural remains of a lost civilization [ACTIVITY]
-- digging deep for artifacts [ACTIVITY]
-- self-replicating earth, phenomena caused by enchantment [PHENOMENA], [MAGIC]
-- Princess [RULERS]
-- insult [BEHAVIOR], [PERSONALITY]
-- a realm inside the undeground ocean [POPULATION]
-- the lighter the pressure, the more whimsical the magic [PHYSICS], [MAGIC]
-- enchantments keeping order inside the ocean and its rulers [MAGIC]
#94 (page 7)
-- legends about the underground ocean [BELIEFS]
-- gateways of the dead [BELIEFS]
-- being thrown down an ancient well as punishment [CUSTOMS], [GOVERNMENT]
#95 (page 7)
-- saltmarsh, marshland; marsh mixed with stone shelves [GEOGRAPHY], [BIOTOPE], [TERRAIN]
-- dominant currents driving the ocean water far into the inland [PHYSICS]
-- pools of brine atop stone islands in between a sea of reeds; a natural barrier [TERRAIN]
-- inhospitable region [ENDEAVORS]
-- brine geysers [PHYSICS], [PHENOMENA]
#96 (page 7)
--
#97 (page 7)
--
#98 (page 7)
-- underwater city [SETTLEMENTS]
-- population comprised of different races: Humans, Sea Elves, Merfolk, Tritons [RACES], [POPULATION]
-- little contact with surface dwellers, maintaining the city a secret [RELATIONSHIPS]
-- protective dome made up of crystal, created by magic ritual by many casters [STRUCTURES], [MAGIC]
-- vents leading to underdark, protected by grates and guards [STRUCTURES], [DANGERS]
-- Illithids, Kuo-toa [DANGERS]
-- coral and oyster harvesting, fishing, jewelry making [RESOURCES], [ACTIVITY]
-- trade with undersea races [TRADE], [RELATIONSHIPS]
-- seaweed and mosses, fish and mollusks as food [RESOURCES]
#99 (page 7)
-- a city between desert and sea [SETTLEMENTS], [GEOGRAPHY]
-- mixed population: Desert Gnomes, Elves, Harpies, few Humans [RACES], [POPULATION]
-- city district set aside for a particular race [SETTLEMENTS]
-- population being in constant flux [POPULATION]
-- independent city-state, acting as a seat of power for surrounding villages [RELATIONSHIPS]
-- Monarch [RULERS]
-- ruthlessness [PERSONALITY]
-- elven longevity [RACES], [ANATOMY]
-- production of spice, pottery, glasswork [GOODS], [ART]
-- glass-blowers [ACTIVITY]
-- imbuing a vocal message into glass, voice heard when the glass vibrates to certain tones [MAGIC], [PHYSICS], [PHENOMENA]
-- festival of poetry reciting glasswork [CUSTOMS]
#100 (page 7)
--
#101 (page 7)
--
#102 (page 7)
--
#103 (page 7)
-- Orcs, Selkies [RACES]
-- frigid forests, icy tundra, icy waters; where the tundra meets the northern sea [GEOGRAPHY], [BIOTOPE]
-- isolated villages [SETTLEMENTS]
-- skin shedding, changing between human and seal body [ANATOMY], [PHENOMENA]
-- rare passing ships [TRAVEL]
-- being mistaken for another race by their looks [LOOKS]
-- water spirits, fae - ancestry/ nature [RACES]
-- magical properties of Selkie skin [MAGIC]
#104 (page 7)
-- orcish work camps, orcish republic [RACES], [SETTLEMENTS], [ACTIVITY], [GOVERNMENT]
-- isolated elven enclaves [RACES], [SETTLEMENTS], [RELATIONSHIPS]
-- trolls and huge trees [RACES], [BIOTOPE]
-- small tribal communities [SETTLEMENTS], [POPULATION]
-- tree flowers [FLORA]
-- wild bees [FAUNA]
-- ancient spirits inhabiting the trees; possessed trees [PHENOMENA], [RELATIONSHIPS]
-- reverential caution [PERSONALITY]
-- the woods worshiped as a pantheistic deity [DEITIES]
-- illusions fabricated by the spirits to trap potential victims [PHENOMENA]
#105 (page 7)
-- the direction taken by the wild magic - random or not [BELIEFS], [MAGIC]
-- maintaining that the natural order of the world explains and supports the position of the powerful [BEHAVIOR], [RELATIONSHIPS], [SOCIAL]
-- ready to upset the powerful by arguing against their theories [PERSONALITY], [SOCIAL]
-- the wild magic driving people mad or making them disappear [PHENOMENA], [MAGIC]
-- magical tree acting as an anchor across time, facilitating the movement of magic across time [PHENOMENA], [MAGIC]
-- part of its functioning requiring physical, solid form [PHYSICS]
-- concentrated magic having devastating effects on reality [MAGIC], [PHYSICS], [PHENOMENA]
-- thinking/ existing in more than one time, this being perceived as madness [PHENOMENA]
-- becoming split in space and time [PHENOMENA], [PHYSICS]
-- magical phenomena linked to dead god - as a gravestone or related to his reincarnation [DEITIES], [PHENOMENA]
-- magical phenomena as blowback/ blow-forward of an ultimate catastrophe [PHENOMENA]
#106 (page 8)
--
#107 (page 8)
--
#108 (page 8)
--
#109 (page 8)
--
#110 (page 8)
-- inland sea [GEOGRAPHY]
-- islands within a large strait between coast and cliff-lined land beyond [GEOGRAPHY]
-- stopping points for voyages and expeditions [TRAVEL]
-- being comelled to leave soon [PHENOMENA]
-- the islands growing a tree for every guest [BELIEFS]
#113 (page 8)
-- love and jealousy between the gods [DEITIES], [PSYCHE]
-- keepsake [PERSONAL], [TREASURE]
-- a magic object that can be commanded to do things [MAGIC]
-- projection of thoughts or dreams [MAGIC]
-- thoughts potentially turning into real things [MAGIC]
(Flawed, improvable. More tools in next post.)
Last edited by writelite; May 12th, 2023 at 06:49 AM.
Reason: bright new tool 2
Poinciels, Sniffwindins, Professor Blu Tinkletoes, Harpolins, sky mermaids
to Mindsiege. It's nice to see efforts acknowledged. Hopefully they'll make things a little easier for everyone.
~ one more Tool below, after the world contribution ~
The title matched a first attempt at putting flying fish up the skies of EL. Here is my second try -- hope it's agreeable:
There were problems with the story, Mindsiege, the major one being that it overlooked the definition of the Pillars: impenetrable, magic resistant. Then there's a basic issue with fish being built to swim and birds to fly. All my first fish had in favor was somehow being able to circulate in the clouds - possibly due to a more ethereal nature. But anyway, I took another path now - not giving up on the thought completely. The new story is more intimately tied with the world content of so far too, and it keeps the new elements down to a reasonable, sufficient amount.
The elements of EL can fit into three major categories and their combinations: Gods, World, and People.
1. Gods
Some gods are associated with the sea: Keppana [7], Falishta-rah, Falishta-asha [5][6]. Falishta-rah is evil. Falishta-asha is good. Other minor water deities are said to exist [68].
Other gods can be assumed to stand in association with land life, possibly also the underworld.
Ouda was the good but rather gullible god of creation, vitality, life, and proliferation [87].
Gungalion was the god of creativity and invention, besides craftiness. It is currently the evil god of deceit, lies, wrong choices, and misfortune [39][87].
Vul is the god of magic and primal nature [90].
Hjorta is the goddess of peace [25].
Gestritnus is the god of hospitality [22].
Temistriss is the goddess of time and journeys [79].
Venussa is the forgotten god of plagues and death [79].
Draezeth is a local deity [79].
There are relationships between some of the deities:
Something is said to have taken place between Keppana and Falishta-rah. This is a legend, of interest only to certain underwater populations - as part of their culture [76][113].
Ouda and Gungalion were brothers. The death of the first marked the beginning of a series of major influences on the lives of EL's land populations [87].
The gods are said to be bound by nothing except their imagination. That must have had something to do with Ouda's death by a combination of his divine powers and disease. The heart of Ouda kept living after him [86][87].
The god Keppana, who has taken the form of a leviathan, is said to sleep below the ocean's floor until the end of the world [76].
2. Gods - World
The gods created the world, or just parts of it. The islands of The Broken Throne and the Land of Silver Lanterns are examples [7][87].
There are no known associations between deities and planets; of the latter, only the Moons Pluton and Bancon being so far defined [79].
The god Keppana is said to have sunken deep below the ocean's floor, where he took the form of a leviathan [76].
The death of Ouda and the later underground peregrinations of his surviving heart are said to be the cause of the wild magic troubling the central part of the surface world [86]. The Timeless Tree is said to either be a form of gravestone or somehow related to the god's future reincarnation [105].
The god Gungalion is believed to have an interest in spreading the plague called The Rot [39].
The plague may be the work of the Venussa deity [79].
The Frayers may have determined their followers to dig at the foundation of the Godsend Pillar [81].
3. World
NW
N
NE
W
@
E
SW
S
SE
The land of the surface world is dominated in the center by the Shellengeist highlands [20] and the Brightwood forest [11][72]. The SE corner has the valley of the Timeless Tree [8], and to the north of it the land is scarred by wild magic - a trench called The Howling Gorge [2] being there present. This scar begins in the NE corner, on the coast; a place currently occupied by a city. The scar and valley cut through grassland. The NW corner of the central region is taken by a part of the Fellund grasslands [85]. High altitude marshland is found in the Shellengeist highlands and some rivers originate there. The wild magic has a significant influence on wheather and on the local flora and fauna: magical storms, anomalies and illusions, mental and physical alterations of beings, and the infusion of trees with magical properties are its effects [8][20][72]. The Timless Tree is said to stand as a portal between different layers of space and time [105]. Reality became altered within a portion of Brightwood, among the effects there being the suppresion of hunger, thirst, and sleep [72].
NW
N
NE
W
@
E
SW
S
SE
The southern and southwestern parts of the surface world are occupied by the Desert of Seven Eyes [14][25][31][32]. In between that and the Shellengeist highlands the land belongs to a strip of grassy steppes [20]. In the southwestern corner of the world rises a spire of rock, called The Edge of the World, where a geyser is present [43]. In the southern parts lies an oasis called Hjorta's Eye [25]; but apparently the Desert of Seven Eyes is called so for its hazards, not its oases. Throughout the desert, the traveling sandstorm called The Sunswallower is a remarkable phenomenon; and this is called one of the Eyes. Its motion was determined to be conforming to the influence of the stars [65]. Remarkable beasts of the desert are the Desert Nesters [32] and the Solar Dragons [70]. An outbreak of The Rot originates in the southern part of the world, to the north of it, near the Timeless Tree [23]. The plague probably traveled NW across Shellengeist, up to the grasslands succeeding it [24].
NW
N
NE
W
@
E
SW
S
SE
The western part of the surface world is, in its southern reaches, partially contested by desert and grassland, the latter's border moving in time as part of the Grass Tide phenomenon [88]. Farther to the west, past more highlands, is the diseased forest in the Land of Silver Lanterns [87]. But most of the western quarter of the world is taken by the Fellund grasslands [85]. Plants with medicinal properties can be found there and groundwater is an abundant resource [88].
NW
N
NE
W
@
E
SW
S
SE
The northwestern and half of the northern parts of the surface world are dominated by the Eddazeth mountains [33]. Lake Bredden, Mhulgend pass, Krugg's Rise [67], and Nethervale [94] are found at the SE corner of the mountain range. Further north from the mountains lies the Wyerdvuud forest, followed by icy tundra, and then a cold sea [104]. Gargantuan trees, some of which are inhabited by spirits, are a particular feature of Wyerdvuud [104]. Within the mountains' bowels, but probably also in other underground systems throughout EL, exist collonies of beasts called The Glasspinners [69]. The Fellund grasslands reach into the mountains' lower slopes, and to the east - surrounding Brightwood [11]. The plains past the Basnet river are called after the Kalai kin [95]. The rest of the northern quarter is taken by the Saltmarshes. In the marshlands, brine geysers are a remarkable phenomenon [95].
NW
N
NE
W
@
E
SW
S
SE
The northern, central, and southern parts of the surface world neighbor the ocean, presenting a coast line to the east. The coast, called Brackenridge, is lined with cliffs [3][110]. The northeastern, eastern, and southeastern parts of the world are occupied by the ocean's waters. A cluster of islands called The Broken Throne occupies the upper half of the eastern part [7]. Closer to the coast, a significant island is Apa Ezlu [68], which borders the Strait of Keppana [9]. The Hopping Islands are found in the southeastern quarter, close to the coast. They form the strait called The Sandy Barricade, which neighbors the inland Spice Sea, and serve as a rest point for voyages and expeditions [110]. Leviathans and the so called devil-fish are believed to exist in the deep [5].
In the east, the depths of the ocean floor constitute the Underdark [98]. Underneath the Fellund grasslands exists an underground ocean, called The Sea of Solemnity, which is protected by enchantments [93][94]. Certain places in the Eddazeth mountains constitute gateways to an underworld; monstrous creatures come out of there to attack the nearby settlements [67]. The Underdark is a similar source of trouble for the inhabitants of ocean waters; Illithids and Kuo-toa are numbered among the threats.
In certain places, extremely tall cliffs called The Pillars, rise far into the sky. Documented are the Green Needle Pillar - found near the Broken Throne islands, and the Godsend Pillar - found in the Eddazeth mountains. The pillars are formed of unknown rock, impervious to damage, and are surrounded by a magic suppressing field [81][84].
Two Moons, Pluton and Bancon, influence the tide and are the cause of other subtle changes in the flora and fauna. The low tide caused in the Strait of Kepanna temporarily reveals a series of atolls [9]. The high tide floods the Tidal Caves near Orphan Point [15].
There are other planes of existence, beside the Material Plane - like the Ethereal and the Prime Material Planes. A beast known as The Pompatus of Love can only be found on the later two [35].
4. People - World
Certain geographical regions, land formations, and climates are particular to the development of certain civilized races:
The Sea Elves, Human-Triton, and/or Merfolk inhabit underwater regions, and possibly island shores [31]. Merfolk are predominant in the waters around The Broken Throne; they call themselves The School of Keppana, there [76]. Human-triton also inhabit riparian areas [31].
The Harpies, Desert Gnomes, and Thri-Keen inhabit mainly the arid regions of EL. The harpies most likely hail from the W or NW of Fellund, and currently inhabit mainly the Desert of Seven Eyes. They also sought safety in inaccessible mountainous regions [14][31].
The Forest Gnomes, (Forest) Elves, and Trolls (the Vled'javik) inhabit the woods of EL; in particular the Wyerdvuud region to the north west [54][104].
The Dwarves, Deep Gnomes, Rock Gnomes, and Duergar can be found in the mountains. Small pockets of dwarves inhabit the isolated mountain valley regions [31]. The Silver City of Brightenai, from the near west, has a great concentration of gnomes [37].
An underground ocean, found beneath the Fellund grasslands, is the home of the Spineless Ones. The dolmens of Fellund are ancient portals between the realms and so are believed to be certain wells, like that of Nethervale valley [93][94].
Orcs and Selkies live in the tundra to the north west, past Wyerdwuud [103][104].
Kalai Elves live in the northern marshes [90].
Halflings are found in grasslands, on hills, in wooded areas - in particular where biological hazards drove away Humans and other races [31].
Some populations are nomadic, migrating through the deserts and grasslands of EL.
The human population is in decline. The occurance of plagues forced them to move out of their homes around Casmore and Venus Sanctum, and venture into the Desert of Seven Eyes or seek shelter in the grassy steppes surrounding Shellengeist [20][31].
Many populations harvest natural resources, which - in turn - can lead to changes in the terrain and to migrations.
Trade caravans also travel between the settlements.
The Windbreaker is a flying ship with a permanent population numbering in the hundreds. It offers quick but expensive transportation services, and can take on rescuing or reconnaissance missions [34].
The wild magic which spreads from the NE corner of the central region also turned people into monsters or drove them mad. Magic fueled winds and roaming bands of mana blighted creatures bring danger near to the settlements [11][68].
The Engineers' Guild in Boros Major tries to control the magic, using it to power machinery. The leader of the guild is said to be several lifetimes old, as the result of the magic's influence [13]. (A connection with the Arcanists Eternal is possible here [75].)
The low tide in the Strait of Keppana reveals shipwrecks on the atolls there [9].
Venus Sanctum is the ruins of a dead city, the streets of which are currently walked by undead [27]. It is assumed to contain treasures. The necromantic Cult of Zagros there tries to create an invincible weapon out of an undead, with which to destroy all other zombies; the latter are called Husks [23][39].
5. People
NW
N
NE
W
@
E
SW
S
SE
The Zeth population occupies the islands of The Broken Throne [7]. They are organized in tribes or clans ruled by a 'Paragon'. The eastern island of Apa Ezlu, with the settlement Apa Ezlu Minor, hosts the Apa community [68]. The No Man's Sanctuary is a hideout for pirates, found in a large cave system around there [38]. North of the Broken Throne lies the underwater city of Nistalta. Humans, Sea elves, merfolk, and tritons live there [98].
The merfolk of the School of Keppana, there, are known stand in murky relations with other populations. They only allow little fishing to passing ships [76].
Separate from them, the folowers of Falishta-rah turned their interest towards the riches of the deep and the sources of great magical power believed to exist there. Through physical conditioning and the use of drugs - as part of what is called Thick-Blood Alchemy by the Zeth - they manage to survive at depths of high pressure and even transform their bodies to be more fish-like [89].
The inhabitants of Nistalta harvest coral and oysters, fish, and craft jewelry. Seaweed, mosses, fish, and mollusks form their diet. They trade with other undersea populations.
Nistalta is protected by crystal dome held in place by enchantments.
Human-triton are called merfolk by some, but they may be different races [31].
The ocean is believed to once have been a desert [59].
NW
N
NE
W
@
E
SW
S
SE
The coastal city of Boros Major [1][18][66] rules over a number of smaller settlements: Apa Ezlu Minor [68], Carapace Minor [3][45], Aelith Minor [19][22], Enstead Minor [10], and Kala'kash Minor [90]. The Southern Pike watch tower, near the Venus Sanctum [27] necropolis is Boros Major's defensive outpost [48][49]. Most of their dominion lies on the coast or close to it, north and south from the city. Among the populations that pay tribute to them are the Apa Zeth and the Kalai [68][90]. The former would try to get rid of city's influence, investing in an alliance with the Broken Thrones pirates. Boros Major is ruler by an oligarchy of rich persons - traders and bankers, the main interest of whom is to hoard wealth. Their government is enforced by groups of guards and mercenaries. In spite of their vigilance, a black market continues to exist in the city and some of its subsidiaries [15]. The presence of the wild magic is used as an instrument of manipulation by Boros Major's leaders [105].
The fishing industry is prevalent along the coast. The ale of Aelith Minor is famous.
The Festival of the devilfish takes place in Carapace Minor [5]. It is related to the legend of a woman turned fish, her sorrow and anger becoming outer monstrosity. The people there build colored lanterns, symbols of divine protection and wards against the monster. The ritual of washing the houses' walls with sea water takes place the morning after the festival.
Kala'kash Minor is more of a means to maintain dominion on the Kalai population. Few people live there [90].
Some of the "Minor" towns function as safe havens and intermediary commerce. The roads connecting them to Boros Major are guarded. Military warehouses can be found alongside them [19].
Tribes of harpies travel periodically to Shellengeist to harvest there [20].
The common hallucination of a black tower affects all who explore Shellengeist [20].
Those who live in Kala'kash Minor are haunted by the dream of a laughing storm [90].
NW
N
NE
W
@
E
SW
S
SE
Further south from the Southern Pike, by the coast, is the independent city-state of Qe Qosti. It acts as a seat of power for the surrounding villages. A Monarch rules it [99].
To the west from it, within the stretches of the Seven Eyes Desert, lie the small settlement of Hjorta's Eye, inhabited by the Anhjorti people [25], and The Edge of the World spire, inhabited by harpies [43].
Desert gnomes, elves, harpies, and a few humans inhabit Qe Qosti. The city produces spice, pottery, and singing glasswork.
The Anhjorti are a peaceful community of healers and magic employing gardeners. They trade with the harpies, offering their skills for food. A Mediator chosen by unanimous consent is the leader of the Anhjorti.
The harpies [14] are mostly a nomadic race of liberal warrior-philosophers. Those of the Edge of the World, called Sentinels of the Edge, practic druidic fertility magic. The well at the bottom of the spire is believed to lead into another world; which probably is the Sea of Solemnity [94].
Water is, of course, a precious resource in the desert.
The humans' migration caused bloody conflicts with desert-gnomes, the thri-keen, and possibly with the harpies [31].
Harpy explorer tribes, who seek to impose their philosophy on other nations are another cause of conflict [31].
The migration of the thri-keen is a current source of worry in Rosenstock [85][88].
NW
N
NE
W
@
E
SW
S
SE
On an imaginary wide band stretching from the west of the Shellengeist highlands to the middle of the northern world quarter, are the independent settlements Casmore [24], Morton Freed [77], Oveil-on-the-Lei [26], Bonaville [21], Rosenstock [88], and the Silver City of Brightenai [37]. Kruggend Keep is a watch point maintained by Casmore [67]. They have another guard tower near the Godsend Pillar [81]. Bandits, monsters, mana blighted creatures, and victims of the Rot are theats to the north of this region.
Salt mines and a fine wine are Casmore's source of wealth. It is ruled by the Advisors of a tyrant Lord, who is currently on his deathbed.
Morton Freed is protected by a mysterious skeleton made of emerald.
Oveil-on-the-Lei has the monopoly on textile production. They are ruled by an Arbiter, the real power behind whom being a cabal of lawmakers called the Eternal Guild. The latter use enchantments to protect the city and for other mysterious purposes. (Possible connection with the Arcanists Eternal here [75]).
There are silver mines in the area south of Oveil. Most of them, if not all, abandoned due to the plague. A single hamlet in the valley there remains inhabited [74].
The north of Brightwood is logged for lumber and other materials [11][12].
Farming and gambling are the main sources of income in Bonaville.
The Grass Tide event of expanding and receding grass attracts tourists to Rosenstock [88].
The economy of Brigtenai is sustained by mining. The city is ruled by a council of elders.
An event of particular importance in Casmore is the Festival or Draezeth [24].
The oldest representation of the calendar, on a tapistry, is found in the Arbiter's Hall, in Oveil-on-the-Lei [79].
The weaponizing of flowers is a concept of interest to the leader of Rosenstock, as they face the threat of migrating thri-keen [85][88].
Brightenai is said to have been founded by Astral gnomes who arrived in ships from the sky [37].
NW
N
NE
W
@
E
SW
S
SE
Wyervuud, to the north, has: elven settlements - closer to the Eddazeth mountains; tree-tops villages of trolls - in its denser, interior regions [54][104]; and orc logging camps to the north, below the boundary of the orcish Ok-hom republic - which lies in the tundra [104]. Further north, by the sea are selkie settlements. The skin shedding selkies are believed to be water spirits or fae [103].
East of the mountains, the Kalai live as hunter-gatherers, moving according to the availability of the resources. They tolerate the dominion of Boros Major, regularly paying them taxes [90].
The orcs often fall pray to the wrath of tree spirits, by being lured into a deadly, trap-like phenomenon called Welkominn. The Ok-hom republic is mercantile [40][104].
The trolls hold the forest holy. The honey produced by the bees nesting in the gargantuan trees is highly appreciated by the Vled'javik [104].
With Starcallers' Valley a mage is believed to once have caused a star to fall from the sky [74].
The Spineless Ones, who live hidden underground, are ruled by a Princess [93].
There are cults, guilds, orders, fellowships, and other such associations of people, generally with only local impact. Such are the School of Keppana - in the Broken Throne islands [76], Casmore's Knights Templar [24], the Circle of Stones in the Eddazeth mountains [33], the Engineers' Guild in Boros Major [13], or the Cult of Zargul around Venus Sanctum [27].
There is also a category of people spread all over EL, who only have in common a past event which marked each of them. They are The Frayed Ones [52].
6. Gods - People
The gods created the races, or just some of them:
The Ancients were created by Ouda and Gungalion and the events of their time have consequence in the present. [87].
The Zeth population, which inhabits the islands of The Broken Throne, believe they were created by the god Keppana and that they acted as his servants before he left their communities [7].
The gods sometimes walk between the people of EL. Gungalion is said to roam the world, seeking those who think they can outwit the gods and punishing them. He is able to take on any disguise [87].
They sometimes bestow blessings or curses.
The Thick-Blood Alchemy practiced in The Broken Throne area is (believed to be) a gift from Falishta-rah [89].
The people of Carapace Point believe themselves to be under the protection of Falisha-asha [5]. The morning after the Festival of the devilfish, called Ashari [6], the absence of fog is interpreted as a sign from the goddess. The people there wash their houses' walls with sea water as wards against the magic-blighted creatures roaming on the coast.
The gods' will can be known through profetic dreams and divination. Such is the case with the sleeping god Keppana and his oracles. Among the practitioners of Think-Blood Alchemy it is said that the tune heard in a sea shell is the voice of Falisha-rah, calling them to dive deeper and deeper [89].
Some festivals are related to worship or religious reverence; the Festival of the devilfish is an example [5][6].
The temples within Eddazeth Mountains were dedicated to a now lost religion [33]. The Mount of Silence there was once a holy site [33].
Draezeth is the local deity of Casmore [24].
Nature spirits are, in certain places, revered as minor deities. It is the case on the island of Apa Ezlu [68] and in the Wyerdvuud forest. The latter is worshipped as a pantheistic deity [104].
An ancient presence of unknown nature, called the Frayers, still affects the minds of random people - collectively called the Frayed Ones [52]. There is a cult dedicated to the Frayers [81].
The heart of Ouda seeks someone who can guide its powers. It could be used to eradicate the Rot, restore the Broken Throne, or cause other wondrous changes in the world [86].
A few mages, called The Arcanists Eternal, have reached a demi-god like state of powers and immortality. Unlike the gods, they are bound by the law of cause and effect. They fear the gods' wrath for approaching their divine state [75].
The gods can immortalize a worthy or pitied person, after death, by giving them a place between the stars [59].
The Ancients have used the powers given to them by their god, Ouda, to kill him [87].
The collective thoughts of mana blighted creatures [11], in Brightwood, are believed to fuel the birth of a god [72].
(The meanings here should be more accurate than in the previous tools. I learned about EL while building them.
Like the other resources, this too could be cooperatively improved.)
Last edited by writelite; May 27th, 2023 at 07:03 AM.
Reason: Tool 5 emphasis
@writelite:
That's a really mighty compilation of the thread's content!
But why did you take out the bits about more activity in the sky? I'm hoping that you'll polish any kinks that you saw from that addition to the world and then post them again in the future.
This is pretty amazing. Has anyone turned this into a game yet?
I started a Fate Core one-on-one with this as a setting, but unfortunately we didn't get to explore much more than a little bit of the area around Bonaville.
It's been floated in the past that this might make an interesting setting map for Ironsworn exploration.
Could this be the one that gets Ironsworn going as most attempts I've seen at the system have floundered (myself included). I wonder if its the true solo aspect as we aren't here to play on our own and I think having an accounta-buddy or two (or more) might help.
__________________
Get to know psuedenim. I'm a He/Him in PDT and am around most days.
An ongoing medical thing came up so posting could be slower for a while. Please PM me or even post for me if the gap is too long.
Last edited by psuedenim; Jun 3rd, 2023 at 05:52 PM.
For me, it certainly was an availability thing. While I enjoy solo Ironsworn, RPGX has allowed me to commit to so many group games that I can't really find the time in my schedule to dedicate to it. My group games alone give me all the RP that I can handle, so Ironsworn naturally lost out in competing for my time and attention. A bit of a shame, because the story that I started would have deserved a finish. At least I can always get back to it eventually, but probably not in the next few months.