Log in

No account? Create an account
Fantasy and Role-playing Worldbuilders' Guild's Journal
[Most Recent Entries] [Calendar View] [Friends]

Below are the 20 most recent journal entries recorded in Fantasy and Role-playing Worldbuilders' Guild's LiveJournal:

[ << Previous 20 ]
Friday, July 22nd, 2005
12:39 am
Introducing myself and myraworld
Midnight here in Bebenhausen, a good time for a night person like me to introduce myself:

About me:
I'm a grown-upish (?) fantasy-lover, parent of two kids with their own LJs (which I keep for them), married, single, not searching. Open minded christian (loving more than just Narnia from C.S.Lewis), politically green - oh, green is my Hogwarts house colour too - but the only thing I get missionary about is my brainchild, myraworld

About my world:
myraworld isn't my world. In the world of ideas MYRA belongs to anyone who wants to contribute, it is a SharedWorld. Legally it belongs to the "chartered society of the friends of Myra" (Verein der Freunde Myras e.V.), to which anybody can join, but nobody has to.

Two halves of the world, Machairas, the world of the warrior, early medieval-fantasy, majority is male dominated cultures with some kings, queens or dictators on top. Ophis, the other half, is a female matriarchat, strictly centralized and governed by a council of 12 witch-mothers. Conflict between races (humans being the main species) and ideologies can lead to war, but global wars are rare (the last being over 400 years ago). Magic is rather high compared to Tolkien's Middle Earth and rather low compared to R.A.Salvatore's Forgotten Realms novels.

As a shared fantasy world is has many conventional elements which somebody wanted included in this world, but all brought into a system of its own. Any mythology created will be fit (in-character by ficticious scribes) inside the existing pantheon, for example.

About my worldbuilding community
The project "MYRA" (.myra// ?) myraworld - is the idea to create one shared fantasy world together with an unlimited number of people (over 1000 up to now) over an unlimited number of years (over 20 up to now). The new thing is that this is an english language community (there is much more online and printed&published in german, but the community exists just for the reason that you *don't* have to read german or bother what exists in any language other than english)

This world is used as a background for D20 fantasy roleplaying campaigns (open gaming) both offline and diceless online. Myra-D20 modules can be published, too. It is used as the background for a plethora of stories and poems and even full-fledged printed novels are possible, will happen thanks to [info]nanowrimo and will be published, if good enough, with royalties to the author where applicable.

We welcome any creative talent, poets, writers, artists with anime-sketches or full-blown paintbrush pictures, drawing with pencils or using photoshop or terragen for breathtaking raytraced landscapes.

How can you contribute? You can just contribute some product of your creativity here - and it will be attributed to a certain place and time in the global frame of this fantasy world. You don't have to "dig" this world or in fact roleplaying (or complex boardgame-like Play-By-Email scenarios) or even gaming at all to contribute - just be creative and submit something that could at least *also* be set in our fantasy world.

Or you can 'adopt' a small part of this world in time and space which is and will stay yours to add to as long as that is your wish. That can be a person or group, a county or country, or even a continent. Yours to add to and moderate, with friends if you wish to do so.
If you're just looking for a background for your stories, your pictures or your D20 campaign, feel free to lurk and read and snatch -and contribute- what you like. If it doesn't work on Myra, we'll let you know.

Current Mood: busy
Tuesday, January 11th, 2005
3:18 am
Typical Intro Magoo.
Almost bedtime for me, my cat's already curled on my bed where I need to sleep of course...

I'm a Bi/Wiccan/Geek whom is into animals, sci fi and fantasy, rpg's, reading, writing, and drawing. roleplaying, comp and console games, moo's, webpaging, etc... I'm on a hiatus from school basically to earn money and be able hopefully to move out from living with the rents since moving out with friends has twice fallen through... both times from finding out the friends weren't quite what I'd thought so at least on the bright side I found it out before moving in with any of them. I work full time in retail in the sports and seasonal part of a store which is at least interesting since the seasonal part means we rarely ever keep the same stuff for too too long just as we're getting bored xmas comes up or springtime.

About my world
My world is Ahava MOO... It's based on the planet Eechee a planet in a binary system where humans crashed when looking to go out and settle on a planet that was a different one. They wound up making themselves alies of the Draconians and a species who's name they couldn't pronounce but was similar to the Elves of legends so they simply took to calling them Elves. The Gullogs were the main kink in things... a vicious race whose limited intelligence had them just going by instinct more then anything which tends to be to breed and expand over others territory basically. That's the bare basics premise...

Intro for world
The politics is basically the alliance of the three main races versus the Gullogs... there are contentions in the alliance throughout history and of course still a bit of a contentions now... halflings are a reality and they aren't always accepted in society and there are sects whom are purists feeling as if they don't need any others naturally.
The tech level is mostly midevil however with some advances thanks to 'magic' aka Ahava. Advances include things such as: better lighting, cooling and heating, plumbing, etc.
Genre is sci-fi/fantasy.

if you know moo's and want to log on as a guest or join to help make the MOO addy is ahavamoo.com port 7007

Current Mood: tired
Wednesday, October 27th, 2004
6:40 pm
A few good Racists...
...are a must for any good fantasy setting - if only so that the PCs have enemies they can slaughter without feeling bad about it.

I've got the basic concept for an organization of racists and human supremacists for Urbis, but I haven't come up with a good name. I need one that sounds relatively innocuous, and one which would fit a Victorian Age society - a club for gentlemen (note the sarcasm).

Any suggestions?

(Posted to worldbuilders, worldbuilding and worldmaking)
Monday, October 4th, 2004
8:33 pm
Urbis - A World of Cities
Hello, everyone!

My name is Jürgen, and I'm working as a Ph.D. student in Aachen, the westernmost city of Germany. I was trained as a physicist, but now I'm working in the field of computational material science. So it goes - and my new field is pretty interesting, too. I've been playing RPGs for about thirteen years now, and I usually play D&D, Shadowrun, and GUPRS, though I've also tested a large number of other game systems.

My current project - Urbis - A World of Cities got started with the (in)famous Setting Search by Wizards of the Coast, where they were looking for a new setting to publish, offered 120,000 dollars to the best one - and promptly got 11,000 submissions.

Like 10,900 other proposals, mine didn't make it past the first round. But instead of griping about it and complaining that Eberron (the winner) s***s (which I don't believe - I think Eberron is actually pretty cool), I decided that I liked my idea too much to throw it into the waste bin. And so I decided to expand the setting on my own, and I have worked on it ever since. By now I have written about 50,000 words on it, and once I hit 100,000 words or so I plan to playtest it (at Pyramid Online, if possible), edit it, and publish it as a PDF at RPGNow.

So, what is Urbis all about? Well, it was written for D&D and uses all the Core D&D rules, and little more (in fact, it intentionally has less additional rules than the settings published by Wizards of the Coast, such as Eberron and the Forgotten Realms). But at the same time I wanted to create something that was very, very different from most "standard" D&D settings. With this in mind, I set myself two main goals for Urbis:

- I wanted to create a setting in which all the oddities of the D&D rules are explored and explained. Where do all these magic items come from? What about all these critters (like the destrachan or yrthak) that look like they couldn't have possibly evolved in a terrestrial environment? How do spells like fireball affect warfare, and spells like raise dead society?

- I wanted some really big cities.

After some thought, I came up with the concept of the Nexus Tower - magical buildings that draw a small amount of life force of all who live nearby (how much depends on how greedy the operator is) and convert it into magical energies - which can either be used to cast some really big spells, or to create magical items (which normally cost experience points to build).

Now I had both a reason for the existence of all those magical items and a justification for the existence of large cities. After all, any ruler can see that the more people live in his cities, the more magical energy will he have at his disposal. And as an added bonus, these magical energies can be used for agricultural purposes, thus allowing a far higher ratio of city-to-country dwellers than otherwise possible.

With this in mind, I based the society of Urbis on that of our Earth's Industrial Revolution, instead of the usual Middle Ages, and promptly had a nice set of historic parallels to steal from - a huge urban underclass, Nexus Towers as "Satanic Mills", and so on... Most of the known world is divided into city states and their spheres of influence, with the Nexus Tower both protecting them and sucking the life out of them.

Well, that's it for starters. There's lots more to tell, but for the moment I think simply referring to my website again will do. ;-)

I have a lot of work still to do to get it published, and there is lots of place left for additional ideas - so if anyone of you has suggestions or criticisms, please step right up and tell me!
Saturday, August 14th, 2004
12:07 am
A little bit about me, as per the instructions for joining the fray...

Briefly introduce yourself
General high-tech/multimedia jane-of-all-trades, and college re-entry student, living in San Diego. Schemes to get into tech writing en route to ultimately becoming a librarian. Yes, it sounds strange to me too.

Tell us a bit about the background of the world you're building.
My background with the world:
This world has been my #1 biggest hobby (sometimes #1 biggest pain in the butt) for the most part since age 14. That means I have been writing my world, on and off, for 16 years.
It began as a novel I wanted to write. I turned it into an RPG (unpublished, but I ran the RPG for years).
Now it's become more or less this ongoing soap operatic saga of serial fiction revolving around various characters and their personal angst. I don't know if I'll ever RPG it again. Maybe if someone else runs...

Introduce your world. Politics, technology level, genre, whatever else may seem approtiate
This fiction entry I think introduces it best.
The setting is thousands of years in the future, after the fall of human and alien empires alike to a mysterious third party which came, and just as mysteriously, vanished. The human worlds all lost contact with each other. Picking up the slack is a culture - both like and unlike us - which has spacefared longer than humans have. The Nadiran are a people consumed by religion, myth, prophecy, clannish alliances and vendettas, and feudalism. They're characterized by the following: 1) their homeworld having been sacked almost two millennia or more ago (by the same people who divided up the human empires), they now live in space, on their city-stations and on their ships. 2) they're intolerant of sunlight, hence they wrap themselves up head to toe when travelling dirtside, and wear protective goggles. Many humans have no idea what one really looks like. 3) They have about two and a half times the human life expectancy. 4) the principle of kt'thran - the idea that everyone has their place, and should know it - has been the foundation of their society for thousands of years.

I've gone more into culture, myth, history, religion, language, folkways than I have ever gone into much technologic detail.

If we can find your world somewhere online, please tell us where
And, here, for pictures of the various denizens.

You can also follow the story via my livejournal, but again, it's serialized, and more, I write everything "out of order" so you might want to start with the fic's on the website and get caught up first.
Saturday, June 12th, 2004
10:58 am
A simpler world...
I'm switching back over to DnD soon (v. 3.5 books should be here soon) and I'll be running a game with my fiancee and a friend (sort of an intro for them, which will be good, since it's been a while since I've gamed too) and I want to create a world that is nice and simple for them to adventure in to start off with. I'm thinking just having maybe one real dwarven kingdom, elven kingdom and human kingdom (maybe two human ones) and then Halflings will live on the plains of the human kingdom and gnomes in the foothills of the dwarven kingdom. There will be a desert in the middle (which is where the 2nd human kingdom will be if I have one) and then the other kingdoms will lay in a circle around it, surrounded by a 'mystic' fog that is unpassable (at least for the time being). Does anyone have any other ideas of how to make it a world that is interesting and exciting without making it overwhelming or overly complex?

Current Mood: curious
Tuesday, June 8th, 2004
9:03 pm
What do YOU do?
When figuring language into your world (especially when you're using your world for RPGing) how do you work language? Do you just make it simple and give everyone or certain races a 'common tuonge'? Do you assign different languages to each culture/race/sub-race? Do you take any steps in actually creating the language?

Usually what I do is give each race/culture their own language. IE, Dwarves speak 'Dwarven' (for lack of a better name), but a different culture (not nesicarily a different sub-race though) of dwarves would speak a different language. Each sub-race speaks a certain dialect which may or may not be easily dicernable to other dialects. Sort of like China. I tend to do this just for the sake of simplicity. I also tend to just assume Dwarven & Elven to be like Tolkien's respective dwarven & elven languages. I usually have hobbits just speak some human language (like Tolkien) though with a dialect. For the different cultures I'll assign a language that it is similar too. IE, a culture that is based around Arabia will have a language that sounds remarkably like Arabic. I've only tried an develope one language (and unfortunently due to computer problems lost the whole thing, grrrr) usually I'll just do a couple words here and there for creating purposes.

Current Mood: a little irritated...
1:07 am
Wednesday, May 19th, 2004
7:31 pm
Warning: may go off on tangent
Now that we got that out of the way...

Below is a rant about my fantasy woes, and yes it probably could do with a little editing, but I need to get some of it off my chest. I would love as many responses as possible.
Caution: Rant of unusual size insideCollapse )
Monday, May 3rd, 2004
10:51 am
The Continent Of Ceavendar
The Continent of Ceavendar

I will be brief because if i flower up the story with graceful words and metaphors, it would be over 20 pages.
In later posts i will post true excerpts from Hand outs my PC's recive ( Old Legends detailing a small part of the world ECT)

The universe is created, God with it. This God, whose name, known only to the chosen people, is Johovah. He creates his servants, the Wild and Wyrm, each given the task of creating his universe regulating aspects of it.

The Wild Gives life, giving the living there souls and returning them to the cycle.

The Wyrm Destroys, so that only the things intended by god exist, keeping his worlds clean.

Content, God leaves, wacthing the universe intently, never touching it for fear of disturbing its beuaty. However he grew tired,

The First man was born, his Name Adam, his wife Eve

He had seven children, the first born abel was killed by the second born. The second born Caine, was cursed by God himself.

(The context of the story thus far is heavily influenced by Vampire, because well, this is vampire. Ceavandar is the land of Nod. From this land all the legends of elves and dwarves are born. Only the wyrm will destroy them in the future. The story is the Pc's quest to find Noah and see that humanity survives the great flood.)

He was cursed with the Mark Of god, to forever wander, and have the hands of all men turned against him, but never to be killed, for men cannot harm him.

With the pain of Abels death, god falls into a state of sleep and begins to dream. But those dreams begin to distort that which was meant to be

Adam had 5 more Children (one of whom is Seth), each birthing a tribe. These tribes each had 200 families, each known for there prowess at a certain skill, and each tribe with an afinity for certain things. For instance The Dunner were craftmen, while the Hugos were Hunter/Gatherers.

But Caines Children still lurk, and they tempt the wrath of god. It has been forseen that a great flood shall wipe the earth clean of its taint, and caines children are its target

I must appoligize for the Brevity, but i don't feel like reinventing the wheel. Ceavandar (its on earth, circa 12,000 BC ) is not a new world persay, but a twist on our own. It has a Dozen countries, each settled upon the base of the Moutains of Hugos Mouring, a great range that the children of Seth traveled to flee the Mealstrom of war that Caines children wrought upon the on other tribes. As soon as i figure out how to do it i'm gonna post a map, as well as descriptions of the cities and the deeper histories.

The Campaign is meant to run the course of human history from the birthplace of mankind to Armageddon. The Pc's, starting as men for many years who fight the vampire menace, are turned, survive the flood, and continue to plot or prepare for the darkness ahead, when the anti-christ is born.

This is more of a concept skecth than anything ... it is really detailed and viable, i'm just lookign for comments on the concept, and ideas to catapult the story.

Current Mood: accomplished
Tuesday, March 16th, 2004
8:40 pm
I had a weird dream about a world.
I was in this world that was about the equivalent of 1950's Alabama, save that it was a fantasy place.

Everyone dressed like the time, and there were cars and stuff.

Then I got to the fountains and they had signs, "Humans Only", and "Demihumans Only". Then I noticed the large goblin coming up and taking a drink from the "Humans Only" fountain. It was then that someone came up and tapped my shoulder, asking me if I was going to do anything about that. I looked down and noticed I was wearing a police uniform. It was like a highway patrol uniform, only the sleeves were made of chainmail. The badge on my lapel read "Wulda Highway Patrol". Instead of a gun in my pocket, I had a magic wand.

A crowd had started to form, consisting of humans, gnomes, elves, and goblins. I picked up the wand, and was about to point it at the goblin before I stopped, asked myself "Why?", then I woke up.

So, I pondered over this world and thought of the 'history' of the Wulda Highway Patrol... I wonder if a world like this could be a good 'adventure' game... I've got a few ideas. More to come...

Current Mood: curious
Monday, January 5th, 2004
1:14 pm
While there's some activity here...
Just thought I'd drop a pointer to a rather long-winded bit of writing I did on the subject of world-building and storytelling as a dynamic art. I think it might be of interest, but then, I wrote it.


3:58 am
i'm usually not this long winded.
Hello everyone.

My name's Benjamin and I'm a sophomore at Indiana University of Bloomington this year. I'm a religious studies major with an interest in astronomy, psychology, political activism, and the relationship between science and religion. I've been gaming for about 9 years now, GMing/DMing/Storytelling the majority of that time, but only within the last three or so years have I done any serious world-building.

My current world is Karrista (name subject to change to something meaningful at some point). My project with Karrista is really to try to make a rich diversity of cultures and religions to come from. There are several races on Karrista: Arcadians (arcane magic users who live on floating isles, much of their history has been lost, on occasion one is born with wings), Brahmins (semi-divine beings from an asian/indian culture, claim to work for the Celestial Bureaucracy), Sylvans (nature-dwelling race, worship giant elemental gods), Salians (sea variant of the Sylvans), Sithians (city-dwelling race, worship a triad of lawful gods who manifest within the cities as "fatimas"), Viajerons (a race of travellers with a mystic connection to death and darkness), Spirit Folk (Spirit Folk can either be of the Sylvan or Sithian variety depending upon which spirits and races they are descended from), and Humans (you may know some of these?). Each race, barring humans who kind of cop the style of all the other races during the present era, have their own religion and my big project right now is making those religious practices and the culture they've created different from one another.

Currently I'm designing the world to be played in D&D 3.0 or 3.5 but I'd like to create my own system some day soon, because I'm not a big fan of monolithic companies and besides that, D&D doesn't do much to inspire my imagination.

Regardless, most of my posts coming up in the recent future will be in regards to filling out the races one by one. Basically my big goal right now is to come up with 12 racial feats for every race and master class (or alteration of a masterclass) for every race. Once I've got these rules sketched out I'll move onto actual write-ups which will detail the different governmental systems of the races and religious beliefs and practices as well as cultural details. In the distant future I would like to work out the complete past of the world to explain things as they are in their current state today.

As far as what kind of comments I'd like to get, well, anything would help. Most specifically I'm looking for three kinds of comments; 1) comments you feel point out some flaw in my thinking, either about the rules I'm creating for the world or the actual cultures themselves, 2) comments you feel will aid my goals of deepening this sense of cultural richness and diversity in the game, and 3) I am terribly worried that this world is going to dissolve into a very thinly veiled political discussion and that is something that I would like to avoid (I want all of my games to be political / religious / social discussions of some sort, but not thinly veiled ones) and any comments that will help me avoid this I appreciate.

In the future I hope to finish the role-playing system I have been working on and will most likely post rules on this site as well as whatever base campaign world I create for it. At the moment I have the skeletal structure of the system set up and I am considering now how to flesh it out, a lot of it depends on which direction I ultimately decide to take the game (current ideas I've been tossing around are high fantasy Hindu mythology, a fantasy - sci/fi blend that takes place as heroes explore the star system or perhaps keep the universe from collapsing, or simply a system which is best suited to run Karrista).
Thursday, December 11th, 2003
1:59 pm
Origin of Species
Humanity - Humanity is the eldest race, and many are immortal. The first generation of humanity was created by the Tellur, the god of craftsmanship and beauty; Tellur smeared his blood on each of the 51 marble pillars in his temple/home, and drew out one human from each. The first human he named Talagea ((Galatea and Pygmalion, y'know)), and also named each of them in turn. All but Talagea went into the world to explore, as she stayed by Tellur as his handmaiden and high priestess. They take to Tellur's innovation and handiwork side more than his pure appreciation for beauty.

Dwarfkind - Dwarves are a creation of Voni after she was banished from Creation. She was saddened by the death of children, those who had never truly known life, and resolved to do something about it. She poured her blood over the child's soul and the strange rock that the Underworld caves were formed from, and a dwarf child coalesces around the soul. Dwarves are the caretakers and lorekeepers of the Underworld; they may listen to the souls that they wish, and many attach themselves as aprentices to great warriors or craftsperson. They are also attracted to the relatives of their soul-they may love or hate the family of their soul, but they are incapable of being ambivalent. As a side effect of their creation, they are immortal so long as they stay in the Underworld, but have the PHB dwarven lifespan outside. Also, they count as members of their former families for magical effect; a dwarf formed from the soul of a human child of the Deluge family would not count as human, but if a weapon was created to slay that family, or could only be weilded by members of that family, the dwarf could be slain by the weapon or weild the weapon, respectively). In the mythic age, dwarves cannot have children. They are a disciplined, martial people who have all the ages of the world to learn from the greatest warriors, philosophers, and magicians. When dwarves finally are able to have children, they will be normal PHB dwarves in all respects. As a sidenote, Voni is not sharing the secret of their creation (and the gods don't know they exist yet anyway).

Ties of Family (Divination)
(no proper statting yet)

The caster sees ties of blood for all creatures with 200'. Members of an immediate family are connected by thick cables, while distant cousins have ropes about the thickness of an elven finger. Dwarves detect as distant cousins to any former family members. Connections are only created between creatures in the radius of the spell, except for dwarves and anyone who has been resurrected (due to some special effect of the Underworld). The connections are not tangible to anyone except the caster, which makes it inadvisable to cast it in a crowded marketplace. The Caster cannot be injured by them, merely immobilized (which can be as good as dead in some situations).

Goblins - These poor creatures were made when the god of the wind got the bright idea that corpses would make great material for life. It was a good idea, but the creature came out warped and ugly, with great fertility but a hideously short time span. Convinced that different corpses might work, he went around the land creating, making different sizes of goblinoid. When he finally decided it wasn't going to work, there were a wide variety of goblins already extant on the land. Goblins are dangerously capricious

Elves - The latest sentient creation was the work of Tellur, who was hardest hit by the "failure" of his "perfect creation." In the crystal forests near the ocean (both unnamed as yet) he mingled his blood with that of the goddess of deep places and together they called the elves forth from the crystal. They are beautiful and creative as Tellur's legacy, and are wise, but prone to insanities as their legacy from their other parent. Elves love the sea, and are fine shipbuilders. Much as classic elves, they do not age past young adult in any physical manner, and drop dead suddenly and painfully when their time is up. All elves over 800 are insane and not magically curable. The nature of their insanity is generally benign, so very few rabid elven sorcerers scourging the lands of men, though I assure it will happen at least once in history.

At the time of campaign start, the first elves have been born, and none have yet died. The gods are incredibly happy, and are becoming too wrapped up in their new "perfect creation." I pity the elves when one dies and they are most likely abandoned.

Marble + godblood + Syllable = humanity
Underworld rock + godblood + Syllable + soul = dwarves
Corpses + godblood + Syllable = goblinoids
Crystal + 2 kinds of godblood + Syllable = elves

Other stuff
Soil + laughter + Syllable = flowers
Soil + melody + Syllable = trees
(essentially, plant life is soil and different vocal tones. What would you get with a scream of agony?)
Clouds + happiness + Syllable = all kinds of non-raptor birds
(I like the image of a cloud dissolving into hundreds of kind of birds)
Animal life springs from whatever environment in around, plus an emotion.

The really weird stuff is the fault of non-godly people who find the Syllable and start experimenting with masses of things at once. Blood of different kinds of sentient races has slightly different properties. Dwarf blood gives the creation something along the lines of soul-eating, communication with spirits, preternatural fighting ability. Elven blood gives swimming or water-breathing, and is generally used in the formation of aquatic monsters. Immortal human blood just makes things powerful in every conceivable way. Mortal human blood gives resiliency and a scary birthrate. Goblinoid blood also boosts reproduction and hunting instinct, but generally lowers intelligence. And so on. Now with all the materials you can bring to bear for this, you have the amazing variety of D&D.

The only truly immortal beings other than the first humans will be those created by Apolis. He has access to tons of souls, potentially, and while many of them would be evil, many are not (see the last post for information on how Apolis gets souls). He doesn't make many, and can't reabsorb them by default. This is how fey are made, and the sources of their semi-malicious capriciousness. The weakness here is that they cannot hide their natures. If the being is good, it will be very beautiful and have a calming aura, and so forth. If the being is evil (most often, really), it will be twisted in some fashion or it's evil nature will be readily apparent with but a little examination, such as the Ravenloft corrupted nymphs that suck the life out of the area around them.

Mmm... questions, comments? Whee, creativity is a great stress relief. I wanna run this as a PBeM now...

Current Mood: accomplished
Wednesday, December 10th, 2003
2:44 pm
Apolis, the Tatterdemalion Royal
In my last post (a few down and a couple months ago) I set out the basic framework of my world's metaphysics. Here is an explanation of the story behind the Great Big Plot Device.

Apolis gets chomped by Maiki, a dragon as big as a mountain. At least, that's my basic idea of dragons, with Io being as large as the volume of Mt. Everest, and all his children being the volume of Mount Fuji. The image is really cool, but I'm trying to decide how in the world Apolis mortally wounds a mountain.

In any case, the reason Maiki comes to kill him is that he is the prize student of Voni, goddess of the martial arts (and actually all physical skill). He's good, really frickin' good. Too good. Voni begins to think that he's going to surpass her. The gods are typically Greek here, feeling emotions much as humans do, but with Incredible Cosmic Power to back it up.

She's jealous of her student, but it isn't completely her doing. There is a Being (of indeterminate origin, perhaps from the Overgod, if there is such a thing) that sprang into being because the world is unchanging. Opposite forces. For now, I'm calling it Entropy. Entropy wants death to happen because it somehow knows that it will solve the problem of the world as it sees it.

For an idea of the atmosphere, imagine that you're holding your breath. Keep holding it... hold it... hold it... Pretty uncomfortable. Imagine living your world life feeling like you're holding your breath, but you don't know where that sensation is coming from.

So, the world will start breathing when something dies. Entropy, being currently an agent of balance, is cool with that. So it has to find how to kill something. Accidents don't seem to be working, so it decides to go to the top and work its way down. It attempts to foment ill feelings between the gods, and it works, but not to the extent of deicide. So it latches on to the god that it was most able to affect (and most able to deal death) and starts working on her head.

With the idea that Apolis somehow threatens her superiority, she's the one who tells the Ancient Drake Maiki that Apolis is being insulting. So, Drake and Man die, and Voni is hauled up before a Godly Tribunal (as there are only three other gods anyway) and summarily told to get the hell out of creation. They strip her of her power and physical form and set her loose, telling her that they'l give her her stuff back if she finds Apolis' soul, which they, strangely, could not. With his soul, the gods figure they can bring him back and set everything to rights.

So Voni goes wandering, and eventually enters a cave for some reason or another, and finds that she's tangible there. Deeper is the Underworld, an area outside Creation (oddly enough) that she sets up shop in, only to find out that the spirits of sentient creatures also set up shop there. So Voni is now the goddess of Death, and pretty much an unemotional character since she knows she was manipulated by her emotions and resolves to never let it happen again. Good luck with that.

Incidently, Voni is the only one who knows of Entropy's existence as a sentient Being. The other gods thought she was making it up to save her skin.

Speaking of Entropy, guess who has Apolis' soul? Three guesses, first two don't count. After the death of Apolis (and then the Ancient Drake Maiki, who died but is Unliving as the first Undead creature), it felt itself dissolving away, its purpose completed. Therefore, it grabbed Apolis' soul and absorbed it, blending the two, sustaining Entropy's existence (now for all intents and purposes male), and twisted him toward evil. Having fufilled his original purpose, Apolis/Entropy creates for itself a new purpose: to drag the world (indeed, the entire universe) into cold and dust.

Here's your classic god of evil. He takes all souls dedicated specifically to him, and those with power can dedicate souls (a king over his people, a father over his children), but the catch is that anyone who also has power over the promised souls may do a task or tasks to redeem them (a mother may redeem her children, whether they were promised by the king or their father; in the former case, she's still damned herself unless she also does a task on her own behalf). Those given to Apolis are not resurrectable.

One of my players is obsessed by the idea of chaos, so I plan on having Apolis argue that he is (at the very least) not a god of evil, and is merely a natural force. I'd like to see whether her ideas cloud her characters judgement.

Apolis' signature color is yellow, being the color of his hair, the enameling on his armor, and the huge topaz set in the pommel of his sword. After Apolis is absorbed and Entropy gains physicality, he takes the form of Apolis in tattered yellow robes with a twisted golden crown. This is also an Easter Egg for my players, who love the Cthulhu mythos but haven't actually read the non-Lovecraft stories. The basic description I gave is of the King in Yellow (which will become one of Apolis' appellations), who I believe is Hastur. Cthulhu itself will not be making an appearance.

His great Evil Plan for World Destruction is essentially to suck all the fire out of the sky and let the world freeze. The PCs will be sidetracked in a place where time is distorted (the underworld, perhaps) so that when they come out they notice the black threads in the sky (where the fire is gone) that no one else can notice because the change is happening so slowly.

What else... oh yes, Ressurrection, I mentioned that, didn't I? No Rez spells, ever. In order to bring someone to life, you go to the Underworld and bargain with Voni, who is actually rather nice as death goddesses go. A PC will die, or someone important to the PCs will die, and they'll want to get them back. Since this would be her first time doing that, she'd say "Find me Apolis' soul" and let them take their buddy along for the ride. Since she didn't say "find and retrieve", saying "Entropy has it" would fufill the bargain. Plus this lets them find out about Entropy and puts them ina position to stop his Evil Plan (etc).

For another twist, necromancers would be a respected profession attempting to find the secret of immortality. Well, until their zombies start running amock.

Yes, a small city-state made up entirely of immortals would be fun. Perhaps their children get kicked out as soon as they reach young adulthood ("encouraged to adventure") or some such, so that they don't depress their immortal parents by getting old.

Current Mood: accomplished
Tuesday, October 14th, 2003
7:00 pm
I'm Anders, I live in Sweden, and I play a lot of games. If you want to know more, just ask.

The world I'm currenlty working on is set in a loose-parallel fantasy version of Ancient Europe.

More details here.Collapse )

Current Mood: awake
Monday, October 13th, 2003
8:55 pm
Hi, I`m Sarah. I`m a foreign exchange student languishing in Japan because of my inexperience. But hey, that`s not what I`m here for.

My world is being built because my roommate is a huge Tolkein fan. I`m not particularly, but I read the Silmarillion (sorry if i offend anyone with the poor spelling, but the book is in America and I am not). I found it to be rather cool, and the creation myth was especially interesting. I plan on running this as a campaign once I get back from my studies.

Many things drove the initial creation. I didn`t want the initial state of creation to be water, or void, or cold, because that:s how it always was. So the default state of the universe was fire. Fire did not burn or scorch, because everything was fire, and fire cannot burn or scorch itself. Out of the primal fires of the universe, the gods Were, or Became, or however one wants to think of it. Suddenly, the fire had something to burn, so it did, and the gods weren`t too pleased with that. So after various aeons of scorching agonies, one of them (even they don`t know which) created a refuge from the fires that is Ea (its only a working name).

More--slightly rambling--detailsCollapse )

Most of this makes very little sense because I:m trying to hit the highlights and tell a bit about my design philosophy. In the end, it is a mythic age, and the heroes (PCs) are larger than life; the PCs are expected to do great things.

it isn:t anywhere online yet, but I have little bits up at mythicrpg. There`s actually more in this post about the world than up at mythicrpg, but currently it has information on the size of dragons and some character assumptions for the world.
Thursday, July 3rd, 2003
12:02 pm
Uoi: My little world.
Okay, here is a rough draft of my world. I'm still hashing it out, but I think it has all the details.

I welcome honest critiques. It helps improve my style.

Anyway, here goes.

“The times we live in now… among all the great discoveries we have made, all the new lands we have explored… I daresay I am delighted I do not live in a time like the past…”
-Nius Frem of the Family Porisi, Scholar of Anatomy.

This sentiment is growing daily by the population as the Scholars continue to demonstrate how magic can be beneficially used by all, even the most “common” of man. There are mumblings now happening at local taverns that speculate maybe one day this “science” will replace the various faiths in the land… It is an age of enlightenment in the world of Uoi, an age of reason overcoming superstition. It is an age of prosperity.
Uoi was once a world of uncertainty, especially on the continent of Geiri. No one knew what was going to happen the next day. Most prayed to live past their teenage years… and most of the time, those prayers went unanswered. Many religions fought wars, using believers as soldiers. Many died, few lived.
There came a point in history that few scholars are loath to teach. A Geirin church that worshipped, of all things, a war god, that ushered in a change. This god’s followers, few as they may be, were known as valiant warriors. They had a strict policy of self-defense though, and never were permitted to be aggressive. They sent diplomats to many temples, offering whatever services they could, be it money, food, whatnot. At first, few churches joined in this cause, but it was enough to significantly dent the number of inter-faith wars. At first, the people were worried that there was no fighting to bring some semblance of order into their lives. When they realized the truth, they were delighted. Soon, common folk began to spread the word, and more churches joined until practically every faith in Geiri was aboard. The newly united churches pressed forth in more humanitarian causes. People could go to the various churches and would be cured of diseases, healed of wounds, and souls lifted.
Two hundred years after the Great Union, as the event of the churches unifying is called, Geiri has become quite… full. Thanks to the efforts of the priests providing health care for the people, life expectancy has increased nearly five-fold, and the population has nearly exploded. Any wars that happen now are fought between newly formed kingdoms, and thankfully those wars are rare. People find they have more time to pursue activities such as art and scholarship. Sadly, the war god that made this all possible has faded in history, unknown as the bringer of enlightenment.
One minor problem has arisen, though. Since the churches no longer fight wars against each other, those who believe their deity is the supreme deity now compete for followers. Churches send out proselytes who are practically on every street corner, trying to lure in new followers. Because of this competition among churches, people have wandered into new fields of thinking…
People were also free to explore now. Caravans and traders had formed, and blazed a trail westward towards the adjoining continent of Karunama. There, the Geirin came in contact with the Maka’as, a race of short, silver-furred, monkey-like people. The Maka’as were an open civilization, encouraging contact with their new neighbors. Trade routes were established. Goods traded hands, but most importantly, ideas were now being exchanged.
With the exchange of ideas, a new force in Geiri society has arisen: The force of the scholars. These people have arrived on the scene, making “miracle” after “miracle” in science; they demonstrated that the common man could wield the power once held by priests. They also demonstrated a form of magic that comes from the independent will, and not by the placation of any god. The scholars advocated education for all the public, and even opened universities where one could study this “magic”.
Naturally, this offended the many churches. Powers were reserved for the gods and their followers, and by using your own will to affect nature was an affront to the deities. However, the people have come to expect peace from the churches, so resurrecting the idea of war was not going to be a popular idea. So, a kind of “silent” war began for the hearts and minds of the people. Prejudices were seeded in the schools and in the churches, making those of faith mistrust those of science, and vice-versa.
A century has passed and this silent war is still going on, even in the present. Today, folks typically just live their life however they can. Nowadays, news of the “Newlands” dominates the conversation. Many kingdoms on Geiri are in a mad rush to discover and colonize the new continents discovered recently. Universities are backing governments, as are temples, in hopes of getting a foothold in the new territories and secretly trying to secretly establish a “Utopia” based on their ideas… but the natives, the Bugi, are not too happy about this expansion into their homelands…
What will happen now?
Wednesday, July 2nd, 2003
11:40 am
Greetings and salivations...
I'm new here and am more of a coattail rider than I am a builder, but I figure if I do enough riding, I'll be able to do my own writing.

Heh. Well, anyway, I'm a graduate student in Horticulture and Botany, I don't game regularly save the occasionally geeky LARP. Often I try to assemble friends for a game, but with everyone's schedule, my games don't often go through. Oh well. I'll keep trying.

As for my world? I've got a few. One is an unnamed one that's about the equivalent of an 'Age of Reason'/Regency period fantasy game where Scholars (aka wizards) and Clerics battle quietly over reason vs. faith. Merchant families grow in numbers and strength, and push for the mapping of the world, while the peasants grow ever more 'insignificant' in the eyes of the landed nobles...

As I've said, I've got others... In fact, I think I may have too many 'worlds' on my mind. I just think I need an outlet for a few of them.

Well, pleasure chatting with you. :)

Current Mood: chipper
Tuesday, June 10th, 2003
5:24 pm
Hello Everyone
Hi, I just joined the community. I'm G. Nick D'Andrea, as I'm sure you can tell by looking at my profile, along with everything else you didn't want to know about me. I have been working on my world for a few years now, I'm gonna guess about four.
It is set in the point of view of the third of three eras of great races on the planet Aeoeur, the third planet from the sun Aeoe, which is the time frame I set various stories I write about in. This third era is controlled by a race of creatures known as the Skli'o, a race of mammal/rodent-like creatures which tend to live in plains and mountains. They speak the language skli'u gyuu, a very fluid language I created with a quite lenient and context-based grammar system which allows COMPLETELY free word order. The Skli'o are pretty much a very laid-back race of philosophers, artisans, and great conquerors. Although they do not realize it consciously, they tend to conquer every other race around them, and further. They attempt, but are often unsuccessful, at assimilating life that they cannot conquer, which is for the most part species that live in forests. This is most likely because of an existing bond between all forest creatures, whom happen to speak the language Guri, a very hard and guttural language. These forest-dwellers also possess an "ability", if you could call it that, to control things magically. It is not really like this, however, instead it is a symbiosis between large forest-dwellers and microscopic ones. These microscopic ones, although they cannot speak to others, they listen, and communicate to others of their species and control the area around them by using a massive invisible force of themselves.
Hmm... that isn't a very detailed introduction, and it focuses on some less-important concepts, but I'm too lazy right now to rewrite it. I'll be happy to answer any/all questions about my world and I will, at a later date, go into more detail.
[ << Previous 20 ]
About LiveJournal.com