Post by ano on Aug 26, 2015 19:31:17 GMT -5
As promised, here is a summary of the world we created in our worldbuilding sessions this weekend.
All of the things posted here are decided, and you should not write stuff that goes against them. Other than that you are free to make new stuff up within these constraints, and to discuss reasons why you think something should or should not be added or changed in this thread.
The list will change, and will be kept updated with all canon aspects of the world as we keep developing the game.
Welcome to Karthund
Karthund is not the planet itself, but the name people of this region use to refer to all known lands including and surrounding their isolated home. We are talking about 100 square kilometers, which while pretty small, is still traversable in about a day, which we need in game terms. The land is boxed in by several geographic accidents, which protect and isolate the people from the menace of the rest of the world. Most of the land is self-sufficient, with only a handful of ships leaving its border every year. The land is also home to wild fantasies: giants roam the land below mountains, mice fight civil wars in Myseer shores, and power lies hidden in deep and forgotten caves. This is a land of awe and mystery. All it needs is to be explored.
Governments
All cities in Karthund represent individual city-states that have their own separate political body. While they used to be a single realm long ago, ages of divergence made them into unique societies in their own right.
Staphian Democracy
Staphians place great value in individuality and voice amongst its populace. They believe a government can only flourish while their people flourish as well, so their leaders are democratically elected.
Diraquian Anarchy
Moving away from Staphshire also meant a shift into an idealistic form of communism that soon collapsed into anarchy as the plague started changing people's minds. Now it is survival of the fattest out there, the desert sands ruled by the strong. The closest thing to authority, yet still far from it, is represented by the self-proclaimed Sheriff, a vigilante that took the onus of cleaning up the senseless voring in town with his own jaws. More recently, however, it seems he’s been driven mad himself, a volatile and uncontrollable fate to anyone who so much as looks at him the wrong way.
Tarboro Monarchy
The Tarborean monarchy is still in power years after the collapse of the realm, partly due to the price of information and partly due to their sheer lack of diligence to incite change. Remaining in power for several generations, isolated from the pressures of the outside world, the royal family has quickly degenerated into a lineage of fat and lazy slobs more akin to massive, heaving blobs of flesh and fur than anything else.
Elyndar Dictatorship
Normally an oligarchy, the Elyndian government permits the institution of a dictatorship regime in times of crisis, entrusting all the power of the government in a single citizen to speed them through their trials. Sadly, as the plague began to exacerbate their mental laxness, the dictator himself soon declared a perpetual state of party throughout the island, leaving most, if not all, of their problems unresolved.
Iroshan Theocracy
The city of Iroshar started as a simple monastery that grew too large to contain as the number of their followers swelled in times of famine, the masses praying for divine intervention. They call themselves Disciples of the New Age. They absorbed surrounding villages into a veritable fortress ruled by the Council, a group of elders that organize the theocracy. However, once the famine subsided and the plague took hold, a peculiar essence emanating from deep within the mountains had taken hold of the Iroshan people, gradually turning their once-hallowed theocracy into a cryptic cult.
Organized Groups
Disciples of The New Age
Originally with only the best of intentions at heart, they foretold of a hero who would bring an end to the years-long famine. Unfortunately, they were only technically correct. While the famine had certainly ended, the plague had brought upon their world an age of abundance never before witnessed in history but with untold consequences. As a result, the plague seems to have grabbed hold of their leaders’ minds, turning the Council secretive and elusive. With their power and influence, the Council has brainwashed the rest of their people to follow in their commands to feed the source of this mysterious power.
Earthshakers
A group of pacifist warrior monks that live in secluded monasteries deep in the mountains. They believe that strength comes from without. That perfection is achieved through consumption of great things. And in taking in that which is great, you become greater.
Children of Thorestein
Lead by the fanatic Dr. Thorestein, his Children are absolutely certain that the world only progresses through trials and tribulations and that the populace is brought together by hardship. To that end, they seek to clean the land of this plague of abundance by any means possible – more specifically, by taking this burden unto themselves through the mysterious art of lipomancy. Under the guidance of Thorestein, they think themselves the only ones sane enough to endure the plague of gluttony and clean the world of this disease.
Wyrmstead Guild
The Wyrmstead guild is a group of independent hunters that roam the lands in search of adventure and increasingly large prey. While they are a diffuse group by nature, they can always be found during the beginning of each month, gathering at the Wyrmstead, which gives them their name, to boast of their hunting stories, eat exotic foods, and greet prospective adventurers.
Magic
Fat is power. Or, more accurately, favor is power, but the only god currently in the land, known of only by the Disciples of the New Age, is Vlofgant, the God of Gluttony and devourer of all. That means that power is gained by overindulging on the many earthly delights of the realm, and fat is the physical manifestation of God's favor itself. When properly channeled, adipose tissue can be used to achieve incredible feats of might and magic beyond that of any mortal man.
Arcane
The magical energies that flood the land can be used to bend the laws of nature itself, as long as the caster knows to how call upon them properly. While most of the population makes use of the "cantrips" sold at exorbitant prices at mage shops, very few of them have either the inherent talent or the years of practice required to make a functional mage. Lying at the very border between mundane and dangerous, magic is seen by many as a blessing and by others as a perversion of nature by dark men.
Martial
A lost art, now found only amidst the ranks of Earthshaker monks of the north, Kai-ar is the ancient practice of channeling power through the user's own body, expressed as feats of incredible power and agility. With their sheer size and mass as the source of their power, they are able to perform supernatural feats. If arcane magic is the expression of power through mental prowess, Kai-ar is the expression of body through power. There is a point, however, at which even their forms become too great for their own good.
Areas
Farmlands
The areas surrounding Staphshire are formed of windy plains and lush farmlands. Quite peaceful most of the time, a few predators still lurk the land, especially those who capitalize on the farmer's recent abundance.
Desert
The Nahaaran desert is an apparently endless expanse of dunes and sand. Stretching as far as the eyes can see. It is completely devoid of all but the most resilient forms of life.
Savannah
As the farmlands start to dry westward, this stretch thrives only due to the Vohltic River that flows through it from the mountains. Straddling the line between arid wasteland and lush prairie, the savannah is home to unique species, not found anywhere else in the world.
Forest
The Harrowed Woods are a dark and dangerous place. The canopy of trees is dense enough as to barely let any light through, and the mists that lie within confuse the senses and blur the line between waking life and nightmare. None but the most courageous of adventures know what lives here, and even they do not want to talk about it.
Swamp
Where the Harrowed Woods meets the sea it forms muddy marshes and ghastly bogs. Here the atmosphere itself is poisonous, and the fog from the Woods hides the creatures that lurk in its murky waters.
Mountain
The mountains are relentless. Cold, unmoving, and absolutely enormous. They are also the source of life to most of the land, as the snow melts from its frozen alps, creating the two main rivers that flow through the land. Amongst the sparse pine trees and deadly crevasses, caves hold hidden knowledge, forgotten eons ago.
Hills
Before the might of the mountains lay a series of rolling hills. Too steep for planting but not steep enough for security, a few people make their homes here, along the alpine trees and the fresh northern wind.
Island
About a few hours sail from the mainland is the last plot of land east of Karthund: a chain of volcanic islands, land to exotic beaches and awe-inspiring fjords. Isolated from the rest of the world, the island has a unique habitat with interesting plants and peculiarly colorful animals not found anywhere else.
Beach
Straddling the eastern coast and surrounded by either boring or dangerous loci, the beach is the preferred vacation location for all Karthund.
Culture
People
All people in Karthund are humanoids similar to several animals found on earth, sharing their work and forming a society of diverse people all under the same name. Here, primates never happened, and species evolved from their feral ancestors collectively. While they recognize ancestry to their feral counterparts, it is not more than we humans would consider ourselves related to monkeys. After practically being starved to death, the people recently found themselves becoming plump in their abundance. The average fur is about 180 pounds as the plague has only recently taken hold of the land. Height, however, varies greatly depending on their species.
Power
As the plague took control, the ravenous population caused a shift in the aristocracy of the land. Artisans (primarily chefs, tailors, and carpenters), mages, and food merchants represent the aristocracy, while farmers and independent contractors represent the lower classes despite their vital function in society. Adventures are outside of this spectrum, as they find success or demise in the wilderness in equal amounts.
Customs
• As the plague affects the citizens, multiple meals a day became the accepted standard for all but the destitute.
• When clothes ripping became more of an issue at inns and eating establishments, the owners started the tradition of giving customers the tablecloth when they outgrew their clothes, both so they would not have to walk home bare, and as a mark of distinction for managing such a feat of gluttony.
History
The Great Famine
The land laid dry, the soil hard, and the stomachs empty. The Great Famine was a five-year period of consecutive droughts, disease, and mismanagement that meant the death of many and while leaving the rest for dead.
The Plague
The plague is a very recent event in Karthund’s history, having put an end to the Great Famine only a few short years ago. As such, the people of Karthund are still growing accustomed to the sudden, massive influx of abundance, overindulging without a second thought as respite from starvation. However, this mindset compounded with the mind-altering effects of the plague has led to the widespread epidemic of insatiable gluttony, fueled by none other than the God of Gluttony himself, Vlofgant. While symptoms are still relatively mild, they will grow more and more extreme as time passes.
The Deathless Prophet
The prophet has foretold it's own death, as the death of the world itself. The prophet also foretold the coming of a hero, to save the land from the curse of bounty, rising from the unassuming to godlike power. That was 2 millenia ago, and now as the curse rises from it's ashes, it is time for the prophet to rise anew again.
The Hero Foretold
Amongs the simple people and common folk, is said in ancient legends, long forgotten, to lies the salvation for this world. The only capable of imbibing in dark powers without falling pray to the insatiable insanity that hides within, and the only capable of turning this dark power against it's source. The coming of this hero is lost to the people's memories, but not to it's fate, and the time to rise has come again.
All of the things posted here are decided, and you should not write stuff that goes against them. Other than that you are free to make new stuff up within these constraints, and to discuss reasons why you think something should or should not be added or changed in this thread.
The list will change, and will be kept updated with all canon aspects of the world as we keep developing the game.
Welcome to Karthund
Karthund is not the planet itself, but the name people of this region use to refer to all known lands including and surrounding their isolated home. We are talking about 100 square kilometers, which while pretty small, is still traversable in about a day, which we need in game terms. The land is boxed in by several geographic accidents, which protect and isolate the people from the menace of the rest of the world. Most of the land is self-sufficient, with only a handful of ships leaving its border every year. The land is also home to wild fantasies: giants roam the land below mountains, mice fight civil wars in Myseer shores, and power lies hidden in deep and forgotten caves. This is a land of awe and mystery. All it needs is to be explored.
- Karthund is boxed up on the north by the great Iroshan mountain range that covers most of the land several miles to the north, where the climate turns frosty and desolate. While the mountaintops aren't largely populated, a few pockets of civilization still spot the land, mostly in the form of organized groups that value their privacy and peace enough to live in such a harsh terrain. The largest settlement in the range, and aptly named as well, is Irosha, a city-state theocracy maintained by the Disciples of the New Age.
- On the west, the Nahaaran desert makes travel to further lands almost impossible, but that didn't stop people from trying! As their lives where filled with despair by the Great Famine, people started looking to the desert with hopeful eyes. Soon, a handful left in search for a brighter future beyond its sands, only to settle around an oasis as further travel proved itself madness. Despite being surrounded by endless sand, the natural gifts of the desert were still better than competing for what little food was left in the central lands.
- In the south, Karthund is haunted by the seemingly endless, twisting paths of the Harrowed Woods. These dark and hostile lands mean certain death to all but the most experienced travelers while its fogs mask any vision with illusions and nightmares. Within its depths you can find the secluded town of Tarboro, lost for so long their citizens still live in a perpetual monarchy. Surviving by pleasing their nobles and only living for this survival.
- Finally, the east is coasted by the endless Serulean Sea, stretching for months on end, whose only land within traversable distance is the island chain of Myseer. In these strange and exotic islands lay a single civilized outpost: the dictatorship of Elyndar. Blessed by their natural treasures, the islanders have very little to worry their minds and can spend most of their time dedicating their lives to art, music, and, of course, indulgence.
- These four lands surround the main city of Staphshire, the largest city in the known world. Where people of all kinds congregate and enjoy life protected against the worries of the wild. Artists, chefs, artisans and independent contractors, with the occasional passing farmer, mostly populate the town. Situated in a temperate prairie, most of the populace can simply focus on planting, harvesting, and spending their spoils in town. All of this contributes to make Staphshire a haven for furs of all kinds, sizes, and weights.
Governments
All cities in Karthund represent individual city-states that have their own separate political body. While they used to be a single realm long ago, ages of divergence made them into unique societies in their own right.
Staphian Democracy
Staphians place great value in individuality and voice amongst its populace. They believe a government can only flourish while their people flourish as well, so their leaders are democratically elected.
Diraquian Anarchy
Moving away from Staphshire also meant a shift into an idealistic form of communism that soon collapsed into anarchy as the plague started changing people's minds. Now it is survival of the fattest out there, the desert sands ruled by the strong. The closest thing to authority, yet still far from it, is represented by the self-proclaimed Sheriff, a vigilante that took the onus of cleaning up the senseless voring in town with his own jaws. More recently, however, it seems he’s been driven mad himself, a volatile and uncontrollable fate to anyone who so much as looks at him the wrong way.
Tarboro Monarchy
The Tarborean monarchy is still in power years after the collapse of the realm, partly due to the price of information and partly due to their sheer lack of diligence to incite change. Remaining in power for several generations, isolated from the pressures of the outside world, the royal family has quickly degenerated into a lineage of fat and lazy slobs more akin to massive, heaving blobs of flesh and fur than anything else.
Elyndar Dictatorship
Normally an oligarchy, the Elyndian government permits the institution of a dictatorship regime in times of crisis, entrusting all the power of the government in a single citizen to speed them through their trials. Sadly, as the plague began to exacerbate their mental laxness, the dictator himself soon declared a perpetual state of party throughout the island, leaving most, if not all, of their problems unresolved.
Iroshan Theocracy
The city of Iroshar started as a simple monastery that grew too large to contain as the number of their followers swelled in times of famine, the masses praying for divine intervention. They call themselves Disciples of the New Age. They absorbed surrounding villages into a veritable fortress ruled by the Council, a group of elders that organize the theocracy. However, once the famine subsided and the plague took hold, a peculiar essence emanating from deep within the mountains had taken hold of the Iroshan people, gradually turning their once-hallowed theocracy into a cryptic cult.
Organized Groups
Disciples of The New Age
Originally with only the best of intentions at heart, they foretold of a hero who would bring an end to the years-long famine. Unfortunately, they were only technically correct. While the famine had certainly ended, the plague had brought upon their world an age of abundance never before witnessed in history but with untold consequences. As a result, the plague seems to have grabbed hold of their leaders’ minds, turning the Council secretive and elusive. With their power and influence, the Council has brainwashed the rest of their people to follow in their commands to feed the source of this mysterious power.
Earthshakers
A group of pacifist warrior monks that live in secluded monasteries deep in the mountains. They believe that strength comes from without. That perfection is achieved through consumption of great things. And in taking in that which is great, you become greater.
Children of Thorestein
Lead by the fanatic Dr. Thorestein, his Children are absolutely certain that the world only progresses through trials and tribulations and that the populace is brought together by hardship. To that end, they seek to clean the land of this plague of abundance by any means possible – more specifically, by taking this burden unto themselves through the mysterious art of lipomancy. Under the guidance of Thorestein, they think themselves the only ones sane enough to endure the plague of gluttony and clean the world of this disease.
Wyrmstead Guild
The Wyrmstead guild is a group of independent hunters that roam the lands in search of adventure and increasingly large prey. While they are a diffuse group by nature, they can always be found during the beginning of each month, gathering at the Wyrmstead, which gives them their name, to boast of their hunting stories, eat exotic foods, and greet prospective adventurers.
Magic
Fat is power. Or, more accurately, favor is power, but the only god currently in the land, known of only by the Disciples of the New Age, is Vlofgant, the God of Gluttony and devourer of all. That means that power is gained by overindulging on the many earthly delights of the realm, and fat is the physical manifestation of God's favor itself. When properly channeled, adipose tissue can be used to achieve incredible feats of might and magic beyond that of any mortal man.
Arcane
The magical energies that flood the land can be used to bend the laws of nature itself, as long as the caster knows to how call upon them properly. While most of the population makes use of the "cantrips" sold at exorbitant prices at mage shops, very few of them have either the inherent talent or the years of practice required to make a functional mage. Lying at the very border between mundane and dangerous, magic is seen by many as a blessing and by others as a perversion of nature by dark men.
Martial
A lost art, now found only amidst the ranks of Earthshaker monks of the north, Kai-ar is the ancient practice of channeling power through the user's own body, expressed as feats of incredible power and agility. With their sheer size and mass as the source of their power, they are able to perform supernatural feats. If arcane magic is the expression of power through mental prowess, Kai-ar is the expression of body through power. There is a point, however, at which even their forms become too great for their own good.
Areas
Farmlands
The areas surrounding Staphshire are formed of windy plains and lush farmlands. Quite peaceful most of the time, a few predators still lurk the land, especially those who capitalize on the farmer's recent abundance.
Desert
The Nahaaran desert is an apparently endless expanse of dunes and sand. Stretching as far as the eyes can see. It is completely devoid of all but the most resilient forms of life.
Savannah
As the farmlands start to dry westward, this stretch thrives only due to the Vohltic River that flows through it from the mountains. Straddling the line between arid wasteland and lush prairie, the savannah is home to unique species, not found anywhere else in the world.
Forest
The Harrowed Woods are a dark and dangerous place. The canopy of trees is dense enough as to barely let any light through, and the mists that lie within confuse the senses and blur the line between waking life and nightmare. None but the most courageous of adventures know what lives here, and even they do not want to talk about it.
Swamp
Where the Harrowed Woods meets the sea it forms muddy marshes and ghastly bogs. Here the atmosphere itself is poisonous, and the fog from the Woods hides the creatures that lurk in its murky waters.
Mountain
The mountains are relentless. Cold, unmoving, and absolutely enormous. They are also the source of life to most of the land, as the snow melts from its frozen alps, creating the two main rivers that flow through the land. Amongst the sparse pine trees and deadly crevasses, caves hold hidden knowledge, forgotten eons ago.
Hills
Before the might of the mountains lay a series of rolling hills. Too steep for planting but not steep enough for security, a few people make their homes here, along the alpine trees and the fresh northern wind.
Island
About a few hours sail from the mainland is the last plot of land east of Karthund: a chain of volcanic islands, land to exotic beaches and awe-inspiring fjords. Isolated from the rest of the world, the island has a unique habitat with interesting plants and peculiarly colorful animals not found anywhere else.
Beach
Straddling the eastern coast and surrounded by either boring or dangerous loci, the beach is the preferred vacation location for all Karthund.
Culture
People
All people in Karthund are humanoids similar to several animals found on earth, sharing their work and forming a society of diverse people all under the same name. Here, primates never happened, and species evolved from their feral ancestors collectively. While they recognize ancestry to their feral counterparts, it is not more than we humans would consider ourselves related to monkeys. After practically being starved to death, the people recently found themselves becoming plump in their abundance. The average fur is about 180 pounds as the plague has only recently taken hold of the land. Height, however, varies greatly depending on their species.
Power
As the plague took control, the ravenous population caused a shift in the aristocracy of the land. Artisans (primarily chefs, tailors, and carpenters), mages, and food merchants represent the aristocracy, while farmers and independent contractors represent the lower classes despite their vital function in society. Adventures are outside of this spectrum, as they find success or demise in the wilderness in equal amounts.
Customs
• As the plague affects the citizens, multiple meals a day became the accepted standard for all but the destitute.
• When clothes ripping became more of an issue at inns and eating establishments, the owners started the tradition of giving customers the tablecloth when they outgrew their clothes, both so they would not have to walk home bare, and as a mark of distinction for managing such a feat of gluttony.
History
The Great Famine
The land laid dry, the soil hard, and the stomachs empty. The Great Famine was a five-year period of consecutive droughts, disease, and mismanagement that meant the death of many and while leaving the rest for dead.
The Plague
The plague is a very recent event in Karthund’s history, having put an end to the Great Famine only a few short years ago. As such, the people of Karthund are still growing accustomed to the sudden, massive influx of abundance, overindulging without a second thought as respite from starvation. However, this mindset compounded with the mind-altering effects of the plague has led to the widespread epidemic of insatiable gluttony, fueled by none other than the God of Gluttony himself, Vlofgant. While symptoms are still relatively mild, they will grow more and more extreme as time passes.
The Deathless Prophet
The prophet has foretold it's own death, as the death of the world itself. The prophet also foretold the coming of a hero, to save the land from the curse of bounty, rising from the unassuming to godlike power. That was 2 millenia ago, and now as the curse rises from it's ashes, it is time for the prophet to rise anew again.
The Hero Foretold
Amongs the simple people and common folk, is said in ancient legends, long forgotten, to lies the salvation for this world. The only capable of imbibing in dark powers without falling pray to the insatiable insanity that hides within, and the only capable of turning this dark power against it's source. The coming of this hero is lost to the people's memories, but not to it's fate, and the time to rise has come again.