Group World re: Well, Let's Do It, Then :c)

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Abrigon Gusiq

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Oct 19, 2010, 1:44:37 AM10/19/10
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So anyone into doing a group Fantasy world?
 
Keep it small? yes.
 
High Fantasy or ..
 
Game system if any?
 
Each with our own area, or the area is all of us combined?
 
Such as races, which would you like to see as PC races?
Rampant Unicorn or ...
 
Why I like the little town Deanos Aetor (Dinas) is that its small, founded by groups, mixed race/culture.
 
So that many things can come together and contribute things?
 
Main cultures seem to be so far:
 
Human (Human): pseudo-Greek Mercantile. Sailing from a land to the south to one north of the town. Stopped at what is now Dinas Aetor, cause it was protected (island in the middle of a river delta). Had fresh water, large enough to have deer and like, and good stands of timber. Especially since much of the area around the Island is plains.
 
Other Humans are Keltoi, migratory horse men, hun/mongol like?
 
There is local non-horse clan humans as well.
 
Also people from the city to the North wander in as well.
 
So we have at least 4 cultures that can interact. Thessa (Merchants), the Horsemen, River People (they used to use Dinas area as a fish camp), and the people to the North (Merchantile to a point, but related to the horse people, but more settled).
 
Merchantile Gods for sure, powers.
Fishing?
Horse Gods?
Trade
Life/Death and what else? Fertility and ...
War?
 
What else?
 
Other races possible:
There is mountains to the far west, where the river comes from? Possible lake that way or two?
 
Sea People, never know what is off the coast, the Thess who founded Dinas, had some more than just tired to build a fort on the Island? Other merchants or pirates or what?
 
Elves, not sure, the Lords are "Elves" but some have come to Earth and founded cultures on the surface, but many are still hated for past abuses? Especially those whose family was active in the slave rebellion/revolutions some centuries ago?
 
Sea Elves? Drow? Orcs? Trolls? Droids (possible?).
 
Mike
 

Dragonkat

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Oct 19, 2010, 6:34:35 PM10/19/10
to Fantasy world creation
High Fantasy is fine, Abrigon can figure out the science behind magic.
I add the small city (aprox. 8,000) of Munster, along with a Tower
205ft high by 30ft radius (magical, of course, with a reclusive top
wizard and former apprentices running a school for wizards, male &
female mages and specialtized mages (and a few warlock/witches of the
Pathfinder variety as well; and perhaps a Sorceress teacher for those
finding sorcery in their blood.) The tower is in the center of the
city square, awing newcomers but the locals just see it as an oddity.
Lucien's Inn & Tavern is where the Students go to drink and eat smoked
meats, and where Adventurers go to send a request to enter the Tower
given to a student. Of course Royal Letters of Introduction gets them
in faster, as the student runs to the Blue & Red Marble Tower...

Yes, Munster is a Merchant City with 75% human and a wide variety of
others, But the Tower's Garrision of Twenty-Four War Trolls can be
added to the City Guard whenever the City is threatened. That includes
Galthz & Jinsh, the two who behave themselves, train the City Guard,
and get to eat abondenly and drink only a pitcher of ale (at night)
plus water as they sleep in large chairs at either side of Lucien's.
Captain Seraphin Dartalon of the City Guard, human, intimidates Them
and not the other way 'round, and can count on them to add to Her
Intimidating locals and newcomers alike inside the walls.

Hamlet 21-60
Village 61-200
Small Town 201-2,000
Large Town 2,001-5,000
Small City 5,001-10,000
Large City 10,001-25,000
Metropolis over 25,000

Of course this IS using Pathfinder counting up permanent residents,
and various fairs, holidays, or festivals can (and do) add extra
numbers.

I would also like to add the Village of Apeldoom (165 population)
as another example of getting a unique settlement, Baron Drew
VonStitche is the open face of Village Govt. Including a Manor. But
the locals know that the Thieves' Guild of the Baron's younger Sister,
Kalisto Silverhorn, at 23 members, is firmly in control, a prosperous
one with the adventuring attraction of a lost dwarven city in ruins
down the steps inside the 'Wailing Well.' The Silverhorn Inn & Tavern,
run by Elran Silverhorn, Kalisto's husband, is a tight bit better but
at normal rates place. It also is the Only Inn of the village!
Kalisto runs Smuggling in & out of Munster to and from anywhere
else, and is notorious for having minor wands for sale, including
arcane healing wands made by Elran the Bard. Kalisto also runs a
brothel in the Inn's basement, which is not where the Thieves' Guild
is placed, and only two are thieves 'down under,' Harlin the manager
and one of the girls.

Dragonkat

Abrigon Gusiq

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Oct 19, 2010, 7:18:33 PM10/19/10
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Cool.. why I like hexes, you got the whole hex to fill out.

Thessa is down the coast, and there was someone to the NE, which could
be where Munster is at?

The river that goes inland at Dinas, goes to a mountain range, with
possible Dwarven town/city, and other fun. An entry point to the under
the planet? or Star Gate or like?

So all Dragon Cat area is NE of Dinas Aetor? good or .. Lake inland?

A hex is equal to... got to find info on a good way of this.. So
people can plop what they have, and see how to connect it with those
next door?

Thessa - the merchants who came to Dinas originally, live down the
coast to the SW, but their is the ocean and what is on the other side?

Ocean, sea or large lake?

Mike
> >http://groups.yahoo.com/group/Poetry-L/http://groups.yahoo.com/group/...

Abrigon Gusiq

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Oct 19, 2010, 7:21:42 PM10/19/10
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I do know over the mountains is the area of the Banshee Coast, it has
Vekton, Avec, Morrowville and ... they do have access to fire arms,
and steam engines, before the King left on some quest, he being a
person from "our" earth. (something to do with a nuclear weapon
hitting the complex he was stationed at, much like Cheyenne
Mountain).. Steam Punk?

Banshee is like 1000+ miles away, so ... got alot of area to fill?
Anyone else?

Lords of the Lithe, yes, or no high?

Mike

Dragonkat

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Oct 20, 2010, 7:21:47 PM10/20/10
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On Oct 19, 7:18 pm, Abrigon Gusiq <abri...@gmail.com> wrote:
> Cool.. why I like hexes, you got the whole hex to fill out.
>
> Thessa is down the coast, and there was someone to the NE, which could
> be where Munster is at?
>
> The river that goes inland at Dinas, goes to a mountain range, with
> possible Dwarven town/city, and other fun. An entry point to the under
> the planet? or Star Gate or like?
>
> So all Dragon Cat area is NE of Dinas Aetor? good or .. Lake inland?
>
> A hex is equal to... got to find info on a good way of this.. So
> people can plop what they have, and see how to connect it with those
> next door?
>
> Thessa - the merchants who came to Dinas originally, live down the
> coast to the SW, but their is the ocean and what is on the other side?
>
> Ocean, sea or large lake?
>
> Mike
<Snip>

Munster is inland, and has springwater wells that suppy it with
amble water even in the worst of sieges. Apeldoom is added because it
is on the nearest river near Munster, thus prosperous because of that
connection and the Wailing Well...

It is likely that Dinas Aetor is downriver of Munster/Apeldoom, but
Apeldoom is on a minor tributary upstream if that is so, with a small
lake north of the Village that is not safe to swim in (Nova Pirranas)
but the devil's fish do not leave the lake, even as they jump out of
the water like the Asian Carp currently getting closer to Lake
Michigan. This small lake is called 'Lake Apeldoom.'
[However, Nova Pirranas' are tasty when cooked, and also serve as a
means to dispatch enemies of the Apeldoom Thieves Guild, don't even
need cement shoes, just a small boat, rope, and a strong thug (Vexal
the Tanarukk strong but smarter hunchbacked long-tusk orc) to shove
'em overboard. Nova Pirranas are just wider, double length versions of
normal Pirranas, so... ]

Munster/Apeldoom can be in the NE hex from Dinas Aetor, but closer
to the NW section (triangle) of its own Hex if that is the case. I
guess I need to build unique Villages & Towns for the other five
triangular sections of my Hex A

Dragonkat
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>
> - Show quoted text -

Dragonkat

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Oct 21, 2010, 12:17:25 AM10/21/10
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Northwest Triangle of Dragon Cat Hex

   Munster is inland, and has springwater wells that suppy it with
amble water even in the worst of sieges. Apeldoom is added because it
is on the nearest river near Munster, thus prosperous because of that
connection and the Wailing Well...

   It is likely that Dinas Aetor is downriver of Munster/Apeldoom,
but
Apeldoom is on a minor tributary upstream if that is so, with a small
lake north of the Village that is not safe to swim in (Nova Pirranas)
but the devil's fish do not leave the lake, even as they jump out of
the water like the Asian Carp currently getting closer to Lake
Michigan. This small lake is called 'Lake Apeldoom.'
   [However, Nova Pirranas' are tasty when cooked, and also serve as
a
means to dispatch enemies of the Apeldoom Thieves Guild, don't even
need cement shoes, just a small boat, rope, and a strong thug (Vexal
the Tanarukk strong but smarter hunchbacked long-tusk orc) to shove
'em overboard. Nova Pirranas are just wider, double length versions
of
normal Pirranas, so... ]

   Munster/Apeldoom can be in the NE hex from Dinas Aetor, but closer
to the NW section (triangle) of its own Hex if that is the case. I
guess I need to build unique Villages & Towns for the other five
triangular sections of my Hex A

High Fantasy is fine, Abrigon can figure out the science behind
magic.
I  add the small city (aprox. 8,000) of Munster, along with a Tower
205ft high by 30ft radius (magical, of course, with a reclusive top
wizard and former apprentices running a school for wizards, male &
female mages and specialtized mages (and a few warlock/witches of the
Pathfinder variety as well; and perhaps a Sorceress teacher for those
finding sorcery in their blood.) The tower is in the center of the
city square, awing newcomers but the locals just see it as an oddity.
Lucien's Inn & Tavern is where the Students go to drink and eat
smoked
meats, and where Adventurers go to send a request to enter the Tower
given to a student. Of course Royal Letters of Introduction gets them
in faster, as the student runs to the Blue & Red Marble Tower...

Yes, Munster is a Merchant City with 75% human and a wide variety of
others, But the Tower's Garrision of Twenty-Four War Trolls can be
added to the City Guard whenever the City is threatened. That
includes
Galthz & Jinsh, the two who behave themselves, train the City Guard,
and get to eat abondenly and drink only a pitcher of ale (at night)
plus water as they sleep in large chairs at either side of Lucien's.
Captain Seraphin Dartalon of the City Guard, human, intimidates Them
and not the other way 'round, and can count on them to add to Her
Intimidating locals and newcomers alike inside the walls.

Munster is administrated by X'iane, a Beholder Outcast Warlock, who
has a Truth-Ray (one target Zone of truth) in place of its Death Ray
ability, Vampiric Touch-Ray in place of its Charm Person Eye
(Remember, He has a Charm Monster eye) and X'iane's Central Eye is
used as the focus of Beholder Warlock (Witch) Spells and effects
instead of replacing eye-stalks for every spell level known, but this
also means that X'iane does not get muliple spellcasting like a
Beholder Mage or loose eyestalk abilities. The Grandmaster Wizard
actually has the top spot, but is too much entangled in his own ends
that X'iane actually reigns.
Captain Seraphin Dartalon runs Her entire City Guard, three hundred
strong adding Lieutenant Hausti Snipe and his spies to keep the PEACE!
As noted before, Galthz & Jansh train the Guard to veteran status (Ftr
3's), and can be counted on to back Capt. Seraphin up as needed. The
City Guard Garrison is to the west side of the South Gate, taking two
by two blocks worth of space. The Mayor's Mansion takes up the first
block to the east side of South Gate, with the next block cleared for
City Guard practice & training court, were one of the wartrolls acts
as warmaster every day. Magistrate Mandor is an Elf (Shinda) who uses
the second story porch on the north end of the Mansion to deliver
puplic court on his Judgements.
The Thieves' Guild is mostly indifferent to City Politics,
focusing on how to add to their loot. The Guildmaster demands a tithe
(10%) of all loot, and can arrange escapes if needed, as well as
Smuggling in & out of Munster to Kalisto Silverhorn of Apeldoom, by
means of a widened tunnel from Munster to Apeldoom, wagon-wide,
avoiding taxes and other stuff entirely, and has a monopoly on the
Black Market.
The Merchant's Collective Guild, directing all the Guilds but the
Thieves, Moneylenders, The Arcane & Assassins, is unfriendly to those
last three and would dearly like to takeover from X'iane and the
scrivener-clerks, but fear the City Guard to actually do anything
about it, and they are frightened of the Grandmaster Wizard even more.
The Moneylenders, or Loan Sharks, are hateful of the Thieves
Guild, using the Assassins when it goes too deep into their purses.
They might take over the City if it were not for the Arcane Guild and
the Grandmaster Wizard of the damnable Tower. They too fear the Tower.
The Assassins have a 'devil may care' additude, but consider any
tasks if they have enough incentive to do something. This is the
Smallest Guild, but have a wide influence. They will avoid any 'Master
or Mistress of the Arcane Guild,' but that does leave X'iane as a
possable target. Students of the Arcane Tower have a higher pre-paid
bounty. Galdra Hellfire the Elf (Shinda) Sorceress/Assassin is the
only known member, and also the reason Munster is built of stone. That
Pyromaniac escapes every time from the City Guard, and hostilities
between them mark Her as worth a 50,000 gold-piece bounty. Galdra's
secret is that she is a Haunt, a form of ghost trapped to the city
after being burned at the stake when Munster was a small town, turning
her pyre into an Inferno that burnt the town down (as Abigail Snipe)
by unleashing a fire elemental. That was before the Tower got put into
the City Square by 203 years... but is the reason for stone building.
The Cult of Ulirgale (aka Cult of the Hand) is perhaps the second
worry after Galdra, and actively seeks to take over Munster under the
uncarring nose of the Grandmaster Wizard. Yet, they hide in plain
sight, tending to the poor, the weak, and the needy. (All the better
to take a victim to sacrifice), and these cultist are succubus-led
crazies!
Besides Lucien's, The Fist of Brok's is mostly a Tavern run by a
Half Ogre-Magi named Brok, a large (8ft3in) monk-fighter that is sure
to be the place of an en masse bar-brawl. By the next sunrise, all the
damage done the night before is mysteriously repaired, so Brok does
not care about the fighting. Even the Guards only get involved if
someone dies.
Apeldoom's Orchards are over the stone bridge on the other side of
the Apeldoom River, yes-- you know what kind...
Apeldoom's tunnel to Munster ends on this side with a natural cave
and underground complex for its thieves' guild, opening up in the
basement of Tarbaby's Traders, near the Apeldoom's River, a tributary
to a larger river going to Dinas Aetor or nearby. The Thief complex is
under Apeldoom but over thirty feet above the Wailing Well's first
dungeon level's ceilings. Why is that dungeon still atractive to
adventurers? the Dungeon Lordling Farriasa the doppleganger witch
halls monsters and treasure to restock the place, often using a djinni
cursed to grant only two wishes a day but needing to make three in one
day to get home, or be cursed to serve three wishs after the following
sunrise (there is no way any PlayerCharacter will ever take the ring,
let alone capture the witch...)

The North Triangle of Dragon Cat Hex

The Small Town (903) of Vintervale is well known for its good-to-
excellent wines, the fact that marauding monsters never seem to find
its vinefields, and its Monestary of Saint Sir Xane and Convent of
Saint Jeanne D'Arc to the east and west sides of town, both laboring
as wine vinters of those respective sides of town, the northgarden
being the narrow farms of McCoy (east) and Hatfield (west), and the
narrow southfarm of the Ramsbey sheppards. The main road going north
to south dividing the town in half, with only the Townhall in the
center with a tunnel for 'Main Street' to go pass by. The large Clan
o' McCoy helps the Monestary to harvest its vines every month from
spring to autumn, and the Hatfields assist the Convent the same way
every month as well. Every generation of Ramsbeys has a pair of twins,
one male, one female, both raised as druids to assist both sides by
natural magics to produce the many harvests of vines and farms, as
well as provide for the family sheep.
The Town is run by a Coucil of Three, The Abbot, The Abbess, and
The VenScrooge, Head of the Town Bank mostly under the Townhouse Vault
and a moneylending place for each side of town. The Family VenScrooge
have a hard, matter of fact town accountings that are fair bankers as
far as in town, but are ruthless hagglers in Munster, getting the very
last silver in dealings there, actually making Vintervale an unusually
well-off Aristocratic Houses of VenScrooge, McCoy, Hatfield, and
Rambey, with well paid mastercrafters around town. Its said that the
blessings of St. Sir Xane & St.Jeanne D'arc (east side) and the
blessings of St. Jeanne D'Arc & St. Sir Xane (westside) keep piling up
as each Saint tries to outdo the other. The Crabbles are the
traditional town watch with the Constanble building on the east side
and their General Trading Store on the west. All the needed trades are
either on the east or west sides, including the Howler Tavern
east and the Hearthstone Inn west. But most trades don't have
counterparts.
The Early VenScrooge ancestor had the Ring that the Apeldoom's
Doppleganger now has, and had the wishes to build both the Monestary
and the Convant, as well as using wishes to build good grapevine
fields, repel monsters even without them knowing 'Vintervale' was
there, and most of the bountiful blessings stem from this unbalancing
wave of wishes. Caine VenScrooge, Able's twin, eventually done in
things, and the ring vanished into that Doppleganger's hands before
Caine could have it. The VenScrooge ended up as a two-skulled skeletal
lich-skull lord, Able side by side with Caine. The VenScrooge ended up
as the high-minion of the Doppleganger Dungeonlord who drove Clan
Blustertankard, the Dwarves, from the Large City of Wailwell. The
VenScrooge has built three levels under the ruins of Wailwell not
originally there, some of it for the leisures and luxuries of the semi-
immortal 'Vexzal, Dungeon Lord.'
The reason these two Saints were chosen was because they killed
each other on two opposing sides of war, but there is a widespread
'peace aura' in this area.

Northeast Triangle of Dragon Cat Hex A

The Hamlet of Cadfael is the only settlement in these wildwoods,
and is actually a bandit camp that built longhouses on the southeast
of the Main River at the point of an ancient Bridge still standing
over the River. The settlement has a wood wall with two gates, one for
the bridge and one 'escape' gate opposite. This Hamlet is closer to
the centerpoint.

Southeast Triagle of Dragon Cat Hex A

Totally Wild with one Goblinoid (hobgoblin-bugbear-goblin) Large
Town Lair closer to the Coast than to the Main River.

South Triangle of Dragon Cat Hex A

Various Monster Tribes and Groups with access to another ancient
Bridge over the Main River after the Apeldoom River has flown into the
Main River, and the road & wood bridge over the Apeldoom River leading
to Vintervale northwards. However, there is a hamlet-sized Fort Vundal
garding both sides of the bridge, wood walls with walkways to shoot
longbows from. Basically supplied with four months of trail rations
each season, with extra cheeses, ale, & smoked fish. The Dubious
Mongoth serves as Tavern/Inn, orders supplies to create homebrewed
ale, stocks good wine from Vintervale, but with same trail-rations.
Guards that go hunting bring in the only freshmeat, usually from the
northeast side of the woods, with a trail leading to Apeldoom on
thenortheast side, too.

Southwest Triangle of Dragonkat Hex A --- Undefined

Abrigon Gusiq

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Oct 21, 2010, 12:53:03 AM10/21/10
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Ever read the story about the Salmon fish that its the juvinile form
of the later demon lizard, that moves very fast and gorges it self on
anything edible..

I can see Munster and all, being NW of Dinas? Or possible NE several
days journey? ITs tech level speaks of something more, so its not
trading with Dinas yet, or just recent or .. it could replace someone
else (the Abrigon is in part due to the old Networld project, and I
had lands Thessa and there was lands of someones to the NE, not sure
who any more.).. So Munster is c.1500 or earlier in tech? high Middle
Ages?

I know the river so far goes in a NW direct towards the mountains, but
could make a leftward turn, or a tributary goes down west/sw of its
point of meeting to Munster?

Munster and all, is Germanic or like?

Languages, many lanauges or all are translated by the Nanites or ..

I can see why Munster has not been contacts yet, by anyone. Seeing
visions of the land between Thessa and Dinas, being high hills? What
beyond not sure? Could be many things?

I know someone else mentioned a contribution to the group world, who
was it, and ... more info?

I got to find my old grid map of Abrigon? And see about approximate
size of the Hexes and more?

New Map I think is necessary..

How about a Hex being approximately either 25 or 50 miles across? A
man or horses normal daily travel time?

Mike
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Abrigon Gusiq

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Oct 21, 2010, 1:08:50 AM10/21/10
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Possible glamor around they town?

I know the Healing Hand might work there was to wards the town, they
are a wandering knightly order/monks, who set up road houses and like
refugees from the travels on the road.

Also hosptitals and like. Healing arms. Knights of the Hand, they
follow Tiln, or was it Tele, got to look through my notes when I can.

Also find a map or allow each member to map their area?

Letting me know how it fits into the larger scheme of things..

So I can link up roads, rivers and like?

Origins of each group/town, most seem to be Human, but names and all,
speak of various orgins? Munster is German, Appleblom is Dutch/English
and the other is French? Not impossible..

Still not tied down how Humans got to Abrigon the world.. I know there
is a Star Gate or like in one of the hexes, so never know.

Remind me what the different non-humanoid races are, so I can refresh
memory and more.

Mike

Abrigon Gusiq

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Oct 21, 2010, 1:12:21 AM10/21/10
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Pirana hide something or protect something, hum.. grin..

Provide something? Able to leave, or not allowed to leave?

Druids and like do exist..

Mike

Abrigon Gusiq

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Oct 21, 2010, 3:56:53 PM10/21/10
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Munster may explain why the RP exist or ... hum... they do the river trade for now, but ... not made contact with Munster and all, or have they? I think I need to produce a map of the hexes to get and give better ideas on what areas are "taken"? I wish the old moderator of Networld was here, or Truerth?
 
Yes, will clip this thread more next time, just not all got all the thread so far?
 
Mike
 
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Abrigon Gusiq

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Oct 21, 2010, 4:00:17 PM10/21/10
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Should I move this thread, all to Fantasy World Creation, or
 
Mike
 
----- Original Message -----
Sent: Wednesday, October 20, 2010 8:53 PM
Subject: Re: Group World re: Well, Let's Do It, Then :c)

 
The idea is to use Nanotech, broadcast power, teleportors, pressor/
tractor beams, and holographic tech, to stimulate magic.

Broadcast power, as in Radio and Tesla. It also allows for control of
the power, so people do not get to powerful, and abuse it.

Nanites, they create for the most part, a secondary neural network in
the spell castrs body, that allows for the expresion or focusing of
power that looks like a spell..

Fire Ball - energy that looks like fire, comes out of the exit port in
the caster hand? Or eyes?

Transportors, allow for move ment across great distances, as well as
transfortmation, namely scan the person/being/item, beam it out, save
it in the buffer, manipulate it in the bufffer and send it back down
to where it was going or supposed to go to? Transformation such as
vampires and lycan changing shape?

Holographic solid and non-solid, says it all..

Not sure if the broadcast power is in different freuencies so that
some spells work to block some forms of power broadcasting and even
expression?

Blood and like sucking, has to happen, either cause the one afflicted/
needing to feed is cut off from the power grid (ban or lost the codes
for the nanites or ..).. Or they love to suck someones power/blood and
until the central AI realizing it, they can use the power of those
blood they have sucked for their own purposes? Sort of like having the
PIN for several persons Debit card, you can use their money for a
short time..

Ghouls and like, are those who was on the grid, but ... the brain is
dead, but the body lives on, since the brain might be beyond the
nanites ability to rebuild?

Cutting off of heads, may explain alot?

Wooden stake thru the heart, or more like thru the central switch in a
persons body, Vampires have large switches, so putting wood a non-
conductor may distrupt the flow of energy or .. just cause?

More questions?

Mike

Dragonkat

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Oct 24, 2010, 12:58:20 AM10/24/10
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*Munster is German, but also reminds me of the TV Munsters Show...
Which is why I chose the name. The openly helpful cult is pure
deception for its hidden evils. The Tower is awesome, but the extra
wands are, by Abrigon wreckoning which are as you tint things, the
products of both the Tower (fully charged) and by an indepenent unit
(half charges or maybe less?) held by the Silverhorns.

Most are from the Silverhorns in Apeldoom, and deals must be face to
face with them, not away from the Village (Who normally gives up a
wand willingly, even for coin, anyway, in Abrigon?) Both Silvertorns
have Bracers (Forcefield dampening armor?) with three wand slots
(replacable) per arm, and one side triggers all three at once. The
EVIL Cult uses healing wands from the Silverhorns to hide their hidden
agenda in plain sight in both Munster & Apeldoom.

*Apeldoom is in the Neatherlands *as spelled* and not Applebloom.
Calling the Lake by the Village name and the Devil-Fish tends to set
the scene for horror? Yes, they are Apple Orchards...

*Vintervale is possably French, but the name came up by its primary
funtion, good to extraordinary wines. St. Jeanne D'Arc is a variation
of a french variant name of Joan of Arc, but in my 'Pandora' version
of Pseudo-Europe. St. Xane is an Aragon Knight that 'slays and is
slain by' the Joan of Arc counterpart, and the vitorious 'anglish over
phrench' teen king Henry marries 'Joanique, Crown Princess of Aragon'
a few years after winning the war over Phrance. the Xane-Jeanne ending
is parallel to Arthur & Mordred, yes?

Dragonkat

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Oct 24, 2010, 1:01:35 AM10/24/10
to Fantasy world creation
How is this for a clear and type entries?
Why don't others join in?

Dragonkat

unread,
Nov 1, 2010, 2:05:35 PM11/1/10
to Fantasy world creation
The Southwest Triangle of Dragon Cat Hex #1

This area is made up of not so tall mountains and a river with
narrow banks (at times) and vertical cliffs, but the river can be used
to go downstream by medium barges filled with a some ten tons of goods
gathered from the rest of this Hex. It cannot be used upriver because
of the River's rapids. Munster can be vary be either on the near other
side from this Triagle or even on the line between northwest/southwest
Triangles.
In any case, the river is used to go downriver, so the trip back is
on foot, with a lighter load, meaning more valuable cargo even with
draft animals like oxes and getting half-value for the barge good,
with trail rations, oxes, pack-gear, and even tavern/inn stay for two
weeks thrown in as the deal with Marcolm Grimsmile to get the barge
goods in an exclusive contract for them, and getting richer by every
barge.
Because the river cannot be taken upwards, some kind of pass exists
that the well veteran members from Munster & the others take back. On
the way, there are ruin guardstations where the three types of
Goblins, which may be seperations due to age, the small but numerous
gobs, the man-sized but smartest hobgobs, and the large, gross-furred
bugbears who hurl weapons twice as far as humans, but are dumb-downed,
barbaric compared to hobgobs or even a few gobs, giants with claws
compaired to their kin. As these Gobs have caves to some hidden
valley, they can feed themselves (barely) and have some way to get to
the pass and another way to hit some other settlements off the side of
the hex.
Getting back to the return trip, the vets battle at every ruined
guardstation to get back 'home' and gob-kind get theirs.
Various wands make it downriver by a rep for the wizards and a rep
from the Apeldoom's thieves guild, selling these to their shady fence,
X'almar the Beholder Warlock (Witch) As Wizardry is barely accepted,
Witchcraft is by defination not, leading to witch-hunters, mobs, and
fire at the stake stuff.
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