Collaborative World-Building

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Adam H
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Collaborative World-Building

Postby Adam H » Tue Oct 15, 2013 9:40 pm UTC

In this thread we'll create a world, one region/country/territory at a time. The only rule is that I will bitch slap your country to hell if it sucks.

Once we have a fun little world, I dunno, we could all go to war or something?

My contribution is the grey country henceforth known as "Clawsfirth". Clawsfirth is at the northwest end of the continent. The eastern border is a straight line (border disputes are common), and the southern border is a river.
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I don't know what the scale is yet. I envision Clawsfirth as roughly the size of Denmark/Norway/Sweden (obviously :D )
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Re: Collaborative World-Building

Postby patzer » Wed Oct 16, 2013 3:33 pm UTC

Can anyone create as many countries as they want, or is it one country per player?

Anyway, here is my country, to be known as "New DAXSEW"

New DAXSEW is located to the east of Clawsfirth, covering the northern part of the continent, part of an archipelago, and the southern tip of another continent.

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Adam H
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Re: Collaborative World-Building

Postby Adam H » Wed Oct 16, 2013 3:53 pm UTC

patzer wrote:Can anyone create as many countries as they want, or is it one country per player?
How about you can create 1 more than the player who has created the most other than you, and you can't create two in a row.
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Re: Collaborative World-Building

Postby dudiobugtron » Wed Oct 16, 2013 8:11 pm UTC

Bean is both an island, and an ancient Civilisation (lime green on the map) that existed for countless millennia on that island, almost unchanged in their ways and unconcerned with the world around them.

That is, until settlers from New DAXSEW started making inroads into South Bean, bringing with them new technologies and trade, which the native Beans (they call themselves Mung Bean, or 'the people of the land', in their language) hurried to take advantage of; but also new ideas and diseases, which are undermining the old ways and upsetting the structure of their society.

Will the Beans adapt to these changes in time to save their civilisation? Perhaps they learn to live peacefully with their southern neighbours, trading from the resource-rich north of their island. Or, populous, well trained, and used to fighting each other, maybe they will rally together and use their newly acquired technologies to fight off the unwelcome invaders? Or perhaps they will continue to slowly be assimilated by the apparently inexorable tide of new settlers arriving, and not adapt in time to stop it. Time will tell!
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Re: Collaborative World-Building

Postby Adam H » Thu Oct 17, 2013 4:07 pm UTC

Rawrls (dark red) is a region bounded to the south by the "Verihi Mountains", inhabited by the last of the fairies. Thousands of years ago, the bigger and badder races pushed the fairies to the brink of extinction. Fairy dust was once a valuable catalyst for a few powerful forms of magic, but more importantly to the fairies, it's an aphrodesiac. Some fairies sold their dust, others had it forcfully taken from them, and over time the fairies stopped procreating. Those living in secluded Rawrls are the only ones left on the continent. The region is isolated due to the impassible nature of the Verihi Mountains, but recently New DAXSEWians have come from the sea to explore. They haven't discovered the mythical fairy civilization yet, but it's only a matter of time.
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Re: Collaborative World-Building

Postby Vieto » Thu Oct 17, 2013 5:50 pm UTC

The Dwarven Nation of Freyan occupies a series of large plateau mountain passes that go from west to east, and while their days as an empire has passed, they are still strong as a nation, with each of their main passes occupied by series of fortresses built into the mountains and on the shores of the deep lakes which occupy the interiors.

The eastern pass borders the sea of worms, a place which is named based on the giant sea serpents which occasionally make battle with Dwarven warships and merchant vessels. Generally, staying along the coast is somewhat safe, with usually only the occasional orca whale, but on occasion the serpents have made their way up the Fjord to the delta cities. The coastal nature of the pass makes it a temperate rainforest, which the dwarves have taken liberty to risk the carnivourous flora to fell the large trees for industry and architecture. It borders 'the Spine' mountain range, the central and resource rich range which the nation surrounds, and the Glass Peaks, a series of tall, icy mountains to the south with sheer granite faces that have literal sheets of glass covering them, which the Dwarves believe to be glassed granite from literal dragon fire.

The south pass is largely unoccupied, due to the fact that it is narrow and in a state of perpetual winter. The dwarves have a fortress in the south, with access to the rest of the nation by a large underground tunnel for trade caravans. The pass is inhabited by living ice golems, and is prone to avalanches which occasionally force the barely liquid river to flood into a lake, which then becomes frozen, letting the water underneath flow freely again only because of density. Downstream, the Dwarves have built emergency reservoirs to handle the occasional flash flood that results from the ice dams being broken. It is bordered by the Glass Peaks to its east and the Nightshade peaks to the west.

The northern pass features a central very active (erupts roughly every 10 years) volcano in the center, surrounded by a lowland marsh which is often filled with very fertile farmland in the between years and peppered with hotsprings. The dwarves have built up the surrounding land to work with the volcano, having cities protected by nearby mountains or with ash-proof stone homes near the base, with tunnels to escape. The volcano itself, as well as the surrounding land has been tapped for geothermal power for their industry, and has been the source of steam powered turbines for refining their crops and industries for trade. Dwarves often have to wear special imported wool clothing to protect them from the heat, along with other heat-resistant things to keep them as cool and safe as possible, while venting harmful gasses. A stronghold to the north at a narrow pass protects the region from invaders. It is surrounded by the Spine to the south, the Verihi to the north (named by the locally extinct fairies) and the saphires to the south.

The North-west pass sits at a contested deep lake, and the region is either dry or cold, making it only good for seasonal, resistant crops. The dwarves have some local wineries and meaderies in the region.

The central-west pass is also a dry or cold region with a long, deep lake, and features similar crops to the north-west pass, but the eastern end of it features the dwarven capital. the capital has many underground passes and access to most of the mines can eventually go to the capital, which has exploited the riches underneath the Spines and the Saphires. While the region is occasionally under bitter snow, the city itself is well insulated and only a little cool, with some steam heating from the volcano and with underground ecosystems where the dwarves have turned their flora and fauna into cultivated underground crops and livestock.

The Dwarves are largely xenophobic, and while they are willing trade partners, they have many defenses and seige weapons at their disposal, and have been known to go to war at slight, misplaced insults.

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----

hehe, I wouldn't mind playing as them.

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Re: Collaborative World-Building

Postby thecamoninja » Fri Oct 18, 2013 2:59 am UTC

The Fisherkin are a simple coastal folk with a history beset by fearsome sea monsters and a culture steeped in an abiding belief mythical water spirits. The holiest spot in their civilization is the Lake of the Sea-Goddess in the center of the Isle of the Dire Cephalopod in the archipelago north of their mainland presence. Ancient stories tell of a small island in the center of those holy waters, upon which was rooted the tree of life, it's roots creeping across the land to drink from the lake surrounding it. If there ever was an island bearing a tree in that lake, it has not existed for centuries, but the Fisherkin are nevertheless very protective of it. Other stories tell of heroic members of their race taming and riding the massive sea-beasts that are oft-spoken of, occasionally seen roaming the very farthest waters of their known world, and rarely seen in shallower coastal waters wreaking havoc on any who draw near.

Although the Fisherkin claim to be a down-to-earth, simple, and egalitarian people, they generally look down with a very haughty attitude on any who might choose to live any great distance from a large body of water. Furthermore, those that live on the coast tend to look down on the more 'backwards' folk living inland on the riverbanks south of the coast, and those living on the Isle of the Dire Cephalopod look down to a large extent on both the riverbank and seacoast dwellers. Even within individual Fisherkin settlements, social class and hierarchy is fairly well-defined by how close one lives to the riverbank or coast. They have only two cities of any significance, one being located in the northwest at the mouth of the river that marks their western border, and the other on the south bank of the large inland lake on their eastern border. What little central government they have is located, of course, on the banks of the Lake of the Sea Goddess, though no city is located anywhere nearby - decisions are made by a council of elders drawn from small settlements around the lake.

Recently, the encroaching people of New DAXSEW began expanding across to the eastern bank of the Fisherkin's second holiest river, on the western border, forcing many refugees south along the riverbanks and causing great distress among those who had lived there for generations. Even more worrying, the encroachers have been spreading across the archipelago west of the Isle of the Dire Cephalopod, raising concern that they might invade the holy island.
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Re: Collaborative World-Building

Postby patzer » Fri Oct 18, 2013 12:44 pm UTC

Mountainland is a sparsely populated nation located in high mountains and plateaus in the center of the continent.

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Re: Collaborative World-Building

Postby Lawrencelot » Fri Oct 18, 2013 8:19 pm UTC

I'd like to join in but I can't attach or link an image...

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Re: Collaborative World-Building

Postby Lawrencelot » Sat Oct 19, 2013 4:42 pm UTC

Ok now I can :)

South of Mountainland lies a fertile land called Shári, home of the rivers Malá and Dará. Although this land once belonged to the greatest empire at the time, the Shárizaa, it consists mainly of ruins now. During the golden age of the Shárizaa, their great leaders started to care only about beauty and luxury, making them an easy target for their enemies. The great monuments of Shárizaa are now the homes of wolves and vines, but one city remained standing. The gateless capital of Shárizaa does not allow any foe nearby or any of its own citizens out. It remains hidden to the outside world, though rumours say it is an undestroyable city, and one of such splendor unseen anywhere else in the world.
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Re: Collaborative World-Building

Postby dudiobugtron » Sat Oct 19, 2013 7:19 pm UTC

Surrounded on almost all side by the impassable Mountains of Elblordoth (even the dwarves would choose to burrow through them rather than pass over them!) is a verdant valley know to the inhabitants as 'Tecks-us'. It was founded by New DAXSEWian explorer Joe Smith, and although originally a colony, has since declared independence.
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Re: Collaborative World-Building

Postby Elmach » Sat Oct 19, 2013 7:38 pm UTC

(claiming the land to the south-west of Shári for when I have an image editor, sp. the bit where the river (Malá or Dará?) has lots of tributaries.)

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Re: Collaborative World-Building

Postby Elmach » Sat Oct 19, 2013 9:34 pm UTC

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Near the source of the river Malá, an odd thing occurs. The river seems to split into two; one moving north, towards the capital of Shárizaa, the other moving south, eventually flowing to the sea. This south-flowing river is the Eínsfleu, on the east side of the mountain range named Eínsrach.

The people surrounding the source of the Eínsfleu and the Malá call themselves the Eínsmann. They say that the Malá, (which they call the Maleíns) purges the Eínsfleu of the "bad waters", leaving the Eínsfleu to water the crops and stuff. Thus, for somewhat obvious reasons, the Eínsmann hate the Shárizaani.

It is said that the Eínsmann once ruled and owned all of the Eínsfleu, but they were forced to dwell near the source by hostile neighbors. They blame all of their troubles on the Maleíns (err, the Malá), and force their prisoners to tend the northern fields. The capital of the Eínsmann culture dwells in the eastern branch of the Eínsrach; the Eíns. The Eínsmann are very religious, and believe that all good comes from the Eíns.

To the west of the Eínsrach are the Coaszen. They are sailors, and have two main cities. They have nice farmland and a coast. They are bordered to the south by a river, and to the north by a desert. To the East, they are bounded by the Eínsrach, and fear the raiders on the other side, who try to steal their water. They have no idea why anyone would do such a thing.

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Re: Collaborative World-Building

Postby Lawrencelot » Sun Oct 20, 2013 2:23 pm UTC

Manoya is the southern part of the great Haldok desert. Aside from its capital Hinsa, which lies near the largest oasis of the desert, most of the land is populated by nomads.
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Re: Collaborative World-Building

Postby thecamoninja » Sun Oct 20, 2013 3:49 pm UTC

Trapped between the fertile coastal land of the Fisherkin, The lush valley of Tecks-us, and the impassable heights of Mountainland, we find a region dominated by high, dry, plateaus and foothills, known only as 'The Desert on High'. Though not truly a desert, this strange land seems to somehow eschew any moisture that comes it's way: despite being bordered by river and sea on two sides, past the first wall of foothills there is only dust and sand and bare rock, with sparse, brown vegetation and long, flat, plateaus the only distinguishing characteristics. When the wind picks up it rushes through the canyons and ravines of this land, it makes strange noises that give it the only other two names that it is known by, each used in accordance with how much the speaker hates this place: either 'The Whistling Foothills', or 'The Screaming Abyss'.

The Desert on High has no native population to speak of, though often the inhabitants of surrounding regions will banish their worst criminals there to live a life of exile, making the less harsh parts of it popular locations for bandit outposts. Furthermore, rumors abound of a mysterious race of nocturnal creatures that live in sealed caves below the hills and subsist on secret underground rivers that are fed by sucking all of the moisture out of the air, perhaps through some feat of engineering or magic. Though no proof has ever been brought to substantiate this claim, these people are generally blamed for the frequent disappearance of bandits and outcasts in the dead of night in this region.
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Re: Collaborative World-Building

Postby Carlington » Sun Oct 20, 2013 4:11 pm UTC

Before the great land of Shári was razed, a nomadic race occupied the northwestern plains, their lands bounded by the rivers, which they would not cross. When invaders came, and the Shárizaa began to falter, these people fled further north and west, into uncharted territory. Their progress was halted by the Haldok desert to the west and by the great eastern river of the Fisherkin to the east. This left them to spread into the plains between, and further north, where they spread and drifted, becoming the T'ch-Taar; the Men of the Plains. Their land is known simply as Taar, and their capital lies in the great caravan city of Jok'ha, which is, in truth, an enormous caravan, never settling, in true T'ch-Taar fashion.
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Re: Collaborative World-Building

Postby Vieto » Mon Oct 21, 2013 3:09 am UTC

The Wine Islands are controlled by the small citystate island of Vinagrato, which has recently been claiming land on the coast for settlements, contesting with other citystates to the south and inland. They have a respectable navy, and despite the fall of the Sharizaani, still have a decent wealth due to their trading partners.

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Re: Collaborative World-Building

Postby thecamoninja » Mon Oct 21, 2013 4:31 am UTC

North of the Fisherkin coast and south of the islands colonized by New DAXSEW, there is an island covered in impenetrable jungle. Though the New DAXSEWians have managed to tame the northern half of it, no sapient being that has entered into the denser southern reaches of the island has ever returned to tell the tale. Beyond that fell wall of trees, no one knows what lies, and all the coasts that lie around it are high, sheer cliff faces topped by more of the same dark trees. The jungle is so foreboding to look upon or even consider that none dare even tell stories about it, and all of the surrounding peoples have edited it out of their collective mythologies and cultural memories. They are better off for it. The DAXSEWians living on the northern half of the island contentedly conduct all of their business facing in the opposite direction of the treeline.
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((I figured I might as well clear up that tiny hole in the map with something a bit fun to explain why none of the surrounding civs had claimed it))
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Re: Collaborative World-Building

Postby Djehutynakht » Mon Oct 21, 2013 4:43 am UTC

Give me a second for the story... but I have the map so I should upload it.


Don't mind my random markings, sea-fillings or continent borders. I simply added those to clean the map up a little bit. Of course everyone is welcome, and, in fact, encouraged to erase those and expand the continent to their own liking.

Except for my own addition, of course. That red peninsula.
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Re: Collaborative World-Building

Postby thecamoninja » Mon Oct 21, 2013 12:26 pm UTC

Why, uh...

Why is California attached to the northwestern part of the continent all of a sudden?

Edit: In the spirit of the game and in an attempt to avoid confusion, I've erased Dj's continent borders. I know they just would have confused me when trying to draw over them when creating new regions on the map. Also, California is no longer part of the continent - but maybe someone could add it again! Who knows!?

I haven't added anything of my own for this one.
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Re: Collaborative World-Building

Postby Djehutynakht » Mon Oct 21, 2013 3:46 pm UTC

Suit yourself

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Re: Collaborative World-Building

Postby Vieto » Mon Oct 21, 2013 4:10 pm UTC

I'm gonna side with Camo on this one. I prefer not having the world defaulted to water. Especially since this way you can decide per country where the coast is, if at all. If you want to make a periodic simplified continent.

The Dead Woods
Bordering Sharizaani to the east, the dead woods surround a bottomless fissure, and is inhabited by the undead (who only remain so as long as they are within the bounds of the woods). The region was previously smaller, but has expanded west since the fall of the Sharizaani and given time may expand further. The fissure was previously the eastern border of the empire, having been created during a battle between 2 mighty wizards, one of whom used powerful dark magic.


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Re: Collaborative World-Building

Postby Lawrencelot » Mon Oct 21, 2013 9:38 pm UTC

Mount Ygasuya is the highest mountain of the Spine mountain range. Together with the surrounding mountains, it causes the Yga region to be impassible for anyone but those who defy the cold. Mt. Ygasuya is the home of Naya, the Great Dragon, and his dwarven and golem servants. Several centuries ago, even before the rise of the Dwarven Empire, Naya sent an army of ice golems to battle the Dwarves for their gold. He partially succeeded, after suffering a heavy wound due to the (at that time) advanced Dwarven weapons. Instead of killing the Dwarves that lost the battle, he enslaved them, and tortured them so much that their appearance changed over the course of centuries. Engulfing some of the Dwarves in dragonfire, and others in the coldest of ice from the glaciers, all of Naya's Dwarven slaves are now either black as charcoal or white as snow. And uglier than before.

After recovering from the battle, the surviving Dwarves constructed a heavy fortress near the Freyanian-Ygan border, and Naya has not attempted to steal their gold ever since. He found it easier to steal the gold of the Shárizaa and burn their cities, which partly caused their days of glory to end. Behind the Koya river, which marks the border between Shári and Yga, and behind the mountain ranges, canyons and glaciers, it was practically impossible to attempt any attack on the Yga region. Who can challenge the power of fire and ice?


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Re: Collaborative World-Building

Postby jdj42 » Mon Oct 21, 2013 10:04 pm UTC

I vote that I am banned from this thread, so that I won't destroy the world.

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Re: Collaborative World-Building

Postby Elmach » Tue Oct 22, 2013 1:29 am UTC

Gah, ever since dj enclosed the world, all of the old countries are blurry.

Note to future people: Please do not resize the world.

yeah, i don't really have anything right now.

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Re: Collaborative World-Building

Postby thecamoninja » Tue Oct 22, 2013 1:34 am UTC

No, I think that was just the most recent upload

@Lawrencelot - something in how you saved and/or compressed your image made all of the lines a bit blurry and artifacted, which will make it harder to edit the map in the future. Would you mind re-uploading a higher quality version of your map?
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Re: Collaborative World-Building

Postby Vieto » Tue Oct 22, 2013 1:55 am UTC

I think what he did was right-clicked and copied the attachment thumbnail instead of the actual image (which he would have gotten by clicking my image)

Anyways, here is a fix, with my next country.

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The Turaryark Kingdoms is a conglomerate of smaller kingdoms who have united under one banner, and their capital occupies the tip of the peninsula that guards an entrance to the Brazantyr Sea. They live in a warmer, wet climate, partially due to local ocean currents.

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Re: Collaborative World-Building

Postby Djehutynakht » Tue Oct 22, 2013 4:26 am UTC

Writeups coming. For now, I can tell you that the red land is named Sicanta and the greenish land to its southwest is named Paludia.

(and yes, both names have real-world origins)
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Re: Collaborative World-Building

Postby Lawrencelot » Tue Oct 22, 2013 5:18 am UTC

Vieto wrote:I think what he did was right-clicked and copied the attachment thumbnail instead of the actual image (which he would have gotten by clicking my image)

Yeah that's what I did, sorry about that. I was wondering since when it started to be so blurry.

Edit: what BBCode do you use for the images anyway?

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Re: Collaborative World-Building

Postby orangedragonfire » Tue Oct 22, 2013 9:54 am UTC

(I couldn't find the correct water colour. If the next person could fix that, I'd be grateful)


Taridea is a trade empire (from their local language taris=profit ydea= lots; literally "lots of profit"). It is ruled by the ten Supreme Traders, each of which is rumoured to have more money than even the richest king. This wealth makes Taridea a target for anybody who seeks easy riches; and thus the country has been in countless wars. They are only still around because they have a large number of high quality ships, making them a formidable opponent on the ocean; and that their capital, Bay Island, is a single fortification which nobody has yet been able to take.

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Re: Collaborative World-Building

Postby thecamoninja » Tue Oct 22, 2013 11:18 am UTC

Fixing maps? I love fixing maps!
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Re: Collaborative World-Building

Postby dudiobugtron » Tue Oct 22, 2013 8:31 pm UTC

orangedragonfire wrote:(I couldn't find the correct water colour. If the next person could fix that, I'd be grateful)

What editor are you using? Most (all?) of them have a 'colour picker' option which lets you copy the exact colour from elsewhere in the picture. It usually looks like an eyedropper.
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Re: Collaborative World-Building

Postby Vieto » Tue Oct 22, 2013 8:31 pm UTC

Dantoich was once part of a larger country, before a King with many sons split his land between them. Daniel VI received the Northern provinces, bordering the river of Crawfirth. They lost some of their territory due to a war with Taridea.

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Djehutynakht
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Re: Collaborative World-Building

Postby Djehutynakht » Tue Oct 22, 2013 9:58 pm UTC

Okay, now for my write-ups.

______
Red Peninsula:

To the northeast of the presently mapped continent lies the land known as Sicanta. The majority of this land is made up of the large Sicanta peninsula. The peninsula is bordered on three sides by water and has an interesting and complex coastline, filled with bays, coves, harbors and islands. Predominantly comprising the western border is a mountain range known as the Monta Occidenta. The Monta Occidenta comprises of a large section of mountain which extends inwards into the western portion of the country, coming down until it reaches a long, narrow bay (possibly a fjord?).

Geographically, the Western third of the country is largely filled with the Monta Occidenta and some hills. The middle third tends to be less severe, being more hilly. The eastern third is the fairest of them all, comprised of much more gentle slopes and some flat lands. There are a few rivers, lakes, streams and other bodies of water which dot the peninsula, with the major rivers flowing from sources deep in the mountains. The weather tends to be somewhat more severe to the west, and calmer to the east, which is nevertheless sometimes prone to heavy storms from the sea. Summers tend to be hot with moderate rainfall, and winter varies between mild patches with some precipitation and cold patches filled with snow.

The people who live in Sicanta are known as the Sicani. The Sicani, as a people, can be divided into three major groups.

In the west reside the Sicani Monta, named after the mountainous region which they are known to inhabit. The Sicani Monta are both known to be shrewd and prosperous traders and skilled military experts, both due to their closer proximity to the rest of the continent. Threats, if any, can usually be prevented by navies stationed near the shore as well as fortresses guarding the mountain passes. They are able to harness rich resources from the mountains, and also have good endurance from the strains of the terrain. Prosperous trading cities and military fortifications have popped up in the southern bay and it's surrounding coast, as well as in bays to the north. Very often, Sicani trade with those to the South, such as the Capasians, and to a lesser extent, the Paludians, as well as other southern people. Some trade is also conducted to the west through mountain passes. Some trade is conducted with the Freyan dwarves to the North. This is either done by land through passes or by ships hugging as close as they can to the treacherous and rocky shore. The sea to the north and west of the Monta coast is filled with serpentine sea creatures which threaten Dwarves and Sicani alike, known to these people as the Vermicii. Navy in this area is most often tasked with protecting from the Vermicii. Working with the dwarves, the Sicani have crafted a number of large metal nets, which they have stretched between island outcroppings of rock which lie to the outer edges of these sea routes, to help protect from potential Vermicii attacks.

In the hilly middle of the peninsula are found the Sicani Media. The Sicani Media (pronounced “Meh-di-ah” not “mee-dee-aa” like the news) are often said to be the “true” medium of Sicani culture, with influences from both east and west blending. They are known for both their trade, fishing and farming, along with crafting and other such things. Media is also where the greatest numbers of Sicani cities and universities can be found. The Sicani Media are known for their great education, arts and politics. Some of the foremost thinkers and technicians and great lawmakers come from the middle. It is also the home of the Capital City, Rema.


To the east are the Sicani Sicelli (Sick-ellie), the eastern-most of the Sicani. Sicani Sicelli are known to be relaxed, and their lands are very largely agricultural, with more gentle slopes and plains, and less dense woodlands, than much of what lies to their west. Often benefitted by a more temperate clime (although threatened during storm season), the Sicel regions are often known for their relaxed, open culture and educated country demeanor. While many are simple farmers, several cities do exist, along with seaside fishing villages and towns. Traders often make money guiding goods around the Peninsula. There is a small educated-artistic sub-culture that sits around creating art and philosophizing, sometimes seen as lazy by some of the more serious and somber farmers of the area.

The Sicani are proud of their culture, their industry and their trade. A Senate governs them, along with regional and town assemblies, and a Judiciary to oversee disputes. When desired, a King is elected for renewable 10-year terms, either by the Senate or by the Judiciary at the behest of the people to go around the Senate. They are also avid traders, of goods and culture. Most trade is in the waters to the south. Trading to the north is dangerous, because of the Vermicii, and because the Northern Coast is generally dangerous. However, several desirable trading locations exist. The most desirable are the Taridea islands, on the exact opposite side of the continent. Few ships venture all the way there, but those who do are rewarded with great riches due to the rarity of each other’s goods in both locations. The treacherous Northern Route is so far the only that has been discovered. For years some have speculated of a southern route, but with no yet known success.


Up next: Paludia (Green land) and Caspasia (orange land)
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Djehutynakht
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Re: Collaborative World-Building

Postby Djehutynakht » Wed Oct 23, 2013 7:51 pm UTC

Second Description (Green land)

Paludia

Paludia is a dark green spot on any map, noticeable for being both dotted with pools and dotted with islands. Almost all of the region is low-lying wetlands and floodplains, consisting of bogs, marshes, lagoons, swamps and occasionally a dry path. What is mapped is a rough representation of the area. The topography means that much of the land is subject to the tides. At high tide and rainy seasons, many areas can become flooded or submerged, and at low tide other vast areas can be exposed.

Paludia, as to be expected, is often wet. It has a temperate climate, although it is occasionally prone to a cold winter and a rare snowstorm. Life thrives there in all forms. It is rich in fish, crustaceans, and mammals and reptiles that live within the wetlands. Plant life also blooms with decent sunlight and plenty of water. It is a very fertile region, and farmers usually try to raise crops compatible with the flooding, paddy-type fields and marshes that they often work in or through the creation of artificial drylands for crop farming.

The people of Paludia often live in small villages, and only a few proper towns and complexes can be said to exist in the region. Many build their houses on stilts on higher land, or, if none is to be found, directly over a stream or a floodplain. Some thrive this way, traveling by boats and sustaining themselves on the river and any crops they grow, along with local trade.

One distinctive feature in settled Paludian areas is the presence of large Barrows, which are the graves of deceased family and neighbors. Often Paludians take great care in collecting earth and strong structure-forming rocks from beneath the water or from areas that are accessible in order to form these structures. Barrows are largely created for two reasons: The first is to protect the graves of ancestors in such a swampy area. Due to this, Barrows are usually built strong, with the earth compressed very firmly and with large and small boulders used alike along the perimeter in order to solidify the structure and prevent erosion. However, the swamp is often able to seep into the inside of the Barrow, and for that reason whenever by some reason a body has had chance to be exposed after some long period of time, Paludians have found that the special conditions of the swamp over which these Barrows are built serves to mummify many of the bodies of their ancestors.

The second use of Barrows is for that of artificial land. In many places, after the death and burial of several generations has sprung sizable Barrows, villagers will begin to build houses and other buildings on top of these structurally-sound Barrows, safer from the dangers and the effects of the marshes and water below. Because of this, it has become a cultural idea that one literally builds off the progress of one's ancestors, and that the very fact of one's life and death serves to assist ones family and community.

The largest barrows are massive structures. On top of these largest hills however, are not village houses, but great temples dedicated to the regional gods, often with palaces and high-education schools attached to them for the very few (priests, powerful) who can attend them. These Barrows are often the gravesites of priests, temple workers, builders, or others likewise. It is rumored that one or two of the Barrows were artificially filled by warlords with the slaughter of thousands of civilians in order to begin work on a temple. In any case these temples are beautiful, mysterious and complex architectural feats, mixing in with the jungle and with odd and beautiful icons to the gods of the Swamp that they worship, the most venerable of which is the great Ro-ko, the giant Octopus god.

(Think of Angkor Wat for these temples)

Government in Paludia is simple and small. Villages are usually autonomously led by chiefs or elders. Occasionally, areas fall under the control of warlords, either for their lifetime or for dynasties which proclaim themselves princes or kings. It is most usually these rulers which are responsible for the great barrows, and the temples that adorn them.

The swamp can be safe to those who know how to handle it. Nevertheless, rumors of sharp-teethed fish, giant tentacled beasts and other horrors of the swamp fill tales... their truth not entirely known...

Many octopus species populate parts of Paludia and are considered sacred. Despite this, there is only one species which is absolutely off-limits to kill or to hunt. The Great Ruddy Octopus is an octopus which usually displayed a bright red-orange skin, and can sometimes be seen around many human habitats due to the fact that danger to them is relatively low. Legend has it that the reason these Octopi display themselves so forwardly, at least to humans, is because they are creatures of the great Ro-ko itself, and that they know no human would dare touch them for fear of horrible just retribution. This particular species is thought to be highly intelligent.


Next: Caspasia (orange country)

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thecamoninja
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Re: Collaborative World-Building

Postby thecamoninja » Sun Nov 03, 2013 9:34 pm UTC

Dj, every time you edit the image it seems to get a little darker. Ive tried to return some of the colors to their original state, But I think most of them are still off a bit. I was more worried about the water and the artifacting/discoloration around a few rivers and coastlines - I've returned all of it to its original color.

Here are a few tips for those working in MS Paint:
Spoiler:
To replace one instance of a color across the entire image with a different one-
First, get the new color in your primary color slot (left click with eyedropper)
Second, get the original color in your secondary color slot (right click with eyedropper)
Third, make sure your selector is set to "transparent selection" (very important)
Fourth, hit 'ctrl+A' to select the entire image, then 'ctrl+X' to cut it. You should be left with a blank image of your original color, because the image has been momentarily deleted
Fifth, select the paint bucket and use it to make the blank background of the old color into a blank background of the new color
Sixth, zoom out until you can see the whole thing and hit 'ctrl+v' to paste your temporarily deleted image back in place. Revel in amazement at how the old color has mysteriously vanished, because you told paint that it was the background, and that the background should be made transparent so that anything underneath could show through!
This is how I fixed the water and caught out all of the discoloration, because the slightly different shades of blue didn't change with the rest of it.

To spot-fix color without going in and fixing each individual pixel:
First, select the old color as your primary color
Second, select the new color as your secondary color
Third, select the eraser tool
Fourth, hold down right click and move the cursor over the spot that needs to be fixed. Revel in amazement as only one color is replaced while all around it remains untouched.

fixed colors.png

Trickling down from the high mountains to the east of the Coastal Circle is a small river that grows ever smaller as it descends, until it is lost in the caverns of a lone, suspiciously Conical Mountain. On the other side of this mountain, it bursts forth with renewed vigor and gushes on as a torrent until it reaches the sea.
Legend has it that the Coastal Circle as we know it today was founded when the people of that land were on the verge of losing a war with seafaring aggressors when a stranger king with a large army arrived to save them. Grateful, the Circlers begged the stranger to stay and rule them, but instead, he anchored his boat in the mouth of the river, and using Ancient MajjykksTM, set a circular boundary around that locus point, granting the Circlers all of the land contained therein before taking his army and moving along, leaving those he saved to their own devices.
Of course, modern cartography has revealed that this boundary is not, in fact, a circle with a point of origin at the mouth of the river, nor even an oval or really anything of a geometric shape other than something kind of approximating a curve. Furthermore, modern politics has ensured that all the land within this 'circle' does not, in fact, belong to the Circlers, who, although they consider themselves to be a warlike people, are not in fact particularly good at warfare. They're pretty decent, sure, and can hold their own in battle, but they're no great conquerors, and their win/loss ratio is not very high, overall. Many suspect that part of their problem is the style of fighting which they pioneered. They dubbed it 'circular warfare', and while it is very culturally important to them, it simply does not work.
Formerly known as Camoninja
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Join /FG/ on Discord
Hardcore will never die, but you will.
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bluebambue
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Re: Collaborative World-Building

Postby bluebambue » Mon Nov 04, 2013 4:38 pm UTC

thecamoninja wrote:Here are a few tips for those working in MS Paint:
Spoiler:
To replace one instance of a color across the entire image with a different one-
First, get the new color in your primary color slot (left click with eyedropper)
Second, get the original color in your secondary color slot (right click with eyedropper)
Third, make sure your selector is set to "transparent selection" (very important)
Fourth, hit 'ctrl+A' to select the entire image, then 'ctrl+X' to cut it. You should be left with a blank image of your original color, because the image has been momentarily deleted
Fifth, select the paint bucket and use it to make the blank background of the old color into a blank background of the new color
Sixth, zoom out until you can see the whole thing and hit 'ctrl+v' to paste your temporarily deleted image back in place. Revel in amazement at how the old color has mysteriously vanished, because you told paint that it was the background, and that the background should be made transparent so that anything underneath could show through!
This is how I fixed the water and caught out all of the discoloration, because the slightly different shades of blue didn't change with the rest of it.

To spot-fix color without going in and fixing each individual pixel:
First, select the old color as your primary color
Second, select the new color as your secondary color
Third, select the eraser tool
Fourth, hold down right click and move the cursor over the spot that needs to be fixed. Revel in amazement as only one color is replaced while all around it remains untouched.


Image

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Vytron
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Location: The Outside. I use She/He/Her/His/Him as gender neutral pronouns :P

Re: Collaborative World-Building

Postby Vytron » Mon Nov 04, 2013 8:50 pm UTC

thecamoninja wrote:Here are a few tips for those working in MS Paint:
Spoiler:
To replace one instance of a color across the entire image with a different one-
First, get the new color in your primary color slot (left click with eyedropper)
Second, get the original color in your secondary color slot (right click with eyedropper)
Third, make sure your selector is set to "transparent selection" (very important)
Fourth, hit 'ctrl+A' to select the entire image, then 'ctrl+X' to cut it. You should be left with a blank image of your original color, because the image has been momentarily deleted
Fifth, select the paint bucket and use it to make the blank background of the old color into a blank background of the new color
Sixth, zoom out until you can see the whole thing and hit 'ctrl+v' to paste your temporarily deleted image back in place. Revel in amazement at how the old color has mysteriously vanished, because you told paint that it was the background, and that the background should be made transparent so that anything underneath could show through!
This is how I fixed the water and caught out all of the discoloration, because the slightly different shades of blue didn't change with the rest of it.


Image

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Lawrencelot
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Re: Collaborative World-Building

Postby Lawrencelot » Tue Nov 05, 2013 9:51 pm UTC

Why don't we use italic text? Everything looks better in italics.

Few people have ventured deep into the Haldok desert and returned alive. The land of Haldok is home to the large insectoids, the Haldicians. It is rumoured that one Haldician can eat a horse in a few minutes and still be hungry. Approximately once per century, the Haldicians gain the ability to fly, and use this to swipe the lands around them to eat everything that crosses their path. This was one of the causes that led to the demise of the Shárizaa, but other lands suffered great losses as well.

Another rumour says that the Haldicians are cannibals, which is the reason they do not attack other countries for food more often. Indeed, the climate of the Haldok desert can be so rough that even the tiniest plants often have trouble growing in the dry and rocky landscape. As of yet, no one has seen a Haldician city or structure, and the level of their intelligence can only be estimated. It seems that although individual Haldicians appear no more intelligent than animals, as a swarm they can bypass any defence of the nations around them, and they always know the weak points of their enemies. The urge to survive, however, has always been greater than anyone's curiosity to find out more about this species.


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patzer
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Re: Collaborative World-Building

Postby patzer » Tue Nov 05, 2013 11:45 pm UTC

To the west of Sicanta is The Portal. Nobody knows what The Portal is like, as everybody who enters it vanishes without a trace. The current theory is that they are transported to another universe (hence the name, "The Portal"). The path of the river inside The Portal is obviously unknown, but the path shown is the most plausible based on the position of the surrounding mountains.
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