Collaborative World-Building

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KingTip
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Re: Collaborative World-Building

Postby KingTip » Fri Nov 27, 2015 11:12 pm UTC

Oh I didn't realize it was still going on. I guess I can try to join in late game and full play the next game. Instead of physical I think it would look cool just white with borders. Do you guys think it's OK if I add a multitude of nations all only loosley related for my next post? I want to add a lot, but do you think it's fine?
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patzer
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Re: Collaborative World-Building

Postby patzer » Sat Nov 28, 2015 12:49 am UTC

KingTip wrote: Do you guys think it's OK if I add a multitude of nations all only loosley related for my next post? I want to add a lot, but do you think it's fine?


I think that would be fine. We already have 98 countries, I believe, so it shouldn't be jarring to have several come at once in the next post. Just as long as they aren't all giant empires that double the size of the map. :P
If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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KingTip
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Re: Collaborative World-Building

Postby KingTip » Sat Nov 28, 2015 5:54 am UTC

Whoooooooooo boy, we have a lot here.

The Manichan Discoveries

Karl Manichan was born in Oldtown, Clawsfirth. Throughout his childhood, he was taught to be content and settle down early. He immediately despised anyone who would tell him this, and so he pretty much hated all the adults. Most of the kids his age accepted this easily and believed in it too, which drove Karl mad. At the age of 18 he finished the Clawsfirth education system and did not attend a university. He took money from his parents, bought a boat, named it Maria, and set off on the maiden voyage that would change the way people in the Central World viewed the far North.

Karl spent plenty of time on the Maria, and for a while decided not to recruit a crew. After a near death experience involving ice bergs, though, he sailed to Old DAXSEW and docked. He found a crew of four ready to set out on a trading mission or conquer new lands. Karl had to explain he wanted to explore and map the Far North, and this is what drove most people away. Three of the four crew members had never even heard of the 'Far North' but they all agreed for a modest sum of money to come along. When they arrived at the Gateway of Janus they stocked up on many years worth of supplies, clothes, food, and water. They hauled the Maria onto a makeshift tug to make it past the land connection into the Far North. The temperature change was not as what Karl expected, but that is only because Janus feeds directly into the Olven Sea, which has many geothermal vents.

They set the Maria In the Olven Sea and sailed the entire perimeter, taking about three months. Karl and his crew docked in Harlsburg and built/bought a caravan to start adventuring and documenting, starting with Harlsburg.


Descriptions of all new nations (Some nations did not have official names before Karl, so he named them what he thought.) as according to, "Hell Frozen Over" By Karl Manichan (Fictional book by the way. I don't know why I felt the need to point that out):
Spoiler:
The Traders of Harlsburg are a friendly community of tall, slender, furry creatures. They make most of their income by fishing in the Olven Sea, although further north, past the Gurlisk Mountains, they have started a form of agriculture in the Great Ice, previously thought to be unknown besides for trees according to . They don't have much of a government, it is more like a group of peoples connected by ideals.

The Federation of Cafford is a paranoid nation afraid of newcomers. Ever since news of the Gateway reached Cafford the government has been improving border control and actualy becoming a little more civilized to protect from Centralers. The government consists of a tribe leader who rose above the rest to unite surrounding tribes under his banner. He has a group of advisers who are sometimes also be related to him. It is almost like a monarchy, except far more like a tribe and less centralized. The population of Cafford is sparse and spread out. They are strange beings, Karl says, being only knee height with ears that reach past your elbows. They apparently have no fur but green skin, and feel like a cold stone. Most of the citizens make their money by mining under the Great Ice. Under Cafford sits a huge deposit of Kryostone, an unknown gem with unknown origins. It sells for very high in surrounding tribes, and Karl speculates Cafford could become the richest nation in the known world, and become very powerful, if Centralers were to be able to buy Kryostone. Better than gold, Karl says. Some local also informed him of a deep scary lair where 'The Gray One' lives. Karl found the approximate location of the lair and marked it on his map, not going to check it out for himself.

The Nomads of the Ice Plains are scary-looking, but friendly creatures. They stand at over 10 feet tall, and have the lower body of a spider, and the upper body of a snake from Norgulia or Ałendielle. They welcomed Karl and his crew warmly. Karl stayed with the nomads for an entire moth, teaching about the Central World and the people that live their. People from all over the ice plains came to listen, adults and children alike. This is where Karl realized that what he was doing would not only benefit the Central World, but exposing the Far North to this could also jump their development hundreds of years into the future, bettering the lives of everyone in the Far North and connecting the world. The nomads had never really governed themselves, but by the time Karl left, they had formed a makeshift militia and organized a hierarchy of leadership, a step in the right direction Karl says.

The Great Ice Spire towers thousands of miles into the air, nearly tripling the size of the tallest mountain. Karl says in his book that this should not count towards the tallest mountain since it is made entirely of ice. The immediate surrounding area is a deathpit of iron-hard ice spikes. The Great Ice Spire's tip can be seen all the way from the Olven Sea, but not past the North Ring.

The Empire of Gonstash and The Armed Territory of Jonflid have never been united. Both nations span back ages, arising not long after Nirandistan. They are both comprised of the same species, a big furry ball with legs and arms. Karl clarifies big as: As tall as himself and his height wide. Their form does not stop them from making weapons to kill each other with, though. Dictatorships arose in both nations and they were at each others' throats from day one. Karl says these nations are probably the most well-armed, but also the dumbest of all the Far North. The creatures can reproduce insanely fast, and have huge litters, but it is only barely enough to keep up with the loss of life on the warfront. They both surround The Great Ice Spire and vie for control over all of it. Karl says it was not clear why they wanted to control all of it for it had no economic value of any kind, he said it was either that they worshiped it with their religion, or just more stupidity and no good reason.

The Allied States of Coldland(Isn't hard to tell which name(s) Karl made up?)
These allied states are independent of each other in all ways except there is one 'president' who is elected by all five states, but is really only leader by title and has no power, that is left to the local state governments. Karl says these beings are almost human, with more hair and deep blue skin. It is unclear how these states became allied or how they arose. Their culture is very strange, they forage for ice worms for food and have houses made of snow. They don't even have a real economy, but still barter and trade items for other items. Karl was strangely creeped out by these places and he left very promptly.

Karl's Outpost is an outpost set up by Karl. He wasn't sure how much further north he would go, and was thinking his grand adventure would end soon. His outpost became a small trading town and had a caravan going back to the Olven Sea to trade and a small garrison by the time Karl passed back through. There is a mayor elected democratically, directly by the people. The people who inhabit this small town are of different species from all over the Great Ice. When Karl left the last time from his outpost they had started construction on a strong fortified wall to protect from raiders and less civilized nations. Even from this far away the Great Ice Spire towers over the horizon like a distant mountain.

The Terrifying Godkingdom of the North is inhabited by beings so larger-than-life and so mind boggling that mortals can not comprehend them. Karl is not religious, but he said these creatures were actual gods with the power to destroy the entire world. Karl could study the area very much and barely explored any of it, getting rough southern boundaries of these beings from small tribes. Karl hated this place because of the immense power radiating from it's center, and the aura of either death or life coming from each of the beings. One of his crew died from sheer terror and shock. Karl retreated from this horrid or beautiful place as fast as his ice mules could carry the caravan. When asked if he would ever return to the Far North, he answered no and cited this place for his reason. ( It is hard to see this nation on the map, but it pokes out just a bit from the northern most border of the map in a light purple color)

The Dominion of Nucel was the last stop on Karls trip, taking him back to the Olven Sea. Maria had been transferred to these docks and he would sail away from the Far North never to return. But first, he would record this last nation. He describes Nucel as the most civilized of the Far North. Like most nations bordering the Olven Sea (Or even most that aren't), most of Nucel's income comes from the Gateway of Janus, the 8 weeks it is passable. Nucel sells a special cloth to the Central world that has now become a luxury after Karl. Nucel has open elections, a federal and multiple state governments, and even a rudimentary welfare and healthcare system. They also have their own written language, and great libraries. Karl left the Far North on a good note with this nation, and often sends letters.


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Strex.
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Strex.
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Strex.
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Lawrencelot
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Re: Collaborative World-Building

Postby Lawrencelot » Sat Nov 28, 2015 10:49 am UTC

Yay, more life on the Great Ice. Good job KingTip that was a nice read.

By the way, someone (patzer?) should write an epic on the mysterious black pixel that was introduced in this post by patzer. It can be found south of Norgulia and has been there ever since that post.

The next country is based on a tabletop game I'm currently making.

colabwb9.png


Between Jolintaria, Maro Okana and Schenmast lies a small but colourful island named Kdankde. The Kdankdenki look a lot like humans, even though they are not of the same race, but there are two major differences: they are about 50 times as small and they are extremely obsessed with colour. Their size causes their island to not really be an island, but more like a continent in their eyes. Indeed, it is about 50 times as small as the continents Mada and Scándi. Kdankde is therefore not really one country, but it is also not really a continent with different countries. So what is this strange place?

To understand the Kdankdenki, you have to understand the concept of
Hinkda, which roughly translated means: the need to change the shape and colour of objects around you to the correct shape and colour. Where humans normally feel the need to survive, and after that's been taken care of, to create and discover, Hinkda causes the Kdankdenki to ignore these inferior needs and manipulate the objects around them to what in their minds should be the correct form.

Even driven by a different force, Kdankde has seen the rise of civilization just as the 'big' continents have. To make wood black, for example, the discovery of fire was crucial. And in the quest of some Kdankdenki to make a perfect round object, the wheel was invented and has been used for many other purposes ever since. Social development worked differently: although most Kdankdenki are driven by the same
Hinkda, a difference in Hinkda can occur between groups. It is then that tribes or countries have formed, and wars have been fought, only because two groups both think they are right and the others are wrong.

After thousands of years, Kdankde is well on its way to an island-wide peace. Almost all countries have been united and try to discover the correct
Hinkda at their universities, while civilization is around the same level as that of other countries in the Central World, in some aspects even higher. And the whole continent is well on its way of being manipulated to the correct form and colours, through different factions that are responsible for the Hinkda of a particular colour or object. This has caused people from other countries to notice the colourful small rock from their ships when travelling the oceans, but the island is not fit for docking and the Kdankdenki can travel by ship to their own tiny islands but they will never be able to cross the ocean simply because they are too small and the distances are too great. And thus the island remains isolated, and the countless colourful wonders of Kdankde might never be discovered by the rest of the world.

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Re: Collaborative World-Building

Postby XAXA » Sat Nov 28, 2015 11:12 am UTC

Quick games are better than casual, if you've got 20-40 mins to spend on a game (for a smaller map). I agree that the map colours are somewhat ambiguous, also I would be happy to help with any balancing. And please don't start games without strategies, they are at the core of the game.

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patzer
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Re: Collaborative World-Building

Postby patzer » Sat Nov 28, 2015 5:05 pm UTC

Corandirk was the earliest, and the most successful, major conquest of the Pentaterriads. While the Corandirk area was originally filled with small, petty states, the nascent Pentaterriad Empire managed to take over the land and unite its people into one nation.
Corandirk was an integral part of the Pentaterriad Empire for over 300 years; during that period it industrialised rapidly and became a major naval power. Corandirk also lead the Pentaterriad conquest of Khibran.

One hundred years ago, the Pentaterriad Empire peacefully divided into Cyrusia and Corandirk, due to a large amount of disputes between the two regions, but the two nations maintain cordial relations.
Unsurprisingly, the two Khidrans don't like Corandirk.

Diiusá is a large, square, carnivorous tree. It appears to be just a very dense forest, but the mass of trees and shrubs actually have one common set of roots underground. Fortunately, it is located in the middle of a lake, and most people know that they should stay well clear of this tree.

oh, also, I notice that someone put a load of water on the eastern side of the Wall? This... kind of negates the purpose of having a wall there in the first place, so an explanation should probably be given for that.
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KingTip
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Re: Collaborative World-Building

Postby KingTip » Sat Nov 28, 2015 6:30 pm UTC

Slange Mordere roughly translates to 'Snake Killers'. The creatures who inhabit this area and tall and elvish, however they are not elves. They are a species called Xotikó.

Life in Slange Mordere used to be very civilized. There were frequent elections and marble buildings. They were among the most civilized if not the most civilized nation of their time. Their Golden Age spanned nearly two hundred years, and fell only due to soil becoming hard to farm. When crops started to go low, the population had to think of clever new ways to get food. They sparked innovation unseen by the world, changing dirt into food instantaneously into edible food. They tapped into their mind's power and started testing their limits. Construction was easy, and workers could lift heavy objects with their mind easily. They could read each others' minds and lost the need to orally speak. Most people didn't even need a job because life had gotten so easy and Utopian that people could lounge around 24/7 and work would be done effortlessly with their minds. The Mind Age had begun.

Many scholars think what happened next was due to this use of mind power. They believe that because the Xotikó were abusing and using their power so often and using it for so many things, space-time couldn't handle it.

Then Farria appeared. In an instant half of the Xotikó fell over, dead. The magical shock of ripping space-time ruptured their brains immediately and painfully. The ones who didn't die were in physical shock to see and hear the entire middle of the Ałendielle peninsula being ripped away from this world and being replaced with a strange new landmass and new waters. Most of their powers were lost in this event as well, being sucked away. This left them with only the power to have some extra strength at times, like when lifting a heavy object. No one even remembered how to talk, for it was two generations later. Grandparents had to teach everyone how to speak, farm, and build. Needless to say this rebuilding time was not easy. The Mind Age had ended.

Next, there were the vile snakes Farria brought with it. When the Norgulians took over, many snakes fled to seek refuge, some becoming the inhabitants of Ałendielle and the serpentine mountains, some just wandering looking for a meal. The Xotikó were not happy. At all. They believed the snakes were sent by the opposite of whoever gave them their power. They set out on an everlasting crusade against the snakes, which defines their culture today. Many Xotikó have become rouges relentlessly hunting the snakes drifting through the seas. Others joined the national army to wage an ongoing war, in favor of neither side, against Norgulia. Snake heads are stuck on poles outside of each residency as a sign of honor. The more snakes a Xotikó has killed, the more respected they are in society. The government has even degraded to these standards, with frequent ruler changes due to the fact whoever has killed the most snakes is appointed King.



The Green Atoll is a heavily populated atoll between Slange Mordere and Jolintaria. Many different species reside here. Although they are all intelligent, nothing has really come of it and they have stayed at basically the animal level of civilization. Turtles, Sea Stars, and Tiny Squid are among those who are sentient but do not use their sentience. The reason this Atoll has remained so naive is that there is some kind of magical forcefield surrounding it, so outsiders have been able to peer in, but never set foot inside. Many believe this is because The Green Atoll appeared when space-time ripped at the same time Farria came into existence. This would not completely explain the barrier, but it is the best scholars can give us at the moment.

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I'm baaaaaaaaack! ( <- sort of ironic cause I left for a little bit, but I might be back...)

Look around you
Strex.
Look inside you
Strex.
Go to sleep
Strex.
Believe in a smiling god.

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KingTip
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Re: Collaborative World-Building

Postby KingTip » Mon Nov 30, 2015 3:41 am UTC

Wow you know your game is popular if you've been inactive since July 30th and your game is still going strong. And that your game took a two year long nap then was revived effortlessly again (It hadn't really occured to me that this thread was originally created in 2013... wow). So good job Adam H, you'll be happy if you come back.

Reecer6 wrote:I'd be interested in another game, although only after this one has finished. I might make another country today too.

Although, do you think the map could be remade to be less political and more geographic for atwar? Because all the different colors are kind of ruining the effect of seeing each player's colors spread across the map.

About the atwar game, it is too late for me to join, but I can still spectate. I can start work on a geographic map or just white background with black borders and blue seas, which I think would do the best. Or Lawrencelot could make them if he wishes, he started the atwar game. I hope to join in the new game, however far in the future it may be.
I'm baaaaaaaaack! ( <- sort of ironic cause I left for a little bit, but I might be back...)

Look around you
Strex.
Look inside you
Strex.
Go to sleep
Strex.
Believe in a smiling god.

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patzer
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Re: Collaborative World-Building

Postby patzer » Mon Nov 30, 2015 5:24 am UTC

KingTip wrote:About the atwar game, it is too late for me to join, but I can still spectate.


Not necessarily..

It looks like two players are about to time out, and it would be good to have another player, given that there would otherwise only be three of us left. You could join on one of Xenosapien's territories after he times out, and start to build up a base from there, a long way from the other players.

I can give you 1000 gold and promise not to attack you, to help you get on your feet, if you like.

If you don't want to, though, I understand.
If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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KingTip
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Re: Collaborative World-Building

Postby KingTip » Mon Nov 30, 2015 5:53 am UTC

patzer wrote:
KingTip wrote:About the atwar game, it is too late for me to join, but I can still spectate.


Not necessarily..

It looks like two players are about to time out, and it would be good to have another player, given that there would otherwise only be three of us left. You could join on one of Xenosapien's territories after he times out, and start to build up a base from there, a long way from the other players.

I can give you 1000 gold and promise not to attack you, to help you get on your feet, if you like.

If you don't want to, though, I understand.

I totally would, but I mean I physically can't because there is a limit to what turn you can join in by.
I'm baaaaaaaaack! ( <- sort of ironic cause I left for a little bit, but I might be back...)

Look around you
Strex.
Look inside you
Strex.
Go to sleep
Strex.
Believe in a smiling god.

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patzer
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Re: Collaborative World-Building

Postby patzer » Mon Nov 30, 2015 5:55 am UTC

KingTip wrote:I totally would, but I mean I physically can't because there is a limit to what turn you can join in by.

...Oh. I didn't know that. :(

The Odrankei River Trust claims to be a neutral body ensuring peaceful travel along the Odrankei River, charging small fees to all boats passing along it, and ensuring that everyone is able to use the river regardless of their political allegiance. It functions as a corporate dictatorship, controlling the territory immediately adjacent to the river, with the people on the riverbanks having to submit to the ORT's rule. However, the ORT doesn't tend to intervene in civil matters unless river access is directly affected, and thus towns along the river enjoy a large degree of freedom.
Tessa's foes claim that the ORT is, in fact, just a puppet of the Tessan government created to ensure Tessan control over the river.

In the Far North, huddled against the great ice ring, lies the land of Honah Lee. The only major living creatures there are majestic silver dragons, who survive by absorbing the residual magic from the ice wall, do not need to eat, and tend to spend their time resting. It would be inaccurate to call this a country- dragons don't really have countries- but that's how most maps display it.
Most visitors have no trouble exploring the area, as long as they're friendly and don't try attacking the dragons.
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Re: Collaborative World-Building

Postby patzer » Mon Nov 30, 2015 6:37 am UTC

I've updated the list of descriptions from page 4. Have not updated labelled map, because that's very difficult to do in MS Paint. It can be found in the previous post (viewtopic.php?f=14&t=105779&start=120#p3874063)

Descriptions:
Northern World
Federation of Cafford
Allied States of Coldland
The Holy Empire of Dinkara
Empire of Gonstash
The Gray One
Great Ice Spire
The Gateway of Janus
Armed Territory of Jonflid
Karl's Outpost
Krätoftys
The Realm of Nirandistan
Nomads of the Ice Plains
Dominion of Nucel
Olven
Terrifying Godkingdom of the North
Traders of Harlsburg

Central World
Ałendielle
Ankhule
The Quantum Republic of Atlantis
Avarija
Bean
Blúerídge
Brúnsfjörð
Caspasia (description)
Clawsfirth
Citta Del Prospero
Coastal Circle
Corandirk
Corona
Cyrusia
D'achlis
Dantoich
Darado
The Dead Woods
The Desert on High
Diiusá
The Order of Fellows of Dzida and the Society of Sint Padraig
East Kibran
Echaria
Efvšjitgajlija
Eínsmann
Estaly
Fisherkin
Freyan
Great Monster Empire
Green Atoll
Haldok
Hardrådjørd
Hedgehog
Hnfahdlkj
Honah Lee
Huttí
ÏᎥsceryl
Íit Núnthráapalopiik
Impenetrable Jungle
The Ingramid Empire
In-in-n'erin
Ivalia
The Gateway of Janus
Jolintaria
Kallipolis
Kdankde
Lagoon à la Tropicano
The Republic of Layfuld
Leah's Land
Lupinia
Manoya
Maro Okana
The Midrean Kingdom
Mountainland
New DAXSEW
Nasyuht
The Dictatorship of Nilurad
Norgulia
The North Ring
Nowa Siemieniakowszczyzna
Nsara Meadows
The Archipelagate of Nua'het
Odrankei River Trust
Oeftec
Old DAXSEW
The Orthatroi Empire
Paludia
The Portal
Puntz
Puttí
Rawrls
Redox
Schenmast
Scriptoria
Serpentine Mountains
Shári
Sicanta
Sint Eustasius' Most Ecclesiastical Retreat
Sky Forest of Life and Restoration
Skywalk
Slange Mordere
Star-King Empire
South Huttí
South Orthatrey
Taar
Taridea
Tecks-us
Telumeids
Tessa
Timatania
Tooitanni
Trucito
Turaryark
Tyruh Fehreness
Únther
Veislana
Vinagrato
Virga
Vloosdaarim
Voorber
The Wall
Wasteland
West Kibran
XAXA's unnamed country located immediately east of Brúnsfjörð
Yga
Yggdrasil
Yôlindo
Yurree

Southern World
Hourglass Valley


Timeline (originally by KingTip, feel free to expand and change):
Spoiler:
Before Time:
- The Age of Dawning begins, this is the world's first Great Changing. Things are very different, as beings that lived during the Age of Dawning did not organize into civilizations. They were more at peace with spirituality and the nature around them, allowing them to forever live in happiness. During this Age many beings that don't even look like actual animals lived. One still exists today...

-The Age of Dawning ends, the world's second (and final) Great Changing. The Age of Dawning did not go out easily, and many still wonder how it ended today. Some speculate an evil came into the world, that ended up killing off the beings because they had no idea how to hate or even make weapons. The Tree of Yggdrasil, though, survived these dark times and lives on to this day. The rational people that exist today will never understand that Yggdrasil is a living, thinking being.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0- During this year, the remnants of Dawning still exist, and are converted into the many races we know today. The Portal also sparks to life, quietly.

347- The first tribes and civilizations appear during this time.

459- The Land of D'achlis' Golden age begins and ends, almost spanning the entire year. Xcrysts start pouring out and demolishing the magical nation.

490- Great Mage Arkitus and Sorcerer Master Faroni fight in the largest display of magic ever seen, creating the bottomless fissure and the dead woods that surround it. The magic even seeped into the land, letting the dead live again even today.

491- The Great Dragon Naya is born

653- The Maro Okana learn to live on land.

772- This is the time of the Shárizaa's greatest expanse and golden age. What they desire, luxury of the highest kind, can only be obtained through Fairies and Fairy dust. This desire started the decline of Fairy population, and Fairies quickly lost their powers and hope.

787- The Great Dragon Naya starts raiding Shárizaa.

799- The Shárizaa fell very quickly from this point on. No one quite understands why, but their lack of focus on defense probably led to it.

802- Civilization appears in the Far North in the form of tribes.

850- The Maro Okana are devastated by the giant wave and are drawn back into the sea-realm.

897- Norgulia starts raiding the Central Continent.

930- A great migration occurs bringing many settlers to the North Continent

1033- Old DAXSEW colonizes (more like pillages and forcefully takes) some land from the north part of the central continent.

1092- New DAXSEW breaks free after a succession war with Old DAXSEW

1122- South Ortharey secedes from Ortharoi.

1350- Today
If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Lawrencelot
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Re: Collaborative World-Building

Postby Lawrencelot » Mon Nov 30, 2015 5:04 pm UTC

Yay, good job. If anyone wants to update the labelled map please do it in photoshop, not in paint, and ask me for the .psd file. Because then it's easy to change the labels in the future.
I might have some time this weekend to do it myself but I'm not sure yet.

By the way Kingtip I had a vague idea about gods living in the North before you posted the godkingdom country, so I'll see if I can expand on that later.

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KingTip
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Re: Collaborative World-Building

Postby KingTip » Tue Dec 01, 2015 1:46 am UTC

I am working on an updated timeline, but for now: Inroads into the Southern World! Disclaimer: I did make a cliff, and I do not have confidence it looks good. Nor do I have confidence that the mist where the waterfall ends looks good either, I just thought it would be nice to know where the waterfall ends and the Southern World's oceans begin. If you want and can, go ahead and make them look nicer.

The Cliff Dwellers of Zygan are a group of creatures called the Dringwr that resemble elongated sloths, but instead of long claws to grasp tree branches they are used for climbing rocky surfaces. This is the Southern equivalent of The Gateway of Janus, however Zygan has more of a government, and is not solely based traders from the central world. This is because very few people at all have made it to the Southern World from the Central, so all the Dringwr get are strange rumors of a world beyond the cliff. The only people they transport down their passage (It's hardly a passage, more like less-steep cliff) are people going to and from the Hourglass Valley. Most of Zygan's infrastructure and population is below the cliff. Only outposts used for rest spots for travellers and their Zygan guides populate the cliff area.

Zygan is run by an oligarchy of five rich families, however they are not set in stone. One family can buy their way into the oligarchy kicking out the longest reigning family. This encourages many businesses to spring up all over the place, also encouraging innovation. Despite this, most of the country's income comes from tourism for the Great Falls. With Zygan islands being the closest and having the best view of them, Zygan resorts and tours have a monopoly on Great Falls tourism, driving the price sky-high.

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Re: Collaborative World-Building

Postby patzer » Tue Dec 01, 2015 4:25 am UTC

Here's my attempt at improving your map
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Re: Collaborative World-Building

Postby Djehutynakht » Tue Dec 01, 2015 4:37 am UTC

Woah, what the heck's been going on since I left?


Also, Tip, please try just adding your map as an attachment instead of placing it inline, It seems to keep the map in much better shape.

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Re: Collaborative World-Building

Postby Lawrencelot » Tue Dec 01, 2015 7:16 pm UTC

I liked the double waterfall. If we need mist, I prefer to have it at the bottom of both waterfalls.

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Re: Collaborative World-Building

Postby patzer » Tue Dec 01, 2015 7:43 pm UTC

Lawrencelot wrote:I liked the double waterfall. If we need mist, I prefer to have it at the bottom of both waterfalls.


Eh, I thought it was a bit too clunky with the mist as well, but if you like having two waterfalls feel free to re-add the other one.

Also, in addition to the flooding of the eastern half of the Wall, someone appears to have dug a canal from Yolindo to the Great Monster Empire. This should be rectified.
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Re: Collaborative World-Building

Postby KingTip » Tue Dec 01, 2015 10:37 pm UTC

Well, do you guys like the longer cliff/waterfall version with both waterfalls, or the shorter version that Patzer proposed? I personally like the longer version better, but could use some graphical updates.
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Re: Collaborative World-Building

Postby patzer » Wed Dec 02, 2015 12:35 am UTC

KingTip wrote:Well, do you guys like the longer cliff/waterfall version with both waterfalls, or the shorter version that Patzer proposed? I personally like the longer version better, but could use some graphical updates.

I think a compromise should be possible, but your cliff-the-size-of-the-Sharí-Empire is just too big IMO.
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Re: Collaborative World-Building

Postby KingTip » Wed Dec 02, 2015 12:54 am UTC

patzer wrote:I think a compromise should be possible, but your cliff-the-size-of-the-Sharí-Empire is just too big IMO.

It was supposed to be like the North Ring, but the art was ugly. I think the size was more or less ok, but it could definitely look better.
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Re: Collaborative World-Building

Postby patzer » Wed Dec 02, 2015 4:36 am UTC

Your cliff was about twice as wide as the north ring.

Anyway, I hope this map is a good enough compromise.

The Principality of Sevorgia is the southernmost nation in the known world. Centered around the River Sevor, and bordered by two oceans, it seems like it's in a prime position to have a prosperous fishing industry; however, most residents are actually afraid of the water. This is because of its precarious position above the Great Waterfall: many people have been swept over the edge by the fast-flowing river and never seen again. The fact that there seems to be a near-constant wind blowing towards the Great Waterfall doesn't help.
Most Sevorgian residents are, in fact, farmers.

To the east of Sevorgia, the "Lesser Waterfall" appears. Names are deceptive, though, for the Lesser Waterfall is almost as big as the Great one.
If you travel to the very southern tip of Sevorgia, you can find a few viewing spots to see the brilliant sight of the River Sevor flowing over the Waterfall's edge on one side, or the ocean flowing over the edge on the other side. The water apparently falls endlessly into a permanent mist at the bottom; this is presumed to be the southern edge of the World, where everything falls off into the abyss.

A few daring explorers (mostly foreigners) have sailed from the east coast of Sevorgia to try to navigate the narrow stretch of ocean between the two Waterfalls, off to the far East. Even fewer have made it back, but those that do tell tales of an unusual strip of land sandwiched between two cliffs.
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Re: Collaborative World-Building

Postby Lawrencelot » Wed Dec 02, 2015 1:41 pm UTC

For the record, I vote for the cliff used in this post: viewtopic.php?p=3887590#p3887590
but with the double waterfall we had. Mist can be added to the bottom of the second waterfall, or possibly to both waterfalls.

The other cliff was way too big, and so is the latest one. KingTip, if you use a paint pencil can you please put it on the brush size of 1 pixel? For some reason your countries are always different. I don't know about the others but I usually use MSPaint with the narrowest option for lines and pencils.

On another note, people were talking about starting a new atwar game when this one is finished, and updating the map for it, but here's the thing: you need a premium account to edit custom maps and also to host games with custom maps. You get a few days of premium when you make a new account, which is enough to host a game (which takes a few seconds) but not enough to edit the map. I made the map after buying a month of premium for something else and I hosted the game with my new LawrencelotXKCD account, but, now I don't have premium anymore. The good news is that a month of premium only costs 6 bucks, which amounts to about a dollar p.p. if we would divide this among the interested players.

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Re: Collaborative World-Building

Postby patzer » Wed Dec 02, 2015 7:23 pm UTC

Lawrencelot wrote:The good news is that a month of premium only costs 6 bucks, which amounts to about a dollar p.p. if we would divide this among the interested players.


I would totally do this, but sadly I don't have a bank account. :|

I also agree with you that my original cliff was better. My second one was a compromise with KingTip.


Reecer6: if you like you can take over my tiny outpost in New Daxsew, as well as all of the neutral countries between us. I'm not really interested in them- focusing on Xenosapien's lands in the south now that he's stopped playing.
Just don't attack Taridea or my capital city of Oldtown. If you really want Taridea, warn me first so that I can evacuate my troops.
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Re: Collaborative World-Building

Postby Reecer6 » Thu Dec 03, 2015 4:11 am UTC

Nah, I'm just going to steal absolutely every unallied capital I can find.

I totally agree with Lawrencelot, and I don't understand why we're putting the mist from the waterfalls 50 miles away from the actual waterfalls? When I made my waterfalls, I was drawing them from a 100% top-down perspective, which I don't feel like... anyone else is doing. The cliffs should definitely not be that wide. If cliffs were that wide, they wouldn't actually be cliffs.

I'll still edit the latest map with this new country though.

Sometimes, through a series of unlikely coincidences, those who get lost at sea near the south of the central world can fall down the length of the Lesser Waterfall and live. The water tends to drift these people into the Vivmor River, leading right into the crevice between the cliffs of the two waterfalls. And luckily for these people, there exists a clearing in the dense forest, where a small civilization has started up, self-styled Te Tomenne of te Perded (meaning The Domain of the Lost).

With a population of 200 and some change, Te Tomenne is very inbred, only 12 survivors ever having actually reached it themselves. The residents mainly live off of berries from the surrounding hinterlands and take other resources from what floats down the Vivmor. Due to the first few survivors' general distress as they lived the rest of their lives here, their original languages became muddled as they passed down generations, each not having a fully concrete understanding of the previous' grammar, leading to a loss of structure and further generations misunderstanding their own parents' language.

The rare explorers who find Te Tomenne decide not to talk about it.

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Re: Collaborative World-Building

Postby patzer » Fri Dec 04, 2015 11:03 pm UTC

Don't know why the game suddenly ended. I was looking forward to continuing it. :(

So. New game, anyone?

Reecer6 wrote:Nah, I'm just going to steal absolutely every unallied capital I can find.

I totally agree with Lawrencelot, and I don't understand why we're putting the mist from the waterfalls 50 miles away from the actual waterfalls? When I made my waterfalls, I was drawing them from a 100% top-down perspective, which I don't feel like... anyone else is doing. The cliffs should definitely not be that wide. If cliffs were that wide, they wouldn't actually be cliffs.


Good point. The white line on the bottom of the waterfalls could be a layer of mist; I'll delete that other layer of mist.

As for the cliffs, they're not much wider than the waterfalls. I imagine they wouldn't be vertical cliffs all the way, explaining their width.

Ivir is a small, very hot, desert peninsula. It's practically uninhabitable, and home to just a few houses that serve as a waystation to those seeking the path to Fool's Paradise.

Fool's Paradise is a land wedged between two cliffs, that can be reached by a narrow, steep, trail up the cliff from Ivir. While it's far more habitable than Ivir, being centered around the Vivmor River, it is no paradise as its name may suggest. It doesn't have many inhabitants, being composed of a mixture of explorers from the south and immigrants from Te Tomenne, and their descendants.
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Re: Collaborative World-Building

Postby Lawrencelot » Sat Dec 05, 2015 1:59 pm UTC

Yeah I don't know what happened to the game :(

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Re: Collaborative World-Building

Postby Lawrencelot » Sun Dec 06, 2015 7:35 pm UTC

The Ice Portal is a second entrance to the world beyond the North ring. Instead of travelling through the Gateway of Janus, travellers on the old continent of Mada can enter the Portal west of Sicanta and end up on the other side of the world in the middle of the Great Ice. The Ice Portal has exactly the same shape and size as the Portal, aside from the lack of rivers and mountains. On the old continent, the Portal has remained clouded in mystery mainly because it is a one-way portal; the Ice Portal does not teleport someone to the Central World. Where the Ice Portal leads is as mysterious to the peoples of the Great Ice as it is mysterious to the people of Mada where the Portal leads.

Because the heat of the Central World also travels through the Portal, the Ice Portal contains a small lake of molten ice. This did not cause the area around the Ice Portal to be interesting for animals or people: on the contrary, the area is too warm for those that are used to the cold of the Great Ice, and the area is avoided by almost all travellers. Those who did enter the area never returned, and their fate is uncertain. And the travellers from Mada usually die from the cold when they arrive on the Great Ice, making the place more like a frozen graveyard of Central-worlders.

cwb13.png


I've also added more water around my previous country, since we need to fill up the gaps somehow.

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Re: Collaborative World-Building

Postby Lawrencelot » Mon Dec 07, 2015 10:09 pm UTC

New labelled map!

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Re: Collaborative World-Building

Postby patzer » Sat Feb 13, 2016 2:33 pm UTC

Açtyrelia is located partially on a peninsula of the continent of Scándi and partly in the Nua'he archipelago. Culturally, it is quite similar to the Archipelagate of Nua'het.

Prior to the 1100s, the insular part of Açtyrelia was just another economic backwater, and the continental part was virtually uninhabited due to extremely poor soil conditions. Then the Arborian Revolution happened, the frenzy about the potential of the Ghen-wauloz trees, and with it someone accidentally discovered that a mixture of Ghen-wauloz sap and sea water would perfectly fertilize the barren soils of the north.

As a result, Açtyrelia, particularly its northern peninsula, rapidly grew into an important food-producing region. Refugees from Farria helped populate the virtually-empty peninsula. Nowadays, Açtyrelia isn't the richest country in the world, but overall it's doing pretty well.
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Re: Collaborative World-Building

Postby Lawrencelot » Sun Feb 14, 2016 4:37 pm UTC

Malach Masham, located between East Khibran and Leah's Land, has never been conquered by the Pentaterriad Empire. The extraordinary defences of the Malachi protect the area from ships in the north, while the Ar-gira river protects them from the Khibrans. That is not to say the Malachi have known peace: different Malachi tribes have always been at war, and with defences as theirs, wars can take a really long time. Malachi have always been excellent masons, and they have built walls and towers across the whole area, particularly near the coast and the shores of the river, allowing no enemies to come nearby. The country of Malach Masham has never had a united military, or the neighbouring countries would be in big trouble as the Malachi are skilled warriors. Their unique weapon of choice is the hirare, a kind of flying disc that is usually equipped with blades, or sometimes even with explosives. A skilled warrior carries multiple of these weapons and can throw them in such a way that multiple enemies can be sliced from a far distance, or walls damaged, while keeping a big hirare to fend off other weapons.

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Re: Collaborative World-Building

Postby patzer » Mon Feb 15, 2016 1:17 am UTC

The land of al-Laalla la-Állaal is surrounded on three sides by Tessa. Its altitude means that it consists of cold alpine meadows; for most of history, there were no major nations in this area, just a few goat herders who had no king to bow down to. Then Tessa arrived, and they felt the need to band together against the foreigners. But none of al-Laalla la-Állaal's residents knew how to use magic, and none were literate. They remained banded together, united in their hatred of Tessa, but to this day they are still illiterate and lacking in magic. Most foreigners just ignore al-Laalla la-Állaal, for there is nothing there of value. But, if you ask its residents? They are fine with the way things are, and are wouldn't mind being poor goat herders forever. They just want Tessa to give them their land back.
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Re: Collaborative World-Building

Postby Lawrencelot » Tue Mar 01, 2016 11:43 pm UTC

East of Norgulia lies the Reef of Madness. What seems like a peaceful group of islands, is in fact an ever on-going war between two giant coral reefs. These corals have their intestines on the outside, digesting everything that comes near. The fight between the two colonies just takes place on a much slower timescale. However, the corals also seem to resonate some kind of hypnotic trance, luring any living creature towards them to serve as food and energy for their costly wars and granting them a very, very slow death. Sailors travelling from or to Norgulia always make sure to avoid this area.
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Re: Collaborative World-Building

Postby patzer » Sun Apr 10, 2016 7:12 pm UTC

Selyx is a strip of land on the northern coast of Scándi, surrounding a bay named Selyx Bay; both the land and the sea here are inhabited mostly by selkies. Selkies are amphibious creatures that look like monkeys when on land but take the appearance of seals when in the water; they are around 50 to 120 centimeters long. While neither large nor powerful, their amphibious nature lets the selkies escape most foes; fortunately, they are at peace with the Telumeids to their south, who would otherwise be a danger.

During the winter, Selyx Bay usually freezes over, but selkies tend to be fine with living underneath a layer of sea ice.
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Re: Collaborative World-Building

Postby Mikemk » Sun Apr 10, 2016 8:03 pm UTC

The floating nation of Skygypt looks down on the world in contempt. They stay up all night partying in their pyramids, and occasionally when one gets too drunk, they fly over other countries causing hurricanes.

Skygypt is ruled with a gloved fist by their leader Meksti. Coincidentally, Meksti also is the only supplier of wine on the island, and so no one dares oppose him.

Skygypt is currently flying over a small bay on the west side of the map.

Image

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Re: Collaborative World-Building

Postby patzer » Fri Apr 15, 2016 3:59 am UTC

From north to south, here are Harbin, Melodia, and Tum, three cold nations which are traditional allies.

Tum is the warmest of the three, and is ruled as an absolute monarchy. Technically known as the "Interarchate of Tum" due to cultural influence from their western neighbor.

Melodia is famous for its namesake tree, the Melodia Tree, which thrives very well in the snowy conditions and emits some quite lovely music.

In Harbin, the temperature rarely exceeds freezing point. The cities are renown for being made mostly of ice, which is enchanted to withstand the occasional warm spell.
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Re: Collaborative World-Building

Postby Djehutynakht » Sat Apr 16, 2016 8:32 am UTC

Scholars from the Ingramid Capital of Oshbagon have recently been able to get their hands on a rare copy of the tome City of Dead and Ice, written by the renowned Scriptorian scribe Snorri Greenink, documenting a civilization in the northern realm.

The Citadel of Vuldjan stretches across a vast expanse of the northern icy wasteland. It is colossal by any standard--a huge circular city made from quarried stones. Mostly lying low, it stretches on for as far as the eye can see. Grey and blue and white, it is a field of stone and ice. At the very center, rising higher than anything else in the vicinity, is a mountain, Eldursteinn. Despite being so huge, Snorri writes, over much of the city there is an eerie silence. This is because, in the citadel, most of the people are all dead.

Vuldjanians are in many respects very normal people, Snorri writes, similar to many others. There is a king, who along with his advisers governs the land. There is a city guard. There are common folk--traders, farmers (farming whatever crops are possible in the tundra), herders, fishers, merchants, craftsmen, and builders. Vuldjan has a great many builders. Almost all the buildings one sees are new, Snorri writes. The city is constantly expanding. This is due to Vuldjan's belief system, which has led to their most peculiar tradition.

Vuldjanians believe that the world was created by Eldur, who brought warmth into the world and made it flourish, bringing life to all things. But then, many thousands of years ago, Eldur went to sleep. In his slumber the hearth of the world, under Eldursteinn, was neglected, As the hearth fires died down, the coldness crept back into the world, turning it back into the icy, dead tundra it is today. All remaining life on the tundra, including themselves, are the last embers of the great warmth brought into the world.

But Vuldjanians believe that one day Eldur will wake again, and with his waking the world will be made warm again. This is known as "Thidatim" or "The Great Thawing". And, they believe, when Thidatim comes, all that is dead will rise again. They believe that death is not the end, but rather a temporary sleep. This is due to the fact that when something dies on the tundra, it does not rot or waste away, but freezes and preserves--like a mummy. All Vuldjans believe that they will one day be awakened when Thidatim comes to the world, and thus they need to prepare.

When a Vuldjanian dies, they are not buried in a grave. It is believed that once the great Thaw comes, they will rise again, and life will continue on again, as normal--better, even--as before. Since life will carry on, a Vuldjanian needs to keep everything he has preserved with him for after his reawakening--his house and all of the possessions he has inside of it.

When a Vuldjanian dies, instead of being removed and buried, someone new moving in to the house, and the objects sold, thrown out, or given to heirs, everything is left exactly as it is. All of their possessions are left where they are at the time of death. The deceased is placed in their house, either propped in a chair or lying in bed. The hearth is removed, eliminating all source of warmth in the house, allowing freeze to set in. And finally, the openings in the house--doors, windows, etc.--are sealed with ice seals. These seals do not trap the deceased, for when they are resurrected in the Thaw, the ice will have melted. But in the meantime the seals are meant to keep graverobbers from invading the dwellings of the dead.

Obviously most of the time there is more than one person living in a house--husband, wife, family, and so on. When there are still living members of the household, the dead will be sealed off in a separate room, farthest away from the warmth of the hearth, and the living will have the run of the rest of the home as they please. When the last person living in the house dies, it is then that all of the openings are sealed with ice.

This tradition means that nothing is reused. Houses are not passed from generation to generation. Objects are not remade or thrown out. The space a Vuldjan occupies in life is space that they occupy for all eternity. Because of this, the citadel is constantly expanding, pushing out in a ring formation from the center of the original city, the holy Eldursteinn, hearth of the world. Houses, shops, palaces, warehouses--everything must be build anew for each generation as older parts of the city are left to the dead which continue to inhabit them. For each king of Vudjan a new palace must be made, as each previous one is sealed upon the death of the king which inhabited it.

Every so often, walls are constructed to section off a part of the citadel whose inhabitants are mostly all dead. These walls can be erratic, except for the perimeter ring walls emanating from the center, which are uniform. To date, Vuldjan currently on the 6th ring of expansion. The walls are meant to provide more privacy and protection to the dead, and to prevent trespassers or robbers in their neighborhoods. The tops of the walls are regularly patrolled by an elite section of the city guard, whose responsibility it is to ensure that these necropolises remain silent.

Four roads at the compass points do cut through all of the rings to the center of the citadel, where holy Eldursteinn rises. It is from this place that three rivers flow, the only naturally liquid water on the tundra, and in this place the temples of the Vuldjanians pay homage to Eldur. It is also from deep inside the mountain that the hearthstones are extracted, stones of great heat which are used to sustain life in the citadel, warming the homes. Snorri believes that this evidence points to the mountain Eldursteinn being a dormant volcano.

To outsiders, the endless plains of buildings may represent a robber's dream; thousands of years of possessions all ripe for the collecting. However, there is no greater stigma in Vuldjan than from robbing the houses of the dead. And, the book warns, the consequences are dire. Any thief caught by the guards patrolling the perimeter walls of these quarters is to be placed in an ice cell--held there until the Thidatim comes and the thief can be brought to answer before the deceased from which he stole.

For certain crimes--mutilation of a corpse is listed as among the most prominent--a harsher form of punishment exists, known as "Obliteration". Snorri does not elaborate on exactly what "Obliteration" entails, only saying that since Vuldjanians believe that any dead body will one day rise again, the ultimate purpose of the Obliteration is to ensure that the body is utterly destroyed.

Snorri closes his tome City of Dead and Ice with a musing on the ever-expanding nature of the city. Since the city will continue to expand and branch out with each passing day as more Vuldjanians die and new ones are born, albeit slowly, logically, he assumes, there will come a day when its growth comes into conflict with the borders of some other civilization. What happens that day they run out of room, he wonders? Will they go to war for more territory? Will they be forced to stop expanding, or build upon what they've already created? It will be a turning point in Vuldjanian history.
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Re: Collaborative World-Building

Postby patzer » Thu May 19, 2016 6:55 pm UTC

Canada is a very mysterious place. It consists of a population of approximately 30 million humans, who are not able to use magic but nonetheless have access to advanced technology. Canadian humans do not appear to be aware of the real world outside Canada, instead living in some sort of alternate dimension known as "Earth".

There is a magical boundary known as "The Wall" separating Canada from the rest of the world; this boundary is impassable for most creatures such as humans, but some animals, such as bears and rabbits, are able to cross it if no humans are looking.

As a result, there's a large community of sentient animals such as rabbits and moose in Canada. These animals are believed by Canadian humans to be non-sentient and non-magical, for neither sentient animals not magic exist in the world of the Canadian humans; the Canadian sentient animal community is for some reason unable to do anything that would reveal their true nature when in the presence of the humans, such as telekinesis.

Nevertheless, by reading carefully-captured human books and covertly listening to human radio broadcasts, the Canadian sentient animal community has been able to learn a tremendous amount of information about the technological abilities of the "Earth".

The true nature of Canada, and why it is the way it is, is not known, but it is believed to represent the point at which two very different worlds connect: one without magic, and one with. Both worlds are inexorably intertwined, and yet so very far apart from one another, and the point at which they meet is known as Canada.

If a human in the Yukon territory of Canada travels west, they will always remain on the "Earth" world and cross into the Earth territory of "Alaska"; however, if a moose in the Yukon territory of Canada travels west when nobody's looking, they will probably cross The Wall and end up in Selyx, in our world. It's very confusing.

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If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family Anatidae on our hands. –Douglas Adams

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Lawrencelot
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Re: Collaborative World-Building

Postby Lawrencelot » Fri May 20, 2016 2:20 pm UTC

Ghoti is a small country next to the Orthatroi Empire, with no big cities. There are only a few fishing villages. In fact, literally every inhabitant of Ghoti is a fisherman (or fisherwoman). There are no kings and queens, no doctors, no bakers, no priests, no barbers, etc. When the Ghotians need something done, they hire a foreigner to do the job.

Though most people are poor, Ghoti knows a long history of peace, because most neighbouring countries have never expressed interest in claiming their territory. This might have something to do with the smell.


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Djehutynakht
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Re: Collaborative World-Building

Postby Djehutynakht » Sat May 21, 2016 4:08 am UTC

patzer wrote:Canada is a very mysterious place.



Hey, wait a second. If I wasn't allowed to get away with adding California in the beginning of this game...


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