Hidden 9 yrs ago 9 yrs ago Post by HeroicGathering
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Crafting A Fantasy Realm For A Classic Hero vs Dungeon RP


The Overall Story


Darkness has descended upon the realm of Eramar, as an unknown evil stalks the land. During the night, frightened peasants fortify their scattered villages, townsfolk nervously go about their business, ever wary of the shadows, and nobles lead their troops on a hunt for a faceless terror.

Come the morning, all that's left of the fortified villages are stacks of charred timber, and the bodies of the villagers are strung from every tree and fence post. The towns fall eerily quiet, but the silence is broken here and there by screams as the night's victims are discovered in house and street. The nobles return from their hunt, with fewer men than they set out with, and with tales of horror.

And where is the King in all of this? No one has seen His Majesty, Timmothe the Young in over four weeks -- Not even his highest ranking nobles. Rumours are abound that he is dead, another victim of this mysterious plague of bloody murders and massacres. Apart from the nobles, whose efforts to stop the killings have so far been in vain, the realm has mustered no real military response, and the King's army remains at its barracks.

With the peoples largely defenceless, many settlements now lay abandoned, roads unwatched, and forests no longer stalked by hunters. This has allowed a multitude of creatures, from Goblin to Ogre, to crawl from the realm's darkest corners to establish themselves anew, building over the ruins of Eramar's absent or murdered citizens. From their camps and lairs, they launch attacks and ambushes on nearby villages and wandering travellers, leaving behind yet more death and scorched wagons.

Eramar is dying, for she is only a small realm of a few thousand souls. Her allies are uninterested with getting themselves involved with what they perceive as a civil war, and without the King's formal request for assistance, they would be unlikely to anyway -- unless they sought to invade and annex the realm for themselves.

As a last resort, the nobles of Eramar have dispatched riders beyond the realm's borders, promising gold to any would-be heroes who can track down and rid them of their unknown menace, and who can drive back the beasts and monsters who have set up camp in the carcases of Eramar's crumbling infrastructure.

Several answer the call, and many make their way to the besieged realm.

So What's This About?


This is kind of an experiment really, and I don't expect it to go very far, though I thought it'd be interesting. Basically, the above story will become a real RP, but what I need is a world to base it in -- that is to say, the Realm of Eramar.

Unlike a world building collab, that are often too epic for players to take on, this will simply focus on one small nation. Players will originally be tasked with creating one settlement, and one monster lair, each, to secure their place in the RP at launch. I will then create a map and compile a list of information based on what they provide me with.

My hope is to have players tell a story of their heroes in a world of their own creation, but as (hopefully!) it'll be a joint effort by several people, then the heroes will be encountering enemies and environments that their players or the GM might not have thought of. It'll give more colour, and plus, everyone involved will get full credits for what they do.

The Details


First thing we need to do, is tackle a few minor yet significant details. So, let's start by deciding what we want to do with magic. Shall this be a high fantasy setting? Or a low fantasy setting? If it is high fantasy, what kind of magic system should we use?

What kind of races should be allowed. Just humans? Classical D&D? Or allow for customs?

What We Need


Here's a list of things we'll need to create:

Forests

Villages

Towns

Castles

Lakes

Eramar's Religion - Done.

Creation Sheets


Settlement Sheet


Name:

Population Size: 1 - 100 for a village, 100 - 700 for a town, 50 - 300 for a castle.

Settlement Type: Canp, Town, Village, Castle

General Visual Description: I don't expect schematics, just a paragraph or two covering the style of architecture and the layout.

Settlement Garrison and Defences: Does it have a wall? Is it guarded by professional troops or militia? If so, how many?

Structures of Interest: List a few structures of interest, such as taverns or churches -- anywhere players might want to visit. A brief description of them would be helpful, but wont be necessary.

People of Interest: Any NPCs of interest the players might want to meet, such as a renowned weapons merchant or a famous bard. Again, brief descriptions would be helpful, but not necessary.

Settlement's Leader: The name and description of the individual in charge of the settlement, whether it's a count, mayor, military general, village elder.

Location: Either indicate with an image editing program on the map provided, where you would like it to be, or describe it to me - I'll do my best to put it where I think you mean.

Lair sheet


Name:

Inhabitants: Zombies, Orcs, Goblins, Gnolls, Bandits etc

Lair Type: Cave, encampment, ruins, forest etc

Alignment: Neutral or Hostile. Neutral lairs will function as tiny independent factions, that will be indifferent to Eramar's plight, or inadvertently connected to it.

General Visual Description: As with settlements, I don't expect schematics. Just give an overall visual description of the lair, and what the players can expect it to be like if they visit it.

Population: How many monsters are there? Choose between 1 and 30, to avoid making them too unapproachable.

Places of Interest: List any places of interest, such as shrines, ancient burial tombs -- anything the players might want to discover when they're there.

People of Interest: Does the lair have any captives that can be rescued? Are there any monsters there that are unique from the rest?

Lair's Master: The chieftain, boss, overlord, lich -- whatever creature governs the lair. Please include a brief description of them and their powers.

Location: Either indicate with an image editing program on the map provided, where you would like it to be, or describe it to me - I'll do my best to put it where I think you mean.

The Map




The map so far ^

Where To Start


I'm taking any and all help. Settlements and lairs will be enough, but if you've got a creative knack and want to attack another subject I've not mentioned, have at it. Literally, anything goes at this stage.

I'm just going to leave this IC here, and see if it gains traction. In the mean time, I'll probably get to work on it myself, as it's defiantly an RP I'd want to play (though none of you pesky people seem to want to make one!).

Suggestions? Ideas? Shout them out! Especially if they concern the use of magic, because that's a subject I'm a bit divided over.
Hidden 9 yrs ago Post by Voltus_Ventus
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I'll help out, got a few ideas floating around in my noggin.
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Hidden 9 yrs ago Post by HeroicGathering
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I'll help out, got a few ideas floating around in my noggin.


Awesome, any and all help will be greatly appreciated.
Hidden 9 yrs ago Post by Voltus_Ventus
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I'll start work on a town.
Hidden 9 yrs ago Post by Ostarion
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Interested. I think I could come up with a magic system for the RP (assuming it's high fantasy). If not, then I also have an idea for a lair.
Hidden 9 yrs ago Post by HeroicGathering
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Interested. I think I could come up with a magic system for the RP (assuming it's high fantasy). If not, then I also have an idea for a lair.


I'm all ears with regards to the magic system, please do share.
Hidden 9 yrs ago 9 yrs ago Post by DocTachyon
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Hope it's not too early to throw in a settlement idea.

Name: Osimeri

Population Size: 197

Settlement Type: Town

General Visual Description:
Osimeri is a haven for Orcs- inside of a massive cave. The place was hollowed out by a band of Dwarves centuries ago, it's valuables such as gold and other metals mined, and abandoned by the Dwarves. Just over fifty wears ago, a peaceful group of Orcs found it, and choose to make it thier home. It appears very akin to a mine, with rickety wooden walkways attached to walls, supported by somewhat flimsy wooden pillars that look as though they could snap any second, yet somehow support the weight of even the largest Orc.
Though there are segments of the town in other areas of the sprawling cave, the heart of the town is in a huge, circular cavern, with stalgmites hanging overhead that appear as though they are ready to fall at any second. There are several dozen huts constructed from wood, stone, leather, and other scrap materials, few proper establishments as you'd see in other town exist. Walking through the streets you can see Orcish people participating in games and rituals, and often you can see a small band of Orcs painting their faces and picking up spears to go on the hunt.
In terms of the layout, it's generally disorganized, and one must wander to find what they were looking for. There is no form of infrastructure, but natural roads have seemed to appear in the alleys between the Orcs huts.

Settlement Garrison and Defenses: Given that it is inside a cave, they don't need very much in the way of walls. but three or four particularly menacing-looking Orcs tend to stand outside, armed with swords and crossbows. The town as a whole, however, is ready to spring into action if need be.

Structures of Interest:
-In the town center is City Hall, where the leader and his mate live.
-Pete's Bar, run by the only human living in the town, named Pete. The bar doesn't have the greatest food or the greatest drink around, but its some of the best grub in Osimeri. It's one of the few buildings that is not a hut, but is a stone, wood, and mortar establishment.
-The Armory of the town is inside of a hut, with weapons hanging from the ceiling by way of string. It is tended by a blind Orc with sharp ears, and he can sell the weapons to you if you earn his trust.
-In many huts you will find people saying that they can take you traveling into the surrounding caves(for a price, mind you), where you could find anything from gold pieces to cave monsters.
-In one of the western corners of town there is an small arena where Orcs will bet money on each other in fights. If they so chose, an adventurer could participate in one of these fights, or bet on one.

People of Interest:
Pete- He runs the bar. He's a rough and tough bastard, and likes to spend time in the arena when he can. He's a smiling, friendly fellow.
Nurghed- The Orc in charge of the armory. He's old(not as old as Garekk, the elder) and blind, but his sense of hearing more than makes up for his lack of sight. He'll sell you the weapons in the Armory if you earn his respect through beating him at a game, the game of Liars Dice. (Liar's Dice: https://en.wikipedia.org/wiki/Liar's_dice )
Mortimer- A somewhat crazy and constantly happy Orc who honestly believes he is a human named Mortimer. If the players ask him why he think he is human he will change the subject to something about his Wife who became lost in the caves many years ago. If the players go searching for her, they will eventually discover a skeleton with a dagger through it and a note beside it. The note reveals that Mortimer's Orcish wife killed herslef because she couldn't stand the constant strain and humiliation of her husband beliving he was human. Showing Mortimer that note will make the Orc depressed and will cause him to realize that he is indeed actually an Orc named Yatur.

Settlement's Leader:
Garekk the Orc is the Elder of the town, and doesn't 'lead' the Orcs as much as give them guidance. He has taught them to be kind, and is a very nice, extremely large gentleman. He always advocates his people for peace, but wants to help the people of Eramar as much as he can. He does not advocate violence, but understands that it is a tool that must sometimes be used.

Location: Somewhere in south western mountains, if possible. If there are no mountains to the south west, and group of mountains will do.

I grant that it is somewhat basic, and I can make it more complex if you desire. Honestly, i threw this together in just over half an hour and should probably work more on it XP
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Hidden 9 yrs ago 9 yrs ago Post by HeroicGathering
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Osimeri


I love this, thank you very much for your contribution.

EDIT: Osimeri added to the map, along with some mountains.

Second Edit: You can make the Iron Mountains a lair of sorts, if you want. One never knows what they may find up in some mountains, especially in dark times like these. :P
Hidden 9 yrs ago 9 yrs ago Post by Voltus_Ventus
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Still working on it. Hope you enjoy the read.

Edit:
- Added Structures of Interest.
- Started on People of Interest
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Hidden 9 yrs ago Post by Magnato
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I have plenty of ideas but I don't know what goes and what goes not.

Let me try something, is this the kind of stuff you wanted?

-----------------------------

Castle/Hold

Name: Eventide Hunting Guild

Population Size: 68 + guests

Settlement Type: Hold and Inn

General Visual Description: Built in the middle of the wilderness this wooden fort is both the guild hall of a large group of hunters and an inn for travelers. Inside its wooden walls there are plenty of quarters, the inn, the fort as well as crop fields and leather workshops.

Settlement Garrison and Defences: Its wooden walls are a simple defense but most of its inhabitants know very well how to handle a bow and will make a stand should the fort be under attack.

Structures of Interest: The inn is warm and offers comfort for its guests. Inside it hunters are constant selling leather, furs and equipment such as cloaks, armors, knives, spears, arrows and bows. The rooms aren't exactly the best, being as rough as you would expect something in the middle of the wilds to be, on the other side, the bathhouse is quite easily one of the best in the region thanks to the access to hot springs and all the herbalists who live or stay in the guild. Visitors aren't allowed into the inner quarter, the exception being the temples area, where druidic/shamanic shrines and altars to the god/goddess of animals/nature/hunt are kept.

People of Interest:

The Innkeeper, a dark skinned woman of origins unknown, she is a silver tongued woman who managed to keep the keep together for many years while also avoiding to offend the beasts and beastlings. Rumors tell that she is an experienced druid/shaman.

The Wanderer, the adopted daughter of the Innkeeper, a woman led by wanderlust and the hunger for knowledge. You will rarely see her in the guild but should you ever meet her don't forget to ask her to share a tale, she is surely grumpy and a bit rough but she does love to tell about her finds and feats.

A man who go by the name of Marcel is the son of the innkeeper and one of the few who is open with people out of the guild, he is a healer by profession but act likes a bard. Knows a lot about herbs and potions, not as much about songs and storytelling.

Settlement's Leader: The Innkeeper, real name unknown and unnecessary.

Location: In the wilds, probably nearby a route.

---------------------

Lair

Name: Lord Alborz's Villa

Inhabitants: Clay and rusty Iron Golems

Lair Type: Ruins

Alignment: Neutral

General Visual Description: A decaying sandstone hold of a powerful wizard. The man was lonely so he made his own little village out of clay and iron, after his death the automatons still walk, decaying slowly along with the hold and waiting for a master that will never return.

Population: 25 combatants, a lot of broken or civilian golems too

Places of Interest: The wizard's workshop and library is a given one. The golem blacksmith of the village is also quite able and one of the few masters of sandmetal left in the world, too bad he can't repair his comrades.

People of Interest: Queen. Artificial wife of the wizard and ruler for the last century. Wear a porcelain mask over her clay face giving her an otherworldly doll-like look. Since she was the closest to the wizard she is the one who holds the most energy of all creatures there, being able to cast spell.

Sir Lancer. The most honorable of the golems, obviously, a lancer. Made out of metal and used to have a metal horse too, before it broke down. Might be an enemy or a friend, depending of how you enter into the villa and your interaction with hi.

Mr. Blacksmith. The local blacksmith, made out of clay infused with charred bones, and dedicated to his craft. Was made to be very resistant to fire and very strong.

Bahar. The first of the golems made with the purpose of holding the soul of the dying sister of the wizard. Its unclear if it worked but she does present more free will than the others. Imprisoned by the Queen because of subversion (and jealously). Made of "insert special metal here"

Lair's Master: Queen, thinks her world is the true one and treat most flesh beings as aberrations. She is quite vain and may welcome travelers if they give her gifts

Location: By the side of a valley/canyon or inside a cave.
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Hidden 9 yrs ago 9 yrs ago Post by Voltus_Ventus
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@Magnato

"insert special metal here"

How about Malachite? Or Lapis Lazuli?
Hidden 9 yrs ago Post by HeroicGathering
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I have plenty of ideas but I don't know what goes and what goes not.

Let me try something, is this the kind of stuff you wanted?

-----------------------------

Name: Eventide Hunting Guild

Name: Lord Alborz's Villa


Loving both of these, thank you very much. This is why I wanted player-involvement in the realm's design, because Alborz's Villa is something I'd of never thought of creating. Well done.

@Magnato

"insert special metal here"

How about Malachite? Or Lapis Lazuli?


That'd work, but I'll leave Magnato to decide this detail.
Hidden 9 yrs ago Post by HeroicGathering
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Still working on it. Hope you enjoy the read.


Liking what I'm seeing so far, you've out done yourself on the description. Many thanks, looking forward to the final version :)
Hidden 9 yrs ago Post by Voltus_Ventus
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nvrmnd
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@HeroicGathering Here to please.
Hidden 9 yrs ago Post by Magnato
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Eh, the metal could be anything you guys decided really, the main point would be giving her a princess-ish delicate look. (Or something worth melting, if you are of the more evil sort)
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Eh, the metal could be anything you guys decided really, the main point would be giving her a princess-ish delicate look. (Or something worth melting, if you are of the more evil sort)


She could be made of an enchanted brass like metal? maybe she is a clockwork golem and that's what makes her special.
Hidden 9 yrs ago Post by Magnato
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@Voltus_Ventus I was thinking in clockwork too but I don't know if it goes with the setting so I just went with the "insert here" option :P

If its okay though that could be it, a brass or silver clockwork golem, maybe following a pathfinder-ish look
Hidden 9 yrs ago Post by Voltus_Ventus
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@Voltus_Ventus I was thinking in clockwork too but I don't know if it goes with the setting so I just went with the "insert here" option :P

If its okay though that could be it, a brass or silver clockwork golem, maybe following a pathfinder-ish look


I think that it should be just a straight up clockwork woman. Curved and the such with a face of liquid brass held in place by magic to look and move like a face. Her legs and arms would be fully paneled and so would be the front of her torso but her back would show how delicate her clockwork is.
Hidden 9 yrs ago Post by DocTachyon
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Heavy WIP
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