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 Post subject: Gandervell
PostPosted: Sat May 03, 2014 1:22 pm 
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Based on my thread on You Make the Card: The Oliviad

Map of Gandervell


A Brief Theogony


The Eleven Races


The Sliver Wastes


Highwind Tower


Memoria


Doom's Path


The Badlands


Havensgard


Gallow's Way


Direvine Forest


The Great Sea


Quicksilver Falls


Pyresky Peak

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Last edited by ParadOxymoron on Wed May 21, 2014 8:24 pm, edited 2 times in total.

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 Post subject: Re: Gandervell
PostPosted: Sat May 03, 2014 1:23 pm 
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I designed this world for my Magic: the Gathering project, but squinty_eyes encouraged me to come down to Play-by-Post and make a world. Well, here it is! How well does it port from Magic to D&D?

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 Post subject: Re: Gandervell
PostPosted: Sat May 03, 2014 11:12 pm 
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Well, how well it ports is based on the person running the world. For starters, what is your experience with Dungeons and Dragons?

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[Johnny's Quest] October 12 - 18: Cloudstone Curio


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 Post subject: Re: Gandervell
PostPosted: Sun May 04, 2014 12:33 am 
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I read the 3.5 Edition books obsessively as a kid. I never played the game, but I bought lots of GURPS books on dragons and fantastic creatures to add to my Monster Manual. So I've made a lot of characters and dreamt a lot about it, but never actually done it.

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 Post subject: Re: Gandervell
PostPosted: Sun May 04, 2014 12:48 am 
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Well, I'm biased, but I'm a big fan of 3.X and Pathfinder. Personally, I like Pathfinder a bit more since it is completely free online minus a few things like deities, but most of that information can be found online easily. Pathfinder was created off of the Open Game License of 3.X, so it's incredibly similar but very, very accessible. I would consider starting there, but 3.5 is also good.

As far as the world goes, there are basic rules that the game follows, but those can be discussed as the game develops in your world. The biggest things for me about building a world (or a single city) is about figuring out how it works so the world can feel.... as close to realistic as possible. For example, the city I'm about to begin for my next game is a mountain city. I know almost nothing about plant-life, but I needed to know how the citizens of the city would survive, so I asked my wife, who is obsessed with botany. She told me berry bushes, leafy greens and gourds would be most easy to produce, as well as flax which not only could produce food but cloth as well. After that, how do they grow it? She told me that if it was carved in the stone mountain, I would have to develop a system to keep the farmland soil rich enough to produce the plants for longer than one season. We decided that bodily waste would have to be composted, but not the urine because it is too high in sodium and would kill the farmland. So, now every "bathroom" in the city has two chamber pots, one that everyone defecates in, and one they urinate in. They compose the fecal matter while channeling the urine out and away from the city. But this still won't solve the issues, so I had the water channel through more stone into the farmlands to pick up more minerals, and this got me closer. Still, we were lacking nitrates for the soil, so she told me that could be solved by harvesting fallen leaves from the forests below and composting them with the fecal matter. Lastly, based on crops, the soil would need to be five feet deep, so I went with ten feet deep since plants grow bigger in my world. And that allowed me to know the crops they would need.

(Oh, and they keep two copper pieces in crystal [glass] bowls of water so that the flies that would be attracted to the compost get confused due to compound eyes, they hand every 20 feet to prevent the city from becoming overrun, but that's just another issue that comes from the necessity of composting all of the fecal matter of the city in a central location)

And all of that was done without using any rules from any system, it was simply needed so the players could know what food was in the city and how it was cultivated due to its isolation of being up a mountain and the increased altitude. So, as long as you build your world to make sense, I feel like you have a higher chance it'll be fun to play in. I find it a lot less fun to play in a world where you ask: "What kind of crops do they have here?" and the DM answers with something like: "Umm, the usual for the region? I dunno."

~SE++

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[Johnny's Quest] October 12 - 18: Cloudstone Curio


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 Post subject: Re: Gandervell
PostPosted: Sun May 04, 2014 5:12 am 
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Well, the city I'm definitely the most interested in developing is Gallows Way. I really like my races though. Could I just invent them within the Pathfinder system? Or should I find a way to fit the seven classic D&D races into it?

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 Post subject: Re: Gandervell
PostPosted: Sun May 04, 2014 10:46 am 
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The Eleven Races


Gallow's Way

Well, as far as races go, sure, you can build your own. The makers of Pathfinder even assumed you would, and they have given you this tool. Personally, I haven't given much thought to building new player races myself, but perhaps you'll find it useful. Now monsters.... heh, I've built some of those, but the campaign I'm running now is attempting psychological damage on my players, not physical.... oh, but I have used slivers. We can talk about their qualities later.

And as far as Gallows Way is concerned.... it's an entire region of death? A region no one visits and no one leaves? It's a cool concept, but if no one comes or goes, how would players interact with it? Why would they even want to? I mean, I guess if there was a mission, but even then, I'm sure the reputation would keep most sane people out. Although, most adventurers lead shockingly short lifespans, so maybe....

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[D&D 5E] Princes of the Apocalypse | Set-up | In Character | Out of Character | Map: Lance Rock

[Johnny's Quest] October 12 - 18: Cloudstone Curio


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 Post subject: Re: Gandervell
PostPosted: Wed May 07, 2014 2:08 pm 
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Below the world is Velandris, Home of Gods. Below the world is Gethinhelm, Cage of Chaos
Do you mean above for one and below for the other?

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