I’m making a world called Argynwastrl, and was wondering if anyone would like me to post updates on it as it come along. These would include anything from lore to geography. Just answer ye or ne on the poll. Thanks!
Building a world is one of my favorite things to do. I love the creativity involved, and the ability to craft whatever you wish. And so when I was struck by the idea of a world unlike any I had created before, I jumped right in.
Argynwastrl is a place of diverse peoples and cultures, mixing humans with fey like centaurs and elves, with other, less friendly faces such as goblins, and bugbears.
With a single, living continent roaming the single ocean, there is no need for water, though, with much of the central continent being covered in dense forest, and teeming with hostile creatures such as owl bears, adapted to the warm climate, and green dragons, influencing the minds of the other creatures that may roam there. Tortle clans often are found roaming, moving from place to place every few weeks, leaving the jungle only to replace broken weapons, or to trade for the rare wastrlian fish. This forest turns to jungle closer to the southern desert.
Most ports have a main road connecting to the other large settlements, while smaller, more scattered settlements usually rely on well trodden pathways through the countryside. No settlements dare go closer than a mile to the forest, terrified of the horrors within.
Far to the north are the only mountains, containing the only snow on the continent. In these mountains are the monasteries of the tabaxi monks, who have only know the mountains since time began.
In the south is the opposite climate, brutal heat making many creatures hide during the day, and then come out only for a few hours at night, before scurrying back to their holes to hide from the sun another day. Kobolds are the prominent inhabitants of this area, building their warrens under the desert sand.
To the east is marsh land, where many ghost of lost travelers, and undead roam. Among these are the oblex, impersonating survivors, then leading adventurers to their doom.
Not much can be said about the west, which is primarily cliffs bordered by the forest, though you may find several goats prepared to push unwitting travelers to their doom. On the beach one may also find valuable flail snail shell fragments, from the inhabitants of the shore.
All of these areas will be explored in further sections.
My city is a smuggler city-state named Point Crin. In my homebrew setting, there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin's government is centered on three pillars, 1. the guilds, 2. the mob/people, and 3. the pirates.
Crin (its founder) wanted a type of government where the people got their say. At first Point Crin followed its founder's system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild moves to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice-mayor (who was not as important as the Mayor and thus was not brided) declared all the recent elections void because of the guild intervening and declare them the new government.
After some more years, a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirate's leader is the Rear-Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and whoever holds it is the de facto leader of the pirates. Anyway, the pirate resettled in the Point Crin Lagoon.
The pirate controls the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides have the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayors before her) restore the old government. To do this she needs money so she sells her services to the highest bidder. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the world fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who gets over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality, he does not exist and the people who rule the guilds are a group of Doppelgangers.
(Feel free to add)
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Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
I’m making a world called Argynwastrl, and was wondering if anyone would like me to post updates on it as it come along. These would include anything from lore to geography. Just answer ye or ne on the poll. Thanks!
Like being a player, love dming.
I AM YOUR DM! BOW DOWN BEFORE THE GODS! XD
You also can just post a reply if you want
Like being a player, love dming.
I AM YOUR DM! BOW DOWN BEFORE THE GODS! XD
And if you are interested just you, feel free to private message me, an I can just send it to you
also feel free to use it as a campaign base world.
Like being a player, love dming.
I AM YOUR DM! BOW DOWN BEFORE THE GODS! XD
*and
Like being a player, love dming.
I AM YOUR DM! BOW DOWN BEFORE THE GODS! XD
Sure... What first?
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
Like being a player, love dming.
I AM YOUR DM! BOW DOWN BEFORE THE GODS! XD
That is all
Like being a player, love dming.
I AM YOUR DM! BOW DOWN BEFORE THE GODS! XD
I’m nearly done with the first part.
Like being a player, love dming.
I AM YOUR DM! BOW DOWN BEFORE THE GODS! XD
Part one: Argynwastrl
Building a world is one of my favorite things to do. I love the creativity involved, and the ability to craft whatever you wish. And so when I was struck by the idea of a world unlike any I had created before, I jumped right in.
Argynwastrl is a place of diverse peoples and cultures, mixing humans with fey like centaurs and elves, with other, less friendly faces such as goblins, and bugbears.
With a single, living continent roaming the single ocean, there is no need for water, though, with much of the central continent being covered in dense forest, and teeming with hostile creatures such as owl bears, adapted to the warm climate, and green dragons, influencing the minds of the other creatures that may roam there. Tortle clans often are found roaming, moving from place to place every few weeks, leaving the jungle only to replace broken weapons, or to trade for the rare wastrlian fish. This forest turns to jungle closer to the southern desert.
Most ports have a main road connecting to the other large settlements, while smaller, more scattered settlements usually rely on well trodden pathways through the countryside. No settlements dare go closer than a mile to the forest, terrified of the horrors within.
Far to the north are the only mountains, containing the only snow on the continent. In these mountains are the monasteries of the tabaxi monks, who have only know the mountains since time began.
In the south is the opposite climate, brutal heat making many creatures hide during the day, and then come out only for a few hours at night, before scurrying back to their holes to hide from the sun another day. Kobolds are the prominent inhabitants of this area, building their warrens under the desert sand.
To the east is marsh land, where many ghost of lost travelers, and undead roam. Among these are the oblex, impersonating survivors, then leading adventurers to their doom.
Not much can be said about the west, which is primarily cliffs bordered by the forest, though you may find several goats prepared to push unwitting travelers to their doom. On the beach one may also find valuable flail snail shell fragments, from the inhabitants of the shore.
All of these areas will be explored in further sections.
Until then, explore onwards!
Like being a player, love dming.
I AM YOUR DM! BOW DOWN BEFORE THE GODS! XD
I'm still here. I just need the time to sit down and write out some homebrew settings
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
Some smuggler homebrew city I wrote about once:
Point Crin
My city is a smuggler city-state named Point Crin. In my homebrew setting, there is a continent surrounded by mountains on all sides (think good gigantic Mordor). It is located on a dry river aquifer and is there for one of the few passes into Gigantic Mordor. Point Crin's government is centered on three pillars, 1. the guilds, 2. the mob/people, and 3. the pirates.
Crin (its founder) wanted a type of government where the people got their say. At first Point Crin followed its founder's system of government. But after a trade deal that removed a lot of trade tariffs (and a smuggler market) a group of smugglers guild moves to Point Crin (which was the best smugglers trade route at the time). They then bought/bribed nearly every office in government. The people rallied behind the Vice-mayor (who was not as important as the Mayor and thus was not brided) declared all the recent elections void because of the guild intervening and declare them the new government.
After some more years, a group of local pirates moved in after some anti-pirate campaigns by the great powers. The pirate's leader is the Rear-Admiral of the 9th fleet. Long ago a Rear Admiral became a pirate and, in desecrate, the nation retired the positions. The title was passed on by the pirate and whoever holds it is the de facto leader of the pirates. Anyway, the pirate resettled in the Point Crin Lagoon.
The pirate controls the in and out of the port (the Rear Admiral has the ability to search any cargo that he/she deems suspicious). The smuggler guides have the ability to control all shipping and smuggling operations. The Vice Mayor is in charge of the people and can order lynchings and attacks on others. The Current Vice Mayor is a tiefling by the name of Lestra (CG). She seeks to (like many vice mayors before her) restore the old government. To do this she needs money so she sells her services to the highest bidder. The current Rear Admiral is a water genasi chosen of Umberlee by the name of Crooks (CE). She seeks money and seeing the powerful-est nations of the world fall to her knees. If it was not for this she could take Point Crin by force. The Guilds form a council, with each guild getting one vote. The Guild master who gets over 50% of the vote is declared the head guild master. The head guild master is a High Elf by the name Allen the old. In reality, he does not exist and the people who rule the guilds are a group of Doppelgangers.
(Feel free to add)
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now
Resources for maps:
1. Inkarnate (Free map making tool, allows notes but doesn't have that much infrastructure)
2. Azgaar's Fantasy Map Generator (has a lot more behind the scenes so can be a bit daunting)
Hi everyone! I'm working up the will to finalize my signature, so... I guess this will be the signature for now