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Subject: NEW WORLD ***DAY 4, POPULATING THE MAP***

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06/01/2006 12:45 PM  
quote:
Originally posted by Ghendar
Can I also get 48 M and N?


Now I'm curious to see what you do with it.

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06/01/2006 1:09 PM  
M37 The Dwarves have stationed an Outpost Keep to keep the Trade flowing withe the dwarves to the north, They haven't Mastered the Shipping Lanes, but they have quite a fleet to wage war, but they've mastered a tunnel under the sea all the way to the outpost. Fairly large Masterwork Tunnel, Ornate and everything, 2 Railways Large Sized - 1 for Ore, and Materials 1 for Passengers, Quite fast too. Sorta like the British tunnel to france?

Posted By WakeXX on 09/25/2006 4:49 AM
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06/01/2006 1:23 PM  
Railways?

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06/01/2006 1:23 PM  
First off thanks for letting me help out with this project. This is a very cool idea that will be lots of fun.

As far as the Sahuagin having traid relations with the Goblinoids. It could happen with individuals inthe goblinoid empire but i doubt that the sahugin would activly work with the land walkers. They take down ships all the time.

Also as far as the map goes they control those islands bt there is also a great deal of underwater land they control. (no need to have it on the map)

if this is cool with everyone i'll start fleshing it out.

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06/01/2006 1:29 PM  
Not Electric, sorta like lightning rail, its the gnomes doing I know that. The Gnomes made it happen, but its not seen anywhere else.

Its a ship sorta like the Fire Elemental Air Ship, Riding above the lava.

Posted By WakeXX on 09/25/2006 4:49 AM
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06/01/2006 1:34 PM  
quote:
Originally posted by Venport
Also as far as the map goes they control those islands bt there is also a great deal of underwater land they control. (no need to have it on the map)

if this is cool with everyone i'll start fleshing it out.


I think it's a great idea to have an underwater coral city civilization.

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06/01/2006 1:38 PM  
quote:
Originally posted by dj-chuckles

Not Electric, sorta like lightning rail, its the gnomes doing I know that. The Gnomes made it happen, but its not seen anywhere else.

Its a ship sorta like the Fire Elemental Air Ship, Riding above the lava.


Is that Eberron stuff? That's the type of Eberron stuff that turned me off of Eberron.

Can the tunnel be used for wagon loads instead of fast trains of whatever type? By the way, about the tunnel--your tunnel is going to be incredibly long compared to the one in the English Channel.

I like that you changed the gnomes/dwarves group to more neutral than evil. It gives a reason that they are in conflict with the other fire creatures of the volcano. Also, it eases the trading situation with the northern dwarves.

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06/01/2006 1:48 PM  
If I could add my $.02 maybe a tunnel that size is huge (just remember that) I have no problem with it being that size. Maybe it could be more like a Dwarf built underwater Cannel with shipping boats that move underground for safety and secret reason to move underground (or water). This would be faster than wagons and keep away from the Eberron feel.

(Just and idea)

*blasted land walkers*

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06/01/2006 1:48 PM  
quote:
Originally posted by Corim Danex


Is that Eberron stuff? That's the type of Eberron stuff that turned me off of Eberron.




We NEED to avoid similarities to published worlds. To me, the whole concept of any kind of railway is either too technological and/or too Eberron.

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06/01/2006 1:49 PM  
@dj-chuckles,

Maybe a solution to the trading situation with your dwarves & gnomes is to increase the quality that they are capable of producing so that the demand is high enough that other groups go out of their way to trade with them. Maybe they have a port city where they receive boats. They're just not very good at seafaring themselves. The dwarves up north could have something worked out with my elven kingdom that allows them access to use a trade route through the elven kingdom and using a large elven port that will be around L33 on the most recent grid map done by Vry.

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06/01/2006 1:50 PM  
BTW, has anyone mentioned the scale of each cube? The little cubes, not the big ones.

WotC - making me wish more and more every day for a return to the TSR days. :(
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06/01/2006 1:51 PM  
quote:
Originally posted by Venport

If I could add my $.02 maybe a tunnel that size is huge (just remember that) I have no problem with it being that size. Maybe it could be more like a Dwarf built underwater Cannel with shipping boats that move underground for safety and secret reason to move underground (or water). This would be faster than wagons and keep away from the Eberron feel.

(Just and idea)

*blasted land walkers*



Do you mean having a large tunnel with water inside it that wouldn't be nearly as choppy as the surface of an ocean?

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06/01/2006 1:51 PM  
Are we gonna try to publish this? If so I will avoid those similiarities, its either that or my alternative is a teleportation circle and 2 cooresponding points.

Posted By WakeXX on 09/25/2006 4:49 AM
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06/01/2006 1:51 PM  
Love it! Nice to see the territory's outlined. The Dwarves being in the one of the closest civilization, as they can tie in great to the occasional story for the Tribes.

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06/01/2006 1:53 PM  
I like the Underwater Tunnel with water, ships can go through. Nice Idea.

Posted By WakeXX on 09/25/2006 4:49 AM
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06/01/2006 1:53 PM  
quote:
Originally posted by dj-chuckles

Are we gonna try to publish this? If so I will avoid those similiarities, its either that or my alternative is a teleportation circle and 2 cooresponding points.



We don't know if it will get published. Wouldn't it be cool if it was, though?

A teleportation system--as long as we didn't get too many of them set up in the world so that they were common--might be interesting. What do you think of the idea of having your dwarves/gnomes be so good at what they do that others go out of their way to come to them?

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06/01/2006 1:55 PM  
quote:
Originally posted by dj-chuckles

I like the Underwater Tunnel with water, ships can go through. Nice Idea.


This is different from EQ (teleportation circles) and Eberron (railway) and seems to be more innovative compared with established campaign settings (online or pen & paper).

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06/01/2006 2:02 PM  
Personally: (take this or leave it) The Teleported idea would be a little to much for what you want to use it for. A permanent Teleported should ether be very limited in how many times per day I could be used. It should also be very secret.

That’s just me.

Oh and I’m glad you liked the water tunnel idea... the thought would be that it would need a new ship design so that a ship could travel through it with a large load. Maybe something a Hobgoblin designed (assuming they are going to be the Ship innovators) or maybe something Gnome invented (that might make more since)...


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06/01/2006 2:08 PM  
quote:
Originally posted by Venport
Oh and I’m glad you liked the water tunnel idea... the thought would be that it would need a new ship design so that a ship could travel through it with a large load. Maybe something a Hobgoblin designed (assuming they are going to be the Ship innovators) or maybe something Gnome invented (that might make more since)...


The tunnel would need to be wide enough so that more than two of those gnome tunnel barges could fit side by side so as to allow round trips to overlap a lot. The endings of the tunnels should branch out for easier port activity.

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06/01/2006 2:09 PM  
Ok Map quesiton: is this the entire world? So if i were to keep going west from the Sahuagin empire would i end up my ghendar's newly clamed land on the Easter side of the map?

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06/01/2006 2:16 PM  
quote:
Originally posted by Venport

Ok Map quesiton: is this the entire world? So if i were to keep going west from the Sahuagin empire would i end up my ghendar's newly clamed land on the Easter side of the map?



I hope so. My Aaracokra will kick your Sahaughin's collective keister into the stone age. [)]

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06/01/2006 2:20 PM  
Ok, Gnomeish Design:

Its a Race Track Design to Water flows in a counter clockwise direction, Continual Light casted up Markers.I would need a distance calcuated to make this work. Water is flowing quite rapidly. Sorta like a water ride. We can stop the ships to unload. Its a constant movement. Ships always going. And if we can get a few enchantments on the sails, to and such to make the ship go faster. This is most feesible

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06/01/2006 2:22 PM  
:-) that;s not the point i wanted to make sure that's how the map worked...

Also don;t count out the Sahaughin... I have some interesting ideas that will make that end of the world a place people will be risking their lives to go into... :-)

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06/01/2006 2:24 PM  
This would've taken 30+ Years to get this to work, constant underwater work, Shape Stone spells, and everything. But feesable. I would work out the design.

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06/01/2006 2:30 PM  
I think it would have takken 50 years or so... this would be a huge project

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06/01/2006 2:44 PM  
One quick point on Railways. Railways did exist long before the steam engine. They were simply tracks use to make it easier for animals to pull large loads.

A simplar idea was used on canels. A simple rope pully system draft animals could pull barges from the shore. This allowed canels to be used with out oars or reliance on sails.

neither system was fast, but they both allowed large amounts of goods to be move in a simple maner. The canel system could work with your tunnel as long as you are willing for the trip to be slow.

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06/01/2006 3:16 PM  
Any magical effects anyone can help come up with the keep water contained and moving quickly? as well as air for the sails?

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06/01/2006 3:28 PM  
quote:
Originally posted by dj-chuckles

Ok, Gnomeish Design:

Its a Race Track Design to Water flows in a counter clockwise direction, Continual Light casted up Markers.I would need a distance calcuated to make this work. Water is flowing quite rapidly. Sorta like a water ride. We can stop the ships to unload. Its a constant movement. Ships always going. And if we can get a few enchantments on the sails, to and such to make the ship go faster. This is most feesible



Good idea on continual light markers. It's easy to stop the ships for loading/unloading if they "have to get off the ride and move to the side" at either end of the tunnel. Does this system allow for people to get in smaller travel craft and pay a ferry fee or something to your gnomes?

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06/01/2006 3:32 PM  
isnt there a spell Gust that could keep air moving threw the sails...

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06/01/2006 3:45 PM  
quote:
Originally posted by Venport

isnt there a spell Gust that could keep air moving threw the sails...



For the sheer number of miles, that would be expensive in getting it to be permanently cast all along the length of that tunnel. I'm thinking a mechanical (gears) solution might be more practical for getting the boats going. Maybe gears along the edges (with a boardwalk down the middle being on top of the gears that are under which would push the boats along. This would limit the boats to a specific width so that they could be pushed by the gears. I think gears go well with gnomes.

If, for some reason, the gnomes/dwarves discovered enemies coming through on the barges, they could simply stop the mechanism and there wouldn't be progress on the water. At least not from their mechanism.

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06/01/2006 4:33 PM  
http://www.maxminis.com/forums/topic.asp?TOPIC_ID=20933

All info pertaining to the Volcanic Island can be diverted here to not clog this place up and also to help organize the infomation better

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06/01/2006 6:50 PM  
N30 The Island (Not a kingdom)

Just a Pair of Strongholds

Phoenix Empire

NG / CN

Small (10,000+) People

Population: 70% Human 28% Mixed Core Races 1% Centaur, 1% Minotaur

Two Brothers hold this kingdom of followers to a Rare Phoenix. Its more of a Cult than anything, plentiful Farmland and Ore. Complete harmony on this island.

EDIT: Only if no one wants this Island

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06/01/2006 9:57 PM  
Dj, if you don't mind, I'd like to take up the gnomes and move them in a slightly different direction. Let me know if this is OK ...


Colmouth

Location- O (like Oscar) 31
Race- Gnomes (90 percent), humans and dwarves (4/4 percent), remainder is miscellaneous humanoids.
Size- Single city
Allignment- Neutral, Lawful-Neutral, and Lawful-Good
general information-

More than 95% of gnomes live among other peoples as merchants and traders, forming a vast financial and mercantile network which spans the civilized world. This network is particularly strong among the Einherjar and Devasque, who disdain commercial activity, but trade also extends to the Phoenix Empire, the [Volcanic Island] and[whatever more civilized people are living around S30 and P40]. There are even rumors that the gnomes control a huge underground canal by which they move goods among peoples.

An insular culture and the power of their trading networks means that gnomes are often marginalized, if not outright despised, by the other races they live among (again, particularly among Einherjar and Devasque who view merchants as second-class citizens). However, the gnomes have one important, international gathering spot. The free city of Colmouth is the center of gnomish culture and trading networks. Strategically located between the Caldera Sea and the northern nations, Colmouth is ideally located as a center of commerce. The rough, mountainous hinterland limits Colmouth's ability to control the relatively wild area around the city, but also protects it against land-based attacks.

Naturally enough, Colmouth is an extremely busy port, with dozens of ships arriving and departing on a daily basis (mostly piloted by humans). There are very few natural ports nearby, and none with the depth and protection of Colmouth. Pirates lurking in nearby channels are a perennial problem, but are kept in check by hired mercenaries and occaisional help from the Arcane University.

Colmouth is also the center of an atavistic and secretive gnomish religion which contrasts sharply with the generally cosmopolitan nature of gnomish culture. A vast and ancient temple complex sits atop the tallest hill in Colmouth. Non-gnomes are strictly barred from the inner temple precints. At least once in their life, all true gnomes try to make a pilgrammage to Colmouth to be blessed by resident priests in an obscure ritual. One notable feature of gnomish religion are the tangyrites: ecstatic, frenzied professional dancers who can enter a dancing trance that may last for hours and leave them physically and mentally drained.

The economy of Colmouth is organized along familial lines. No clans are particularly dominant, but about 60 clans are the most prestigious. Degree of kinship is keenly felt, and clans will often send young sons to distant markets to serve as local agents. Familial ties are synonymous with the trust theat enables far-flung trading networks to function. Most business is transacted at the central compound of a family, which serves as both office and residence. However, the families do maintain separate presences at trading markets and entrepots.

Political life mirrors the clan-based economy. Formally, the city is governed by a board of overseers who are selected from older gnomes that meet a minimum property requirement. In actuality, members of the board are selected from among prominent families by shifting coalitions which draw their strength from commercial ties. Political life is rather tepid, with membership on the board of overseers more a matter of prestige than power. Power tends to be delegated to a secretariat operating under the direction of the board of overseers.

The legal system is relatively well-developed and the rule of law is seen as important. Financial instruments are particularly well-developed. There is a fair amount of tension between legally-oriented professionals (including the secretariat) and the economic power of the families, who try to manipulate the legal system to protect their own. Colmouth asserts jurisdiction over not only the city, but also over commercial transactions among nonresident gnomes, albeit enforcement of the latter is spotty at best.

Colmouth has an ambiguous relationship with nonresident gnomes. Nonresident gnomes provide an inflow of money, as well as the basis for the financial/commercial networks that make Colmouth function. On the one hand, nonresident gnomes look to Colmouth as the center of gnomish culture and religion; on the other hand, many gnomes born outside Colmouth view it as self-centered and chauvinistic.










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06/01/2006 10:19 PM  
I know people want to stay away from established campaigns,especially Eberron, and I agree with that however i would like to include manifest zones in the world. I don't believe they are Eberron specific and I like the idea of areas that sometimes,or even continually, are in phase with some of the other planes of exsistance.

For example the Gnome water way I see being built, what if there was a slight manifest with the elemental plane of air creating a continual brezee that the gnomes have harnest for movement on there waterway, or with the elemental plane of warter making it easier to summon water elementals to move important or large loads.

I am thinking of having a manifest zone in the area of the Yuan-Ti islands that make it excedingly difficult to sail in the area.

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06/01/2006 11:33 PM  
The Fire Gnomes have now found a hated enemy! w00t! and with the backing of Goliaths and Dwarves, this could prove a bloody war.

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Adelaide

06/01/2006 11:48 PM  
quote:
Originally posted by Daunte

Vry did a great map that gives a little more detail but no grid. I love this map by the way, it looks great.





That is an awesome looking map!

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06/02/2006 1:12 AM  
quote:
Originally posted by dj-chuckles

The Fire Gnomes have now found a hated enemy! w00t! and with the backing of Goliaths and Dwarves, this could prove a bloody war.



Not so bloody for the gnomes themselves who are unlikely to actually fight, but would use mercenaries in their stead. (Although even that's a stretch... warzones aren't profitable, and where there's no profits, there's gno gnomes).

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06/02/2006 1:15 AM  
Fire Gnomes felt oppressed in the cities of gnomes so they fled and found their true home, an island of fire and heat.

Posted By WakeXX on 09/25/2006 4:49 AM
OMG DJ!This has to be the spammiest spam thread ever!

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06/02/2006 3:13 AM  
Chuckles just showed me this thread, so I'll give it a shot...

Location- X36-AA40 (colored map) or AB36-AE40 (Original map)
Race- 85% Human, 15% Other
Size- Most of the plains and mountains in that peninsula. Several large cities.
Allignment- Greatly varied, with a norm of NG
General information-
This is the Gessian Empire. It was originally founded by two friends, Gessius and Sernon. Eventually, Sernon believed that Gessius had become corrupt, and rallied his followers against him. Sernon was defeated, and his followers were cursed and exiled into the forests to the north.
Through the centuries, the Gessians thrived. The mountains to the south provide suitable amounts of ore. They have a notable capital city in X37, and a trade city in X39.
The followers of Sernon, the Flenn, became a nocturnal, nomadic race. In addition to living in the forests, they migrated into the northern jungles and accross the gulf to the upland jungles. They could be a slightly different race, though they still count as human.

Btw, I'm not opposed to changing names and such.

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06/02/2006 3:26 AM  
With the waterway, what about a subterranean world? Perhaps in a combined effort between the Gnomish and Dwarven powers, an underground waterway was cleared out and fortified to provide a safe means of transportation.

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Forums > Role Playing Games (RPG's) > New Worlds > NEW WORLD ***DAY 4, POPULATING THE MAP***



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