I'm Maggie and this is my spot to spin tales, weave stories, and distill characters from aether and dreams. My main blog is over at ailetra. Asks are encouraged, and the nav lets you get to particular characters or stories (eventually).
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Behold, the world I’m brewing up for my 5e D&D campaign! Featuring my first attempt at drawing a map with GIMP.
The continent of Erionde began as a harsh, untamed wilderness. Pockets of civilization rose and fell and tribes of common folk warred among themselves and fended off raiders of the undercommon races (goblins, orcs, etc.). A couple thousand years ago, the Second Age began when Shestendeliath Medjan, a bronze dragonborn, heard the voices of the gods call to him in dreams. Gradually, he united the warring nations through diplomacy or conquest, and established the seat of his empire at Val Iliar.
The Second Age was a time of peace as Medjan's united forces drove the undercommon races back into the farthest reaches of the wilderness. Civilization prospered, and folk of all races were free to travel the continent and seek its wonders. Trade was established with the other continents of the world. Mages of all kinds traveled to the alabaster tower in the desert, where ley lines run deep and strong. Bards and poets beheld the wonders of the island of Kaelon. Dwarves ventured down from the mountains to test their resolve at sea.
After many years of peace and prosperity, the reigning emperess was assassinated by an underground faction. The continent was once again plunged into chaos, fury, and warfare. Distinct countries eventually arose as groups banded together to protect their home. Many attempted to unite the region, but a deep mistrust had been sewn, and the seat at Val Iliar has remained empty for hundreds of years. It has been left as neutral territory as any attempt to colonize it is viewed by the others as an act of conquest over the continent.
Briefly, the countries:
Rynlyr: Heavily mercantile nation with lots of arable farmland. Ruled by a triumvirate of appointees from the Merchant's Guild, the Council of Elders, and the Griffon's Guard. Due to its importance in trade and seafaring to other continents, all races and creeds can be found here, and many come to Rynlyr to seek their fortune.
Ankhar: Kingdom, major industry is mining. It is landlocked and so must maintain a good relationship with its neighbors, primarily Rynlyr, in order to trade with the rest of the world. Was traditionally a dwarven kingdom, but many humans, half-orcs, and gnomes have moved there
Kaelon: Republic of elected representatives. Small island nation, well known for its beautiful views and vibrant culture. Originally elves and half elves, but all lovers of culture can be found here, including pockets of halflings.
Svaldein: Loose body of matriarchal and merit-based clans. A lot of dwarves and half-orcs, though humans and even elves can be found here. It is a hard land that breeds hard people. Survival is tantamount, though clan bonds are fierce.
Nebelin: Monarchy. Traditionally gnomish, and Dragonborn are rumored to have begun here. Many of their clans still call the forests of Nebelin home.
Ishvanq: Mageocracy, governed by the Circle of Magi. Magic-users of all races have been drawn here, and nomadic groups of humans, half-orcs, and halflings roam the desert and savannah. The confluence of ley lines draw arcane practitioners here.
Sarisium: Governed by a council of lords
Fioreth: Governed by a monarchy
Tol Dhur: Theocracy, with the high priest of each of the benevolent gods sitting on the council. Originally a human settlement, it has now been settled by a variety of peoples. Major pilgrimage destination for the pious. (Includes the three islands on that side of the map)
There are also nomadic groups traveling from country to country. They are largely tolerated, though there is still some distrust that comes along with the splintering into nations. Many halflings live in roaming caravans, though settlements of theirs can be found all over the continent (though more sparsely in the north).
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Hello friends! I recently started a D&D campaign in a homebrew world so I'll be doing some of these challenges about the continent of Erionde. Feel free to ask questions to jog my imagination! We play tonight but I'll try to post the map and a write-up soon. :-)
World Building Wednesday!
Since we’re getting started on a Wednesday, how about we go out there into the tag and find someone who’s world really gets your brain churning and send them a question about their world!
We’ll be doing this every Wednesday to help encourage each other, and today’s introduction posts are definitely a good start to give you the quick and dirty of a world.
Get out there and send some asks!
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52 short stories in 52 weeks
1. A story entitled “A New Beginning”.
2. A story about rising to a challenge.
3. A retelling of a fairytale.
4. A story about three siblings.
5. A story set in London.
6. A story about finding something that has been lost.
7. A story about a journey.
8. A story set during a war.
9. A creepy story.
10. A story featuring a countdown.
11. A story set at a full moon.
12. A story about a contest or competition.
13. A story that takes place entirely inside a vehicle.
14. A story from a villain’s perspective.
15. A story set at a concert or festival.
16. A story that begins with a gunshot.
17. A story set in a country you’ve never been to.
18. A story about a historical figure.
19. A story set in a theatre.
20. A story written in 2nd person narrative.
21. A story set on another planet.
22. A story written from the perspective of someone dead/undead
23. A story about a birthday.
24. A story that ends on a cliffhanger.
25. A story set at the summer solstice.
26. A story about nostalgia.
27. A story that features a song or poem.
28. A story that ends at sunrise.
29. A story opening with the words “F*** you!”
30. A story about a magical object.
31. A story set at sea.
32. A story about a curse.
33. A story set 100 years in the future.
34. A story about loneliness.
35. A story that features a real recent newspaper article.
36. A story written from an animal’s perspective.
37. A story about a scientific discovery.
38. A story set on another planet.
39. A story with only one character.
40. A story about a secret.
41. A romance that ends in tragedy.
42. A tragedy that ends in romance.
43. A retelling of a recent Hollywood movie.
44. A story that takes place the year you were born.
45. A story about a near-death experience.
46. A story about anger.
47. A story about a magic spell.
48. A story set in a strange small town.
49. A story about justice being done.
50. A creation myth.
51. A story set at Christmas.
52. A story entitled “The End”.
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Haven't done much writing lately, but from time to time I mull on world building! So here are some elf ears and jewelry I doodled in class. Calequen: high elves Tilequen: forest elves Alequen: sea elves
#elves#elven jewelry#sketches#worldbuilding#will definitely refine further#also can you tell i don't know what the insides of ears look like#aretra
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Been working on a magic system for the golem apocalypse idea, basically divided into schools like evocation (elemental/destructive force flash-bang magic), illusion (... illusions), summoning (asking spirits for aid, sometimes binding them to objects), life-manipulation (needs a new name - encompasses both healing and life-stealing/necromancy-type powers).
The next thing I want to play with is magical mutations. These can happen from botched spells, curses, or just overexposure to certain magical effects. In particular, the war was so cataclysmic that residual magical energies whipped themselves up into magical "storms" as well as background radiation that have caused mutations in the surviving population.
So far, I've come up with some largely cosmetic effects (odd hair/eye color, scales) as well as more major ones (missing/extra limbs, tails, minor telepathy / empathy, synethesia-like effects). Anybody have other suggestions?
#writing#magical mutations#magic system#follower suggestions#yes I've been playing D&D#hush#post-apocalyptic
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I haven't written anything cohesive or story-like in a while, which makes me a little sad BUT I have finally started using my new fountain pen and you guys it is the greatest thing! it's so easy to write with and it makes me happy to get away from the computer and write with it. mostly I've been doodling phrases here and there and I just sketched out some cultural naming conventions that I'll type and post later.
Mostly I want to share my pen enthusiasm! About to either adventure or just order on amazon some nicer notebooks for it and go offline to work on some story ideas that have been kicking around. :-)
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Man oh man, okay, so: Ailetra takes fighter and immediately starts planning out her feats. She's a power gamer and specializes in two-weapon fighting. Gwnan is a paladin, he's so LG that there would hardly be roleplaying. He's also got the worst luck on the dice, poor guy. Chrys is the cleric (NG), specced for healing and buffing. Shadow Guy (I know, I know - I'll name him) is a rogue through and through and is really trying to the paladin. Luckiest dice (or most loaded?). Sea Elf would be the spellcaster, probably a wizard because she's meticulous enough to have spells planned out. Leandra is most likely to multiclass just for the hell of it - Bard/Ranger, anyone? Legoe is the wild card - one game he's a bard, the next a sorcerer, ranger, or some class he's dug out of an obscure book somewhere. His character somehow always has the right skills in a pinch though.
#d20
Your characters are playing some good old-fashioned Dungeons & Dragons— what classes are they? Do they have signature moves or named weapons? Who keeps botching their saving throws?
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The Muränye and elves have very egalitarian societies, though there can be some strife between the different races of elves.
Neranth can be classist, especially in the larger cities. This troubles both Gwnan and Leandra, though Leandra is more likely to try to do something about it.
Alrenia is very strongly patriarchal, with clearly defined male and female roles. They also take slaves on raids, both from other clans and neighboring nations. Elric sees nothing wrong with this, believing those who allow themselves to be conquered to be undeserving of freedom.
Culture Month Question of the Day: Is this culture egalitarian, or are there still groups of people who are discriminated against or socially/legally marginalized?
Does your character believe that everyone is created equal and has the same rights?
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The Elves are largely less violent (though the Alequen have strayed from this). Neranth has some problems with violent crime, some caused by class strife and poverty. The soldiers and judges aim to keep it in line with swift, sure punishment.
Alrenia has a long history of violence between the clans. They regularly fight for lands and possessions. It is seeded in the cultural view of honor and courage being intrinsically tied to strength in battle. Young men seeking to prove themselves continue to fight old men’s wars. Elric hopes to prove himself another way, but sees no problem with the clan fighting.
The Muranye are extreme pacifists. Children are taught from a young age to find alternatives to violence, and through reinforcement in everyday life, it has been nearly eliminated from their society. This policy, unfortunately, does not protect them from outsiders. Chrys is an empath and healer who cannot abide people in suffering.
Culture Month Question of the Day: How prevalent is violence in your character’s culture? Why are most violent acts committed? Are they punished, and how severely? Have violence rates generally declined or increased over time in this culture?
Is your character a violent person?
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Elves in all cultures are taught basic skills by their parents while young and then are apprenticed to masters as they show interest in a subject. Due to their long lives, many elves devote time to a number of skills.
In Neranth, parents educate children as they can, and they are expected to work as soon as they are able. Older children in towns may be apprenticed to craftsmen to learn a trade. Those who enter the Order (clergy) receive schooling by the priests in reading, writing, scripture, and healing. Others may choose to join the army, where they are taught to fight.
Alrenians are taught many skills by the men and women of their clan and are less specialized overall than others. No person in the clan can be unexpendable - multiple people must be able to complete every task, and so every person can complete multiple tasks. Roles in the camp are assigned on rotation by the chief based on seniority and skill.
All Muranye are taught music from a young age, and this filters into their education in every other subject. The village raises each child cooperatively, with a sort of school set up so that the most competent teacher leads each skill.
Culture Month Question of the Day: Describe the culture’s education system. Does everyone receive education? Is it free? Is the education general or specialized?
How highly has your character been educated?
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Neranth has a swift and sure justice system, with judges in each district hearing cases brought against them and parceling out punishments. Hanging is the preferred capital punishment for more serious crimes.
Alrenia's system varies from clan to clan, but punishment is generally left to each family's patriarch. If a severe crime is committed or the patriarch does not offer an acceptable solution, the clan chief instead metes out punishment.
The Muranye prefer to resolve conflict through mediation, with the matriarch bringing the two parties to an understanding. Crime is not rampant in their society though, and emphasis is put on forgiveness and healing.
The Alequen differ from the other elves in that there is a severe punishment system used by the theocracy to ensure order is kept. My sea elf escaped the island and now lives in self-imposed exile. Were she to return, she would likely face a severe punishment that, if she were lucky, would end in death.
Culture Month Question of the Day: Describe the culture’s justice system. Has your character ever been in trouble with the law?
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The Calequen and Neranth have traditional monarchies. The Tilequen (wood elves) operate under a loosely democratic sort of system, with certain figures gaining clout through knowledge and experience. The Alequen (sea elves) have a dictatorial theocracy, which my sea elf character has a major problem with.
Alrenia operates under a loose clan system, with the warring clans uniting under the strongest clan leader only in times of great strife. While Elric doesn't believe this is the best system, he strives to gain his father's favor and rise in the heirarchy. The Muranye have no centralized government, and each village operates in a very communal way, with a council of matriarchs making all major decisions.
AQoC Culture Month: Forms of Government
Culture Month Question of the Day: Describe the system of government in your character's culture or nation. Does your character agree that this is the best type of government? Have they ever or would they ever want to hold office in this government?
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The Muranye have their own language, which I plan to actually create or at least lay the seeds for soon, as well as Elvish. The wood elves and sea elves each have their distinctive dialect of that. The humans speak the common language, though there are regional differences between and within Neranth and Alrenia. Alrenia used to have a language of its own said to hold power and be part of how they tamed the wild horses, but it has been lost.
The elves are all bilingual. The humans speak only Common, though Gwnan and Leandra know a smattering of polite Elvish. Elric has been trying to uncover Old Alrenian, and I'm not sure how much of her language Chrys knows. The Muranye are in a shifting sort of place in the world right now.
Culture Month Question of the Day: What language(s) are spoken within your character’s culture or nation? How many different dialects and variations are there? How many of those dialects/variations is your character familiar with?
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Always okay. I love talking about my characters.
Reblog if it's okay for people to come into your askbox and ask about your OCs
Even if I’ve never spoken to them, even if I don’t know them from a hole in the wall, even if they’re on anon, people asking questions about my OCs make my day.
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(aaaaaahhh I'm so pumped for worldbuilding this month you guys I'm totally popping out of the woodwork for this! the goal is to have a world you could set a roleplay campaign in and not want for detail here we go wish me luck)
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Muranye are a culture of pacifists and vegetarians - they have no weapons to speak of or training in them. This can get them in trouble... Chrys doesn't like the idea of hurting another creature, but comes to value the ability to defend yourself against those who would hurt you.
Alrenia is comprised of a network of constantly warring clans. Everyone in a clan is expected to be able to fight in the event of a raid, and young men frequently lead raiding parties to prove their might in battle. Elric believes that a strong military is important for the protection and advancement of one's clan.
Sea Elves (Alequen) have a standing military comprised of those in the Order, who have some dominion over water. Primary weapons are spears, glaives, and other polearms.
Wood Elves (Tilequen) don't really have a standing army, though most of them own bows and knives and are trained on them. These are primarily used for hunting, though frequently the borders of the forest must also be protected and sometimes an army must be raised to counter a threat. Ailetra trained for many years to attain the rank of swordsmaster like her father.
High Elves (Calequen) do not have a standing army, though many are quite proficient in a number of weapons. Guards are rotated out as a civilian duty, and parties comprised of volunteers keep the perimeter safe.
Neranth keeps a standing army that guards the main cities and patrols the roads during peace time. Soldiers are trained in swords, bows, and polearms, and routinely carry and use all three. Gwnan believes that the cost is justified in both occupying idle hands and keeping the realm safe from any threat. Leandra sees it as a normal part of day-to-day life, though she wishes she didn't need a set of them tailing her all the time.
Culture Month Question of the Day: Does your character’s nation or group have a military? How is the military culturally viewed? What does your character think of the military?
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I'm gonna be doing worldbuilding questions this month as much as I can! And I have a number of cultures to build~
Muranye: Compassion above all else. The Muranye are really gentle people and live in communities that share burdens and joys alike. Chrysanna is a healer, like many of her people, and values these traits in other people.
Alrenia: The Alrenian clans revere bravery and strength in battle and loyalty to one's house. Elric does not place as high a value on these traits as his culture does. He believes that intelligence is as important and is trying to recover the knowledge that his people have lost.
Culture Month Question of the Day: What trait(s) are most valued in your character’s culture (ie: bravery, loyalty, hardworking, intelligence, etc)? Are these the traits that your character values most highly? Does your character have these traits?
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