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Post by whipstache on Oct 22, 2015 0:54:44 GMT
Some of you helped me flesh out some really great ideas for Post-Post-Apocalyptic North America. Well, lads and lasses, it's time to get cracking, because in a little while I'm actually going to start using it in a campaign! So, here's what I'm asking: 1) if you haven't read the original post and discussion, start there. It'll give you some much needed background information. 2) I need some help beefing up some of the detail in the world. What's it's name? What cities exist? What details from the Pre-Apocalyptic world can be brought in (without giving away the setting to the players)?
As an example, I'm working on a city called Noonik. It's right on the water on the east coast and has thousands of these glorious and haunting spires the come up out of the ocean a couple miles off shore. Noonik was built on the ruins of an ancient city, and while not a lot is known about the city pre-apocalypse, historians have been able to determine that there was an indigenous warrior tribe of titans or goliaths called the Jonsees, whose ferocity and influence spread far and wide. They've also discovered some kind of massive open-air sanctuary or holy place called Sia. Historians are split on the issue, but most think these titanic Jonsee warriors would worship here under the night sky by battling massive bats that would descend upon the holy site. They would fight all night long until the sun rose, and, they and the sun would drive out the darkness. Interpretation: Noonik is base on New York City. In it's earliest days after the dark ages lifted, it was actually called New NYC (although after the dark ages, no one new what NYC meant or stood for. Over time, it was combined into one word, Newnyc, and as language goes, the spelling changed. In fact, I'm not treating Common as English. It might very well be an English derivative, but there will be differences in letters and pronunciations that can be blamed for the changing of pronunciation and spelling of places over time. The spires are the tops of skyscrapers (you'll recall the sea level has risen significantly, so most of present-day NYC would be under water). The Jonsees are the mythologizing of the Yankees, and Sia is actually Shea stadium. The Statue of Liberty is mostly disintegrated on the bottom of the ocean.
So what other details can I add to flesh out some major locations... places that some of the PCs might know. In the other post, I talked about the Mississippi river, which will probably be renamed to the Great River or something (not every name has to carry over... in fact, it's more likely that the cities would have records or plagues or whatever that could be used to try to decipher what names used to exist... natural landmarks don't have as many of those.). I'd like the Rocky Mountains, the Grand Canyon, the Appalachian Mountains, and the Great Lakes to be features that people in the world know. Also, don't feel like you're limited to stuff that can be brought forward from our present-day. I need to flesh it out all around, and that will mean a lot of new cities from scratch that have no connection to the "ancient" world too. P.S. I'm thinking of calling a city "Deathrot" that is built near the ruins of Detroit. You guys are the best. Can't wait to hear what you have to add!
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Post by lasersniper on Oct 23, 2015 21:16:31 GMT
I have an idea for Seafairgo (Chicago) or a name along those lines. I was thinking that it is a city that still has people caring for and living in the skyscrapers. The surviving city is sustained by the fishing trade and fresh water is eventually fed into the city by converting the large roadways into rivers. With all the new fishing going the bird population would explode as well. Allowing people to eventually start living in the higher portions of the skyscapers just by "cloud-fishing" the birds. I imagine the city eventually splitting into the "HighRaise" and the "DownTown". People in the HighRaise construct makeshift bridges and tightropes to travel unimpeded amongst the skyscrapers.
Perhaps one group thinks they are better then another, but they keep things civil because the HighRaisers trade the DownTowners hard to get meats, and the HighRaisers trade for water.
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Post by Deleted on Oct 25, 2015 1:21:47 GMT
You should just call the continent, "Murka!" because hell yeah.
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Post by Deleted on Oct 25, 2015 1:27:34 GMT
Also, I'm not sure where Native Americans figure into your future NA setup, and I'll admit to the possibility of being naively misinformed, but I think some of the tribes on current reservations probably have a better shot at surviving an apocalyptic meltdown of civilization.
When it comes to populating and naming your future America, you might consider that tribespeople less dependent on technology managed to keep a stable population, or at least weren't utterly ruined like city dwellers. You could look into the traditional names of geographical features before English settlers drove them out, and use those names directly, or variations on them, as the native people reclaimed those locations.
On a related note, other technology-independent subcultures in America might have managed better than other folk, as well. Think Amish.
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Post by lasersniper on Oct 25, 2015 4:17:36 GMT
Also, I'm not sure where Native Americans figure into your future NA setup, and I'll admit to the possibility of being naively misinformed, but I think some of the tribes on current reservations probably have a better shot at surviving an apocalyptic meltdown of civilization. When it comes to populating and naming your future America, you might consider that tribespeople less dependent on technology managed to keep a stable population, or at least weren't utterly ruined like city dwellers. You could look into the traditional names of geographical features before English settlers drove them out, and use those names directly, or variations on them, as the native people reclaimed those locations. On a related note, other technology-independent subcultures in America might have managed better than other folk, as well. Think Amish. Have one of those surviving tribes and communities be known as the Lore Keepers or something like that. Where the most accurate information about the past comes from them, but because they were so isolated and less informed the info is still pretty vague. Possibly the more reliable Lore Keepers still live isolated lives and getting to them is difficult. You know like the fabled wise man on the mountain.
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Post by whipstache on Oct 25, 2015 12:37:28 GMT
These are really great thoughts. I've been thinking about Native Peoples... the origin story of the elves is tied into the ancient Aztec & Mayan cultures. But having some native human tribes dotted around makes a lot of sense. Although, one of the reasons for the Dark Age was the overwhelming presence of monsters, so having them not survive simply due to smaller numbers would be plausible too.
I LOVE the idea of the Upper & Lower cities. Definitely going to use that.
Lots to think about. Keep the ideas coming!
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Post by whipstache on Oct 28, 2015 14:04:37 GMT
Bump.
I'm still hoping for some of the brilliant Block Party People to help me add some detail to this world. It's way too big for me to sketch it all out on my own.
Thanks!
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Post by joatmoniac on Oct 28, 2015 22:04:35 GMT
I would think that there would be ridiculously large swamp/marsh land down in the gulf coast area. Could be very interesting to see what type of people are still living there, or what is hiding in it's depths. Makes me think of the dead marshes from LotR. East coast would submerge the entire central valley in California. Not sure what the overall climate change would entail, but wondering if there would be larger deserts as well.
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Post by dmmadmaxi on Oct 30, 2015 18:59:56 GMT
this sounds almost like a very loose PRE-Shadowrun setting...Native Americans like elves, the world falling a part. Either way sounds fun to me!
Here would be my take on the Rocky Mountains. I would use the Rocky Mountains as a 'game changer', and what I mean by game changer is this would be the place that the a vital piece of information would be discovered about your world/setting/current campaign. The reason I picked the Rocky Mountains is because Norad is near by. With the rising sea level and the world falling to crap I could see some aspect of military command up and moving the NORAD center into the Rockies where they could better protect its secrets and watch the rest of the world. Not to mention the Rockies have a lot of cool spots to offer to 'set up shop' so to speak for some very private para-military group or even a faction still clinging to the ways of the U.S.
Just a potential idea, I hope it stirs something up!
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Post by whipstache on Nov 1, 2015 13:49:05 GMT
Awesome. Thanks guys.
I really like the idea of having everything around the gulf of mexico be a 1000-mile swamp. There could be all sorts of weird and wild things in there... including some kind of swamp dragon, the idea of which makes me really happy.
The climate of the world has definitely shifted. As the temperature of the earth has risen, the equatorial climate has moved north (and south, but that's not relevant), and the land that is actually on the equator has become uninhabitable. This would definitely expand the desert in the southwestern portion of the U.S., and it would move the temperate zones north as well, so the traditional plains & forests of the fantasy world would be more along where the Canada-U.S. border is currently.
I also like the idea of making the PCs visit the rocky mountains. Without expeditious travel, though, it would take a very long time (and be quite dangerous) to cross the desert to get there. For sure something to include later in the campaign.
Thanks guys!
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Post by whipstache on Nov 4, 2015 16:29:04 GMT
I have in my notes from the DMB podcast an idea of having a guild of mages that specialize in teleportation magic. This would solve the problem of the continent being too big. Seems like a cool industry.
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Post by Deleted on Nov 10, 2015 7:01:21 GMT
I have in my notes from the DMB podcast an idea of having a guild of mages that specialize in teleportation magic. This would solve the problem of the continent being too big. Seems like a cool industry. I started out with something like this in my homebrew setting, but I decided I wanted an overland, continental exploration theme when I rebooted my world for 5e, and easy access to teleportation would've robbed me of that. It used to be that all the major cities, and even large towns had permanent teleportation circles for commercial purposes. However, a major event on the world caused teleportation magic of that magnitude to permit aberrants to pour through. All the circles got shut down, and teleportation magic was generally forbidden. Even simple spells like Misty Step could invite a minor creature into the world. It basically works out to 1% per Spell Level of the spell per round that the effect is active. With something like a teleportation circle, it's only a matter of moments before something arrives, up to and including beholders (yes, plural)
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Post by whipstache on Nov 29, 2015 16:35:22 GMT
So, we had a little group get-together last week. It was good; our group was able to ask some sort of basic questions that will help them be able to start building characters.
One thing that came up is that one of my first-time players wants to play a half-orc. (He's the kind of guy who had read the entire rule book before our meeting, and makes very intentional choices.) I'm inclined to oblige him, despite the fact that I had originally decided that orcs were going to be more animalistic, less humanoid. So, I'm having to restructure the histories of the races in my world to explain the origin of the orcs.
Before, they were simply going to have come through an inter-dimensional portal along with the rest of the monsters, but, now that they're going to have to be a race where everyone doesn't simply kill them on sight, I want to give them a little more flavor.
Here's what I'm thinking: Previously, I had the elves as Aztec-inspired tribal clans, coming up from central America as the planet's climate changed and their jungles became unlivable. Now, I'm thinking I swap that background out for the orcs, whole cloth. So, from whence, then, did the elves come?
The elves came from Atlantis, which is under the Bermuda triangle. (Obviously, they wouldn't call them by those names, and the English names for them have long been lost.)
The entire Elven empire was once a giant underwater city. When the earth began spewing forth dragons and stuff (after the AI hit the reset button on humanity), many came from deep underwater canyons, and, unprovoked began attacking the Elven city. The elves were a proud people, so they fought a long and bitter war against the undersea dragons. But, the supernatural beings proved too powerful, even for the ancient magic of the elves. Almost all elves perished in the Last War.
A very small number of elves escaped the glorious city, and traveled to the eastern shores of north america, where they developed a few small settlements among the lush forests. They stayed hidden and kept their existence secret for many hundreds of years, no doubt for fear that they simply did not have the numbers to defend themselves against an all-out attack.
Now, their numbers have recovered slightly, and they have begun making contact with forts and border towns to initiate contact and forge trade relationships. It is still a tenuous time among the elves. They have no cities, no centralized government. They have kept their clusters very small. But, knowledge of their existence has wormed its way into public consciousness. An elf's appearance in a major city would be a non-event; some elves have begun living in the larger human cities. There are certainly still towns where an elf has never set foot, but even there, an elf would be met with curiosity, not fear, as they have earned their reputation as meek, gentle, wise people.
As it is, the timing even works out that there may be one or two very ancient elves that remembers the Crossing (also called the Fleeing by younger elves who don't understand the full reasoning behind why the elves had to leave their homeland).
The only thing I haven't settled on (which doesn't seem entirely urgent) is how the elves managed to create an atmosphere at the bottom of the Atlantic ocean. Maybe it started of as a magical bubble that the elves were created in (or evolved within), and then much later they built a permanent structure to keep the water out should the magic fail. I don't know, but I figure I can deal with that detail later.
What do y'all think? Does this seem plausible and/or interesting?
This gives me origin stories for dwarves, elves, and orcs, with halflings and gnomes as derivatives. Seems like a solid base around which to flesh out the current world.
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Post by DM Kiado on Dec 4, 2015 18:51:30 GMT
So there are several myths about Atlantis you could use here for the Elves in my opinion. You can go with the idea that Atlantis existed on an island in the same general area. That it for whatever reason was sunk into the sea. Perhaps what we could call a volcano or cataclysmic event, was a byproduct of the fight with these new enemies of great power. That will remove the need for indescribable magic and just as much of a reason to get the hell out of dodge so to speak. The island continent ripping apart and falling into the sea would make it reasonable that a few would escape in some way, while most there perished. This could add other flavor as well. You could use realistic ideas of tidal forces of a continent falling into the ocean creating vast title ways across the Caribbean Sea and Northern Atlantic that could lead to unexplained (at least unknown to them) disaster for other factions.
Now it's also your own world, and Elves living in a magic bubble under the water is certainly feasible with a reliance on magic. Perhaps they drilled air wells, like we would drill water wells on the surface. Finding pockets of oxygen trapped underground in caves and other things. (I have no idea if this is even based on reality, or in the realm of actually possibility, but you got Elves, so anything is possible.)
Also, why do you need to change your Orcs to be less animalistic? Perhaps that is the caveat to being a Half-Orc. The non-orc half gives you reason, intelligence, and puts you above the thought patterns of standard Orcs. People will see you more as an orc then whatever your half is, making it a struggle to be accepted (maybe even more so than say standard D&D worlds) and even just downright attacked on sight at times.
Anyways, I love this idea. I like what you are doing. Just throwing out some discussion. You may be way beyond this by now, but I haven't had a lot of time to spend on here lately, and this discussion is one of my favs.
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Post by whipstache on Dec 5, 2015 3:09:42 GMT
Thanks, Kiado. I really like the idea of an island falling into the sea. I'll have to turn it over a few times to see if there's some way I can work that in. The difficulty, as I'm seeing it after the first reading, is that my world is supposed to be our world, but in the future. So, where in our current present (yours and mine) is this island continent large enough to sustain a civilization of elves? And how have they avoided detection from us? These aren't insurmountable questions, just my initial reaction. Anyhow, I like them living above the surface of the water better... makes them a little less alien. The reason for the orcs being more "human" – for lack of a better term – is exactly what you mentioned. The very presence of an orc would make people flee or attack on sight. It'd be as if you or I saw a shark in the water. So, I could humanize the PC only by allowing his half-ness to remove some of the more overt orc features like green skin and tusks, but as soon as someone found out he was half-orc, they'd likely not interact with him anymore. I don't want to take away all of their fearsome reputation, though. They'll still be a civilization that's mostly reviled, but they'll be thought of as humanoids with different (even disturbing) cultural practices, rather than monsters. From a writing perspective, they'll speak to some of the issues the US is facing in its treatment of muslims. So, I think there's some fertile ground for really interesting roleplaying situations and social commentary – double whammy.
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