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Author Topic: Floating Lands - Setting and Milestones  (Read 710 times)
Tondi-
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« on: February 01, 2012, 01:08:42 AM »

This thread is for me to record setting information and mark achievements in your progress.

The land called the floating isles is a vast world of air and winds.  There are no sizable land masses of note.  Instead small islands hover and drift through the sky.  Settlers call these islands home and strive against the monsters and elements in these unforgiving lands. 

Settlements range in size from small families to large towns and on the rare occasion when two islands float into range of each other, people take the opportunity to trade in knowledge and items.  There is no currency in this land and bartering is the accepted way of trade.

On very rare occasions settlements may encounter beings who have gained some mastery of the sky's using incredible machines, powerful magics or flying beasts to travel through the lands. 

To survive these lands people are brought up and trained into a specific roles to aid the chances of survival builders, crafters, hunters and gatherers and scouts.  In addition to this everyone is taught how to defend themselves and the settlement.  Most of these skills are taught by elders or family members.

People worship many deities but churches are rare, most have family shrines or simply say their prayers in silence.  Some settlements set up small gardens with tributes to one or many gods.  A common saying is "when you fall, pray to whoever will listen".

Monster attacks are common by day and night but settlements are set up with this in mind so the bigger risk is when you're away from home.  Dragons are the biggest fear, their intelligence makes them more dangerous then any beast.

The Builders: builders have the skills and craft to design and construct buildings, structures and fortifications.  They also understand the importance of good materials and so they know how to fell trees and mine for minerals.

The Crafters: crafters are the smiths, fletchers, artists and general makers of things.  They build and create tools and weapons that allow people to fulfill their various tasks. 

The Hunters and Gatherers: responsible for feeding the settlers these people know how to hunt flora and fauna, farm and most importantly collect water.  Trapping birds is the most common of animal hunting.  They often also make the best cooks.

Scouts: lookouts and watchmen these people keep a lookout for threats to the settlement.  Often a lonely job these people are some of the only one who will venture to the edge, there they can watch above and below.  They know how to communicate over long distances with mirrors, flags, fire, sound and more.

Often settlements outgrow their current islands, when this happens there are few options, your settlement was lucky enough to be drifting close to an inhabitable new island.  Some stayed, others ventured out to start a new settlement on this new land.  From what you have seen the island has a large border of rolling fields and long grasslands.  On the horizon further in are more trees then most have ever seen. 

The path over was hard, small islands served as stepping stones and the winds moved them out of your way if you were not careful.  Some turned back, other didn't make it.  When you finally came to your destination you were around two hundred.

A temporary settlement was set up with tents and resources brought on the journey one hundred steps from the edge.   The next two weeks were nervous times, quite defenseless the settlement did what they could to take stock and learn about their new home without venturing too far.  With some relief that no major attacks on the settlement occurred things started to get into a rhythm, supplies are starting to get low though and a more permanent settlement needs to be established.
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Tondi-
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« Reply #1 on: February 07, 2012, 04:05:27 PM »

A party is gathered and tasked with the job of exploring this new land and searching for sutiable food, materials and land to settle but the scribes of the settlement.

The party crosses the long grassed plains and reaches the border of a great forrest.

At the forrest edge the party start investigations finding:

Fungus with possible medical uses

Game trails of a small creature, possibly a rodent

Nests in the trees

One type of tree that bears hard nuts

Evidence of useful minerals in the ground.  Nothing properly identified or big enough to mine.

Long lasting pockets of dew.  A water source that would be small and hard to collect but is better then nothing
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Tondi-
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« Reply #2 on: February 29, 2012, 04:56:44 AM »

The Group finds a paralyzed giant spider and after investigating are surrounded by a bunch of blood sucking new born killer moth creatures.  The party manages to defeat the creatures and kill the spider.

Gain:
2 large spider fangs
8 spider leg rations (if cooked before going off)
A handful of moth wing dust
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Tondi-
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« Reply #3 on: February 29, 2012, 04:57:58 AM »

Soon after the spider battle the parents of the moths show up and the party decides to try and escape.  They hurtle through the Forrest and manage to escape their pursues.
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Tondi-
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« Reply #4 on: March 27, 2012, 04:46:49 AM »

The group meet 3 fairies who aren't happy with there trespassing into their world. The group manages to defuse the hostile situation and befriend the fairies.
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Tondi-
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« Reply #5 on: April 07, 2012, 05:35:07 AM »

Made contact with the fairy queen and her people.  Gained an alliance and found out more about where the settlement cannot go. 

Levelled Up
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