Worldbuilding notes, 4/20/2024
a year ago
Wrote some notes today, figured I'd post them for ideas/critique/etc. These are unedited and were pretty much just jotted down as ideas came, so they are probably very unorganized and chaotic. I'll be working to expand them into articles on the worldanvil page at some point, but for now I need to go get some stuff done.
[Coastal Trade City #1]
Built on the remains of a relatively large dragon, the city is both a center of agricultural and marine development for one of the magic-based societies of the world. Despite having a sizeable occupancy, most of the residents of the area are short term. The positioning of the leyline, on the tip of an inlet of Kletheria's main ocean, makes it a perfect hub for farming - the sizeable magic source allows for druidic magic to be used in a wide area surrounding the town, producing a far greater yield than would be possible elsewhere, while also causing residual effects on the land at the outskirts. The value of being able to have such a source available globally, as well as the need for the city to occasionally be defended from the side effects of its own magic (aggressive/territorial species enhanced by the druid magic empowering the farming operations occasionally prove to be a threat to the town itself) mean that the region tends to be held as a very strict neutral zone.
Notable locations and groups
- Several inns and taverns that are gathering places for adventurers looking for either assistance or work
- [Location 1]: The inn that Atremath visits due to being run by descendants of his first love is here. He occasionally drops what he considers vague enough hints to direct parties to attempt to prevent major disasters, but he has to have made a particularly terrible prediction in order to actually go through with this.
- The inn harvests a particular crop for themselves that they use to make a dish entirely because Atremath always wants it when he is in the area. They believe that, while him coming around is a bad omen, as long as they keep serving said dish, he's a "guardian angel" to them (because of food). In reality, the inn's original founder was in a relationship with Atremath at a time that two individuals with similar features being together was frowned upon, and both of them were minotaurs.
- The inn is also a hub for adventurers - it's well known that the inn has been the source of direction for many well-known legends, so hopefuls show up of all levels of capability that want to make a name for themselves.
- Markets where traders from all across the world bring crafted works from their home regions in order to trade for crops and meats.
- Typically, the public markets deal in trading adventuring supplies for meats or high value materials, while the harvesters prefer prearranged deals to be able to most efficiently plan their quotas.
-Available meats can vary wildly, due to very few domesticated species existing. Most of the traded stock comes from hunting in the outskirts, where the residual effects keep game stocks high.
- Local garrison/political hub: As a neutral zone that is always exposed to the danger from the wilds around it, to aid in the town's defense (though it doesn't necessarily need it with the number of adventuring parties that are always coming and going) it is a custom that each individual political entity that wants to start consistent trade within the city send a single member as a political delegate that also joins into a militia for defense against
Language
- A neutral common phonetic written language exists that is used, and as part of the cooperative custom a trade language (developed just enough to facilitate important communications - typically ) though such a wide range pass through the city that would not necessarily be fluent in it that businesses such as inns or taverns that deal with travelers tend to rely more on imagery in signage. Local scholars can be arranged for to facilitate communication if needed - note that no known magic currently exists to translate spoken/written words, while magic does exist that allows for sharing of emotions and memories.
[Coastal Trade City #1]
Built on the remains of a relatively large dragon, the city is both a center of agricultural and marine development for one of the magic-based societies of the world. Despite having a sizeable occupancy, most of the residents of the area are short term. The positioning of the leyline, on the tip of an inlet of Kletheria's main ocean, makes it a perfect hub for farming - the sizeable magic source allows for druidic magic to be used in a wide area surrounding the town, producing a far greater yield than would be possible elsewhere, while also causing residual effects on the land at the outskirts. The value of being able to have such a source available globally, as well as the need for the city to occasionally be defended from the side effects of its own magic (aggressive/territorial species enhanced by the druid magic empowering the farming operations occasionally prove to be a threat to the town itself) mean that the region tends to be held as a very strict neutral zone.
Notable locations and groups
- Several inns and taverns that are gathering places for adventurers looking for either assistance or work
- [Location 1]: The inn that Atremath visits due to being run by descendants of his first love is here. He occasionally drops what he considers vague enough hints to direct parties to attempt to prevent major disasters, but he has to have made a particularly terrible prediction in order to actually go through with this.
- The inn harvests a particular crop for themselves that they use to make a dish entirely because Atremath always wants it when he is in the area. They believe that, while him coming around is a bad omen, as long as they keep serving said dish, he's a "guardian angel" to them (because of food). In reality, the inn's original founder was in a relationship with Atremath at a time that two individuals with similar features being together was frowned upon, and both of them were minotaurs.
- The inn is also a hub for adventurers - it's well known that the inn has been the source of direction for many well-known legends, so hopefuls show up of all levels of capability that want to make a name for themselves.
- Markets where traders from all across the world bring crafted works from their home regions in order to trade for crops and meats.
- Typically, the public markets deal in trading adventuring supplies for meats or high value materials, while the harvesters prefer prearranged deals to be able to most efficiently plan their quotas.
-Available meats can vary wildly, due to very few domesticated species existing. Most of the traded stock comes from hunting in the outskirts, where the residual effects keep game stocks high.
- Local garrison/political hub: As a neutral zone that is always exposed to the danger from the wilds around it, to aid in the town's defense (though it doesn't necessarily need it with the number of adventuring parties that are always coming and going) it is a custom that each individual political entity that wants to start consistent trade within the city send a single member as a political delegate that also joins into a militia for defense against
Language
- A neutral common phonetic written language exists that is used, and as part of the cooperative custom a trade language (developed just enough to facilitate important communications - typically ) though such a wide range pass through the city that would not necessarily be fluent in it that businesses such as inns or taverns that deal with travelers tend to rely more on imagery in signage. Local scholars can be arranged for to facilitate communication if needed - note that no known magic currently exists to translate spoken/written words, while magic does exist that allows for sharing of emotions and memories.