So here's the idea...

So here's the idea...

This blog is the beginning of an experiment. I've been working idly on the fantasy world of Maeleff for a few months, typing on my phone during subway rides, and I think I may have the beginnings of something here. However, I'm lazy and bad at following through with things, so I'd like help.

Specifically, I'd like to turn this idea into an open world fictional universe. My friends and creative folk will be invited to peruse the information I have on the world, and to play with it. Write characters. Write stories. Add races, city-states, monsters and ancient ruins. I'd like to write stories, role play, and generally allow my friends to help me explore and create a rich, if someone forbidding, fantasy world.

Wednesday, May 30, 2012

Ammadhur city sections



1) Scholar's Quarter - universities (private and public), Mage guilds, archaeological societies. Homes of wealthier scholars, mages and some wealthy families with academic pretensions.

2) trade quarter - docks, trade houses and merchant's guilds, League of Guilds meeting house, Customs House, guard house for League Watch. Many of the moderately powerful merchant families have homes here. Some residential neighborhoods, lower and middle class.

3) Tyrant's quarter - Tyrant's palace and wealthiest citizens, including estates for those powerful merchant families who do not choose to live outside the city walls. Guard houses for Tyrant's Watch.

4) government quarter - Great Council buildings, bureaucratic buildings, guard house for Council Watch. Some homes for council members and upper bureaucrats.

5) various residential areas. Middle class home and apartments, poor quarters and slums, multiple small racial ghettos/neighborhoods.


Just a note to myself: draft (or get someone to draft) a map of Ammadhur and it's environs, based on medieval Mantua.

The Khevan Vestments



A few scraps of half rotted cloth, named for the city in which they were found, and where they are being studied. The Vestments are believed to be portions of the ritual garments of a Geb priest-king from the age of the gods. Any Geb coming near them without powerful magical protections is filled with a powerful urge to touch them, but actually doing so causes immediate and powerful headaches in most and throws others into a coma. Non-Geb feel nothing, and oddly enough the Blooded also feel nothing from the scraps. They are kept ringed with protective circles in the University of Kheva Rhak and are being studied.

The Iron Word



An ancient Geb artifact, believed by many to be the item used by one or more of the Geb's gods to speak with and convey directions to their people. A fifty foot high tower composed of striated and seemingly random patterns of various metals fused somehow into a single piece with no visible seams. The top of the tower is ringed with large purple crystals inset into the metal, and irregular rays of the various metals used in its construction, resembling tree roots, spread out from its base. The tower has four circular openings, each about ten feet in diameter, spaces evenly around it, about five feet of of the ground. The openings lead to a single spherical chamber composed apparently of the same purple crystal as the stores around its crown. All of the crystals glow faintly, the brightness of the glow pulsing regularly in very slow intervals, each pulse taking about a week to complete under normal circumstances. The pulses speed up marginally if magic is used near the tower. Any attempt to use magic within the tower has proven to immediately infect the wizard with the blood of the gods.

The tower, which lies about 100 miles to the northwest of Ammadhur, is perpetually surrounded by mages and students of the Reevan School, a university of magic that has been studying it for centuries. They study the Word and keep strangers from entering it and possibly harming themselves and others. Despite hundreds of years of study, they have yet to definitively prove its purpose.

Wednesday, May 9, 2012

Another monster without a name. I'm bad at names.



Small, flying creatures with sharp features suggestive of a young aelth. They fly, and sing a strange, warbling song. Their song is psychoactive. Targeted creatures that hear the song will become fascinated by the creatures, hold them, pet them, and feel intense pleasure. with longer exposure, or exposure to multiple creatures' songs, victims will essentially freeze in place, paralyzed with ecstasy. At that point the singers will begin to feed, flaying strips of flesh and eating them. They feed in groups, but take their time.

Singers are roughly humanoid, about one foot high, with bat like wings. Their skin is silvery, with shimmer and highlights that range through a rainbow of colors. Enormous pearlescent eyes, tiny and viciously sharp teeth, and long razor-sharp claws. They nest in forests, in groups of a dozen or so.

Friday, May 4, 2012

Big fantasy tropes...

So I've been trying to sort of re-skin a lot of the standard fantasy tropes and give them an interesting (to me anyway) personality. So what to do, if anything about some of the bigger fantasy tropes?
And I mean that literally, BIG tropes, specifically giants and dragons.
A dragon equivalent would e way enough to explain - there was life on the world before the gods got there, there could easily have been a large, smart, dangerous, flying predator of some type. Easy enough to assume that some god or other tinkered with them, made them even bigger and smarter, and gave them access to magic. The latter would be necessary if the whatever was to be truly draconian in scope, as a creature that big would need magic to fly, at the very least.

But how to do it without just making a dragon, or something that screams "this is supposed to be a dragon, yet is kind of stupid"?
Wyvern would be easy enough to explain. Birds or local bird-like organisms that were boosted by the gods, or just mutated by exposure to the blood.
Maybe just have someone doodle something, and figure out what it is afterwards...