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Orange Fire Soda
d09277
So, I did post this on 4chan's /tg/ because I was at the lab and wanted distractions from my long render times. I'm going to conglomerate everything that was tentatively decided on in that thread, and we can go from there. Though, if you have a cool idea that contradicts something, feel free to post it, because I haven't set anything in stone yet. I'm also going to give my players a synopsis of the setting based on this list, minus whatever I decide might be spoilery.
There's one main continent and a few smaller islands. There may be other continents as well, but they're either too far away to matter or else are waiting to be developed. The main continent had some undetermined past including stone dwellings and standard D&D tech levels, but it's now overgrown by trees.
The central continent is dominated by one main tree, with many smaller trunks and sprouts. This tree's true origin point is one massive tree holding aloft and ancient stonecastle entwined in its branches. This tree is the host tree of a dryad, whose love affair with a god of nature grants her and her tree immunity to aging and disease as well as immense personal power. The tree's branches are thick and interwoven at the top, with massive trunks below ranging from 20-500 feet arcross. While some individual portions of the tree might die, the entire conglomerate is almost indestructible. The rest of the continent is made up of a forest of other, slightly less massive trees, loosely maintained by a cabal of druids.
These druids are part of a larger empire of which the dryad is a key member, but perhaps not the only significant ruler. This empire's elite members include all overt practitioners of magic. While there are a few exceptions, most of the elites of society are of fey, elven, or gnomish origin, with a non-negligible population of humans and a smattering of members of other races who have proven themselves trustworthy.
A much larger population of poor low-class citizens lives on the treetops, harvesting edible growths and fungus, distilling water from massive leaf-basins, taming and ranching the various useful (largely insectoid or reptilian) wildlife, and performing other mundane duties in relative squalor. Almost all are born into debt to the state and do not escape a lifetime of essentially indentured servitude. These are largely humans, elves, the various half-breeds, some orcs and halflings, and various others. This group is the most populous and quite diverse.
Below the trees are a variety of nasty monsters that thrive in the darkness. Also, a significant population of orcs, goblins, halflings, and those from above who want to live "off the grid", or who were exiled or are fleeing punishment. These people tend to be more "uncivilized", and are hardier due to the dangers of living in the darkness. The orcs have vaguely racist overtones, and as a general rule despise the tree-dwellers. Some form groups dedicated to destroying the trees, but they form many competing splinter factions and lack cohesive leadership, with varying views on membership for non-orcs, sparing the civilians, and other issues. Others simply wish to eke out an existence there, and are likely more tolerant of forming societies with creatures of other races. The goblins trend towards being brigands, but some are members of the other groups, and some even live in the canopy. Halflings are pale and quick, with hidden tunnels under the trees.
The trees are not all-encompassing. There are a few clearings here and there, and a few larger lakes that the branches haven't been able to completely overreach. At some of the more populous areas, massive walls of treebound dwellings rise from the ground to the treetops. These vertical cities are the most diverse, containing a mix of creatures from both sides of the canopy line. This area is home to craftsmen and merchants, and is where most metal is made and distributed. It is also home to a sizeable black market. Giant gas sac plants that have been converted into airships tend to be launched from here, including a few pirates (largely goblins).
Those who pursue magical power through avenues not sanctioned by the state, or who develop magical abilities without seeking employment with the state, soon disappear mysteriously. Additionally, metallurgists skilled enough to create cold iron tools also disappear. Those who evade the magocracy's secret assassins flee into the darkness and mingle with the barbarians there, where a few of the rebellious mages have taught their magical secrets to the rest of the underclass.
The lack of skilled metalworkers makes metal a bit rarer than usual. Things like mithral and adamantine are unheard-of, and metal armor is a rare commodity. Aspiring warriors instead make the tools of their trade from bone, chitin, leather, wood, and spider thread. Additionally, the queen of a race of vicious insects produces a shellac-like substance that hardens in air and has similar properties to mithral. Samples harvested from their nests can be chipped into weapons, and harvesting the glands from the dead queen herself allows craftsmen to pour the substance into molds and make armor.
Contrasting with the lack of metal above, the dwarves living below still maintain their craft. However, their subterranean lairs are nigh-impenetrable, and they rarely leave. Few above have actually seen anything of them besides metal-encased, unspeaking defenders, and most would not know what one was if they saw it. Still, a few individuals have been known to, on occasion, leave or be exiled from their homes.
Offshore from the main continent, an assemblage of psionic and ascetic beings make their homes on the backs of colossal plated jellyfish-like creatures, each actually composed of thousands of individual jellyfish creatures whose minds are linked into a massive neural network. These floating islands are inherently psionic and send those on their backs to bring creatures with potential to them. They are frequent targets of aquatic fey, who fail to recognize the inherent hypocrisy. Additionally, these giant jelly-brains can add new jellyfish to their mass by consuming and converting the brain of a living sapient creature. They can also split off segments and mutate theminto illithids, sending them out to consume other brains and return and reabsorb. The cultures on the jelly-brains' backs vary in knowledge and acceptance of this fact, with only the groups psionically proven to be trustworthy knowing about the ability to create illithids, which remains the greatest-guarded secret of their race.
Also, the coasts are increasingly plagued by a population of drakes and seafaring kobolds riding crocodile-like creatures and hailing from the islands. These islands are home to dragons, who were killed or driven away from the main continent centuries prior.
That's where I stand so far.
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