As we've
talked about, the development of
Exiles of Embermark will have many opportunities for you, the Exiles, to contribute --not just to the feedback and opinions about the game-- but to the design of the game itself. We will embark on several Design Quests to create items, monsters, lore and in this case, an actual Zone for the game world.
And this is no mere ask for suggestions. Your contributions will make it into the game (as long as they're awesome and thoughtful and your fellow Exiles dig them, of course). And you will be rewarded for participation with in-game goodies when the game launches and a special community badge that goes in your profile and looks like this:

You are, in fact, the Sword of Embermark and will be acknowledged as such. And if you enjoy it, this won't be the only one-- there's at least 4 more you can achieve from participating in 4 more Design Quests. Knowing some of you for some time, I know there are Collectors amongst you and not having one of these will drive you insane. So get in here and worldbuild with us! (Participation will be defined as posting with legitimate ideas and suggestions in any of the Design Quest threads for this particular Quest-- this will be open until the Quest is declared "complete" so hop in any time)
Now, this here thread will house the basics of the Quest and initial ideas, but there will be 3 other threads that start in the coming days as we work through this Quest:
1)
Flora/Fauna - this thread houses ideas, discussion and polls on the wilderness and what manner of NPCs abound.
2)
History - get nutty here, but remember the established
Lore basis and work from there. This is totally unfair, because much Lore will be revealed to you as the game goes Season to Season, but tough-trolls-- we will gently direct you if you're too far off with guidance into the Lore. This thread will also have some upfront background in the opening post, including a primer on the Collapse and what has transpired on this castoff continent since then.
3) Civilization - what (and who) used to be here before the Collapse? What (and who) has emerged, migrated and formed since then?
Now, let's begin.
The Quest:
Welcome to A-Zone-You-Will-Name-Shortly. It is not the Zone you will start your adventure in, nor is it the one that houses most of the endgame play. It will be encountered in the middle of your Leveling, and is in the middle of the continent, here:
As you can see, there is much to see and do in this land. Its northern border touches the defining middle body of water for the continent. It appears landlocked at first, but it is not. One of the most significant bays from the sea comes right up and clamps its watery jaws around the Southeasterly portion of it, and it is touched directly by four other Zones.
"So how do I start to contribute, you silly-hatted man?"
Well, Exile, just add to this thread with answers to any (or all) of the following 10 questions, and we'll get going. Remember, anything goes in this thread and I will open the more specific threads as we settle in. This is pure conjecture, but use
high fantasy if you're asking yourself if your idea will "fit" in Embermark. As you jump in, focus on building on your own and others' ideas (employ "
Yes And" and all will be well). Later, we will winnow down the best ideas into a cohesive Zone:
[] Within the geography of the Zone, what do you see? Is it uniform, varied or somewhere in between-- describe.
[] As an adventurer, what do you like best about the Zone? What do you fear or despise?
[] What would you like to FIGHT here?
[] How could one make a quick coin around here?
[] If you went underground, where would the caverns take you?
[] How do you travel within and across the area?
[] Who is here recently? Who's been here forever? Who shouldn't be heeeerrrre...?
[] What's been left behind?
[] Where is there safety? Why is it safe? What is it safe from?
[] If you've just arrived, what would you head for first, and why?
Lots of variance in there, so I suggest just starting with one-- don't feel like you have to attack every question (/winks at
@xeru), and if you simply have ideas for the Zone, don't feel limited to these questions. The other threads will come, and we'll move some ideas over to them.
So have at it, Exiles-- let's explore A-Zone-You-Will-Name-Shortly!
UPDATE: The
Decisions thread is now up for honing in on all the great ideas submitted.
Comments
Drinking good beer!
----
In the western end of the zone I see foothills for the mountain ranges that truly begin beyond its borders. In these foothills lived another group, a hardy race of (???) who had times made war with the river people in the east, and at times traded with them. This group had skills and magic influencing the crude iron found in the foothills and mountain ranges, and though they excelled at it they never built a true civilization, instead remaining primitive tribes and family groups who owned/worked mines for the metal, forests for the trees and animals, and the rivers for the fish.
It was perhaps these river families that first angered the river folk. Using the river indiscriminately to quench the fires of their forges they polluted it and poisoned the food supply of some river folk (tribes?). After the first bloody fight that killed dozens on each side across many family groups, both sides realized they could benefit from one another. The mountain people who came from the foothills preferred to stay there, disliking the flat plains and seasonal flooding of the rivers. They began to trade with the river folk, using portions of the river to process their metals, and trading tools and weapons with the river folk. To this day some claim to have seen murderous river folk stalking unwary human travels, wielding weapons that neither rust nor dull, but instead cleave men in two as if they were saplings.
For a few generations this arrangement worked for both groups, with the occasional accusation of cheating and inevitable bloodshed that would follow. Then mysteriously the people of the foothills left, never to return to the rivers and plains of the region.
Growing curious, the river folk sent envoys to try and discover what had happened to their trading partners, for while they were perfectly capable of crafting tools and weapons, the people provided them with much superior items. The envoys returned with mad tales of the mountains raining blood and fire, of rivers belching forth nothing but death and decay. War had come to the mines and villages of the people's mountain homes. The travelers also told of an animal so fierce and invincible that the River Folk elders banned any travel to the foothills from that day forward.
The mountain people had turned their skills to reforging life, not just metal. They had created the Iron Hide Bear. A beast whose fur was somehow infused with the metal of the land, they broke loose of their creators and began ravaging the land. The mountain people were never heard from again, whether they were all killed or simply withdraw deeper into the mountains, only whispers tell.
To this day one may find mines that allow them to quickly traverse portions of the region, especially in the west. Though what traps, intentional or otherwise, remain can make this a hazardous trial. Some still make the attempt, following tales of enchanted metals. Others hunt for the fabled Iron Hide Bears, some of which are rumored to still wander the foothills. The are hunted for their magical pelts and the glory of the kill. These tales are readily bartered in taverns, and a few of the wealthiest claim to be ready to pay out handsomely for the Iron Hide of the bear.
So, adventurer, will you hunt the marshes and rivers for the vengeful ghosts of a people not quite gone, or the foothills and mines of those who made war with tools they could not control? Or will you travel elsewhere, our region is vast, and the opportunities many. Whatever your choice, I'll sell you a room for the evening just the same.
---
Hope that gives some folks more to work with, and some fun ideas.
Drinking good beer!
Drinking good beer!
It was like to be the same event which damaged the iron hides. While they could withstand the heat of the lava, and frequently did so to try and save their masters, they were not unscathed. The control spells eroded, sending the bears wild, and destroying the few who remained in the loyal defence of their masters. Free, they relocated themselves to the fires of the volcano, able to survive all but its heart, and set up a primitive society, in worship of the mountain god who freed them from servitude.
Their cliff-side homes are something like a very derelict Petra, although who built it or why they do not know or care.
They do not venture far inland though, as the land here is a hostile place. A place where desert storms rage for days, water is scarce, and the temperature fierce.
Dwarves! After leaving Lake Town, heading west by south-west, the Iron Lake Mountain Folk clan, continuously wars against orcs and wyvern in the caverns as well as occasional battles with the River Folk. Bring back enough orc heads and they will reward you with coin. Bring them feared wyvern heads and they may reward you with a fine dwarven weapon worthy of an adventurer instead of just coin. It is said that one can travel via the mountain Ways from Iron Lake to the Silver Hills, however, due to recent orc incursions and cave-ins, the paths may be quite dangerous.
The first thing that popped into my head looking at the map was Morocco, hence my Barbary pirates type vibe in the post above. Mountainous, arid, much of the human type life lives along the coast where it is most hospitable in a very in-hospitable zone.
[] As an adventurer, what do you like best about the Zone? What do you fear or despise? -- Best: The aladin style treasure trove. Fear: Djinns... Despise: The sand in my mouth, eyes, ears, hair, underwear...
[] What would you like to FIGHT here? - Pirates! Slavers! Sand Scorpions!
[] How could one make a quick coin around here? - Can I be a pirate? I imagine we're stuck being 'heroes' though, boring.
[] If you went underground, where would the caverns take you? - They would be beautiful, cool, and with tasty tasty water. In complete contrast with the land above.
[] How do you travel within and across the area? - On dune-boats. Like a catamaran but designed with skiis so you can sail across the sand. Staying ahead of the desert sand storms...
[] Who is here recently? Who's been here forever? Who shouldn't be heeeerrrre...?
- Recent, the pirates and slavers - Forever: Djinns - Who shouldn't: ME!
[] What's been left behind? - Sand blasted ruins of a once mighty trade empire.
[] Where is there safety? Why is it safe? What is it safe from? - I like the idea of the underground caverns being a bit of a sanctuary. Cool, dark, out of the wind with water in them. That sounds nice.
[] If you've just arrived, what would you head for first, and why? - Well... you've probably arrived after being captured by pirates so... The Petra type pirate fortress is probably what most people would see first.
***
Also, I realise I've deviated quite a lot from what others were posting, but I just had the idea and decided to run with it. Hopefully it can be integrated into what was already posted in the thread -- especially as my stinky pirates only really live on the coast yes?
If not, feel free to commandeer this for another zone Wizz-Fizz. (mostly because I really wanna see those Dune-Boat things in game).
1.Within the geography of the Zone, what do you see? Is it uniform, varied or somewhere in between-- describe.
From looking at the coloring, which could be for multiple reasons, I have a few ideas. The first though, the area appears have much less flora then areas to the north and east due to the brownish coloring. The lighter lines and areas crisscrossing the brownish area could be signifying mountains or valleys. It's hard to tell without a little background on the geography.
But from looking at the whole map, the coloring gets more bleak at you go from the northeast to the southwest. This could signify that whatever caused the collapse either happened in the north-east producing much flora, or happened in the south west killing off all the fauna. My thoughts for this come from the fact that there is a lake there, and no signs of green around the lakes edge.
The other idea, which also makes sense to me, is the coloring is just based on the difficulty of the zone. The lighter/brighter areas are the easier areas, and the bleaker areas are harder areas.
Either way though, the zone appears to be a bit mountainous. Which would invite the possibility of many paths to choose, with many secrets hidden through the mountains. Caves galore would litter the zone with unknown enemies and rewards.
[] As an adventurer, what do you like best about the Zone? What do you fear or despise?
It looks almost barren due to the coloring. Which could mean it would harder to survive there. That would signify that anything you do encounter, is going to be more then a challenge. So harder enemies are always something I enjoy.
If there are secrets paths and caves. Returning to an area again and again in hopes of discovering hidden areas and caves would be really interesting.
[] What would you like to FIGHT here?
I would expect to encounter stronger adversaries here. It feels like an area I might encounter dragons or dragonkin. Plus there are always Dwarves in high fantasy games, which could inhabit this area.
If the area is mountainous. Maybe there are constructs or golems made of ore formed by magic during the collapse that wander the area. Killing them could drop crafting resources.
A Bandit like enemies are always a worry, especially when you don't know whats around the next corner.
Hard shelled enemies like scorpions are always a though in zones like this. Plus creatures that travel through the ground like a worm. Like the Ankheg from D&D.
[] How could one make a quick coin around here?
Gathering crafting materials, because the area looks like somewhere I'd go to mine metal. Defeating creatures around the areas will usually be a way to make some cash through the loot you receive.
Spelunking into the cavernous around is bound to reward you with vast rewards, or dangerous enemies.
[] If you went underground, where would the caverns take you?
Anywhere. I could envision the entire continent atop a latticework of caves and caverns that have been forgotten about since the collapse that used to run from one half of the land to the other. There could be an entire city deep underground under the lake, drawing from the lake as their source of water.
The underground areas are always limitless with possibilities.
[] How do you travel within and across the area?
Across the land would probably be the best known and safest way. Caves are easily taken back by new inhabitants, making them unreliable means of travel unless well guarded. But the area looks like there would be no "safe" way. To travel this land is to expect trouble.
[] Who is here recently? Who's been here forever? Who shouldn't be heeeerrrre...?
Who was here recently? Darggie. He did a bit of scouting a few months back, made a small map of the area, spotted a few caves, then scurried back before anything huge decided to eat him.
Who's been here forever. Well I'd expect if the area is mountainous, there might be some old ancient beasts or dragons atop or near the peaks of the mountains. Plus deep underground could be a whole different story. An entirely new race of creatures of people could be living in cities deep underground that have been there for ages. So deep and far underground, they haven't even heard of the collapse yet.
Who shouldn't be heeeerrrre...? Well anyone without a big sword probably. But I imagine there are some people out there up to no good doing secret things in the region hidden from prying eyes. As to who, and why? I'd need a bit more information about the lore as a whole to start building something out of that.
[] What's been left behind?
Old cities or Houses built above ground may be in the area. Depending on outside factors, everything in the zone may have been forced to have a quick retreat, or been killed in the collapse. Their could be libraries full of old knowledge crumbling to dust in city ruins just waiting for someone to save them.
[] Where is there safety? Why is it safe? What is it safe from?
The edge of the area, closest to the water and the greener zones is all the safety one could hope for in this area, not that anyone would call anywhere here "safe"
[] If you've just arrived, what would you head for first, and why?
Well Darggie's last trip around the area had him near the lake first, resupplying on water. Then he wandered, taking what trails looked least used and made his way toward the center of the area slowly but surely making note and maps of things along the way.
Side note idea: If you do have hidden caves and things. Maybe you guys should developer a "Search" system. Where when you get to a zone, there is a basic way through the zone that most will travel. Then you can "Search" around in the zone as you get through it. You'd have a chance to discover hidden paths and secret caves. Some of these paths and things may only be able to be found after you've uncovered a specific piece of lore that lead you to look that way. There could be dozens or hundreds of secrets in each zone, but they may take a lot of searching to find. Just a thought I had.
Working with the selected region I noticed the region to the south the terrain actually reminds me of a flat mountain top like a giant plateau or bute, and the region the the NW looks very canyoned. So I am not sure If Mountainous like the Himalayas is what we are wanting but maybe more "rocky" like Colorado, Montana, Wyoming.
@Darggie your description of what used to be here reminds me greatly of Terry Brooks Shannara series.
Drinking good beer!
I'll SMITE you
The Herald's golems remind me of the Iron Hide Bears. Maybe the lava caused instability in more than that magic... or maybe they just need a little 8ce magic to chill out and relax? -snicker-
I've done a lot of world building. I have notebooks full of world information on world's I've built for Dungeons and Dragons settings. A lot of time has been put in to making my worlds enjoyable and realistic so people can feel immersed in the world.
But everyone's ideas are awesome, I might even snag some idea's for a new world I'm working on.
Rocky Hills and craggy terrain.
[] As an adventurer, what do you like best about the Zone? What do you fear or despise?
Lots of good places to hide and set up ambushes of whatever prey may be lurking it the area.
[] What would you like to FIGHT here?
Dwarves, gnomes, Goblins, trolls, Mountain goats, mountain lions, and the occasional wyvern.
[] How could one make a quick coin around here?
Minerals, bounty hunting, Mountain lion pelts, wyvern claws, goat horns.
[] If you went underground, where would the caverns take you?
Deep into the depths of the hills
[] How do you travel within and across the area?
Slowly, moving from cover to cover. Looking for overhangs, caves, and mines.
[] Who is here recently? Who's been here forever? Who shouldn't be heeeerrrre...?
A few coastal outposts and small villages. The Dwarves and gnomes have warred in this place for many years fighting over territory, but have recently found a new recent foe in humans who covet their lands and the rich mineral deposits within.
[] What's been left behind?
Abandoned mines and cave homes that have quickly became home to goblins and other lesser deamon.
[] Where is there safety? Why is it safe? What is it safe from?
Along the coasts in the few human settlements, with small armies protecting them from a none too happy previous inhabitants.
[] If you've just arrived, what would you head for first, and why?
The first stop would be one of the coastal outposts of settlements. There you can quickly get information about the area and get supplied for the journey ahead of you.
Drinking good beer!
I'll SMITE you
snake type
dragon type
bird type
cat type
bear type
and or combinations of above .
And @helpicantfly, I will dedicate one of the new foe reveals to you, sir, based on that last comment.
Now, what more History is there? There's some good stuff happening over there, by my estimation...
I'll SMITE you
[] Within the geography of the Zone, what do you see? Is it uniform, varied or somewhere in between-- describe.
As I walk from my hometown of catfolks, I see war a war torn area between 3 different factions. Their are mountains, a couple of fortified areas, and some destroyed groves. One fortified area for each faction, except for the rebels who are hidden somewhere.
[] As an adventurer, what do you like best about the Zone? What do you fear or despise?
As a rogue myself, I enjoy the rebelion. I despise the other two factions.
[] What would you like to FIGHT here?
If you choose the rebelion, you fight against the other 2 factions. One is the order of the red hydra. The other is the order of the blue swarm.
[] How could one make a quick coin around here?
You can work for one of the 3 factions. The order of the red hydra gives more coin than gear. The order of the blue swarm gives more gear than coin. The rebelion gives a balanced bit of coin and gear but then again I am a rogue so I guess I might be stealing from the other 2 factions but I'll never tell.
[] If you went underground, where would the caverns take you?
The caverns will lead you astray if you take the right path but if you follow the left path and figure out the maze you will find the rebel base.
[] How do you travel within and across the area?
You could walk or ride a mount but only outside and if the mount isn't to big you can ride it in the caverns.
[] Who is here recently? Who's been here forever? Who shouldn't be heeeerrrre...?
Recently, the order of the blue swarm and the order of the red hydra has moved in. The rebels have been here forever. As for who shouldn't be here, each faction has their opinion on that. If you ask the order of the red hydra they will say the order of the blue swarm and the rebelion. If you ask the order of the blue swarm, they will say the order of the red hydra and the rebelion. If you ask the rebelion, they will say their homeland has been invaded by the two orders.
[] What's been left behind?
A war torn zone with dying groves and destroyed tree houses and shops which used to be where the rebelion lived till the orders moved in.
[] Where is there safety? Why is it safe? What is it safe from?
As for safety, it depends on which faction you choose for me the rebelion hideout is safe. As for others, the order of the blue swarm's or the order of the red hydra's fort is safe but it's it's your choice.
[] If you've just arrived, what would you head for first, and why?
if you just arrived and you want to find a home amongst nature then I'd go for the rebelion hideout but then again you could go for one of the forts it's your choice. As for me, the rebelion has very little rules which is why I chose the rebelion but it's your choice.
I'll SMITE you
I'll SMITE you
Not sure if these design threads are still open, but thought I’d chime in anyways! I’ll get to the decision thread as well, just wanted to start here.
1. Within the geography of the Zone, what do you see? Is it uniform, varied or somewhere in between-- describe.
In the zone I see the Gronzigo Mountains and Lanard Valleys, with the South and East of the zone harboring the higher mountain Peaks and the North and West of the zone making home to the valleys. The passage on land between the zone due East is quite treacherous, thereby making passage through Creel (the point where the zone touches the water at the South) the area where a majority of passages take place.
2. As an adventurer, what do you like best about the Zone? What do you fear or despise?
This zone offers many hiding opportunities with many caves, dwellings, and caverns throughout. Many small camps dot the land. As far as cities go, Creel is to the South while Abigado and Onul are to the North (all touch water). The camps and cities offer many trading options…some legitimate and some better suited for the criminal type.
3. What would you like to FIGHT here?
Agree with @Alyxe
Agree with @Darggie
How could one make a quick coin around here?
Bartering in the criminal trade is how coin is quickly made.
5. If you went underground, where would the caverns take you?
Agree with @Skwid
6. How do you travel within and across the area?
On foot. Period. Though you can catch a ride on skiffs in the coastal areas.
7. Who is here recently? Who's been here forever? Who shouldn't be heeeerrrre...?
Agree with @Finjinimo
Agree with @Darggie
8. What's been left behind?
Agree with @Alyxe
9. Where is there safety? Why is it safe? What is it safe from?
Many find isolation to be the best safety. Protection in the three cities naturally comes from the amount of armed guards…and knowing that many people are self-armed.
10. If you've just arrived, what would you head for first, and why?
I head straight for Creel. There I will discover the markets and begin probing around for the best deals, wherever they may come.