The Jeffinator
Captain Manbeard
- Joined
- Mar 13, 2005
- Posts
- 8,365
My idea for this is still unfolding and open to input from potential co-writers. I was thinking of a world mixed with steampunk and magical fantasy elements, set against the backdrop of severe political unrest and the beginnings of a major civil war.
Centuries ago, as the appearances of wild monsters grew so frequent that society was in constant danger, the Guild of Geomancers erected the Obsidian Spire, a tower of enchanted volcanic glass that reached high into the sky. The Guild invited people to leave the dangerous surface world and come live with them in the safety of the Spire, in return for taxes and services. They operated it as a city-state, with the Guildmaster acting as head of government.
As monster attacks got worse, people from neighboring kingdoms all fled to the Spire, but soon it was too crowded and the Guild could not admit any more people. They did not have enough resources to build a second Spire, but they did manage to work out an agreement with the Tree Elves to the north.
The Elves of the Circle of Druids had already magically grown trees that reached as high as the Spire, turning them into treehouse cities and villages. In return for trade deals, they agreed to let some of the refugees come stay in their southern-most tree city, Hlast'aghjramo'aasa. Since it's Elven name was difficult for humans to pronounce, many came to call this the Ironwood Spire.
Further north, the barbarian tribes of Grimfrost Basin the the surrounding mountain ranges had come together, their Ice Shamans forming the Cryomancer's Tribunal. The Tribunal then erected what came to be known as the Snow Spire in the middle of the Basin.
These three started what became known as the Alliance of Free Spires, with treaties and trade deals secured between all parties. Each Spire had Ambassadors at the other two, and the leaders of each communicated through weekly magic mirror conferences.
Today, other places have emulated this, such as the Seaport Spire off the eastern coast or the Sandstone Spire in the southwestern deserts. Spires popped up all over the continent, and many of them joined the Alliance. A few have remained neutral or flat-out swore off the Alliance, chief among them being the Plague Spire, built and operated by a large cult of necromancers, the Children of Olkhar'rye.
My idea is for our characters to be the crew of an airship that travels between the different Spires, either committing piracy or undertaking missions as mercenaries. Each Spire is about three thousand feet tall, held together by magical enchantments and reinforcements. Usually the first three hundred feet or so are solid foundation and the official "first floor" starts above this, well out of the reach of the roaming monsters. Most Spires have between 70 and 100 floors, though there are many "open area" floors that are several stories tall with massive windows, such as parks and marketplaces.
So, what do you think? I'm open to ideas.
Centuries ago, as the appearances of wild monsters grew so frequent that society was in constant danger, the Guild of Geomancers erected the Obsidian Spire, a tower of enchanted volcanic glass that reached high into the sky. The Guild invited people to leave the dangerous surface world and come live with them in the safety of the Spire, in return for taxes and services. They operated it as a city-state, with the Guildmaster acting as head of government.
As monster attacks got worse, people from neighboring kingdoms all fled to the Spire, but soon it was too crowded and the Guild could not admit any more people. They did not have enough resources to build a second Spire, but they did manage to work out an agreement with the Tree Elves to the north.
The Elves of the Circle of Druids had already magically grown trees that reached as high as the Spire, turning them into treehouse cities and villages. In return for trade deals, they agreed to let some of the refugees come stay in their southern-most tree city, Hlast'aghjramo'aasa. Since it's Elven name was difficult for humans to pronounce, many came to call this the Ironwood Spire.
Further north, the barbarian tribes of Grimfrost Basin the the surrounding mountain ranges had come together, their Ice Shamans forming the Cryomancer's Tribunal. The Tribunal then erected what came to be known as the Snow Spire in the middle of the Basin.
These three started what became known as the Alliance of Free Spires, with treaties and trade deals secured between all parties. Each Spire had Ambassadors at the other two, and the leaders of each communicated through weekly magic mirror conferences.
Today, other places have emulated this, such as the Seaport Spire off the eastern coast or the Sandstone Spire in the southwestern deserts. Spires popped up all over the continent, and many of them joined the Alliance. A few have remained neutral or flat-out swore off the Alliance, chief among them being the Plague Spire, built and operated by a large cult of necromancers, the Children of Olkhar'rye.
My idea is for our characters to be the crew of an airship that travels between the different Spires, either committing piracy or undertaking missions as mercenaries. Each Spire is about three thousand feet tall, held together by magical enchantments and reinforcements. Usually the first three hundred feet or so are solid foundation and the official "first floor" starts above this, well out of the reach of the roaming monsters. Most Spires have between 70 and 100 floors, though there are many "open area" floors that are several stories tall with massive windows, such as parks and marketplaces.
So, what do you think? I'm open to ideas.