[hr] [center][img]http://i.imgur.com/5yrp6U6.jpg[/img][/center] [hr] [i]"Well... there is one more place that comes to mind." "Where?" "Far south of here, there's a stretch of land, big stretch. Seafarers wander along the edges and say it goes on for days. All you can see before the fog hanging over gets too thick is the coast. Sometimes sand, sometimes dirt, but there's always trees." "What's so special about it?" "Well it's new land. Section of the map no one's claimed yet. There's explorers and prospectors, even some armys' scouting parties sailing there every other week. Territory, resources, indigenous species, all up for grabs. That attracts a lot of people, y'know." "Is it dangerous?" "'Course it is. Not everyone has come back but, the ones who do never went beyond the shore. That's why no one knows anything about it. But that's just what an intrepid adventurer like you is attracted to, isn't it?" "It just might be. What's the place called?" "Lots of names for it. Folks around here, though? We just call it the Continent."[/i] [hr] So. The idea behind Undiscovery is simple. The Continent, and everything beyond it, is open to interpretation. Countries, civilizations, species and gods are all up to the players, including myself, to create. You can make up an entire people and their history or just stick to one dude or, a handful, either's fine by me. One of the goals here is for the game to be malleable. And the other goal, is to build up the Continent, from its lore to its landmasses. You can contribute as much or as little as you want. Focus on entire settlements, or just your own character and their interactions with everyone else's. Thank you for reading. Any questions, voice them here.