Jubal
Setting: All of the players will have a hand in shaping the world the game takes place in. We'll keep the scope limited at first, focusing on a small location to populate with places of interest, including general geography. I'll present a barebones foundation for us to build upon, and we'll try to cover a few bases to inform the setting enough so that we can actually play in it.
Inevitably, things will come up in game where we need information that hasn't been dreamed up quite yet. When this happens—and it will vary depending on the situations in question—I'll make a call between fleshing things out further by myself, or we'll slide over to the Discussion tab and invent new pieces of lore as a group that satisfies the table as a whole. The goal here is that everyone will have their own little stake in the setting, but if the on-the-fly inventing process bogs down gameplay so much that we hit a gridlock I may end up asserting a little more direct control. Everything that happens won't be by committee, obviously, and coming up with new bits of lore will never be a self-serving device: "There is a tomb of an elven hero with a +20 holy avenger that conveniently only works for the elven paladin I'm playing!"
For a working example to kind of set the stage, if any of you end up picking a Cleric or a Paladin, I would ask the player to create the God their character worships (names, portfolios, alignment, dogma, etc.) which would become a permanent fixture in the setting at large. I'll probably have some of us bounce ideas around to come up with a small handful of greater deities just as a basis to build the world around as well.
Long story short, world-building stuff will tend to be done as a group.
Starting Location: Thornleaf (small village)
Some other setting info: