Nix
Membrum RK: 2 MP: 307
Member Since: January 2005
| Saturday November 21, 2009 11:05 AM |  | RE: World Building Exercise |  | This is a continent I use with my D&D group. The sentence structure is a little wonky, but since I'm not being graded on this you'll just have to deal. 
Continent of Galanodel
Size: roughly 7 million km^2
Terrain:
The primary landmass is an island with a mountain range all around the coastline. The mountains are generally temperate and only reach great heights in southern Galanodel. From the coast to about 60 miles inland are forests that form a similar perimeter to the continent. The majority of the continent is covered in rolling plains that have stable weather patterns year round. The exception to this is the very center of the continent that is a 400 mile wide desert. This desert, called the Desert of Dread, is not natural but the result of a conflict between gods, wizards, dragons, and Outsiders from numerous planes.
History:
Galanodel (meaning "Moonwhisper") is not a natural landmass. It was created by the half-elven Sorcerer Aramil Galanodel in a slight magical mishap. Aramil's intent was to create a small tropical island upon which he was to retire. However, Aramil made a miscalculation and his spell drew a thousand times the energy intended. The consequence was that the island ballooned in size and threatened to impact the world and destroy it. Luckily Aramil was drawing his energy from between the Planes, and it was relatively simple to reverse the flow and send the new landmass into the void.
Nearly three centuries passed before the landmass known as "Galanodel's Folly" came back into history. In the year now known as Galanodel Year (GY) 0, twenty-one mages banded together to resurrect Galanodel's Folly. These mages had a similar plan to retire to the continent and to create a place for mages to spend their days in peace. The only problem was that the continent now called Galanodel was a barren wasteland. The mages overcame this by combining their powers with those of some druids. The conversion was successful and Galanodel became a Plane unto itself.
For over a thousand years the continent remained a retreat for mages. Settlers followed the mages and created small communities, but generally only those with magic talent inhabited Galanodel. Problems arose in GY 1203 when a group of mages began to draw enormous amounts of energy for their magical experiments. The gods themselves grew curious about what all this energy was being applied to. Followers of Boccob were sent to investigate the mage's compound. What they found were numerous portals to the other Planes and residents of those Planes held in magic fields. The investigators told of their findings and the compound was raided.
The mages running the compound refused to give in and unleashed the Planer creatures they had captured. For days a battle raged in the vicinity of the compound. The energy unleashed by mages on both sides began to collect in the atmosphere. Dragons and other Greater creatures from the Planes were drawn to this swelling of energy, only to be caught in the battle as well. As the battle reached its twelfth day, the gods intervened. The gods drew upon the collected energies of the area and forced all life in a 100 mile wide area back to its original Plane.
Left in the wake of this mass banishment was a throw-back to Galanodel's early days; a stretch of land that was nothing but naked stone and chaotic energies. Years passed and the area began to expand as the energies drifted outward from the center. As the energies drifted out, the storms they created slackened and fifty years after the battle the center of Galanodel was left a desert. Another effect of the banishment was the depletion of the magical energies in the Plane. While it was easily within the god's power to fix this, they agreed that the magical nature of Galanodel was the root cause of the conflict and left the energies sparse.
With the magical energies drained many Outsiders were trapped in Galanodel. Inevitably they mixed with each other, making half-breeds quite common. With this mixing also came tolerance that is fairly unique among the Planes. This tolerance has led to several migrations of Outsiders. Visitors from the other Planes are usually quite astonished to see the huge variety of races living in Galanodel.
As a result of the magical deficiency of the Plane, the peoples of Galanodel have developed many technologies that use small spells as a base. The most important of these technologies is lighter-than-air travel. While still not a widely accepted practice outside of Tyrell kingdom, the use of magically enhanced blimps is on the rise. Merchants use the blimps more heavily than others because of the ease of hauling goods. Magical enhancement's allow the blimps to carry massive loads of cargo without affecting their travel range.
(edited for readability)
[Edited by Nix on Saturday, November 21, 2009 11:07 AM]
|
| | | |
Fel Initiare RK: 1 MP: 4
Member Since: October 2009
| Sunday November 22, 2009 12:18 AM |  | RE: World Building Exercise |  | I'm going to go ahead and assume that these don't all have to be within the same game-universe.
Behold my nonsensical proper nouns!
The Second War of Grand Terrace
---
Date: Thermice 13, 704 to Ossorf 11, 706
Location: Southern Svek, Enmity Islands
Result: Cession of all Enmity Islands except Bistriv, token payment of 1 pound sugar
Death toll: 500,000 Confederate citizens, 30,000 soldiers
14,000 Trolian citizens, 28,000 soldiers.
Combatants:
Confederacy of Sham vs. Troli
---
Overview: In the wake of the world restructuring following the fall of the Jasin Empire, enterprising leaders found an opportunity for expansion over territory with unclear land ownership. While most of the major nations were able to peacefully draw border lines, smaller nations engaged in protracted battles over resource-rich territory, especially the fertile islands dotting the Red Gulf. Troli, whose government and military managed to remain mostly intact and separate from the Jasin Empire, had a massive military advantage over its opponents, the infighting northern nations, and soon seized most of the Red Gulf islands. The smaller northern nations could not unify themselves to oppose Troli, and lost the First War of Grand Terrace in 671.
The Enmity Islands in particular stagnated during these times as the dominant religion of the Troli empire forbade the use of the sugar that the islands were most suited to growing, and so the islands had nobody to export to. After the northern nations united politically and socially under the Confederacy of 684, they were able to quell domestic upheaval and usher in economic prosperity. Confederate traders plying the Gulf began to trade amongst the islanders, despite Troli's anti-Confederate policy. Prosperous Confederate merchants soon began to retire on these islands and a population of Confederate citizens began to settle the islands, often displacing or killing the native islanders (historically it must be noted that Troli's policy of quasi-benevolence towards the islanders was because of their lack of interest in the region. It is universally agreed that either side did not care for the natives.)
History:
After Shalice Justi assumed Emperorship of Troli in 695, he began a strict new policy towards the Enmity (or Red Gulf) islands. They were no longer allowed to grow sugar, and the trade embargo against the Confederacy would be strictly enforced. Though Confederate citizens on the islands were allowed to seek Trolian citizenship, they soon began petitioning the Confederate government for liberation. Skirmishes between Trolian enforcers and Confederate plantation-owners became a regular occurrence of life, and the political tension between the two countries escalated even higher. Finally, in 704, Confederate citizens snuck aboard the T.R.N. Albatross and stove in the hull, sinking the ship along with its valuable cargo of cotton. This event enraged Emperor Justi and he immediately declared war with the Confederacy of Sham.
To do this, however, Shalice had to quickly end the naval blockade of Ibsden. This blockade, intended to weaken the larger and mostly land-locked republic into agreeing to a lower tariff for Trolian goods, was ended in Aussel 704 with an agreement between the two powers to a mutual 'open-doors' policy.
Before the Trolian navy could return to the Red Gulf, however, the Confederacy of Sham acted quickly to capture and fortify the Enmity islands. With their navy, citizen base, and the Troli Empire's tenuous grip on the islands already, they managed to capture all islands except for the penal colony of Bistriv, which had several impressive forts. Nothing much happened until Ibe 705, when the Trolian navy returned from Ibsden. Thus began the naval war proper.
Generally, the ships were evenly matched and crewed. However, the numerical superiority of the Trolian empire tended to give them an advantage and Confederate ships frequently retreated to the safety of friendly island-harbors. Typically, Trolian ships would then gather and invade the harbor, and both a naval and land battle would ensue. From 705 to 706, over 23 Trolian ships and 14 Confederate ships were sunk and 3400 were killed.
In 705, Emperor Justi, realizing that the islands had no value to him, fearful for his navy, but not wishing to cede the war and lose family honor, decided to invade the Confederate heartland. To do this, he gathered up a force of 50,000 men and bypassed the Enmity islands directly, landing in the rich breadbasket of Southern Svek. Trolian troops under the command of General Hanse Bukar seized the city of Bei and established a base of operations. From there he adopted a highly unconventional strategy: After crushing local militias, Bukar would divide his troops over a large region and instruct them to burn down farms, raze crop-fields, and kill all citizens they could find. The intent was to starve the Confederacy; and indeed the Famine of 706, which killed hundreds of thousands, directly resulted from this unconventional total-war strategy. Two months after the Confederate army arrived and heavy urban warfare began, the International Assembly intervened and sent a large peacekeeping fleet and army to the region as part of its first major act. Peace-talks were negotiated and on Ossorf 11, 706 a peace treaty was signed. This treaty was a technical loss for the Troli Empire but the damage to Svek was severe, and Emperor Justi managed to protect his imperial honor.
Impact:
The economy of the Confederacy was shattered even though they had gained a powerful economic asset. Sugar was abundant but bread was scarce and the people starved. The weak political and economic situation of the Confederacy undermined its power and prevented it from becoming a later superpower in the People's War of 833.
The Troli empire was barely affected by this war, although it had weakened a potential competitor. When Troli entered the People's War on the side of the Royalists in 835, it was able to do so with a long and unbroken line of proud emperors who used the courage and tact of Emperor Justi as war propaganda.
Additionally, the use of the International Assembly to intervene in affairs not directly concerning the assembly was considered stepping outside its bounds. Many nations resigned from the assembly in part due to both the Second War of Grand Terrace and the Oren-Gadsworth Economic Proposal of 753. This dissolution of a peacekeeping body later led to a break-down in communications between nations and a hostile, competitive tension that built throughout the 700s.
Most notably, the Second War of Grand Terrace became the first widespread use of total-war, and proved that its tenets could be effective in practice. The destruction wrought by General Bukar was nothing compared to the wholesale massacre which was to come in later years.
[Edited by Fel on Sunday, November 22, 2009 12:23 AM]
|
| | | |
Donel Initiare RK: 1 MP: 1
Member Since: November 2009
| Sunday November 29, 2009 10:39 PM |  | RE: World Building Exercise |  | Option for a universe setting - Nexes
Universe History-
In the begaining there was one being of incredable and dangerous power and nothing else. He wandered the never ending dimension we now know as the void. It was peaceful.
At some point in his never ending wander, he accidenly plucked a hair. That hair grew into the beings we now know to be the Gods. Within minutes that grew to adulthood and developed sentience. Fearful of their father, who was unaware of their existance, the Gods struck down their maker. With the makers last moments of consciousness, he cried out and shed a tear. From his tear the last of the Gods was born. The Creater, Hogay.
For the next few centuries, the Gods wandered the void as a group. They always returned to their father to ensure that he could never awake. The Gods were close much like brothers and sisters back then. They all got along well. All of them except of hogay. He was seen as an outsider and was often treated like dirt by his siblings. He wanted to escape. To find others who would like and love him. So great was his desire that he accidently created a new dimension entirely.
It was everything he desired. It had people. Many types of people with many different personalites. It also had landscape as it was filled with land and water. But most importantly, it was full of hardships. People were always doing stuff. Accomplishing dreams. As a God looking down on the world, there was never a dull moment.
But that wasn't enough. He soon grew envious of the creatures of his world and decended apon it. Through his journies in these early years he realized that he had complete control over every aspect of the demension. It became increasingly appearent to him that he had created the world as he could not find a single other being on the demension that could control it as he did. After 200 years of studying his creation there was no aspect he did not understand.
But his knowledge did not bring him comfort. So he created for himself a suitable wife and a kingdom. For a few years, Hogay brought complete peace to the new world. But that ended with the birth of his son. His son was a God too and the birth of a new God drew the attention of hogays siblings.
They discovered the new world and grew furious that their brother had hid all of the wonder it had to offer from them. They grew even more furious when the discovered he was more powerful then they were on this plane. Wishing to appease them, Hogay granted each god parts of his power. The Gods made kingdoms of their own. Each became jealous of the power that their siblings could wield that they couldn't and wars errupted everywhere.
One God, Otheos, went so far as to claim that Hogay was holding back and keeping most of the power for himself. It's why Otheos believed Hogays kingdom continued to florish while the rest of the kingdoms were falling apart at the seams. Desperate for more power, Otheos killed Hogay but this had unexpected consequences.
The entire dimension started to collapse and the Gods had no way to escape. With Hogay gone they had lost all of their powers. Desperate to survive they turned to Hogay's son, Nien'Exos. Each of them granted Nien' what little power of their own they still had. Nein' tried with all his might to save the dimension but he simply was not as powerful as his father even with the aid of the Gods. And the utopia that the world was lost. Nein' was able to keep the dimension from collapsing entirely but it took all of his concentration.
Present Time-
To this day he still remains in the center of the world using all of his strength to keep the dimension and all of its inhabitants alive. He has become forgotten by time to all but Gods. To honor his commitment to keeping the world alive, and by extension them, the Gods renamed the world after him. The Nexes.
In the world's weakened state, random aspects of what once was mix and swirl in never ending chaos. In the chaos, from time to time, the aspects band together and form a life force of their own becoming a planet. Shortly after they start to produce life. But after only a few millennia the planet's life force starts to give to the will of the chaos surrounding it. These aspects to the stain the planet. Rivers turn lava veins, people turn undead at random, mountains grow out of nowhere, and everything inbetween. Eventually the planet seperates into just those aspects and breaks apart returning to the chaos killing all of the inhabitants in the process.
The Gods watch these new worlds with great interest from a distance. They believe that one day a person will sprout from them that is able to stop the chaos from consuming their planet. Once found they hope to nuture this individual into a God that will finally beable to repair the world to it's former glory.
Setting examples-
Firron:
Firron was one of the first worlds to be born from the chaos. It has lasted the longest by far at 13,436 years old. But in the last two millenia, the planet started showing signs of staining and within the last few centuries the staining became so bad sever that the planet has become nearly uninhabitable. What is left of the population is desperately working on a means to escape the planet hoping there is a new one just beyond the skys that will be more survivable. A handful of mad men still work desperately to stabilize the planet itself but are having little success. The rush for survival soon became even more desperate as a God himself showed up on the planet and informed what remained of it's inhabitants that the planet would become unstable and end anytime now. The only question is what is any time to a God? Do they have few precious days left or a handful of long decades.
Ceibril:
Ceibrillon is a young planet and is only a two millenia old. The planet is free of staining and is lush with life. Many kingdoms rise and fall. The continent of Galli-Ti is coming to the end of a short peroid of peace as tensions start to run high between the 6 kingdoms that reign over the landmass. That's when strange commet are seen across the planet sky. They are quickly dismissed as nothing but a wonder of nature but in reality they are ships that have escaped their last planet and are looking to make a new home on Ceibrillon. Believing it would be easier to claim the continent for themselves if the kingdoms that were already inplace were fighting each other, the visitors plant agents on the planet to promote war.
Trullas:
Trullas is a long standing planet that is starting to go past its prime at the ripe old age of 4,782. Staining begains to plague the planet at an alarming rate that even has the Gods concerned. Many inhabitants become desperate to discover why this is happening and stop it while others seek to harness and use the staining to take over the world. Weirder and weirder things not typical of staining start to occur as weird and foreign creatures start appearing on the planet where the most recent stains are developing. Even more mysterious yet, every night the starts in the sky get brighter and brighter. What does it all mean?
|
| | | |
AnimusAniKorSaxcian
Ordo Aqua: Novice RK: 3 MP: 488
Member Since: August 2006
| Thursday January 7, 2010 2:01 AM |  | RE: World Building Exercise |  | You asked for it. Please don't get mad for the length. This is my DnD realm slightly tweaked. Tried to have this played once before. Couldn't get interest though. Sorry for any mistakes...wrote this awhile ago. Did a quick proofread but nothing to in depth.
HISTORY
Antioch
It is unknown when life truly formed or how the land came to be, yet the first archived being is First Emperor Antioch. It is said that he set foot onto the green plains of Antioch, proclaiming, "This here land, the Gods themselves have blessed!" It was here his followers and he set the foundation of a grand city, Sun Antioch, the capital of a new and everlasting Empire. Swiftly this Empire grew, as men began to spread its seed across the vast land. Sadly just ten years into the fledgling mammoth, Emperor Antioch died, leaving his legacy to be picked usurped.
His heir was to be his son, and so for five generations the Antioch line ruled valiantly. However with expansion, unrest was bound to follow. Factions amongst the imperial advisers began to plot against the bloodline, seeing no progress underneath them. Finally, Antioch erupted into an eight year bloody civil war.
Many opposed to the throne of Antioch, with an innumerable amount of factions vying to control it. One man by the name of Boris Zargolve, rose above the rest, and lay siege upon the Capital. For ten weeks the capital remained in rubble, under constant bombardment. Fatigued and tired of the blood Antioch X, succeeded from his throne and handed it willingly to the militant Zargolve.
Never wanting such a bloody war to happen again, Zargolve disbanded the current army, and erected a new one of truly loyal men. As a safeguard against such tyranny, the Imperial Senate was erected. Zargolve hoped this would allow democracy to continue underneath the guidance of a strong Emperor. Zargolve died a year later, yet without any problems a new Emperor was elected to replace him.
For 500 years this balance was left unscathed and the borders were halted at the coasts of the Oceanus Pacificum and Sea of Atlios Ignotus, with a land border at the city of Porta Sanctus Terra, the last city before the land bridge of Beringia. However, the ambitions of man could not be quenched.
Emperor Uriel Dagon Tornoch had a vision one night. It spoke of a land of wonders and amazements unmatched. The Emperor knew this was a calling from the God. Ordering his most trusted adviser, Zhang Zu, to explore past the oceans into the outer regions, he hoped to discover this promise land he had envisioned.
It is unknown what Zhang had found that had twisted him so deeply, but as 40 years past, he had not returned. As the Empire settled down grieving of their believed to be lost comrade, an unfamiliar legion of troops, massive in size, marched across the borders. For five years the Army ravaged the lands with dark magicks and vile tactics. No one knew who led it. No one could stop it.
However as the unscathed army amassed upon the gates of Sun Antioch, their dark leader was revealed. A vile Lich who was under the direct control of an evil God of the ancients named Caleegunous. However, as all hope seemed to be lost the missing confidant Zhang Zu arrived with a contingent of Imperial Guardsman. The tide of the battle changed and just as victory was at the cusp Dokurochi. Leader of the guard betrayed the Empire and killed the Emperor. Zhang Zu defeated the traitor and led the armies of Antioch to an astounding victory against the dark hordes. After a fierce ten day battle Sun Antioch was secured and Zhang Zu immediately usurped the throne.
Under Zhang Zu, a massive Military was erected to augment that of his conscripted troops from the unknown regions. He decided to keep intact the Senate yet limit their power. Willingly, many agreed, giving into the allure of his safe and secure society. Many did not know the army that had killed their former Emperor was in fact his own doing. The Church of Antioch was built around the findings of Zhang, and became the first monotheistic religion of the entire nation. Citizens were forced to accept. No one knew it was actually he who betrayed the Empire in a mad bid to take the throne.
Now ten years have passed, and the Empire rests easily under its Iron fisted Dictator. He is beloved, and he is feared. Yet his eyes have never left that of the land he came to know as Ferwyn Tameel. Far more power lie beyond the borders of Antioch and his dark heart lusted for it. A series of missionaries from the Church of Antioch were sent out to preach to the heathen Natives of the land beyond. This however is simply reconnaissance for a full out invasion of the territories. Zhang still plans to this day.
Ferwynn Tameel
Folk lore from many tribes points that the first ones to set foot on the planet were the Gods known as the Nine. These nine Gods include: Nactun, Jalmir, Xorbon, Alessa, Treyarch, Chieste, Maultor, Illumino, Caleegunous. It is written that these gods had decided not to divide the elements or the emotions, but to instead bestow the world with different abilities. Zghin was the energy they breathed into all the lands to raise their people, their nature, and their culture.
The first known "descendants of the Gods" were a mix of races. Somewhere, unknown, a gathering of Humans, orks, elves, dark elves, Draak, and Korinthials, met and divided the lands.
The gathering ended and the land was proclaimed by the head God himself, Illumino, Ferwynn Tameel. A City was erected in honor of the great meeting known as, Azingard. It marks the center of the known Ferwynn lands. It is here that it is said the great races are too meet if threatened.
Since this time long ago, many religions have erected around the Temple of the Nine, and the realm consists of a series of loosely connected cities across great distances. A Group of Outsiders, some fifty five years prior, peacefully made their way through the land and disappeared into the dark regions beyond Ferwynn Tameel. They returned forty years later changed. Their dark leader ransacked villages and enslaved many people before returning to their homes across the Pacificum.
Almost ten years later missionaries from the land across the Pacifucm entered Ferwynn cities and settled their monotheistic church in the lands. The missionaries began spreading their religion to all, sometimes by forceful ways. This pressure from Antioch began to grow. War now looms ominously over the peaceful Ferwynn Tameel.
CITIES
Antioch
Sun Antioch- In the ancient tongue means Glory of Antioch. Massive in size, this city lies in the rolling hills of the Antiochian Empire. In the Center a Large Palace lays, holding both the Imperial Senate and the Emperor's dwelling. Surrounding this in a series of sectors are the Residential areas and Markets. Protruding out, 4 brides traverse the river that circles around the massive city, and lead to 4 Cantons. To the West the Docks, on the Nohgri River, The North the Grand Sanctuary of the Church of Antioch, the South Military Barracks and Prison, and the East the Theological University of the One Church.
Darashdae- Once a peaceful town of the Northern pass between the Oceans. Under Zhang Zu it was formed into a border colony. And is now engulfed with constant troops. Simple town esthetically, it is small, and built into a small mountain range. Militarily important for its ground, it sits atop a small mountain overlooking the pass and the ocean.
Galatia- A major trade city to the South West of Sun Antioch, resting on the serene waters of the Gulf of Antioch. Large built into a natural cliff side. Atop the Cliff Rests the Senators Castle and the home of the The Eastern Interests Company.
Ferwynn Tameel
Azingard- City of the Cantons. Much like Sun Antioch, this city is built in sectors. In the center a large towering Canton holds the Ordinators Hall, and the Temple of the Nine, along with the Shrine of Illumino. On the other Cantons are the various residents and markets spread across. Found in the Center of Ferwynn Tameel's wetlands.
Goradur- Massive cave City resting on the merging points the Eastern Ashlands, the Northern Mountains, and the forested region of Sylvaniag. Built upon a large spire with market and bazaar districts spiraling downward to the Temple of the Nine at the bottom. The outside walls hold the residential districts. The Upper class citizens live in the lower levels of the city.
Korackt- South west of Goradur in the plains. Small village of only about 100 citizens. Set into the rolling hills, and surrounded by small palisade walls. To many a frontiersman village.
Kreylii- Found in the North West section of Sylvaniag, this forest town is settled amongst the tallest trees of the entirely forested territory. The Waesun river's current cuts from the East to the West through the center of the town, splitting the Market and Residential Districts from that of the Manors and the Temple to the north. A Series of walkways traverse across the river in many sectors. Mostly Elvin.
RELIGIONS
The Temple of the Nine
Oldest known religion of the Realms of Zghin. Officially a polytheistic religion, it has become embraced by 90% of the Ferwynn Tameel Population. It is said that nine beings were born from the raw energy known as Zghin. These nine beings were equals in every aspect.
Deciding against separation of elements, The Gods together established the lands. Illumino began to lead the Gods in this quest. Illumino was brilliant so all the gods accepted his role leaders, save for one.
Caleegunous, obviously matching the brilliance and strength of his brother God, was angered with his self proclamation of leadership. Breaking away from his fellow God's, Caleegunous moved beyond the Ashlands, wish were to end the border they reigned over. It was here, that he studied his dark magicks and plotted against the former allies.
In these outer lands, Caleegunous, erected four Demigods, to become the generals of his army. Erecting a dark army of beasts, Caleegunous returned to his fellow Gods. There he pleaded with his fellow Gods to accept his Demigods as additions to their ruling party.
Illumino fiercely denied. Once again angered with the Iron Fist of his brother god, Caleegunous, attempted to kill him. He failed and fled back to his outer lands. Illumino knowing his brother would not easily give up, rose an army of his own, and along with the other eight gods, marched to meet Caleegunous in combat. The Battle was fierce ravaging the land Caleegunous had created.
Exhausting all his resources Illumino finally defeated the armies of Caleegunous. However he was not ready to give up, with one last push at Illumino he was forced out of the land, and Caleegunous sealed himself within. Illumino and the other gods further sealed his gate closing shut the jaws of Caleegunous's dark realm.
The Remaining Eight returned to the Ferwynn Tameel Mainland and breathed Zghin into the lifeless land, creating the races of the world. Feeling their work was done; the Gods rested their spirits into shrines spread amongst the great realm. With these shrines the Zghin energy continues to emanate into the world.
Illumino- Self Proclaimed King of the Gods. Known as a God of Light, and goodness. His blessings tend to fortify strength, will power, and charisma, and intelligence.
Nachtun- Known as a God of the Shadows. It is he who created the nights, and allowed the shadows to thrive. He is also known for being a God of honour, and Emotion. Known to Fortify agility, speed, sneak, and eye sight.
Jalmir- Goddess of Foresight and Security. Jalmir saw the beauty of the nature they had created. Seeing a need for this to never sink into the shadows utterly she created the three moons: Tora, Munti, Langas. Blessings known to fortify speed, sight, defense, and patience.
Xorbon- God of Tactics and War. During the Civil War of the Gods, Xorbon was tasked with planning the fight. His tactics had won the war and a right hand spot beside his brother. Known to Fortify Strength, Defense, Tactics, and Charisma.
Alessa- Known as the Goddess of Love and Intelligence. It was she who decided to create free will in the beings they had bore. Known to fortify Intelligence, Love, and Willpower.
Treyarch- Goddess of Primal Instincts. Her blessings created the very basis of what life was. Fortifies strength, speed, agility, defense.
Chieste- Goddess of Nature. She alone presented Illumino her plans for what the diverse lands should include. Fortifies intelligence, speed, reaction time, and understanding of the lands.
Maultor- God of foundries and building. Through him the world was made alive. He created the rocks, the lava, the very basics for creating and building. Fortifies Strength, Power, Defense, Architecture, and Engineering.
Caleegunous- Fallen God. Known as the Lord of the realms of Desolation. Hiding in the mountains of his dark and desolate lands, he builds his armies and plots to this day on how to escape and destroy his former brethren. Minions known as Dagontu (4 Demigods were Dagontu Lords, and army were Dagontu Grunts.) Fortifies power, strength, charisma, tactics, hate, intelligence, and deceitfulness.
The Temple is Run by 9 priests known as the Ordinators. These Ordinators are known to represent the Gods, and speak directly to them. The two most important are that of Illumino and Caleegunous, where one holds him off and the other spreads his word. This is then broken down into a series of Temple Sanctuaries spread across the lands at all the major cities led by priests, and Temple Laymen.
Church of Antioch
Newest of the Religions. Upon the insurrection against the Old Empire, the New Emperor Lord Zhang Zu, spoke of a God he had spoken too in the wilderness. Zhang claims he was told to return to Antioch at once, for his people were in danger and needed him. Zhang claims it was predestined by this god that he would return and fight off the invaders.
As he usurped power, the Church was erected to worship the holy one he had spoken to, the father of all people. The Church of the One was a preexisting religion that had a foundation for Zhang to build off of. However, in truth Zhang had found the Realms of Desolation in his exploration and became corrupted by the Chaos God Caleegunous. No one knows of this.
The Church of Antioch is known to worship God, much like the Christians. To his followers he is known as the God of Salvation, the Father of Man, and the Savior of Sins. Much like the Pope, Zhang himself acts as the Grand Priest of the Church of Antioch. Underneath him are appointed bishops, who run the church Government. There are a total of 10 of them.
Single perishes have their priests, and monks to ensure their fluent movements. 98% of Antioch has willfully joined this church, the other forced by law. Those practitioners are known to be peaceful, yet pushy when spreading belief. Competition with Temple of Nine tends to lead to bitter relations, and sometime erupting into minor holy wars.
Followers of the Church are blessed with the same attributes as Caleegunous, plus healing of ailments. The God himself holds back on fortifying anger and hatred as well. Zghin is the still the force that surrounds them, yet amongst those of the church it is only known as the will and power of God.
Prophecy of the Bloodskal
The Zghin equivalent of Nordic Mythology. No official establishment or name. Comprising a mere 5% of the Ferwynn Tameel population, this prophetic polytheism bases itself in the Northern and southern mountain regions. Although most prevalent religion amongst the Dwarves and Nordic clans of humans, it does have a small population of Orks and Mountain Draak followers.
It is the belief in three Gods. The creator, Rimulg; The destroyer, Karkolva: and the Redeemer, Bloodskal. It is said that in the beginning Rimulg created the lands, the mountains, and the nature. He meant for it to be a beautiful place, and allowed his people to live amongst his garden of life. However, these people could not retain their virgin ways.
The Races of the world were filled with emotion creating anger, war, and strife. With this Rimulg called upon his brother Karkolva, the destroyer. With him, Karkolva destroyed the guilty, accosted the greedy, and lay down the rules of the land. His rules, printed in a sacred scroll, spoke of a journey of one named the Bloodskal.
This Bloodskal was to return to the plains of the living, and redeem all for their sins, and ailments against the gods. Chosen chiefs at select clans maintain their teachings while watching for signs of this omen to become prevalent. It is said the moons will bleed a color of deep red, and the lands will flourish majestically. Furthermore, the land will be threatened by some dark force.
With the Invasion looming overhead these chieftains and prophets have their eyes open especially wide.
This Religion has many minor Gods as well, some not even documented:
Rimulg- The Creator. Known to have created all the lands. Depicted as a slender, yet athletic god, adorned in almost scholarly clothes. Many of the chieftains look to him for answers and guidance in their searches for Bloodskal. Blessings fortify intelligence, foresight, Understanding of the Lands.
Karkolva- The Destroyer. A War like God. Believed to have been tall and muscular. His garment is of Nordic/Dwarven armor. Mostly worshiped by more militant clans. Blessings fortify strength, defense, attack speed, and agility.
Rasput- Goddess of Nature. It is she who aided the creator and breathing life into the world. She herself, outlined the wildernesses and the majestic snow peaked mountains. Blessings tend to fortify agility, speed, sight, and understanding of the lands.
Volgad- Goddess of the hunt. It was she who created the need to hunt. Volgad erected it seeing the sacredness of it. Many of the followers worship her. Blessing Fortify speed, agility, sight, patience, silence, and strength.
Bor- God of the Clan. Organized the ideas for clan existence. Many of the chieftains worship him in order to find aide in leading their clans. Blessings fortify Intelligence, Charisma, speech craft, and foresight.
Zghin Monks
Compromises less than 2% of the Ferwynn Tameel people. Most prevalent amongst Renegade, Korinthials, Renegade Elf, and Renegade Dark Elves. Furthermore, Vampires naturally come to be practitioners of the art, giving the monks a bad name. Belief in an all encompassing force, they have come to know as Zghin.
On the outside these monks seem to appear as a brotherhood of sorcerers and wizards. This is partially true as they do in fact use Zghin magicks in everyday activities. The Zghin monks are led by a council of Master Zghin users.
In fact, Zghin monks believe that Zghin is in everyone. Zghin has no sides, it itself cannot be dark or light. This belief unifies these practitioners. However, Evil Zghin Monks, and Good Zghin Monks do exist. This is explained simply by saying that it isn't the Zghin that is inherently dark or evil, but the user himself. Users don't get blessings but instead fortify their attributes by allowing the Zghin to flow through them and focusing it on specific tasks.
RACES
Humans- Much like the ones we are today. However humans carry a life force in them known as Zghin, allowing for heightened performance in specific skills. Have many dialects, many shades, and many cultures.
Orks- Large beasts, of little intellect. Live off of the primal want to do battle. Immensely strong, and immensely skilled in battle, labor, and forging. Come in different shades, and are known to be clumsy.
Elves/ Half Elves- Vary in height depending on purity of blood. Full elves stand above 6 feet, and sport slender agile bodies. Their skins are normally pale, yet amongst certain areas are known to be tanned. Hair colors very as well as dialects and cultures. Live to Mid to upper hundreds.
Dark Elves/ Half Elves- Known to be isolated people. These dark skinned fair eyed people vary in size and shape. There are ascended Dark Elves and Descended Dark Elves, who hold very different cultures. Along with the elves the Dark Elves are much of the body of the Temple of the Nine. Hair colors vary between black, blackish blue, and pale white.
Dwarves- Only group to not participate in the splitting of lands. Come from the Northern and Southern Territories of Boravil and Boravad. Live in the depths of the Mountain Ranges and cities in the snow lands. Worship along with the Nordic Humans their own polytheism. Burly yet short and sport usually red or brown hair colors. Heavy Irish like accents, and are skilled miners and smithies.
Draak- Lizard like specie coming in two major types. First large and towering over each of the other races; Some Draak are known to stand at least 7 feet. Immensely strong. They have strong faces, their bottom jaws are wide, and their eyes are stone cold colored. Their skin is tough as leather, and grayish in color as well. Heavy frames support their bodies; great calf muscles sport the vast distances they run on a regular basis. Crooked noses are common in their appearance, as well as large shoulders. In Swamp lands or wet lands, a breed of Draak much smaller and much weaker than their brothers exists. Hands and feet are lined with webbings and are known to be excellent swimmers, able to breathe underwater for hours at a time.
Korinthials- Acrobatic race of a feline like people. Eyes are slanted and slotted. Able to see through the dark, and are excellent smugglers and assassins. Upright like human, yet legs bend back at knee, and face is full of a semi furry complexion and cat like features.
FACTIONS
Loyal to Antioch
The Imperial Empire of Antioch
Easily the largest, and Most powerful force upon the Zghin Globe. The oldest known unified government system, the Empire has been around for over 500 years. Comprised of 5 basic sections, the Senate, the Armada, the Legion, the Church, and the Civilians. Led ultimately by the Emperor who at this time is Zhang Zu.
The Senate
Governing Body of the entire Empire. Comprised of a small council like group of the Emperor's most trusted officers and advisers. Their job is to rule and run the many departments of the Empire, and the constantly growing number of territories. Where democracy is the acting method, the Emperor's will is the last say.
The Church
Nearly hand in hand with the Senate, the church acts as the spiritual word of the Emperor. As old as the empire itself, yet changed from its original doctrine. As a member of the church you, depending on your rank, must patronage to the church and worship fully to God. This is also acts as a mages Guild for the Empire.
The Armada
1000 Vessels' strong, the Armada is the true power of the Emperor's will. Where the Legion is the Enforcer the Armada is the negotiator. Not even one naval ship would be wanted to be in port of a city, thus making many cities bow down to the emperor before a soldier ever enters its walls.
The Legion
Easily the most destructive force of the entire Empire, is 1,000,000 men strong and acts as the enforcer of the Emperor's will. Acting as the police, the military, and the tax collector, the military of the Empire is truly a threatening spectacle. The Superior commanders are Senate members known as the Inquisitors. The forces directly under these men are far more hideous and destructive. Those who meet them never survive. It is in truth minions that fight underneath the Inquisitors.
The Eastern Interests Company
Much like the East Indies Company of England, this group is a collection of expeditionary explorers, corporate business, and money hungry diplomats. They simply, usually funded by the Church, move into the different sections of Ferwynn Tameel, and erect Settlements to generate money or resources for sale of money. This capitalist business venture is the most ruthless of all the factions. Broken into three campaigns; The Northern Interests Company, the Southern Interests Company, the and the Central Interests Company. All three have their own battles within themselves and against themselves. Backbone of the Imperial Economy.
The Dark Order
Originating in Ferwynn Tameel this order is as old as the land itself. Born from the Dagontu Lords and Gods of Caleegunous the Order was erected to worship Caleegunous and his minions. Overtime, after corrupting the Great House Taronis, the Dark Order became the enemy of the LightGuardians. The war was fierce and lasted for centuries upon centuries. Yet finally their dark powers succeeded and the guardians were thought to have been obliterated. They become obsolete soon after and disappeared as a major force.
However around this time the Assassins Guild arose, bringing honour to the name of the assassin. The Order took this as an act of war and ever since then the order has become an opposition assassin's guild. Yet any sight of a LightGuardian will mean the hunting will again begin. Has sided with the Empire for they believe it was Caleegunous's wish.
Ordo De Caliguno
Once members of the Ordo De Illumino, this fractured circle of Zghin Monks, saw a path far more powerful and free than the strict and emotionless path of the Illumino Monks. Like their ancestors, the Order worships no god, but instead utilizes the all encompassing force known as Zghin. Different from the Illumino monks, cause they use their emotions and darkest desires to drive their abilities. Broken into the ranks of Lord, Apprentice, Knight, and Acolyte. Mostly Loyal to the Empire cause they see true power behind it.
Loyal to Ferwynn Tameel
The Alliance of Ferwynn Tameel
Formal opposition to the throne of Antioch. Depending on standpoint is either considered the first united Nation of Ferwynn Tameel or an official rebellion of Antioch. Much like the Colonial Army of the American Revolution the forces are small, and ill prepared for battle, yet have morale on their side. The Temple of the Nine has learned to work with other religions in order for a spiritual web. Unlike the Empire the divisions are not split formally. However different people have more say in each area. The real backbone is the support of the other Factions of the Ferwynn Tameel.
The Circle of Antioch
The combine formation of men loyal to the Old Ways of Antioch and rebelling settlements of Antioch and the Eastern Interests Company. This Alliance has proposed a sovereign country from both Ferwyn Tameel and Antioch. Although allied with the alliance of Ferwynn Tameel, their goals are not completely alike. First group to officially oppose the throne.
Dark Elvin Alliance
Alliance of Dark Eleven Nations all across the land. Ensures the dark Elvin culture remains similar and protected. Work as one unit. One of the Few Official Employers of the Assassin's Guild. Run by a Council of Nobles and priests. Followers of the Temple of the Nine. Known to be isolationists and often looked down in by other factions.
Order of the LightGuardians
Ancient order of Knights who fought in the name of Illumino and all that was good. Revived order is consisted of only a small group of selected knights. The only way to be admitted into the strenuous training is by invitation by the last Remaining Knight. Not much is known about this ancient and mysterious order.
Assassin's Guild
Network of Assassin's for hire. Highly skilled and highly exclusive. Killing is and art and must be for honourable reasons. Rose to oppose the Dark Order, a group of vile and merciless killers. Often based in Dark Elvin Dwellings, yet some are found in the smaller less open villages. Supporters of the Temple of the Nine.
Brotherhood of Thieves
A Newly erected network of thieves and con artists. They have been created on the basis of honour among thieves. Members report to informants on targets and missions. Mostly loyal to Ferwynn Tameel. Never steal from the poor and needy is the only code to follow.
The Pirates Clan
Erected in the event of the Brotherhood of Thieves. Close Ally of the Group. Pillages only Eastern Interest and Antiochian targets. Unlike the common pirate, members of this group are usually friendly and welcomed in Ferwynn Tameel.
Ordo De Illumino
Originating in Ferwynn Tameel this order is as old as the land itself. Born from the LightGuardians who refused to worship Illumino. Fought with the LightGuardians against the twisted Caliguno Monks they had created and their Dark Order allies. The war was fierce and lasted for centuries upon centuries. The Lightguardians were all but obliterated, yet the Order survived and fought the traitors into submission. Into hiding they went to oppose darkness hidden in the land. The monks of Illumino have prayed long for the return of their allies. Their is a council of Zghin Masters, who control Zghin Knights, and Zghin pupils.
The Great Houses of Ferwynn Tameel
The Great Houses are the 4 families that have existed for the longest and hold most the power in the lands. Very wealthy, very influential. Over Time Great houses die or are created. These four however have survived all odds. For Historical information it is often better look to these Houses for information.
House Dren
All Elvin house. Believes in tradition and upholding the will of Illumino.
House Taronis
House of Elves and Humans. Once known as the most powerful house of the alliance of Great Houses. Became corrupted by the Dark Order and ended the alliance helping to undercut any effort to aid the Light Guardians.
House Doraytus
Mixed Race house that is known for extravagance and large business ventures. Neutral in Antioch Issue as it sees great monetary gain yet worries of its wealth being stripped.
House Coetelin
All human house based on defending the little man. Known as a benevolent force in the land. Sides with house Dren in the Azingard Assembly, a group that tries to enact small government on the land. Believes the Antioch Empire is an enemy of the people.
|
| | | |
|