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Hornet Warrior Admin
Posts : 38 Join date : 2020-04-24
| Subject: World Info Fri Apr 24, 2020 10:22 am | |
| The continent is called Drisos, and is home to four different human nations. As well as various other races. What is shown is just the cities and highways, there are of course towns, villages, hamlets, farmsteads, roads, paths, tracks and so on not shown. Highways are generally patrolled, other roads are not. - World Map:
Last edited by Hornet Warrior on Fri Apr 24, 2020 11:12 am; edited 1 time in total | |
| | | Hornet Warrior Admin
Posts : 38 Join date : 2020-04-24
| Subject: Races Fri Apr 24, 2020 10:49 am | |
| Races - Halflings:
Nobody knows where the halflings came from, they arrived in Drisos roughly 500 years ago and developed a nomadic lifestyle. Over the centuries they have become very shrewd traders, and majority of caravans are owned and run by halflings. They have become very insular and share very little of themselves with other races, going by both a face name, and a true name. Very rare is the non-halfling who learns a true name. If anyone ever learned where they originally came from that knowledge has been lost, and the halfling descendants of these immigrants either do not know, or refuse to tell.
- High Elves :
High elves and Mountain Dwarves had a sprawling empire that covered most of Drisos. The empire fell roughly 3000 years ago, and only some ruins remain, with most being retaken by nature or built over by Humans. There exists still an extensive network of tunnels across the continent, almost entirely unmapped, with most never having been discovered. No High Elf has been seen since.
- Mountain Dwarves :
After the collapse of the empire, what remained of the Mountain Dwarves retreated back to their ancient home in the Dragon Fang mountains in the east. Goblins had seized much of the abandoned Dwarven territory, and even today the two races are in an ongoing war for the mountain holdings. Mountain Dwarves are very rarely seen outside their mountain homes.
- Goblins:
Goblins are an evil, disgusting race of violent, semi intelligent beings. The most vicious, and the most noxious are always at the top of their society. Individually the average Goblin is no match for the average Dwarf, but Goblins breed at an alarming rate and massively outnumber their Dwarven enemies.
- Forest Elves:
Forest Elves make their home in the south eastern forests of Nelderlod. But you can find them, and Half Elves all over Drisos. Each generation of Forest Elves has a coming of age ceremony which concludes with them leaving the Forests to explore the world. This is designed to give them a newfound respect and love for the forest they will invariably return too. Most do return eventually, even if it is a century later, and once they return they almost never leave again.
- Half Elves:
All Half Elves are half Forest Elf, and are usually welcomed within the Nelderlod. However they can never hold a position of authority there, so while they are well cared for, many prefer to make their own way among the humans, while they may have to fend for themselves, they can also reach positions of pre-eminence.
- Drow :
Drow are rarely seen, and a bounty is on them at all times. Noone knows exactly where they come from, but several of the discovered entrances to the old empires catacombs have been sealed off due to Drow presence.
- Dragonborn:
Rare is the Dragonborn in Drisos, almost nothing is known of them, except when they appear they always come from the west.
- Rock Gnomes :
Rock Gnomes originally came across the Drisos Edge mountains in the west, and quickly absorbed into the bustling human cities. Rock Gnomes create arguably the best equipment, but their capricious nature makes them untrusted by most.
- Forest Gnomes:
Forest Gnomes live amongst the Wood Elves in the Nelderlod, while they do live elsewhere they are usually mistaken for Rock Gnomes, and are treated as such, even though they are far more level headed.
- Orcs :
Orcs live in the Gorkrul Wastes in the north west. Gruumsh’s call is strong within them, and they exist to serve him. Due to the unforgiving nature of their home they have developed into a nocturnal race. Orcs are at war with everyone who is not an orc.
- Half Orcs:
Half Orcs are uncommon. Those born to Orc mothers are killed at birth by the clan chieftain, although some Orc women flee to give birth in secret, abandoning the child in or near a human settlement before returning to their clan. Those born to human mothers are orphaned as the mother never survives childbirth, any that survive and grow up and try to seek out their orc father are killed as abominations, often by the father. As such all Half Orcs live in human lands, and are orphans.
- Tiefling:
Tieflings like dragonborn are rare, and like Dragonborn when they do appear always come from the west, over the mountains. That is where the similarities end as they are mortal enemies and will kill each other on site.
- Humans:
Humans – Humans have spread across Drisos ever since their arrival 2000 years ago. The stories around their arrival have all devolved into myth and legend. Humans breed faster than any other race, except goblins, and over the millenia have evolved in different ways adapting to their environs faster than any other race could. However they all share the boundless wonderlust, the complete disregard for the land, and the willingness to deal with anyone for a profit.
Humans in the south west call themselves Nords. They are generally large, fair skinned, fair haired people, and many berserkers come from here. They roam the Drisos Edge mountains and are a hardy folk.
In the north west and north, bordering Orc lands are the Mors. They are mostly a dark skinned, dark haired people boasting few wizards. The constant warfare with orcs, and nighttime raids making such studies impractical.
In the south east, near the Nelderlod is the trilakes, around these lakes a nation of short bronze skinned people of dark hair, called Asan. They live by a very strict code of conduct, and are very militaristic, while still producing high numbers of wizards, sorcerors, clerics and scholars.
In the far north where the whether is coldest are the Balts. They are a fair skinned people with dark hair and are quite secluded due to the inclement weather. This has created the foremost centre for learning in Drisos.
From the great heart lake in the centre of drisos, to the south western edge of the lake of the sky in the north east is where the bulk of humans live. With the capital of Aneka lying on the eastern shore of the heart lake. This expanse of civilization is home to all types of human, and any other race, and almost anything can be found here.
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| | | Hornet Warrior Admin
Posts : 38 Join date : 2020-04-24
| Subject: Places Fri Apr 24, 2020 10:51 am | |
| Places - Human Nations :
- Kingdom of Madea:
(ma-dee-ah) Named for its first king, Madea believes itself to be a beacon of civilization. It's people come from all areas of Drisos and have no default colouring. The current king, Thedros, is well loved by most citizens and rules from the capital Aneka. The kingdom is divided up into the duchys, and the king rules through a feudal system of lords. Gender means nothing in Madea for inheriting or serving in the army, all are treated the same and rated on merit. - Aneka:
(ah-neck-ah) - also known as the jewel of the kingdom. It is a majestic city built on the shore of the great heart lake. It is the central point of human civilization on Drisos. Even the lowliest citizens hold themselves with a haughty air, they know they are better than citizens of other cities. The walled palace sits on a hill overlooking the lake and docks. The docks mostly being used for fishing and the ferry route to Husavik. The trade district sits just outside the main palace gates, this is where the wealthiest merchants from all over Drisos trade. The deals made here can have far more reaching impact than laws passed by nobles. The city walls were built centuries ago, and the city has long since outgrown them. Though only the poorest citizens live outside the walls, thus the entire section has been dubbed the poor quarter. Already it it's populace outnumbers those in the city proper however. Aneka is a city that never sleeps, and for those that know where to look can provide anything your heart desires.
- Prona:
(Prone-ah) Prona is home to Duke Morton, lord of the duchy of the ranges. Zico and Gorwood also lie in this duchy. The first Duke was king Madea's younger brother, and the current Duke is a direct descendant. Prona is the second largest city in the kingdom after Aneka, and like the capital is a bustling metropolis. However unlike the capital, Prona is no jewel, it is dirty and grimey. This is due to the large number of smiths, tanners, and other traditionally dirty trades in the city. The large number of these industries is due to the much higher than average rock gnome population in the city. So while it may not be the beacon that Aneka is, the goods produced and tax revenue generated make it a very important resource.
- Zico:
(Zee-ko) Baron Tenos rules Zico as vassal of Duke Morton. The two cities are often referred to as the twin sisters due to their close proximity and heavy reliance on each other. Prona producing the tools and equipment Zico relies on, while Zico is home to the largest farming and refining facilities in the kingdom. Much gets shipped to Aneka, but without this food production right next door Prona would not prosper. Zico is the largest city in terms of land size, but this is because of the large numbers of huge outlying farms.
- Gorwood:
(Gore-wood) Gorwood is home to baron Jarson the other of Duke Morton's vassals, and a large lumber industry. The steel Zico uses comes from its own nearby mines, but the lumber comes from Gorwood. Due to many generations of lumbering the Lush Grove is a light and airy forest. The city also hosts majority of the royal hunting trips for wild pig and deer, in the forest. Trapping in the forest and fishing in the river provide thriving secondary industries.
- Astaport:
(Ass-ta-port) Astaport is home to Duke Fairchild, lord of the duchy of the lake. The cities of this duchy while not as old as the capital or the duchy of the ranges, are still well over a thousand years old. The first Duke being a second son of a king, and his line still rules today. Astaport boasts the most prestigious centers for learning in Madea. And while many believe the Duke or the scholars to be the most influential, the real power lies with the guilds, nothing happens without guild approval. There is a guild for everything, and they are all in a constant struggle for power with each other. Publicly the most powerful guild is the masons and wrights, but the thieves guild controls a lot from behind the scenes and control more influence than any other.
- Paso:
(Pay-so) Paso is ruled by baron Potch, the first of Fairchild's vassals. The city is home to lord Greyburn. He is not a real lord, this is actually a title he has given himself. If any call him out on this he simply informs them that it is his face name, and how dare they oppress his culture. He then has them beaten. This halfling owns the most profitable caravan empire in the kingdom, and while only he and his accountant know his true wealth, it is rumored to be greater than that of even king Thedros. Beyond this self proclaimed celebrity Paso is a fairly nondescript city.
- Galfast:
(Gaul-fast) Galfast is ruled by baron Baine the second of Fairchild's vassals. The city is home to the largest population of dwarves outside the dragonfang mountains. It is a city of industry almost to rival Prona. The most prosperous industry though is the metal trade with the dwarves out of Vin Lodar. This trade can procure rare metals that do not exist in Prona's mines.
- Jakon:
(Jar-con) The duchy of Cosan's cities are unique in that they were not founded as part of the kingdom, but rather were existing cities that were annexed when the kingdom expanded south. Cosan was the general who led the armies that forced the surrender, who was then granted the title of Duke. The current Duke Zannus rules from Jakon. Xiss grove is home to many trapper communities who trade their wares in in Jakon.
- Raco:
(Ray-co) After it was annexed Raco was the site of rebellion after rebellion. Eventually a secret police was formed, to stamp out the seeds of any rebellion before it began. Raco has now been without rebellion for over two hundred years. Officially baron Jan rules, but he has no real power. Instead a council of merchants makes the decisions which are then passed by the baron.
- The Jintoo Shogunate:
(Gin-two) The jintoo shogunate is predominately populated by a short bronze skinned people with dark hair and eyes called Asan. Each city is ruled by a clan, and the clan that has the most power has their city become the capital. The never ending struggle for power creates a constantly shifting political environment. But the asan are a patient people, with plans reaching over generations. Personal glory means nothing, everything is for the family and the clan. Currently the lion clan is in power, making Taesu the capital, with the Han family in control of the clan. Families vie with each other for control of the clan, and will only stop at damaging the honour or power of the clan to dislodge another family. Clan comes first, then family, then self. The ruler of a family is the oldest and most decorated warrior. While the Asan do produce a high number of scholars and spellcasters, only a warrior can lead his family, he is the family Rida. If his family is in power he is also the clan Rida. Only males can hold positions of authority. A woman must be subservient at all times. The only time a woman can disobey a man is when a more important man has given conflicting orders. The order of importance being: husband, father, brother, any other man. Women are treated with honour however, and it is only the lowest of man that would harm, or allow harm to come to a woman in his care. There once were five clans: snake, lion, rat, falcon and wasp. Until a snake plot to destroy the other clans was discovered. United the other four clans obliterated snake, and razed their city. It became the forbidden city, and no one sets foot there. - Taesu:
(Tay-sue) Taesu is the city of the lion. There are several lesser clans that make Taesu their home, including Tiger, Panther, and Wolf, but these all exist as vassals to the ruling lion clan. The lion are most concerned with matters of honour and boast the largest military. The Han family rule the lion led by Ridu Jingsun. The city is a large sprawling maze of private compounds and gardens. It is only hard to navigate for visitors however, with those born to the way of the Asan able to see the patterns that define the layout.
- Tanchak:
(Tan-chak) Tanchak is the city of the falcon. The lesser clans that owe allegiance to the falcon include Eagle, Rooster, and Swan. The falcon possesses the highest number and most proficient spellcasters. The city houses the second most prestigious academy for magical study in all Drisos. The Migo family currently rules the Falcon clan behind Ridu Mitomu. The city radiates out from the shore of the lake in a half wheel and spoke pattern, with the most powerful families closest to the lake.
- Jinhua:
(Gin-h-wah) The city of the rat resembles nothing so much as a Warren. A maze of winding narrow paths connecting haphazardly placed open air markets. Unlike Taesu the city does not conform to an obscure pattern, but is rather an actual jumble. The rat clan is unique in that they only have one minor clan as vassals, the scorpion. This is highly contentious with the other clans as scorpion used to owe allegiance to snake. The rat clan possess the most complete and advanced spy ring, not that any clan would ever admit to owning such a resource. Rat was recently taken over by the Chow family, a previously unknown and minor family, Ridu Sotu has taken his family to vast new heights, but has no plans to stop there.
- Wonan:
(Wan-an) The wasp clan live in Wonan with their vassal clans including Mantis, crab, and spider. Wonan is a carefully and meticulously planned and laid out city, with strict rules on what can be built where. It also has large gardens throughout the city, the largest being almost a small forest. The city is a huge sprawling affair, with the most powerful families compounds being almost small towns in of themselves. The population of Wonan is far greater than the other cities, and is also home to the greatest number of half Elves in Drisos.
- Nordorlond:
Nordorlond is actually an elvish word though few Elves live there. Instead it is home to a large, broad, fair-haired, fair-skinned race of men who call themselves Nords. Nord cities are large towns by other nations standards, instead majority of the population live in far spread holdings. Each holding answers to its own chieftain, and battles regularly break out between rival holdings. Nord men and women are born warriors, and produce more berserkers than any other race. Tieflings and Dragonborn are rare, but all that appear always come through Nordorlond, over the mountains in the west. - Dofrar:
(Doff-roar) The capital of the nords is actually a dozen holdings that grew so large there borders met. Even though they have all merged into one, it's citizens still stick to the areas of there ancestors, and not a day goes by without some bloodshed. So many holdings were established in close proximity because of the site of the formstadt. The holy site for the council of chiefs to meet and agree on laws to govern all nords. This holy site is now the centre of the city. Chiefs from every holding meet here one a year, blood feuds are settled, and new ones begun, but no actual fighting is permitted. Any who spill blood in the formstadt are stripped of their rank, and there holding shunned.
- Holt:
(Halt) The populace of holt is a transient one. During the summer months most are up in the highest holdings in the mountains, tending herds. As the weather turns the livestock are moved to lower pastures, and left under the care of a few, while the rest, especially old and very young, winter in the city. Whenever a tiefling or dragonborn arrive in Drisos it is almost always first in holt, as the main mountain passes lead there. The people of holt are the finest mountain fighters on the continent.
- Skavik:
(Scar-vic) This is the smallest of the nord cities, but it is actually only a single holding. And is the largest holding by far. It's chieftain Agnar Kolsson wields the most power, at the last formstadt he was able to sway over a third of all chieftains to his wishes. The fear of what he may do if he could get a majority kept several influential chiefs opposing him. It is only the location of the formstadt that kept a previous chief from having skavik become the capital. Skavik lies on the edge of the dark heart forest, the forest has an evil reputation and many refuse to go near. Lumbering can safely be done on the edges, a little further in one can hunt, but any who go beyond a certain distance are simply never seen again. Nobody knows what lies in the dark heart, none return to tell.
- Husavik:
(Who-sar-vic) Originally built as a watch fort to guard against the kingdom of madea and the al kusra empire, it grew quickly into something more. The possibility of trade with the foreigners lured many non combatants. The city now has many al kusran and madean citizens living there. There are some less traveled mountain passes that lead here, and like holt some holdings high in the mountains.
- Al Kusra Empire:
(Al k-ooze-rah) The people of the empire are a tall, dark haired, dark skinned people called Mors. When Madea was founding his empire in the east, the mors were crossing the northern end of the drisos edge mountains. Coming from a desert environment it took some time for the people to adapt to the colder climate in Drisos. The cities of the empire are forts first, built to withstand assaults from orcs. The empire has a very patriarchal culture, with women having no rights beyond what is given by there husbands. What began as a means of protecting child bearing women in the early days of the orc wars, has evolved into subjugation. - Zamir:
(Zuh-mer) The capital of Al Kusra is a city of rings. The city was first built as a walled city, and when the population grew too great, a new wall was built, when the population grew too much for the new wall, another was built. There are now nine rings, with the most affluent living in the inner most ring, and decreasing as you make your way out. The palace of emperor Mashaal Aseel El-Rayes is at the heart of the first ring, it is a huge construction with walls as high as each rings city walls. To avoid warriors becoming soft they are regularly rotated through assignment of all the rings and the front lines. The city itself has not been attacked in 500 years, but it's satellite settlements are raided often.
- Tel Ketha:
(Tell ke-thah) This city is attacked by orcs more often than any other. In event of attack alarms sound all over the city, and the women and children execute a well practiced routine of evacuating to predetermined defensive positions. All men are expected to fight in defense of the city. As soon as a boy is able to hold a weapon he joins the militia, and at maturity the is mandatory military service for four years. After the four years any who leave the army must rejoin the militia.
- Jalen:
(Jay-len) Jalen is attacked almost as often as tel Ketha, and has the same militia system. However where tel Ketha focus on heavy infantry and crossbowmen, the people of Jalen train children to fight from horse back from an early age. Defense of the cities horse pastures is of highest priority. The army trains heavy lancers and mounted arches, while the militias provide light cavalry and infantry.
- Dhalya:
(Day-la) This city is the least attacked of any empire city, with land forces having to go by Jalen and Ahar, and the Zubali navy controlling the lake Dhayla had become the commerce centre of the empire. Money made here goes to fund troops in every city of the empire. This did lead to an attempt to secede by the merchants guild, but the combined military of the rest of the empire dissuaded them. No other city could support their military without the money from Dhayla.
- Zubali:
(Zoo-bah-lee) The shipyards of Zubali are constantly producing war barges. The army trains its troops to be as effective at fighting on water and land. Admiral Ben Al Mastiq commands the navy, and takes great pride in keeping the red lake free of orcs.
- Ahar:
(Ah-ha) The newest city of the empire was built after Dhayla was assaulted by orcs going around the lake. Forces from Jalen were only just able to save the city. A fort was built quickly after, and the city grew pretty rapidly from there. The military of Ahar is focused on defense, with a focus on defensive siege equipment. With the huge numbers of catapults, ballista, and trebuchets, no attacking army can get close to the city without massive losses. All civilians also receive training in archery.
- Valke Republic:
(Vol-keh) In the frozen northwest of the continent live a dark haired, fair skinned people called balts. The valke Republic has the smallest military of any of the human nations, but they are experts at fighting in the inhospitable terrain. Although they have not had to face an invading army for hundreds of years. The lack of constant warfare, and remote location have encouraged many citizens towards more academic pursuits. The centre for magical studies in Norregard is almost universally considered the best in Drisos. The balt people have a matriarchal society, men do serve in the army, but majority of the positions of authority are held by women. Ruling is done by the Senate, which is also almost all women. - Virrena:
(Veer-en-ah) The capital of the valke Republic is home to the halls of the Senate. The halls are a sprawling complex, with private quarters for every member of the Senate, surrounding the central chamber. The halls have seen more battles in the last hundred years than the rest of the republic. Every time a new chancellor is chosen, the halls become a battlefield, as contenders vie for control. The office of chancellor can only be held by a senator, and only senators can vote. Each senator also have lush estates on the outskirts of the city. These estates are well guarded, and most of these soldiers will accompany senators when they go to the halls to vote on a new chancellor.
- Ceksna:
(Checks-nah) The largest concentration of troops in the republic is in ceksna. Other than all the senators honour guards, the city is home to almost all the soldiers. No large force can get to the northerly cities without going through ceksna. The city also houses the Coliseum, the largest fighting pits in Drisos. People travel from all over the continent for the Valke Allik, games that are held once every five years.
- Orverg:
(Or-verge) Also known as the city of scholars, artists musicians and philosophers seem to come from here at a high rate. This of course attracts more to come from other cities. The city is also a big source of income for the republic with large pearl beds just offshore.
- Norregard:
(Noh-reh-guard) The city of magicians draws wizards and sorcerers from all over Drisos. The centre for magical studies, called the academy, is the best on the continent. It even has elf and gnome instructors. The tower at the heart of the academy is the tallest structure, and the catacombs beneath the most extensively mapped.
- Non-Human Cities:
- Thesera:
(Th-ess-err-ah) This is the spiritual home of all wood Elves, even those who live elsewhere call Thesera home. It is a city of trees, massive ancient trees of many varieties, huge branches connecting them, making wooden roadways, leading to platforms of interconnecting branches, with a thick canopy for a roof. The city is home to a vast ancient library that houses the greatest collection of knowledge on Drisos, it even contains knowledge about the ancient empire that the dwarves themselves have lost. At the centre of the city stands the Inalion, this is largest tree in the forest, and is home to king Thaemar, and the Lei Alora, the council of sages, the most powerful spellcasters in the Nelderlod. They guard the heart of the forest, the source of magic in the Nelderlod.
- Asathaeus:
(Ass-ah-thay-us) This city was originally founded as a trading post for the ancient empire. As such it contains elven tree homes, as well as ground based dwellings once built for dwarves, but now utilized by men and other races also. Once a generation the city hosts Lefe Asori the coming of age ceremony. Elflings from all the nearby forest converge on the city for a celebration. This culminates with the new adult elves leaving the forest to explore the world. Some elves only leave for a couple of months, most for several years, and some for decades, almost all return at some point, very rare is the elf who chooses not to return.
- Vin Lodar:
(Vin Low-Dah) The capital of the Mountain Dwarf cities was the first reclaimed, and the only one that sees non Dwarven merchants visit, with Vin Durhal being too remote. The city is built into the face of a mountain, with roads running up and down the mountain side connecting the various levels. The highest level is the halls of Vin Kuldor, the city of the dead. The halls go deep into the mountain, and house shrines to dwarven ancestors. The deepest are many thousands of years old, and have not seen light in a very long time. The second level is the home of King Lurgrim Ashmaker, his line has ruled ever since Vin Lodar was reclaimed. The third level houses nobles, and the wealthiest dwarves. The fourth level is heavily guarded, even though an invader has to go through the lower levels to get there, because this is the entrance to the mines. The mines go deep throughout the mountains, but no non-dwarf is allowed entry, and any who did get in would likely become hopelessly lost. The levels below house the rest of the dwarven population, with the poorest the lowest down the mountain.
- Vin Durhal:
(Vin Der-hul) Vin Durhal is built on the face of a mountain like Vin Lodar, and also has its own Vin Kuldor, and mines extending deep under the mountains. It is currently ruled by Prince Varhin Ashmaker, the kings brother, heir to the throne. When Prince Thomin, the kings son, becomes of age, he will move to Vin Durhal as its ruler replacing Varhin. When the king dies, the heir will move back to Vin Lodar, take up the crown, and a new heir will be appointed to rule Vin Durhal. The mines beneath Vin Durhal are far richer than those beneath Vin Lodar, but all metals that do not get used, go to Vin Lodar to be traded or stored.
- Slazz:
(Sl-arz) Slazz is the city of the goblins, but is actually an ancient Dwarven city once call Vin Morrel. Even with the crypts and mines, there is still not enough space to house all the goblins, and as such goblin life is a constant fight for food and space. The city is home to many goblin clans, which spend as much time fighting each other as they do other species. The only times they have fought together is when the other cities were attacked by the dwarves. Each clan has its own chieftain, this chieftain usually being the biggest, strongest, or most cunning fighter. The goblins have ways through the moutnains unknown to others, and use these to launch raids at the smaller dwarven holds in the mountains, and human villages near the lake of the sky.
- Uguzdra:
(Oo-gooz-drah) The capital of the Orcs stands on the only patch of land in the wastes large enough to hold it. It has no city walls, as any invading army would have to through scores of orcish settlements to reach it, and of course the wastes themselves. The city follows no plan, rather buildings are placed wherever they will stand, and the result is a chaotic warren of everchanging twisting paths. If an Orc wishes to build something, he must either find an unclaimed patch of land, or kill another Orc and take his land.
- The Lost City:
The lost city is a myth. Its exact location unknown, it is rumored to be the last city of the ancient empire, and as such a trove of treasures and riches. Those that go searching for it either never return, or return defeated.
- Armir-Kusold:
Far to the west lie the Drisos Edge Mountains. This massive mountain range marks the end of Drisos, and the start of Sha'ara, though very few in Drisos will have heard this name. The mountain range is high, and only a couple of traverseable passes exist, although even these are fraught with danger. The most used pass leads to the Nord city of Holt. People here are the most accostomed to seeing Dragonborn or Tiefling, but even then it is an event only occuring yearly at most. They never stay long, always travelling onward to whatever led them to leave their homeland in the first place. The other side of the pass leads to Lodon. This is a marvelous city built of Gnomish ingenuity and Goliath muscle. All Goliaths living here are subject to Gnome rule, and are very much second class citizens, being barely more than slaves. The city lies nestled between the mountain wall on one side, and an all encompassing desert on the others. The Dead Sea is a vast desert that stretches all the way from the Gorkrul Wastes along the mountains down to the sea. East to west it is a 2 week journey from the western edge of the desert to Lodon. The first city beyond the desert is in the south, and is the twin city called Kusold-Armir, or Armir-Kusold depending on who you ask. The city lies on the boundry of the disputed Dragonborn and Tiefling territories, with the river running through the middle providing a literal dividing line. The Dragonborn and Tiefling have been at war for hundreds of years, with both blaming the other for starting the turf war. Those who have journeyed to Drisos sometimes try to forget the past, but the grudges are long ingrained, with atrocities committed by both sides, it is hard to forgive. Some hold on to the hate even in faraway lands however and will attack the other on sight.
The Tiefling side of the city is Armir. The Tieflings from Armir are a proud race, and embrace their demonic heritage. This has led to those who refuse to adhere being ostracised or banished. This accounts for the majority of Tiefling who leave. While they embrace their heritage they are not evil by nature. They have a lust for power, and are willing to accept almost any means to gain it. The society has evolved in this same vein, arcane power is might, and might makes right. The city is ruled over by a cabal of the most powerful arcane spellcasters. Unlike the Valke Republic their is no great school for arcane studies, instead practitioners take on apprentices to train.
- Non-City Locations:
- Great Heart Lake:
The Great Heart lake gets the great in its name, not because it is the largest body of water, the Red Lake being far larger in area, but from its depth. Nobody knows how far the lake goes, the simplest believing it has no bottom. Every now and then the bloated corpse from an unknown horror from the depths washes on shore.
- Lake of the Sky:
The lake of the sky is frozen in winter, but in summer it is so clear, and so still that it provides a reflection of the sky. It is rich with fish, and provides an abundance for the towns nearby.
- Red Lake:
The Red lake is the largest body of water on drisos. It is relatively shallow, and the red dirt and sand at the bottom give it a red hue. This is darker on the western end closest to the Gorkrul wastes, and is almost gone at the farthest eastern edge. Though fairly shallow there are great chasms is the lake bed that extend down a long way, they can create weird sailing conditions, and many boats have been lost down them, never to be reclaimed.
- Tri-Lakes:
The tri-lakes are a series of small lakes in the south of the continent. Two rivers run from a small mountain range into the northeastern and southeastern edges of the first lake (called komizu). On the southern edge of the lake is the Forbidden City. From the southwestern edge of komizu the river continues onto the the northeastern edge of the second lake (chunimizu), from the southern end of this lake, the river flows south into the eastern edge of the third lake (hikuimizu), and from the southern end out to the sea. Every year in autumn salmon swim up the trilakes to the top of the river to give birth, and in the spring adolescent salmon swim down and out to the sea. This provides food for both a large population of bears, and the Asan.
- Heart Forest :
The Heart Forest is so named simply because it is on the shore of the Great Heart Lake. Many generations of logging from Aneka has left it a light and airy forest. While the king does take hunting trips here, he prefers Lush Grove.
- Okapi Timberland:
(Oh-car-pee) The Okapi Timberland is the main reason there is no highway from Dofrar to Raco. There is a road that runs this route, running between the Northern end of the forest, and the mountains, but it is a dangerous road. The Timberland is not a safe place, being the home of many fell creatures.
- Xiss Grove :
(Ziss) Xiss Grove see's more trappers than loggers, and there is a large community of woodsman living in the forest itself, trading their meat, furs and skins in Jakon.
- Jans Wood:
(Jar-ns) Despite its proximity to Galfast, Jans Wood see's few woodsman from here, instead most of the lumber comes from Lush Grove by way of Gorwood. When the Dwarves kicked goblins out of Vin Durhal, they did not bother with the areas around, beyond what they needed. As such there is a large community of Goblins living deep within Jans Wood.
- Lush Grove:
Lush Grove is the main source of Lumber for the majority of the kingdom of Madea. The lumber industry here is booming, and the Gorwood also hosts many regular hunting tournaments in the forest.
- Dark Heart Forest :
The Dark Heart is even more dangerous than the Okapi Timberland. It is safe to lumber at the edges, and hunt for a couple of miles in, but anyone who ventures further than this has simply never returned. Many generations ago a chieftain from Skavik took five hundred of his best warriors into the forest, to once and for all find out what was inside. None were ever seen again.
- The Nelderlod:
(Nell-duh-lod) This forest is the ancient home to the wood elves. It has existed for many thousands of years, and bore witness to both the rise and fall of the high elf/mountain dwarf empire. The elven libraries in Thesera and Asathaeus are the only places outside dwarven cities that information on the empire still exists. No human knows how far west the Nelderlod extends, and very rare is the human who has seen Thesera. Elves know the far boundary is almost as far away as Nordorlond, and that other wood elf cities exist, but these are many days travel away through some dangerous woods. Once upon a time elves controlled the entire forest, but something dark has been growing in the middle, and there are now vast swathes that they dare not tread.
- Gorkrul Wastes :
(Gore-cruel) The wastes are an inhospitable area of dead soil, and fetid fens and marshes. Yet somehow Orcs thrive here. The call of Gruumsh is impossible to break, and every man woman and child exist to serve him. Orcs will not treaty with humans elves or dwarves, and will attack onsite, unless hopelessly outnumbered. The wastes extend some distance to the east, with nobody from Drisos having seen the far edge. During the heat of day noxious gases seep from the earth, and as night falls they lessen, only to return again come dawn. This has led to Orcs becoming nocturnal, and is so ingrained that even when raiding lands outside the wastes, they still attack only at night. The wastes are scattered with orcish settlements, each kept small by the lack of land to build structures on. The only area of land being large enough for a city is where Uguzdra stands.
- Drisos Edge Mountains:
The Drisos Edge Mountains, is the large mountain range that marks the western edge of Drisos. There are safe passes over the mountains, but they are few. On the other side are a handful of rock gnome communities, and a vast desert. Nobody who has tried to cross it has ever returned, and going around does not work either. The Gorkrul wastes to the north prevent anyone going that way, and any who try sailing the sea to the south are met with treacherous weather conditions and vicious sea monsters. Occasionally a Dragonborn or Tiefling cross the desert, but they are loathe to reveal what is on the other side.
- Great Dividing Range :
The Great Dividing Range is the mountain range that runs from the red lake to the great heart lake, and effectively separates the northeastern and northwestern parts of the continent. Because the arctic winds always blow from the northeast, by the time it has crossed half the continent, and then reached the mountains, the western half is effectively spared the coldest weather, making Al Kusra Empire's weather much milder than that of the Valke Republic.
- Dragonfang Mountains:
The Dragonfang mountains were names for the shapes of many peaks, that resemble dragons fangs. These mountains once held three dwarven cities, until the mountain dwarves moved into the lowlands founding the ancient empire with the high elves. Some dwarves remained, but most moved out. With the fall of the empire the remaining dwarves returned to the homes of their ancestors, only to find them overrun by goblins. It was a long hard battle, but eventually they reclaimed Vin Lodar. The goblins attacked again straight away, and the dwarves only just repulsed them. Fortifying the city, they concentrated on regrowing their population, made hard by constant assaults. After a thousand years, as men started arriving in Drisos, they finally made their move on Vin Durhal, the battle lasted days, but eventually the dwarves were victorious. It took many decades to clear all the remaining goblins out of the deepest tunnels. This just left one city, which the goblins have renamed Slazz. Lately there have been many rumblings from younger dwarves that it is long past time when the dwarves reclaimed the last of their cities. On the far side of the mountains is a nomadic Hill Dwarf Nation, none of which have crossed the mountains since the fall of the empire.
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| | | Hornet Warrior Admin
Posts : 38 Join date : 2020-04-24
| Subject: Pantheon Fri Apr 24, 2020 10:52 am | |
| Pantheon - Olapireta and Oresa:
In the beginning there were only two. The creators of the world and everything within. Olapireta, she who is light and life, and Oresa, she who is war and death. For eons they battled against one another in an eternal stalemate. Realising they could not get the better of each other this way they turned to new tactics, and created lesser beings to fight for them, the Gods, and a place for them to do battle, the World. At first there were many gods, each personally battling for their mother. It is not easy, but Gods can be killed, and slowly their numbers dwindled. The Gods became averse to risking their own selves, and did as their mothers had done, creating lesser beings to fight through. And thus the world was populated. Even with lesser beings to fight for them, some Gods still met their end, but the rate slowed dramatically, and one has not been killed in many millennia. This left the 6 good, and 6 evil gods we know today. Rarely do they come to the mortal realm now, instead fighting their battles through their champions.
- The Good Gods:
Uime - The dragon god of knowledge and life. Most often takes the form of a great golden dragon. He had a hand in the creation of many lesser races, and is seen as the protector of all good creatures. The church of Uime has a great many paladins. Lawful Good.
Hara - The Elven goddess of nature and knowledge. She has a soft spot for all elves, and when seen takes the form of an elven maiden of great beauty. She has a love for nature, and the preservation of knowledge. Does not have a large following outside of elves. Lawful Good.
Uago - The Gnome god of tempest and trickery. Takes the form of a wizened male gnome with a cane. The god of storms can be very tempermental, and is mostly followed only by thieves and tricksters. Chaotic Good.
Casga - The dwarf god of nature and light. Where Uime is the god of light from the heavens, the sun and moon and stars, Casga is the god of light from fire, both lava and flame. And where Hara is the god of nature in plants and animals, Casga is of the earth, and mountains. He appears as a large male dwarf in full plate armour, that shines red. Outside the dwarves he does have a large church in human lands. Neutral Good.
Malpirgi - The halfling goddess of life and trickery. She embodies the halfling spirit, of living life to its fullest, getting the most out of every moment. She appears as an adolescent halfling in a summer dress. Lawful Neutral.
Cored - The human god of light and tempest. He embodies the good traits of humans. In a constant struggle with Zomembi for control of the seas, he attempts to protect sailors from her wrath. Can be seen as a large man, as tall as a ship, striding over the waves. Chaotic Good.
- The Evil Gods:
Teloah - The dragon goddess of of knowledge and death. She rules the underworld, eager to gather all to her. She has been seen as a great black dragon, large enough to blot out the sky as she flied high overhead. Lawful Evil.
Zomembi - The merfolk goddess of tempest and nature. Self proclaimed goddess of all the seas, is in a constant struggle with Cored. Eager to smite any who dare travel her waters without tribute. She can be seen as a huge mermaid, of frightening visage. She is not widely worshiped outside of the Merfolk, but often sailors of any race will give a prayer for mercy. Neutral Evil.
Canilu - The orc god. He claims domain over war and death, but his only concern are his orcs. His bloodlust fills them, urging them to fight, to kill. He revels in death and destruction. Can be seen as a giant orc wielding dual battleaxes. Only worshiped by orcs. Chaotic Evil.
Mahorela - The drow goddess of knowledge and nature. She is the embodiement of the harshness of nature, especially in poisons and toxins. Worship of her is a crime in human lands. Lawful Evil.
Gokz - The goblin god of trickery and war. Like Canilu his only concern is his creation. Can be seen as a great noxious goblin, bloated, and covered with festering sores. His constant chatter drives goblin priests to madness, they never live long. Chaotic Evil.
Dizoda - The human goddess of tempest and trickery. She is the trickster, always changing her appearance she thrives on chaos. Has no official church, but many thieves and assassins guilds pray to her. Chaotic Neutral.
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| | | Hornet Warrior Admin
Posts : 38 Join date : 2020-04-24
| Subject: Race Sizes Wed May 13, 2020 8:02 am | |
| Here are a few images that show the average height of some races in D&D - D&D 3rd ED Male:
- D&D 3rd ED Female:
- D&D 5th ED general:
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| | | Hornet Warrior Admin
Posts : 38 Join date : 2020-04-24
| Subject: Important Maps Wed May 13, 2020 1:17 pm | |
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