World building [TheDarkOne]

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World building [TheDarkOne]

Post by WackyQuacky » Thu Aug 27, 2020 9:14 pm

Sirens along the northerly coast.

Sirens are dangerous creatures, who lured nearby sailors with their enchanting music and singing voices to shipwreck on the rocky coast of their island. Due to the migration of these dangerous creatures along the coast, the coastal towns and harbours are mostly closed and abandoned. Since the desertion of the towns, the northern shores are desalinated and scatter in broken houses and carts, mostly ripped apart by the waves.

The sirens are beautiful creatures with human upper bodies and fish tails. Much like the stories, they call from their rocks and by the bow of their ships, coaxing the sailers towards the sharp rocks and shallow waters. From there, the ships are dashed and ruined against the shore, tearing at the bottom of the boats until water reached the deck; the sailors happy to meet their demise. Their beautiful songs lead the sailors into their arms, diving deep under the water until air leaves their lungs, the hypnotic words of their songs finally leaving their ears.

They thrash until they gaze upon the twisted face of their captor. Through the thick distorting veil of bubbles and water, they witness the sharp, jagged teeth of the siren, the pupils narrowing to slits and the scales covering their skin. Once the air leaves their lungs, only a pool of crimson rises to the surface of the water as more sirens dive below with their own price. This event almost happened weekly along the northern coast until the towns evacuated and left the food supply of the sirens to be mostly the brightly coloured fish that swim in the warmer waters.

Despite there dreadful method of feeding themselves, the sirens were a graceful and playful species that enjoyed the company of others rather than being on their own. Surprisingly, a young or larval siren has never been seen and many suspect that they come from eggs that crack open and smaller but fully formed siren emerges. All though this is speculation, the truth around there birth is still a mystery.

These creatures are extremely dangerous and if they are hungry enough, they have been known to swim close enough to the shore so that those who pass by on horse, carriage or by foot may hear their songs and wander to their deaths in the sea. Despite their effective songs, the majority of the people who were drown and eaten at sea were males. Many have speculated that this is due to a note in their songs that is flawed and can no attracted the female gender in as they do males but there is no evidence to this.

Life span: 80 to 100 years

Territory: mostly northern coast but can migrate

Height: their human torso only takes up 1 third of their body.ImageImage
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Re: World building [TheDarkOne]

Post by WackyQuacky » Thu Aug 27, 2020 9:43 pm

Forest guardians

A mighty creature in charge of protecting a forest to which it is magically conected. A beautiful living being of pure, shimmering white. It can live for ages because of the magical link it shares with the forest it protects, but when the forest starts to die, its Guardian also does. These guardians are hulking giants that blend in with trees so well they aren't likely to be spotted in a dense forest. Not every forest has one but the oldest forest have the strongest and the wisest of the lot. Laying dormant until their trees come under attack. Due to this, curtain forests are not allowed for foresting of any kind in worry that the towns near by may feel their rather.

These huge monsters can be disguised as a rocky cliff face, the mossy forest floor or an oddly shaped tree or boulder in a random path. These guardians can take the shape of anything, men, women or any animals. Which ever is the best appearance to protect the forest under their domain. If you ever see a boulder on a path that you haven't seen before, treat it with respect. Bow and be on your way. They aren't violent unless provoked so try your best to avoid the trees. These giants are covered in moss, bark, leaves or rocks to help blend into their surroundings and can sleep for centuries undisturbed until a lumberjack somes along.

Danger level: 2/10 silent most of the time but become incredibly danger as soon as bark is broken. Not stopping until that person is dead

Life span: For as long as the forest stands, so do they

Territory: Thick, heavy forests

Height: anywhere from 45 feet to 200 feet and upwardImageImageImage

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Re: World building [TheDarkOne]

Post by WackyQuacky » Thu Aug 27, 2020 10:44 pm

A seraph is a type of celestial or heavenly beings.
Seraphim are winged celestial beings with a fiery passion for doing God's good work. They described as having two or three pairs of wings and serving as a throne guardian of God. They are of a mix or gorgeous and horrifying, with many of them beinging a mass of tangled wings and light. They live above the cloud on the floating islands that seem to be held up by the air currents. These islands drift slowly on calm days as the wind carried them around the landmass.

The Seraphim are able to fly and are mighty warriors that fight for their land in the name of God. Although these creature's look more like monstrts than Angels in some senses, they give off an aura of comfort and protection, even during battle. This can play into their favour as it can cause lul their opposition into a false sense of security. The voices are mighty and booming and when willing, can be heard in the grounds below singing or even the beating of there powerful wings. They wield hulking swords or bows, with powerful hits that can end weak enemies.

Life span: 100 to 200 years

Territory: the floating islands

Height: usually from 6ft and upward to 10ftImageImageImageImageImageImage

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World building [TheDarkOne]

Post by TheDarkOne » Fri Aug 28, 2020 4:07 pm

Humans 

The most widespread and adaptable race of Avalonia, humanity has forged many kingdoms stretching from the Great Swamp in the southwest all the way to the Isle of the Fey in the east. Mostly keeping to the southlands where rivers run wild, the various kingdoms and baronies often find themselves at war against one another while assassins and spies fight in the background to fabricate claims and assassinate political opponents. 

Originally from an island far to the south, humanity came first to Elvenar after Erdwin the Sea-Lord had prophetic visions of the doom of their homeland. Five years from his departure, the island would be wracked with earthquakes that could be felt by the Elves in the north, and flames spread across the land before the land itself sank into the ocean where it burns still, the oceans themselves boiling from the heat. When he and his people arrived on the south coast of Elvenar and explained his tale, the Noldor King Sylvar declared that he was 'touched by destiny', and the gods granted him vision to save his people. Granting them land on the south of Elvenar, the relationship between humans and elves thrived for 200 years, where they developed the Common Tongue to converse easier with one another, and where humans adopted elvish gods into their pantheon. However it all changed when Sylvar died and his son, Galadrad took the throne. He was never much a support of his fathers decision to share their ancestral home, and when human envoys approached him about cutting down some of their sacred forest, he had the opportunity to do something about it. 

Cutting off the human envoys ears, he had them hung around their neck and sent them off, not before explaining that no human would ever be allowed to touch the sacred woods. Retaliating in anger, the humans gathered and set fire to the southern portion of the forest before returning to their homes to await Galadrad's fury, and it was swift. Raising up the elvish hosts as well as the forest guardians and smashed the human settlements to the south, sparing no one once they breached the gates. The last settlement of Erdwins Landing saw no point in continuing to resist, and so they jumped on the ships that carried them here 200 years ago and set sail along with some of the elves who had defected from the Noldor King, now known as Galadrad the Bloody. Sailing around the East of the island to avoid the elven navy that patrolled the west coast, they eventually landed at the east side of the continent. Here they established the first human city on the mainland Larion, which still stands to this very day. 

Now the threat to humans came from the orcs tribes that ran rampant over the continent, who has been fighting amongst themselves for years. Three times they laid siege to Larion and threatened not only to wipe them from the continent but to wipe humans from the face of the earth. Twice infighting and bickering on the orcish side had saved them from the jaws of defeat, but when Grunak Swordbreaker united several into a kingdom through brute strength and force alone, however another chosen by destiny rose up and broke the siege, a girl of 16 wielding a sword of light that she pulled from the heart of a furnace, her hands blistered and burned as she did so. Grunak was slain, but from then on the humans were on the attack. They started to spread across the land, cutting down any orc or giant that got in their way, and built their towns and cities on the battlefields of yesterday. Soon the orcs scattered, some fleeing to swamps and mountain of the west, while others retreated to the Deadlands of the North East. The first human empire, the Empire of Larion was created, ruled by the union of Erdwin's descendant and the Holy Maiden.

As humans claimed land from the orcs and erected new cities and castles, more kingdoms began to pop up around the continent, all of which played some sort of tribute to the Kingdom of Larion. The River Kingdoms of the South began to vye for power and land between each other, each entering into a cycle of espionage, betrayal and war with each other with Larion attempting to quell the other kings. However when the Sorceror King killed the last of the line of Erdwin 30 years ago, making off with holy sword as well, Larions power waned under the regent who was installed to keep the peace. Soon other kingdoms would claim the throne of Larion, and as wars erupted over the territory and crown, Larion was greatly diminished. Thus began the Age of Discord, where wars between the lords and ladies of the realm began to take their toll on the human kingdoms.
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Re: World building [TheDarkOne]

Post by TheDarkOne » Fri Sep 04, 2020 7:48 am

The Elves

Tallest, fairest and most long lived of all the races, Elves are predominantly found on Elvenar, the largest ocean in the Southern Sea. Elves are oftened haughty and arrogant, thinking themselves greater than the lesser races although they do not hate or dislike them. They view the others, humans especially, in need of a firm guiding hand if they are to ever hope to rise to greatness, and that without it they will fall into chaos. They are the height of culture, their traditions and knowledge stretching back over hundreds of years, and should a human ever gaze on a piece of elven art or workmanship, they would think it a thing of beauty, a masterpiece which has led to elvish goods being highly valued on the mainland, no just because of the craftsmanship but also the scarcity. However humans live short lives, and cannot see what an elf might, imperfections in brushstrokes, an incorrect fold in a blade that hasn't set just right. Elves always believe you can better yourself and your work, which is easy to say when an elf can have hundreds or thousands of years to work a craft. 

The Elves would have you believe they are united in purpose, one people. This is far from the case. After the treatment of humans by King Galadrad, many factions splintered off from Elvenar and spread out across the world. Those known as the Noldor remain on Elvenar, ruled by a council of seven lords who elect their High King after Galadrad was deposed following his bloody culling of the humans. Here the Elven capital of Alfuin raises up above the canopy, great towers of twisting crystal that glows blue in the starlight and green in sunlight. The Segalion or 'Sea Elves' sail the waters of the Southern Sea on their great floating city known as the Ark. Several ships linked together by chains and bridges, it can weather the most severe storms, and is where most of the Segalion live. Other smaller vessels are used to attack those who sail their waters, as well as gather fish for their diet, accompanied by the fruits that are grown on vines that link the buildings of the Ark. Vandalor elves of 'Tree Elves' have taken up residence in the marshes and forests of the south west, and are considered the most feral of the elves. They live and fight alongside the orcs and goblins in the area, fiercely defending their home. Lastly are City Elves, those who left alongside the humans. They are frowned upon not only by their fellow Elves but also the humans who often take out their own hatred of the ancient Noldor on them. Often found living in slums and working menial tasks, they have a deep sense of community, and have melded their elvish ways along with the humans. The younger races have a hatred of humans for how they are treated, although the older generation, some who have survived since the Betryal of Galadrad, almost view it as their duty to show penance for what happened.

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Re: World building [TheDarkOne]

Post by WackyQuacky » Fri Sep 04, 2020 8:36 am

Dwarfs

Although short and mostly bad tempered, the dwarfs were the finest of all builders. Their temples and castles were lived in by many a great rules so much so that even the elves couldn't help but turn their eyes in their direction as they passed, although they would never admit it. These great castles were the landmarks of the Isles, each different in every way from the last. Rubies, sapphires and all assortments of gem stoned were buried in the walls and ceilings of the brick Goliaths, the amount signifying the power of the ruler. All across the land, mightly leaders and Kings would ask the Dwarfs for these skilled hands and to most, they refused. The temperamental creatures were look for any excuse in the body language or the way they spoke for any signs of disrespect. May even one arose, the leaders would be turned away without hesitation.

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Along with these grandiose buildings, the workmanship on the dwarfs spanned to weapons and armors. Some of the strongest pieces of kit a warrior could wear were crafted by the heavy, flaming red head of a dwarfen hammer. Crafted from metals from the mines they dug, the metal was untarnished by even the heaviest blow from an orc or troll. Their tradition of being the master builders and creatoring race ran for centuries, with very little to appose them for the most. The elven wear was light and bent easily and the humans armour was scoffed at by many. The dwarfs took pride in the work, their love for the craft being poured into every sword, chest piece, boot or helmet. If you were to disgrace the work of a dwarf, you will need to expect a chunk of heavy metal thrown in your direction, along with a line of unsavoury words.

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The fiery temper that has been associated with the name have started wars or at least arguments with surrounding kings but most wouldn't dare to attack them. With short, strong statures and the best quality armour and weapons mony could buy, many of the attacks upon their city walls ended in the lose of the attacking army, although they would leave casualties on both sides. Their steeds, not the tall horses you expect to be riding at you in war, but a hog, with mounted armour and helmets with horms, thet could nearly do as much damage as their rider with a well placed blow. For years this trend would continue of drawfs either creating for a king or starting a small war to which they won, until a king with a sullen attitude and a disposition to fighting was turned away. The forces of an army, ten fold what the drawfs had attacked their cities from all sides, cutting off their mines and outer lands with ease. Their king, Lord Dusgrar Bluntmane, withdrew his people to the inner city, deep in to Westwall Mountain, shutting the iron gates and looking the army out. The mountain is located in the center of the land, with a view towering in all direction. No matter their force or determination to break through, the gate was too thick and too well made to even bend under their efforts, the attackes were called off and a semi triumphant but ticked off king stomped away with his army in toe.

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Since that day, the drawfs have been locked away from the world, the only entrance from the mountain embedded city heavily guarded at all times. With the drawfs gone, the buildings they build and upkept fell to ruin, many of them abandoned and the gems ripped from the walls. A few are still standing and lived in by Kings and queens but the absence of the dwarfs have left a dull tarnish on the emaculate walls.

From within the mountain city of Hagdorahl, the blacksmiths continue to create their armour and weapsons, despite their lack of customers, the builders dig deeper into the mountain and create more and more detailed buildings and Lord Bluntmane watches over, his fiery of their betrayal and being forced to hide away tuening the once gentle king bitter and cruel to outsiders. If you were to stumble across their entrance, you best have a very good reason to want in.

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Re: World building [TheDarkOne]

Post by TheDarkOne » Sun Sep 06, 2020 2:23 pm

Orcs 

No one knows if it was the orcs or the Elves which first walked on the land, but it is known that the orcs were vastly more successful. Able to breed rapidly, they spread out across the whole continent, forming tribes based on a dominance hierarchy. The strongest of the orcs became chiefs, overseeing the other males known as Drungi as well as being the only one allowed to mate with the females in order to promote the strongest bloodline. When a chief was wounded or grew too old, other males could challenge them in a fight to the death for the chiefdom. However while orcs certainly dominated the continent in the early years, even feared by the Elves who only maintained coastal settlements to retreat if needed, orc tribes spent more time fighting among themselves rather than form a cohesive empire, which is what eventually led to their downfall. 

The arrival of humans onto the continent in the east and the erection of their city of Larion in the once proud Dwarven city drew the attention of some neighbouring tribes, who quickly put them to siege in order to drive the fledgling race back into the sea. Three times they surrounded the walls, only to be driven back twice by infighting amongst themselves and how they would divide the land, loot and slaves. However a leader was soon to rise amoung their number, Grunak Swordbreaker, an orc of incredible strength and cunning that was often mistaken for a troll such was his strength. He beat his tribe into submission, then another, then another until the very first orcish horde has been formed, one with a single leader and ruler. Once again the orcs surrounded Larion and smashed down the walls, just like when they had driven the dwarves out before, but a young woman wielding a sword of light and flame met Grunak on the bridge to the keep and cut him down in single combat. The orcs scattered, and while in disarray, the humans pushed out of their city to build more towns and the tribes saw themselves being pushed to the very fringes of the world. 

Escaping to the Great Swamp, some orcs dominated and enslaved the much smaller and weaker goblins to serve them, retaining much of their old savagery and tribal nature. While the humans leave them alone in their swamp, they thrive there with their natural resistance to its poisons and diseases. When the Tree Elves arrived, war initially broke out until they banded together to force back the humans who saw fit to try and tame the Swamp. Now it is largely agreed that the Elves would have control of the treetops while the orcs live on the ground with their goblins slaves, their buildings perched off the swamp floor by stilts. Trespassers are not tolerated in the Great Swamp, and if they Elves do not fill you with arrows first, the orcs will tear you limb from limb. Some orcs established themselves into a chiefdom at the edge of human territory near the mountains, even making a permanent settlement of Bulmagash towards the west where the orcs grow food, forge weapons and armour and even hold their courts of law, although there is still alot of fights to the death to decide the righteous. Some human traders are even allowed to purchase orcish goods like armour and weapons, which while crude is also some of the best armour you can buy, orcish smiths taking great pride in their work that can deflect even the most sturdy dwarven weapons. They are not the mindless beasts like others of their race, even speaking in the Common Tongue, but they are mistrusted by all and have a grudge against the Dwarves in their Under-Empire.

However the majority escaped to the Deadlands of the north east, a land filled with ash, great pillars of flame and filled with some of the most horrible monsters imaginable, blocked off to the human world by a mountain range, and humabs have built great fortresses in the passes to defend against the orcs, monsters and elements. Here they fight to their hearts content, fight to acquire food, fight to aquire land and fight to acquire power. Ocassionally an orcish chieftain will unite them like Grunak before them, and lead assaults on the humans of the souths making the Border Lands very unsafe for those looking to take advantage of the fertile soil that surrounds the ashen world. In recent times however, sailors who have skirted the coast of the Deadlands, tell rumours of a great spire, jutting out of the ash and obscured by the storms, with orcs forming smaller raiding parties and launching more raids into the Borderlands, finding new paths around the mountain forts that block of access to the forsaken land. 

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World building [TheDarkOne]

Post by TheDarkOne » Mon Sep 07, 2020 4:24 pm

Former Kingdom of Larion and the River Kingdoms

Built on the ruins of an old dwarven fortress, Larion was the site of the first human arrival after they were driven from Elvenar. Restored to its former glory, the walls are made from the same thick dwarven blocks however all Dwarven culture and heritage has been pulled down and replaced with those of the royal line of Erdwin, who survived the massacre by the Noldor and led the humans once again to new shores. Nearly annihilated three times by orcs, the last being when the holy maiden cut down Grunak Swordbreaker, the city is built in two parts. On the mainland, two outer rings of walls, the inner wall was from the original dwarven city while the outer is smaller and was erected by humans to defend the settlers and buildings erected around the kingdom. The other part sits on a pillar of basalt where the castle was built, connected to the mainland by a bridge held up by thick iron reinforced blocks that reach down to the coast.

The first human settlement, all other kingdoms and lineages can trace their way back to those who came and defended Larion. Ruled over personally by the descendants of Erdwin the Sea-Lord, their coat of arms is a burning sword plunging into the sea, recognising their saviours Erdwin and the Holy Maiden. They ruled the largest and most prosperous of the human kingdoms, where the fertile plains and floodplains of the south fed their population while the hills in the north were mined for metal and precious metals. An extensive system of roads linked them to their trade partners in the River Kingdoms, and a flourishing port made Larion the center of the world, and ushered in a golden age of man. 

This golden age ended when rivalries and claims between the many River Kingdoms began to crop up. The River Kingdoms were for all purposes independent of Larion, although all payed tribute to the line of Erdwin, yet as more and more cropped up and laid claim to valuable land amongst the many meandering rivers, it cut off access to those cities looking to grow. It started out with border disputes, which led to discontent on both sides and eventually war. While there are over two dozen kingdoms now, there was once as many as one hundred, but they were defeated and absorbing into the bigger players on the scene. To promote peace, the King of Larion arranged marriages between all the noble lords and ladies of the River Kingdoms to one another, however this only opened up another battlefield: espionage and political marriages. Used to gain claims through blood, it may have slowed the wars but now the outcome was more brutal, as each tried to place their own dynasties on the thrown by betrayal, intrigue and assassinations. 

Forty years ago, a terrible event would spell the end of the royal line of Erdwin when a young sorcerer called Lucius Vane rose to power in the capital. He captivated King Daric with his magic, far beyond anything the world had seen so far, so he rose to become Head Magister of Larion. However Lucius used his power and influence to slowly take control of the kings mind, poisoning it against his people and enacting policies that crippled the realm. When the Knights of the Burning Sword decided to rise up and protect their king, Lucius took the holy sword Brightheart, used to strike down Grunak Swordbreaker, and corrupted it with his magic. Drawing strength from the blade, he cut down the king, his descendants and the grandmaster of the Knoghts before he was wounded. He fled from the castle, with wings of shadow of smoke, but the damage was already done. No male descendant of Erdwin was alive, and Daric's daughter was missing so the Sea-Lord Throne sat empty. 

While a regency tried to hold together Larion, the River Kingdoms stopped all tribute to the capital and began to eye it as a prize that might legitimise their rule over all others. Wars were fought over the city, until most of its inhabitants were forced to flee and the economy ruined. After a while it was no longer worth holding the capital, which had fallen into a state of disrepair and it was left to the old regent to look after the remaining citizens.
Last edited by TheDarkOne on Mon Sep 07, 2020 4:24 pm, edited 2 times in total.

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Re: World building [TheDarkOne]

Post by WackyQuacky » Tue Sep 08, 2020 12:10 am

The Northern Kingdom of Lugril

The Northernly part of the land used to be dominated by farmer lands as the fresh water lakes were large and plenty in the area. With wild geese and horses roaming the lands in large herds, it was a much desired place for hunter's and farmers alike. With most northernly towns along the coastline were fishing and kelpie harvesters, the kelpies being used almost like engines in boats. The land was thriving more and more with each passing year until a hord of sirens collected along the harbours, attracted to the huge gathering of domesticated kelpie. The farmers didn't think much of it at first, assuming that they were mermaids that had come to collect some of the schools of fish that had been caught in the nets. It wasnt until the first few deaths due to capsizing that the farmers began to worry. The sirens got more and more confident, coming closer to the shores to snatch kelpies that were tied to the front of boats.

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Soon the siren hunts were not enough to keep the swarms at bay and they lost more humans each night. The further they came into the shore, the more businesses were destroyed and families were forced to leave. A few months after the sirens first invaded the Northern Sea, the coast lines were littered in run down houses and buildings with the tamed kelpies scattered to the wind. Now, the roads that travel the coast are deserted, without even a trader in sight. Occasionally, if you are brave enough to venture close to the sea line, you will see a siren or two basting in the sun, picking kelpie scales from their teeth with a loose finger bone. However, the fish in the area are booming more than ever and the path between the mainland coast and the Three Moon Island are littered with riches from sunken ships.

The farmers from the coast moved inland, forced to change their profession from fish to cattle to try and keep afloat. While being inland protects you from the dangers of the ocean, the dry lands came with their own set of trails. Orcs, dragons and even the harshness of weathers could end an already fragile life of a farmer whose life had already been uprooted. Small commoner garden dragons kill rabbit and chicken while orcs carry cattle and horses away in the night. Many of the fishermen that were forced to move died within the first year, unable to adapt to the dry land way of life.

Between then and now, the land had seen many heart aches, with wars and warlords, battles and bandits, the land slowly grew barren and unfruitful. The Great King Regus took over the land of Lugril, promising safety for the farmers who were suffering the attacks. With Regus sending patrols to the furthest edges of the region and pushing the orcs back into their territory, the farmers slowly began to make their way back to the prosperous lands they used to be. Still, Regus did not touch the northern shores. The citizens tried to make their own speculations but no one truly knew why he wouldn't go near the siren swarm. The reign of Regus continues now through the life of his grand daughter Guinevere, making one of the few cities that are ruled by a woman.

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The northern region boards along the Westwall mountain line that houses Mughdohr, the city of the dwarves. The Queen had drawn a treaty with Dusgrar Bluntmane, promising the lend of her army if they were to go under attack in exchange for help with building their city walls and to supply them with armour and weapsons. The dwarves, boiling over with excitement to begin their trade again, accept and began their work. This union had placed the northernly kingdom in such a huge rank, having one of the largest armies with male and female humans as well as dwarves. The land prospered and grew, leaving the land scattered with farms and Nobel, dwarven build strong holds. Along the Eastern coastline, scattered with fewer sirens than the Northern, still roam the tamed kelpies from years back. Truly a place to live after the years of hardship, as long as you don't venture too close to New Lands Harbour, be you fish food.

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Re: World building [TheDarkOne]

Post by TheDarkOne » Tue Sep 08, 2020 4:28 pm

The Deadlands and the Spire

Located in the north east and separated from the rest of the mainland by a mountain range, the Deadlands is an area of extreme hostility with a volatile environment. Said to have been created when a volcano collapsed in on itself, spewing hot ash into the air that choked the life from the region that choked it of all life, leaving it only inhabited by monsters that lived and thrived in the sandstorms. Great fissures across the Deadlands throw up flames and poisonous fumes into the air, however some unusual vegetation mutated into soul grass and blood fruit that is enjoyed by orcs and their monstrous mounts. When the humans drove the orcs to the far reaches of continent, many tribes escaped to the Deadlands where they believed they would be tested in battle against one another, until they would one day set out to claim their place in the world again. 

In living memory no permanent structure has ever survived in the Deadlands, the orcs preferring to live in tents that can shield them from the ash storms and the humans that reside here only inhabit the three main mountain passes that keep the worst of the inhabitants out of the civilised world. The greatest of these is the Last Bastion, which is the main path towards the Borderlands. Built over the Great River Myrddin that stretches from these very mountains all the way to the tributaries that stretch across the River Kingdoms, it is split into the Bulwark, a huge curved wall with towers on either side embedded into the stone of the mountain, and the Bastion on the other side of the bridge that spans the river. No one has ever taken the Last Bastion, managing to protect the world from the two attempts of an orcish horde to break through. Manned by prisoner from across the continent and held together by a Knight Commander, they form the Legion of the Dead. An ominous name, however prisoners who serve for 15 years are free to make their own lives in the wooden township that has built up on the bridge over the years, able to take a wife and settle down, all of them required to man the Bulwark should the time come. 

When the Sorcerer King fled from Larion, he and those cultists that followed and worshipped him took up residence in a place known as the Spire. Made of a dark volcanic rock, the Sorcerer King bent the orcish tribes to their will and forced them to work on his tower. Not much is known about it, but on clear days it can be spotted by sailors along the coast, that dive the surrounding waters for the diamonds created when the volcano collapsed in on itseld. 

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