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Post by JMDavis ((Silver)) on Sept 9, 2008 23:11:21 GMT -5
First, move this to the appropriate section if it isn't in the right one >_<. I didn't know where to put this so...
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Post by JMDavis ((Silver)) on Sept 10, 2008 15:39:10 GMT -5
World: Damethior
Known Land Masses:
The Great Continent - The twin warring nations of Manafar and Tasan are predominant in the east. As well as many of the strongholds and sacred lands of the other races. To the south are the many southern lands of the great Viziers and Merchant Princes. While the north and west are dominated by dwarf, beastman, and elf holdings. With a few human settlements interspersed.
The Southern Belt - Chain of islands where southern barbarian tribes make their home. As well as the tribes of lizardmen who worship the old red dragon Hostrius.
The Northern Reach - Home of the northern barbarian hordes, much greater in number than their southern cousins. Also houses the great frost wyrm N'a'thefilz. The dwarf stronghold of Frostbreach is located here, as well as the Ice elf tribes.
Known Water Ways:
Frostcrest Sea - The frozen waters of the Northern Reach. Here the barbarians spend much of their time catching trout and salmon, as well as some of the sea-faring animals for their blubber and pelts. Something dark and ancient is said to lurk under the waters, according to the Ice elves.
Bay of Blood - most heavily populated tradeway amongst the coastal towns of Forth, Maxryn Crossing. As well as the kingdom of Tasan. Pirates patrol these waters, headed by the pirate lord Drest the Red, and are in constant battle against the navy of Tasan, and the Admiral Strikfröm.
The Burning Ocean - Located around the southern and western ends, of the Great Continent. Here there is only traffic in the southern ports of Cazamaren, Fort Timbul, and Shez'narah. There are minor ports, but have little trade with anyone outside of the major harbors.
Coast of Storms - The west has only inner coast trading, since the tropical waters of the Burning Ocean and the frigid waters of Frostcrest Sea will form violent storms that can rip a ship to shreds. The dwarf and human harbor for Steelfoam, and the orc harbor of Damazaakaz dominate are the only two coastal towns that trade with each other, the other settlements being farther inland.
Respective territories:
The Great Continent:
Kingdom of Tasan - Holds the Eastern Coast of the Great Continent, content with its control over the Bay of Blood and it's harbors. It has been at war with Manafar for nearly four centuries now, due to the other kingdom's expansionist ideals. As well as the unreasonable tolls the Tasans' charge for the use of their harbors. Though this is payback for the Manafarians unruly pricing of goods such as their ore rich mines and mountains. More elves live in Tasan than Manafar. Ruled by King Viilhein Larnsä, formerly King Feryn Larnsa.
Empire of Manafar - Holds predominately the central area of the Great Continent, having many rich mines filled with precious metals, and gems, as well as materials for forging superior weapons. Dwarves and humans are the predominate races among the Empire. With elves and beast tribes following in only the hundreds. Ruled by Lord Greigor Millent, formerly King Chavend, and the High Advisory Council.
Empire of Elefaran - Though the elves have many native homelands, this empire is their only recognizable village in that it is the only one with worked stone. Here all the races of elves gather to trade, reminesce, and learn from the great colleges of Magic that populate one side in the main kingdom of the Empire, as well as the many churches of both the elf and human faiths. Elves are the predominant race with humans a close second. Dwarves and beast tribes are rare. Ruled by Grand Magus Ve'lersia Rey'dreal, Archdruid Mara'flres Felferal, Council of High Priests and Priestesses, and the Regent-Queen Leneris Moonbliss.
Stronheim - The greatest of the dwarf strongholds. Ruled over by High King Tyrus Stronheim, great son of the founder of the mighty stronghold. Stronheim is parked in the frigid mountain caps to the west where the dwarves are in constant strife with the mountain and frost giants. Though their war is almost everlasting, the dwarves do venture out into the other territories to trade and actively recruit help.
Rekkazremyz - The empire under King Mresh Murgbluid. The orc chieftain who united the clans of the beast tribes under his flag through both force and negotiations. He sits on a throne made of worked obsidian with the skulls of his old opponents decorating it. The slave trade and arenas are held here. People can willing sell themselves as slaves for the arena to give money to their family, and only those who are known to be enemies or criminals are put into the trade.
Domain of the Lost - This is in the farthest north part of the Great Continent. Ruled over by Liserna, a cruel and ancient witch. Her armies are those that wander into these northern lands seeking refuge for different reasons. When she finds them, she nurses and warps them. Making them more monster than man. In constant struggle with the dwarf holdings in the Great Chain.
Desert of the Sun - Cazmaren, Fort Timbul, and Shez'narah are the ruling cities of the southern lands. Shez'narah and Cazmaren are both ruled by trade, though the Merchant Princes have small power compared to the Viziers that preside over the twin cities. While Fort Timbul is ruled by the Merchant Princes, though this can be explained in that it is a recent addition to the south, having been founded by the other great empires of the Great Continent. Except the Domain of the Lost.
The Northern Reach:
Barbarian Horde Lands - The lands of the barbarians in the North are the largest held territory. The barbarians spend their time ranging between the coast where they'll catch salmon and trout, as well as the heavy marine mammals for their blubber and pelts. But also venture inland, getting dangerously close to the Ice elf holdings as they hunt caribou and elk. As well as yaks and buffalo. Though they have to worry about the heavy, and large, Ice Bears.
Ice Elf Holdings - The Ice elves in the Dragon's Spine having the second largest territory of the Northern Reach. Though they own some coastal terrtory, they rarely venture close. Tales of a large, ancient, and dark beast having returned being told by the sighting of three glowing red eyes seen in the water.
Den of N'a'thefilz - The ancient frost wyrm resides in his mountain lair, located somewhere in the Dragon's Maw mountain cluster. The dragon having made a deal with the dwarves in Frostbreach Hold, who trade with both the barbarians and elves for food, that he will protect and leave them unharmed if they deliver unto him a slaughtered buffalo once a week. So far both sides have kept the deal.
Frostbreach Hold - The dwarves of Frostbreach Hold have lived in the Dragon's Maw for three millenia, mining the precious metals beneath the rock, as well as the wondrous gems that can be found in the veins. Master craftsmen, the dwarves have begun to trade their weapons, armor, and accessories to the Ice elves and barbarians for food and furs. In battle, the dwarves of Frostbreach will mount the Ice Bears, which they have managed to train.
The Southern Belt:
Lizardman Holdings - The Lizardman tribes hold two and a quarter of the four islands making up the Southern Belt. The variations between the tribes on the different islands, and the same islands, are extreme. They and the barbarian tribes will sometimes clash, but it is rare.
Hostrius' Lair - The old red dragon Hostrius appeared when the Lizardman tribes were still young. The great beast taking up refuge in a dormant volcano, and making himself a god of the weak-minded race. He is rarely seen now except for when an offering is made to him. Some scholars believe he has gotten too fat to leave his home.
Southern Barbarian Holding - The barbarians only hold one island in the Southern Belt. Their expansion ideals having been shoved out because of the red dragon Hostrius. They are numerous, even though they are confined to one island, and have sent out messengers with their merchants to call for help from the mainland.
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Post by JMDavis ((Silver)) on Sept 11, 2008 22:23:28 GMT -5
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Post by Matteo ((Taed)) on Sept 11, 2008 22:35:14 GMT -5
Heh heh, I like the little red splotches in the 'Bay of Blood'
Good artpad skills by the way. I don't have the patience for that thing. I use the pen tool in Illustrator so I can change everything whenever I want and I don't have to keep constant pressure on the mouse. Vector graphics ftw.
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Post by JMDavis ((Silver)) on Sept 11, 2008 22:51:31 GMT -5
Races:
Humans - This subrace of humanoids have spread far and wide through out the respective continents. Both in the North and South as barbarians, due to harsher extremes that prevent the ability to end a nomadic lifestyle. While in the middle territory any barbarians or wild men are arare, mostly appearing in the Orc Lands, or even the Domain of the Lost. The humans greatest bastions of might are Manafar and Tasan. Though both have seen better days through their constant wars.
N. Barbarians - The barbarian hordes of the north are strictly nomadic, living in a village for a few months before moving on to continue hunting. Some stick closer to the ocean, not needing to move inland where it is considerably more dangerous. They are very tall, around seven foot on average for men and a little smaller than that for women, and very muscled because of the harshness of the north, and some conflicts with the Ice elf tribes. The northern barbarins are fair haired and fair skinned, with very light eyes, due to the less sun that gets to them.
Barbarians have generally only worn heavy leather and pelts for armor, sticking with this even during their current trade with the dwarves. While using granite and stone for their weapons.
Due to recent trade with the dwarves, the barbarians have now started to gain the use of metal weapons to combat any problems. Some even wearing metal helms, though most prefer to stick with leather and fur, it not becoming an ice box in the freezing temperatures of the Northern Reach.
As far as magic goes, the barbarians have shaman who preach to their gods to summon spells of battle and aid to help their people.
Humans of the Great Continent - The humans of the Great Continent are much smaller than their northern cousins, men averaging around five-six feet, and women five feet. Their whole appearance ranges more drastically than the barbarians, ranging from light to dark skin, hair, and eyes.
They are slightly more advanced than the barbarians, though not much superior because of their constant strife in their greatest empires. Though they now will use one-shot musketsas well as bows and arrows, as well as cannons and even a cannon known as a howitzer.
Other weapons that would be considered medieval are also used. And heavy to light armor is common. Lighter armor on Light infantry and cavalry, with heavier armor on the Heavy infantry and cavalry.
In magical terms they have wizards, priests, and warlocks primarily. Paladins and War Knights following behind them.
S. Barbarian Tribes - The southern barbarian tribes are different than their counterparts in many ways. They have a darker skin, since they are much more exposed to the sun, with darker eyes to protect from the harsh sun. They average in height about eight feet for men and seven feet for women.
They are in battle with the Lizardman tribes of the Southern Belt, because of their restriction to only one island, while the Lizardman tribes hold the other two and a quarter, with Hostrius holding the remainder of the last island. Their attacks have been thwarted for fear of the great red wyrm.
The barbarians, having a lack of any ore on their island, have resorted to using the plants of their island for weapons. The leaves of one plant being able to harden to the sharpness of a blade in the sun. Most of their armor is also made from the leaves, it keeping them cool in the heat and even protected in some fights.
Other barbarians will use a shell armor, from the large sea creatures that can inhabit the waters around them. Some having been seen with turtle shells as a chest piece, even a crab shell as a helm. Some bones and barbs from sea animals have also been used to make weapons that are better than those of the plants.
In terms of magic they have shamans who work in the same way as those of the northern barbarian Hordes.
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Post by theredbaron on Sept 11, 2008 23:25:56 GMT -5
I love it! I too am creating my own litte world to be used in an RP (( Or RP's )) except I think I'm focusing alot more on the creatures and their histories. My map sucks.
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Post by Dylaria on Sept 12, 2008 0:36:10 GMT -5
Nice. It's good to see that people are creating their own settings and such. I have something myself but I need to do some work in order to get the data readable on this computer. Maybe that will be tomorrow's project after work. Again, very nice and I really do like it.
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Post by JMDavis ((Silver)) on Sept 12, 2008 22:40:23 GMT -5
Elves - Elves are a race steeped in mysticism. Their magic is powerful, whether it be in the divine, arcane, nature, or darker paths. Elves are the second oldest race upon this earth, the dragons being the ones to have first appeared upon Damethior. Though elves are not as technologically advanced as humans, nor as physically strong by looks, they are extremely powerful with the weapons the use. And their craftsmenship is challenged by only the dwarves. Though only five races of elf are known, one being a subrace of it's main branch, their are other races that have not been seen since the war against the demon lord, Ekal'ninistren. Though many races had died out, some still live today, yet not even their elf cousins know where. Moon Elves - The most commonly seen elf race in Damethior. They have extremely pale skin, though seem unaffected by the sun in extreme heats. Their hair is generally a dark black or blue, though can range to a light blonde, with deep blue eyes. Men stand at about five feet and and women about the same. Moon elves are agile and skilled fighters, most commonly seen in the front ranks of a battle in full plate armor to battle it out in the thick of things. They most commonly practice divine an arcane magic. Wood/Wild Elves - Wood elves and Wild elves share the same appearance, both havin deeply tanned skin, and hair that is brown. Their eyes are different though, with Wood elves having green or brown eyes, and Wild elves having golden eyes. Both stand at an astounding six feet, tall for elves. Wood elves are more commonly seen by the other races than their more elusive cousins, the Wild elves. Namely for the fact Wild elves will kill anyone, or anything, on sight unless the person can find a way to bargain for their life. Namely resulting in a battle to the death with the most skilled warrior of the tribe. While Wood elves help those who need it, and frown upon the actions of their Wilder cousins. Wood elves are amazing marksman, able to pick off a moving target from 250 yds away, or an unmoving one from 360 yds away. They are more skirmishers and scouts, able to blend well with their surroundings, as well as striker hard and able to retreat fast when in melee. In terms of magic they are primarily druids, none dabbling in the arcane nor the divine, too heavily. Armor is generally just leather, though some wear chain mail. Wild elves are very powerful, able to do battle with an orc in one-on-one combat in the open. They wield spears and clubs, though have been seen carrying a weapon that is made of wood, but with extremely sharp shards of rock pressed into it ( www.macuahuitl.com/pb/wp_ee731926/images/img1612245baebb0b2429.JPG ). Wild elves can be seen wearing bone armor, or nothing depending on the tribe and what their environment is like. The ones wearing bone armor are closer to civilization, and will generally launch raids against nearby towns or villages. While those who wear nothing live in the deep woods where they only need to hunt, gather, and fish. On the subject of magic, they use shamanistic magic like the barbarians. Ice Elves - Ice elves live in the far north of the world, being isolationists generally, though not the extreme of the Wild elves in that they will generally help travelers who need it, and send them off with the next dwarf caravan that arrives from Frostbreach. Ice elves have extremely pale to light blue skin with hair that is either white, blue, or purple. Their eyes are the most disconcerting, for only their pupil is visible which isn't even black but gray. They stand at about five feet or so, though some have been seen at four feet. They generally keep to their mountains, though will venture down into the tundra to hunt the cariou herds, generally facing trouble with the barbarians and Ice bears. They are a race steeped in mysticism and superstition, afraid of some evil that lurks in the waters of Frostcrest Sea and the waters that meet the Bay of Blood. When it comes to battle they wear heavy furs like the barbarians, and use he iron weapons forged by the dwarves, or the weapons created by their mystics which are icicles that never melt, and are extremely sharp. Their weapons are mainly spears for hunting, though do sometimes use swords for warfare. When it comes to magic they have something akin to a shaman, except using arcane equally with the divine. Making them a mystic, or a theurge by human standards. Dark Elves - The so called evil race of elves. They have dark brown to obsidian skin, with a wide range of eyes: pink, yellow, orange, blue, green and red. Most commonly seen as red or shades close to it, violet and purple. Their hair also ranges in color from white, black, blonde, and red. Men are five feet tall with women being almost seven feet tall, making the women the tallest of elves. Dark elves live both under and above ground, those above ground having the most wide-range of eye color while those below having less variety. They are as ruthless as Wild elves, yet less for isolationism. In battle they wear a gambit of armor, ranging from plate to cloth, and use swords and daggers with crossbows. They are very agile, and akin to a bat being able to hang from a rough ceiling by finding the small grooves in it. In magic they use the widest range of it for the elves, arcane, divine, demonic, and necromantic. Their spellcasters being the most dangerous of the elves as well.
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Post by JMDavis ((Silver)) on Sept 12, 2008 22:54:17 GMT -5
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Post by JMDavis ((Silver)) on Sept 13, 2008 0:40:33 GMT -5
((Once again, revised map... yes, I'll be fixing it a lot! artpad.art.com/?k74bkma1z0o )) Dwarves - Dwarves have spread from their original territory in the Great Chain, the long montain range that spread from the Orc Lands into Manafar and the Dwarf Holdings. They are wondrous craftsmen, always forging armor and weapons, as well as more delicate things like jewelry. All dwarves appear the same except for minor differences in each, generally skin and hair color, even temperment. All dwarves are three-four feet tall, and all, even women, have beards. Though women tend to have smaller ones, and ones much softer than the coarseness of the men. Dark Dwarves - These dwarves have a very pale gray skin, with dark colored beards, generally black or some shade of gray, older ones have been seen with dirty white beards. They have pure black eyes, which are disconcerting to some. They are very taciturn and quick to anger. Dark dwarves are mainly in the Stronheim mountains, where their stronghold is. They work the most with Bosheit ore, a mineral that gives off negative energy in a palpable force. Which may explain the dwarves attitudes since they change when they leave their stronghold, becoming a little easier to get along with. In a war, no army fears the Dark dwarves more than the armies of Murgbluid, he and his forces having been broken many times against the shields of the Dark dwarves Charge Breakers. The dwarves, even their clerics and spell-hurlers, wear heavy plate armor, and carry large two-handed weapons, unless they are among the Charge Breakers, in which case they use a shield of 4 foot thick metal, and a heavy hammer with a spike at it's opposite end, the bane of the Beast tribe Heavy Cavalry. Dark dwarves magical preferences are the divine, demonic, necromantic, and arcane. For unknown reasons there is a rift between the Dark dwarves and Skull dwarves, though this only means they are more suspicious of each other. And raise the price on certain commodoties. Crystal Dwarves - These dwarves are only seen in Frosbreach hold, appearing withe pale skin and wide eyes of a pure blue like crystal. Their hair color is much like the Ice elves, being predominantly white, light blue, or dark blue. What is strange about them, though, is they can shift their body heat. Making themselves warmer when it's freezing, and colder if it's too hot. Like their cousins in Stronheim, Crystal dwarves wear plate armor as well, except it is not forged of metal. Though these dwarves pedal off iron and steel to the barbarians and Ice elves, the dwarves themselves wear hardened suits of uncut gems, and wield weapons of the same. They can commonly be seen with bits of gem braided in their hair and beards. In battle, Crystal dwarves are feared for their ferocious mounts. The large Ice bears of the tundra and mountains which can reach twenty feet when sitting on their haunches. Their mounts wear the same gem-armor. In terms of magic, Crystal dwarves use divine magic and Crystal Weavers, dwarves that derive their might from elemental spirits of the gems themselves. Skull Dwarves - An off-shoot of the first Dark dwarves, Skull dwarvs have an even paler skin than the Crystal dwarves. With dark rims around their eyes. Long beards of black, yellow, and white are most commonly seen, with eyes that are a deep red. Though their name suggests something wicked and evil, they are some of the friendliest dwarves. Most commonly seen throughout the kingdom of Manafar, since their holdings are in a small segment just north of the great Empire. In battle, Skull dwarves will use their impressive Heavy Infantry primarily. Heavy suits of armor covering these dwarves, with great spikes jutting out every which way. This allows them to battle with weapons, and armor. In terms of magic Skull dwarves use necromantic and divine magic.
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Post by o ding on Sept 13, 2008 8:01:43 GMT -5
So it's another High Fantasy setting. Aww...
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Post by JMDavis ((Silver)) on Sept 14, 2008 22:49:04 GMT -5
Beast Tribes -
Orcs - One of the smartest of the beast tribes, which does not say that much, orcs are deadly adversaries to face alone. Standing the same height as the barbarians of the north, and even stronger, the orcs are both feared and respected throughout Damethior. Thick, short, brown-green fur covers their body, and huge tusks protrude from their lower lip. A piggish nose and two red eyes complete their fearsome look.
Orcs have in the past worn mismatched armor of different types: metal, wood, bone, and cloth some stolen from previously destroyed caravans. But in recent years, sinceMresh Murgbluid took over and unified the beast tribes, orcs have begun to forge and craft their own armor, as well as armor for the other tribes. Generally use heavy two-handed weapons, sometimes accompanied with a shield.
For magic they practice divine and necromantic.
Goblins - The smallest of the beast tribes. Goblins are sinister and cunning creatures who are cowards alone, but a force to be reckoned with in large groups. They stand at only three feet, with slimey yellow-green skin and black hair. They have a mouth filled with fangs that can tear through flesh easily.
Goblins also wear a gambit of armor, though chain and leather are their primary covering. They prefer light weapons to attack with quick, as well as ones with long range so they can retreat if things get too tough.
A subrace of goblins are gnolls, dog like goblins with thick fur of different colors, but otherwise the same as a goblin.
Goblins practice divine and arcane magic.
Ogres - Ogres are large, lumbering, oafs that are capable of being able to follow one task, and one task only, at a time. Though they carry this task out with brutal efficiency. They stand at nine feet, and are three times the size of a barbarin at the shoulders. They have a rocky looking skin that is tough to the touch, making it like a second armor; red, green, and blue skin. They have huge blunt teeth, though are carnivores. Some have horns.
Ogres wer minimal armor, to just a loin cloth, their tough hide making the need for armor obsolete. Though some ogres, those smart enough, will wear plate helms with a plume on it. They wield clubs that are basically a tree trunk, or heavy axes.
Not capable of magic.
Trolls - Creatures of primal instinct who only seek to eat, sleep, and mate. They stand at nine feet with skin that is like draw parchment to the touch. They have stringy hair that is extremely coarse. Jagged teeth dig into the flesh of their gums whenever they close their mouth, causing black blood to ooze out of their mouth with drool. They look extremely wiry, but are incredibly strong. Able to match an ogre in strength.
Trolls can unhinge their jaw to allow them to swallow prey larger than their mouth generally is. Trolls can also regenerate lost limbs, as long as the wound hasn't been afflicted with fire. Which will spread across a troll's body like a wildfire through a forest.
They can sometimes be seen wearing plate armor, but rarely. Some carry weapons as well, but nothing forged, but thick and heavy branches instead.
No magic.
Giants - Giants are the largest of the beast tribes, the smallest giant standing just as tall as an ogre, while the largest are near twenty-feet. They come in a variety of colors, like humans. They are very strong, able to hurl boulders that not even a catapult could launch.
They wear either heavy furs, leather, or plate armor. And carry heavy weapons that can be made of anything from wood, to bone, to metal.
Use arcane, necromantc, demonic, and divine magic.
Lizardmen - Lizardmen are the most primal of the beast tribes, seeing as the other races have all been united in Rekkazremyz under Mresh Murgbluid. The Lizardmen stick to being at war with one another under their chieftains. Though will come together in peace twice a year, during the spring and fall, when the longest day and longest night change to celebrate their god Hostrius.
Lizardmen come in a variety of different appearances from island to island, and even jungle to jungle. Those who have been killed, or captured, have looked drastically different in ways. One of them having three horns on it's head and swiveling eyes with blue skin. While another had a large frill around it's neck with red, purple, green, and gold skin with white polka dots.
Lizardmen use primitive weapons, spears and clubs that are just sharpened rock and wood. Though their sheer numbers can overwhelm a well-geared exploration group.
They have been observed to wield divine magic, which gives rise to the question if Hostrius really is a god.
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Post by JMDavis ((Silver)) on Sept 17, 2008 22:39:10 GMT -5
Dragons - Dragons are not seen often, as such resulting in details on their sub-races being unknown. Infact, only two dragons are currently known of and those are Hostrius and N'a'thefilz. The two of which have only had primary contact with the Lizardmen and the Crystal Dwarves of Frostbreach.
The Lizardmen being too savage to do anything more than try, or succeed, killing the researchers who wanted to find out about Hostrius. While the Crystal dwarves refuse to speak on the subject.
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Post by theredbaron on Sept 23, 2008 16:47:02 GMT -5
If this becomes an RP, I am sooooo gonna be an Ogre... or a Lizardman. Whichever one I think kicks more ass ;D
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Post by JMDavis ((Silver)) on Sept 23, 2008 17:43:04 GMT -5
If this becomes an RP, I am sooooo gonna be an Ogre... or a Lizardman. Whichever one I think kicks more ass ;D That depends. Ogres can make anything a weapon (see Military Tactics which will come up soon!) Lizardmen can do a variety of things based off their sub-race-thing. Like some can spit acid, and others can swim underwater in any type of water. And I may make a RP out of one aspect of this.
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