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Histories of Allurand: Keep of Kiirsahqoqeth Discussion

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Insano Mad Pinoy from At my laptop, refusing to waste time Since: Mar, 2011 Relationship Status: What is this thing you call love?
Mad Pinoy
#1: Jul 10th 2017 at 10:49:41 PM

Discuss RP and propose worldbuilding here. That's basically it.

Here's the lot of my worldbuilding that I've established so far:

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     The World 
  • The world the story takes place in is a perfect sphere a bit larger than Earth, orbiting a star much like our Sun with a single moon much like our own. The peoples of the planet give the world various names, but overall it is simply called The World. It has four great landmasses, including the islands in their area, that are the continents of the world. Because I don't have names for them yet, they're called the Great North, Great South, Great East, and Great West, after their supposed place in the world according to the gods. The story takes place in the Great West. It's the continent our story takes place in anyway and it's big enough for you. Two big oceans, several minor oceans and seas, and that's the entire world's surface accounted for. It's a bit knocked-around, being in its Sixth Age and all, but people seem to be doing fine overall, I guess.
  • Here's a look as to which of the nine races are predominant in each part of the world. Given that the younger races have the greatest populations, it's basically split up between them.
    • Great West: Humans
    • Great East: Beastkin
    • Great South: Orcs
    • Great North: Featherfolk
    • Seas: Tidewalkers, for obvious reasons.
  • The older four races (dwarves, elves, dragons, and giants) can't exactly be predominant populations since they raise fewer people, but they do seem to gather more in one land than in the others. However, despite where the majority of them are seen gathering, members of the older races live where they want as much as members of the younger races do.
    • Great West: Elves
    • Great East: Giants
    • Great North: Dwarves
    • Great South: Dragons
  • Oh yeah, I guess you should know how time is measured around here, because there’s a couple slight differences. The months of the year are arranged a little bit differently, with every month having 30 days. No standard name for the calendar, because different people have different names and holidays in it.

     The Godsworn Races (and Those Other Guys) 
  • Can't have a place without people in it, and the main people in this world are the races that still have gods to worship after the mess that was the end of the Fifth Age. Those nine races, and the Character Alignments of the god mainly influencing the people, are:
    • Dwarves (Lawful Good): You know these guys. Stout mountain dwellers that never reach five feet in height, like treasure, mining, and all sorts of industrial work beneath the ground and in the mountains. Despite the influence of their main god, they carry themselves in relative isolation, though they aren’t above making friends and meeting with members of other races. When dwarves reach adulthood, they begin forming a crystal imbued with the elemental power of their house and bearing its general color out of their chest, right over their heart, keeping them alive and allowing them to cast magic. If their crystal remains intact, they can regenerate and recover from bodily destruction as long as their core has the energy to do it. By the time the dwarf is around 100 years old, it glows upon activation and becomes ready to use. However, those things don’t keep them alive longer than a thousand years at most naturally, same as elvish lifespans before more magic gets involved.
    • Humans (Neutral Good): Us. At least, I hope you are one. We have a bit of a rep for being the ones who started the end of the Fifth Age, but almost everyone’s gotten over that detail. I think. We haven’t hit our industrial revolution yet, and guns don’t exist yet either. But at least we have cannon, and there’s like half a billion of us. Magic helps, too, though power only naturally exists in about one in a million. Everyone else has to study and research, or obtain power from a patron. Hobbits are a subrace of humanity, magically shortened from normal people in a mass magical disaster from the days of the old Imperium of Allurand in the previous age.
    • Elves (Chaotic Good): The other long-lived race along with the dwarves. You probably know these guys, too. You know, mostly forest-dwelling (any kind where trees grow en masse) pointy-eared, tall, slender folk who have a knack for magic, stronger communion with nature and magic and things beyond material reality, and being mysterious weirdos. Mostly. They can certainly act and think like they’re better than everyone else, but most remember the stories where they’re proven wrong about dwarves and the younger races. Aside from the typical elven phenotype, the elves have eye color ranges that match the color ranges of the dwarves' cores, indicating elemental motif and magical "specialization" like so (D&D-style/human conception of magic on one side and elven/dwarven conception of magic on the other, with accompanying elemental motif and color:
      • Abjuration: Warding (Earth, Green)
      • Conjuration: Sending (Air, Red)
      • Divination: Insight (Light, Yellow)
      • Enchantment and Illusion: Guile (Darkness, Purple)
      • Evocation and Necromancy: Force (Fire, Orange)
      • Transmutation: Change (Water, Blue)
    • Beastkin (Lawful Neutral): The gods of these tribes are ancient, powerful animals of the earth and underground that uplifted the mortal animals that came after them and looked like them, shaped them into mostly-humanoid shapes similar to elves and dwarves, and gave them the intelligence and free will to interact with them. Mostly a live and let live type of folk, trouble still comes between them and other races when beastkin ascended from predators kill fellow sapient beings or when other races encroach on long-held lands, including other beastkin.
    • Giants (True Neutral): The oldest race bar none, also known as the sleeping race, giants are an eldritch fusion of biological life and elemental might. You’re not allowed to play one of these, so I’'ll reveal more about these guys later.
    • Featherfolk (Chaotic Neutral): Like the beastkin gods, the avian gods are primordial birds that uplifted the mortal species that came after them, gave them shape like elves and dwarves, and gave them intelligence and free will. They dwell high in the sky, in mountaintops, forest canopies, and even in the clouds themselves. Pretty aloof overall, but many still descend from the sky to meet with the other godsworn peoples.
    • Tidewalkers (Lawful Evil): Same deal with featherfolk and beastkin, but with primordial aquatic animals as their gods. The majority call themselves Tehomites. If they do, run/swim/fly the hell away. Even if they don’t, there still isn’t a guarantee you'll be safe. These guys mostly live underwater, but they’re all amphibious too. Just plenty more space down there, and also everyone else would rather keep the Tehomites down there instead of letting them conquer the surface world. They deal with their own rebellions by good or neutral tidewalkers, but the predominant power among them is an alliance of tribes that form an underwater empire.
    • Dragons (Neutral Evil): Yep, you know these guys. Roar. Can’t play one of these either, so I’ll reveal more about them later.
    • Orcs (Chaotic Evil): Waagh. Also known as goblins or hobgoblins. You know these guys, I think. About as many of them as there are us. The big brother bully race to mankind, they’ve always had a strong rivalry after they helped each other end the Fifth Age and then realized the world might not be big enough for both of them. Skin of all sorts of colors, big scary teeth, strong and tall in stature for the most part. Not too keen on magic in general, even the good guys among them, preferring to exercise martial might and physical prowess instead of using invisible things like magic and the other stuff of so-called cowards and weaklings.
  • In terms of relative age, giants are the oldest, dragons are a close second, and elves and dwarves are twins in third place. tidewalkers, beastkin, and featherfolk are triplets in fourth place. Humans and orcs come in last, with humans being the youngest race of all. And a final reminder: while each race is influenced by the alignment of their predominant god, there are other gods who encourage members of that race to oppose such a norm, for better or worse. So good orcs and tidewalkers are possible, but they will carry plenty of social stigma from the reputation of the majority of their kind.
  • Special note for beastkin, featherfolk, and tidewalkers: While some look more like Petting-Zoo People as a result of being an animal uplifted and shaped into a member of one of those races, they also appear like Little Bit Beastly versions of humans and orcs whenever a god of the primal races (the general name for the gods of beastkin, featherfolk, and tidewalkers) decides to transform them into a hybrid being with both their former nature and their new animal nature.

     The Gods 
  • The divine beings that the Nine Races are sworn to. They’re the survivors of the end of the Fifth Age that either came into power or stayed in power, rebels or former agents of the old regime. They can live in their personal domains in the Heavens, Hells, or other realms, or remain in the material world and dwell among us. They can appear before friends and foes alike, causing miracles and misfortune according to their desires, intermingle with mortals and create half-divine children, etc.
  • Sometimes the world is called Pantheon because there are a lot of gods in this world. Obviously, I haven’t named all of these, so you can help me build this up if you want to. Just ask me in advance or while you’re building up your character.
  • The pantheon of each race is completely alignment-balanced, meaning that every extreme, neutrality, and nuance of Character Alignment has an even number of total gods who act in such a manner (one each for giants and dragons, two each for elves and dwarves, three each for beastkin, featherfolk, and tidewalkers; and four each for orcs and humans). So keep count, I guess.
  • True divine beings exist in six general tiers of ranking, powered both by their divine nature and the worship of their mortal followers (though the latter is more just a boost for the former), and each tier is divided into Lesser and Greater within itself. The divine ranks are:
    • Deity: Yay, you're technically a god. Just don't throw your weight around too hard near the bigger boys and keep your followers around for that extra boost of power. Still, don't let those puny mortals think they can defy you; even dragons and giants give pause when you show up.
    • Lord: A lesser god, but still a Physical God nonetheless.
    • Majesty: More or less the rank where people take your power seriously in the grand scope of the world and divine politics.
    • Power: Ooh, now we're talking power. Where gods move and shake people, these guys can move and shake other gods like kings and queens.
    • Sovereign: Very rare in this world, nearly above gods as gods are above mortals. Only the elf, dwarf, dragon, and giant pantheons have these in the Fifth Age.
    • Transcendent: Of the hundreds of gods that have existed in this world, only six were powerful enough to be among this rank. Now, only three remain. They maintain the existence of the world, the effort requiring their sleep in the absence of their brethren, and only awakening when the time comes to end one age and begin another.
  • If you're the first one making a member of whatever primal race (beastkin, featherfolk, tidewalkers) you’re gonna play, you have to figure out that particular type of primal race’s god and that god’s personal alignment.
    • For example, if you’re the making a pigeon avian, there’s room in the pantheon for one, and no one’s done it before, you gotta know or make up what the pigeon god is like and how that affects your existence.
    • Your character’s alignment and your creator god’s alignment do not have to be the same. But I gotta know who your character’s god is so I can just rip them for the official racial pantheon and use them later.

     Allurand 
  • An okay place to live, overall. Allurand is the major power in the Great West, about 1.5 times the size of the continental United States. Long ago, the region was settled by a pantheon of human goddesses. The greater pair of sisters claimed the entire realm as their domain: The Lady Above controlled the weather and kept her sisters in touch, and The Lady Below guided mortals to the afterlife. The lesser nine sisters split the land among them into nine regions that still remain today:
    • Mésis, the Center of Allurand: The main area of Allurand’s great mountain range known as the Worldspine, the people here live rough and simple lives under the shadow of the Forge Mother’s mountains. Dwarves and featherfolk make their home where with humans, orcs, and some obscure tribes of elves, but there’s always the possible danger of giants and dragons living in the region.
    • Elysius, the North of Allurand: Upper latitude mixed with the upper tail of the Worldspine makes for a legendarily cold place in the world. Yet people endure here anyway, and orcs tough it out here as well. Elves are less common around here, but they as well as dwarves and featherfolk alike have moved up here to get away from the hustle and bustle of their larger communities in the Center. Notable for being the capital of magic in Allurand, its main city is a center of research and learning in the invisible and arcane powers of the world, and magic is used to make life easier in an otherwise harsh and deadly place.
    • True Allurand, East of Allurand: The hub of civilization in Allurand, and home to the kingdom’s capital of Sedura, whose foundations were laid down by Madina, Lady of the East herself. It’s a bit of an uptight place, and natives always have a bit of a condescending attitude towards the less “civilized” people of the other regions, particularly to the west, but they welcome anyone willing to blend in and contribute to Sedura’s great history.
    • Copia, the South of Allurand: A great plain with farms and fields aplenty and the lakes and rivers to feed them, the south is the breadbasket of Allurand, watched under the smiling gaze of Havas, Lady of the South and Mother of Fertile Fields. Agriculture is of primary importance here, and the knowledge of its natives concerning such matters is not to be dismissed. Despite their relatively vulnerable status among the regions, all of Allurand is eager to protect its food, and so the humans here live relatively peaceful and secure lives along with any beastkin, avian, and even orcs who can do so.
    • Hara, the West of Allurand: Perhaps most untamed region of Allurand, the Lady of the West keeps her vast forests and meadows strong and healthy, where people for the most part honor their ancient mother by living as hunters and gatherers, living in loosely-settled tribes and villages that move according to the motions of the plants and animals around them. Only one city exists in the West, and even there life is rough and chaotic. In the West, all sorts of races can be found taking refuge in the shadows of the trees, and sometimes they do not live together comfortably.
    • Baryon, the Northern East of Allurand: A quiet and unassuming place, a good home in the cold and dark, the Northern East is nonetheless one of the most respected regions of Allurand for the culture of wisdom cultivated by the people there, especially their expertise in the fields of medicine and practical sciences. A great library of more mundane matters can be found here, where knowledge without much magic gathers and grows.
    • Zemir, the Southern East of Allurand: Perhaps the liveliest region in Allurand, the Southern East is a lovely place lined with some of the best beach locations in the Great West, and it is known as the source of almost all roads in the kingdom. The people of the Southern East followed the example of their Lady and traveled the world, returning with lovely and exotic things to trade and building up the center of commerce in Allurand. They are merchants and travelers almost by nature, eager to go out and discover, buy, sell, and trade. Members of almost every race aside from dragons and giants mix freely here, though the vast majority are humans and non-malevolent tidewalkers with sprinklings of the more sociable members of other races.
    • Usryk, the Northern West of Allurand: Likely the least dangerous of the western regions of Allurand, but that doesn’t make it an easy place to live. Cold and battered by rain and storm constantly, the people of the Northern West follow the example of their seafaring goddess and set sail, fishing and diving for their livelihoods while battling the elements and their foes. The best sailors and naval warriors may be found here, as well as the most knowledgable and wealthy fishermen. Like in the West, just about every race and its members can be found here, though they may not be friendly to anyone, especially outsiders.
    • Artina, the Southern West of Allurand: Without a doubt the most dangerous region of Allurand, the people of the steppes and desert in the Southern West live under a harsh goddess who demands life in the saddle, spent riding and raiding. It is a near-lawless place, with humans, orcs, beastkin, and featherfolk clashing almost constantly while giants and dragons make use of the relative solitude. Elves and dwarves try to stay away from this place, but some can still be found here for one reason or another.
  • Oh, and one more thing: Corneron is named so because it exists near the corner where the Northern West, the West, the North, and the Center intersect, with a river flowing westward from the mountains.

Edited by Insano on Jan 10th 2019 at 1:38:07 PM

Allurand and surrounding world loading, 28%...
KR_Vandal Since: Jun, 2014
#2: Jul 24th 2017 at 8:04:35 AM

Will edit these as I go along, of course.

The Ogre Khans

The largest of the orcoid Godsworn, ogres would've been the kings of a great empire raised up in their image. But since the end of the Second Apocalypse, they are often reduced to the muscle in gangs of bullies or mercenary companies.

Though every now and again, a flash animates their dull minds. Cannier than their kin, Ogre Khans usually begin to gather loot and hosts of followers in an attempt to forge the destiny denied them. Though a ghost of the old misfortune remains in them as these attempts are rarely successful.

Instances of these occurences are most common in South-Western Allurand.

The Archipelago of Mournfast

Far to the West of Allurand, sitting at the mouth of an archipelago of twisting waterways and black rock, lies the capital of Beryl, a former outpost of the ancient empire of Allurand. The isles in question are known collectively as Mournfast. A blighted hellscape upon the planet haunted by the echoes of ancient magic, vicious plants and nightmarish animals.

With this fell reputation surrounding them and guarded by the Great Intersections, great feats of engineering and city planning, the Mournfasters are a dour and grim people. Brutal fighters, skillful sailors, and clever merchants, they devote as much of their time trying to find ways to get as far away from Beryl as possible.

But something always brings them back and keeps visitors coming. Rumours of fabulous wealth await any who brave the islands, along with secrets of the great empire's past.

Insano Mad Pinoy from At my laptop, refusing to waste time Since: Mar, 2011 Relationship Status: What is this thing you call love?
Mad Pinoy
#3: Aug 16th 2017 at 10:08:25 AM

The Great Ruins

In the years 440-468, the gods fought the single most destructive war in the history of the world, known to most as simply the Gods' War. Though peace was achieved and most evil gods were banished to the Underworld by the end of the conflict, the battles waged with divine power left permanent and deadly marks on the world, now known to all as the Great Ruins.

Ordered from smallest to largest, they are:

  • The Pyre (100K square miles): Located in the Great West, the Pyre was once a tropical paradise that dwelled under the shadow of the mountain Baradur, where crafts were made in the highest degree. But the war caused the mountain to reveal its long-dormant volcanic nature and explode with fire, divinely stoked by the God-Empress of Dragons, burning the region and its peoples to death. Now it's a cinder of its former beauty, covered in smoke and ash that chokes all life that could grow here. In the wastes lie secrets and dangers that know neither mercy nor rest, and all who wish to cross the equator from one side of the Great West to the other would be wise to sail around the perpetually smoky ruin, which burns eternally with hunger for more fuel.
  • The Horror (100K square miles): An eternal storm rages in the Vast Crossing (the world's equivalent of the Atlantic), worsening the passage of those who have to sail near the shadow of the endless rain. Hidden behind the clouds and fog is a massive graveyard of wrecked ships, preserved in their destroyed and rotting state even as they're ravaged by lightning and hail. Madness awaits any who enter this cursed region of the sea, and many tales speak of those who got a glimpse of the secrets held within and came out gibbering.
  • The Waste (200K square miles): Once a peaceful forested domain in the Great East, The Waste is a massive abandoned swamp of a domain where none dare to make their home in its stench. The worst, most dangerous aspects of the natural world are brought to life and made even worse by the evil magic that keeps the growths here alive. Fire and cleansing magic is a constant sight at the border of The Waste to keep it from spreading, especially the portion where the Black Swamp itself is located, home and banishing place of the evil giant god Heishu.
  • The Carnage (300K square miles): Ringed by treacherous mountains in the Great South, the Carnage is a massive lake filled with blood and gore, the lasting legacy of the bloodiest battle of the Gods' War, where mortals died in countless numbers and their death permanently stained the land. Disgustingly enough, the rain around this area is red, though the mountains make sure most of the falling blood flows right back into the lake. The place stinks like an old open wound, and every drop of the lake brings nothing but evil to whatever it touches.
  • The Bane (500K square miles): A half-sunken ruin of what was once a large island kingdom in the Great Ocean (the world's equivalent of the Pacific), The Bane is the site of the God Wars' greatest tragedy. An entire nation gave their lives to aid the cause of purifying the world of malevolent divine influence, but the gods they defied desecrated their corpses and defiled their land. Half-buried corpses are as plentiful as trees among the abandoned buildings, and there is rumor of a pit at the center of the island where evil never rests, where death has become a twisted form of life in this forsaken part of the world.
  • The Scar (800K square miles): A desert that takes up most of the southern portion of the Great North, the Scar was torn asunder and stripped of life during the last great battle between the gods. In the center of the desert is a thousand-mile-long rift that goes deep into the earth, which some say is the largest constant portal to the Underworld itself that the evil gods were thrown into at the end of the war. The desert may not be the hottest in the world, but it certainly remains one of the driest and most maddening, where the winds themselves seem to sing of oblivion and push all who wander closer towards the fathomless abyss.

Edited by Insano on Jan 9th 2019 at 11:00:56 AM

Allurand and surrounding world loading, 28%...
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