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Will update Main Page ASAP.
Edit: Done. Mental note: must update the Campaign Summation.
edited 4th Feb '12 6:14:16 PM by Sijo
Dominion Ethnicity and race
The primary ethnic group among humans in the Dominion are well Dominionians. Typical traits among them are olive to tan skin * 15-26 on the von Luschan's scale, hair is typically red-ish brown to dark brown though black hair is not unheard of especially within Azhinan Where the entire royal family has it, blonds are rare and their is typically some form of discrimination against them for it. Eye shades vary between maroon and dark brown, though shades of red and orange* both are natural in our world but rare are not unheard of.
The predominate race in the area is human, though there are signs elves, and orcs occupied the area in the past but either moved on or interbreed into humanity.
edited 4th Feb '12 6:52:38 PM by Vyctorian
Erm, Orcs almost universally live on the Spine. The very few that don't have only been away for a few years.
I know Eberron stuff.
My first attempt at a world map
The Spine needs to be bigger. Like, a quarter of the map needs to be just the Spine.
Also, I thought the Old Lands were more chains of islands than solid land masses?
I tried to make the spine.... spinal?
Not bad, but what is what?
The Old Lands are indeed a spiral of islands but they vary in size from near-continents to barely more than simple atolls. Still, needs more islands.
Also, while I have been using Spine of the World as a default name, there's already a mountain chain named that in Forgotten Realms.
edited 4th Feb '12 7:18:23 PM by Sijo
Not like it's trademarked or anything, though. Besides, calling something the Spine has a primal evocativeness.
Mmm, well, I made it MS Paint, it can be edited in MS Paint or a new one... ya know, whatevs.
Tried making a variant using GOA as a base, I'll try and up load it later.
I made one, just made the map bigger, enlarged the World Spine but not the other two.
My variant with possible locations for the Dominion in the black squares.
Needs more Spine and more island action.
Keep in mind, guys, the Spine is bigger than all the Old Lands areas combined.
It's just a basic map, I'd rather we figure out the lore for the islands before we start dart board placing them.
edited 4th Feb '12 9:33:12 PM by Vyctorian
Why? We've got the basic idea, why not just do the map and then indicate which area each location is in? That or just avoid doing a map until the end. Commit one way or the other, is what I'm saying.
It is? I don't remember that.
Orremna are a race (for a certain definition of race) of living (again, depending on definition) artifacts. The secret of their creation is lost and indecipherable(of course, what isn't?), though a dedicated team of artificers from around the world seeks to rediscover how they are made.
What is known about them is as follows.
They have the same basic shape of organic humanoids, give or take a few limbs, spines, and other protrusions, though they lack facial features beyond variable numbers of what resemble eyes. They are made mostly of an extremely malleable alchemical alloy. Some are outfitted in unoccupied areas with plates of more durable metals, for protection; however, there are always gaps around the parts that need to be mobile, IE, where the joints are on organic beings. In lieu of organs and a nervous system, small, ever-glowing crystal orbs are embedded throughout their bodies. The size and configuration of these crystals is variable in accordance with the individual, with two exceptions, in the form of large spheres in the 'chest' and inside of the 'head' (the head-orb is not visible unless the 'skull' is somehow parted/disrupted). If either of these crystals, called the vital spheres, are destroyed, or their connection to each other is broken (IE decapitation), the Orremn shuts down, effectively dying.
As artificial beings, Orremna do not need to eat, breathe, or otherwise gain nutrition; all the power they need is supplied by the vital spheres. Likewise, they do not require sleep, though they do occasionally rest to give their vital spheres time to replenish their energy.
Orremna are fully sentient and sapient, experience emotion, and have three senses (sight, located from secondary crystals on the face which resemble eyes in location and function, touch, and hearing, which are both decentralised and picked up by each individual orb.) They can understand speech, and can approximate it by vibration of the crystals in their bodies. Depending on the individual, the "voice" may range anywhere from resembling an out-of-tune guitar to being indistinguishable from human. They also have an exclusive form of communication that relies on subtle colour changes in the chest's vital sphere. All Orremna understand this form of communication innately.
Orremna are, to various reactions amoungst the other races, capable of and typically willing to reuse the bodies of their fallen or not-so-fallen brethren. Non-vital crystals integrate seamlessly into the nervous system equivalent, and the body alloy is easy for an artificer of even a competent smith to attach. It is even occasionally known for two living Orremna to merge their chassis, though this process is rare and must be carried out carefully.
While the sentience and sapience of the Orremna is firmly established as fact, many members of other races, and, indeed, some of the constructs themselves, deny that they are truly alive. This has lead to strained interracial relationships for the duration of the artificial people's existence. The prejudice exists most in rural areas, which are unlikely to see advanced technology or artifice of any sort, let alone the kind that talks. In urban centres, the Orremna are usually treated more-or-less equally to organics, though some people are still invariably unnerved by them.
The Orremna are not an ancient group, dating back to the dawn of time. In all actuality, none have existed for more than a century.
One hundred years ago, roughly, a man named Vincent forever sealed his place in history. Vincent was an artificer, nearly on par with Nuada. He spent decades working almost nonstop, and then. . . It happened. He'd done it. Created true sentience. Made the first Orremna. He didn't stop there, though. He made dozens. Hundreds. Each and every Orremna owes its life to Vincent, and they call him the Father of the Spheres.
Like all humans, Vincent eventually died. His creations, however, lived on.
Oh yeah, it's huge. Give me a moment to Archive Binge.
edited 4th Feb '12 10:35:17 PM by Exelixi
Huh. I could have sworn we mentioned that somewhere. Basically, I got the idea that the landmass of the Broken Continent/Old Lands all together would be significantly less than that of the Spine. Not tiny, but, something like Europe compared to North America.
Please go back and blank out the bottom part of that post.
The Seven Unnamed Isles
The Seven Isles are in the ocean to the north east of the spine. All seven are in inhabited but six of the seven tribes are run by a tribe of mystics who refuse to enter the modern age * because they left the previous age 200 years ago and are highly xenophobic, with the exception of one city which has an open port in it.
The seventh isle is the second largest and has a small lake on it, as well as an in-active volcano, which a wizardry college and city have been built into. Three nodes exist on the area, two are in the hostile parts of the isles, the other is at the same location as the volcano.
The college is known around the world as an area of high learning, but only for those adventurous enough to try and find it. They allow all kinds of spell casters to join, but have a small population due to it's location. Though with the invention of airships traffic is growing more and more common.
I got jack for names.
edited 4th Feb '12 10:39:48 PM by Vyctorian
That first sentence is a little confusing, though. Can you clarify?
edited 4th Feb '12 10:37:04 PM by Exelixi
I think? I fixed it.
Also I could see The Orremna and Mimics having a kinda bounding experience. Mimics being as old as some ruins but only recently coming in society as whole or more even being aware of a society.
If they get accepted, I'm planning on a follow-up article about their relations with Mimics and the Order of Silver, and magic and stuffs.
Also, their method of reproduction. Or rather, what used to make more of them.
Because it's a post that has both stuff we're using and stuff that got rejected; as such, it's rather disconcerting. For ease of reading and referencing, you understand.
I suggest we first place all the locations that have been officially accepted on a map, THEN figure out the rest of it. Just check the Locations section of the Main Page.
As for the New Lands being bigger than the old, I think it's because that way it is easier to explain why they have more ley nodes (in fact, the reason I thought the Old Lands should be an archipelago was because I felt that would justify many nodes being unexploitable for just being out in the open sea.)
Speaking of which...
The Nobody Atoll
Located near the center of the Broken Lands, this island -if you can call it that- is ridiculously small, and has nothing of value except its strategic location. As far as anybody knows, that is. For you see, no one who has gone there has ever returned. It's this world's Bermuda Triangle; even attempts to magically scry what is going on in there have failed.
And yet, occasionally, signs of habitation -such as smoke- can be seen coming out of it. But again, those who have gone to investigate them failed to come back and report.
Theories abound from it being the home of a xenophobic god to having an incredibly powerful ley node that sucks people into other worlds. But the truth is, nobody knows.
And thus the source of its name: "Who lives there? Nobody. At all."
No known connection to Nomanisan Island.
edited 5th Feb '12 5:33:49 AM by Sijo
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