Gazetteer   Posted by Narrator.Group: 0
 GM, 72 posts
 Reader of the Bones
Wed 26 Sep 2018
at 13:28
Here the important notes of the history of the continent will be kept
 player, 36 posts
Wed 26 Sep 2018
at 14:15
  • Beings of life and chaos, magic and order
  • Few in number they rarely meet as they roam
  • Typically they embody some form of the natural world; be it fire, order, wind, magic etc.
  • The first was called Ereja, born of the sun. Second was Baali, a being made of rock and stone. For a year and a day the two fought, thunder filling the sky. At least they came to an uneasy truce and walked their separate ways. Others were Korren, of wood and nature, and Y'nar, rider of the waves of the untamed sea.

  • Creator: the Ever Mother (created the Nassua to protect her Primordial children)
  • All Nassua have an affinity for an element (the fire of the sun, the wind, the sea, etc)
  • They're about three meters tall, with wings formed of their element
  • Magic: can infuse themselves, objects, places with magical power. Thus were born great weapons, places of power, impenetrable armor.

  • SUBRACE: Eressua
    • First-born of the world, Ereja became displeased at what he saw, the filth infiltrating his lands... his brother, planning and scheming beneath his city... Having lived ages his mind grew twisted, warped, as unpredictable as the fire and chaos he embodied. He twisted the legions of Nassua the Ever Mother had gifted him, filling them with his own essence, and called them the Eressua.

--Event-- The Deep Alliance: Baali the Primordial and Taa, Worldking, form an earthy Alliance, promising the Armies of one kingdom for the others, one kingdom's advancements for the others, and hoped to merge the two denizen civilizations into one.

--War: Ereja, raised a banner of swirling chaos and pointed at the pestilence beneath Flat Top: the mushroom forests of the Mycanoid.

 The Myconid
  • Alignment: +1
  • First was: Drasil (the Great Shroom)
  • White-capped, Form loose tribes
  • The elder fungi can grow to massive size, some as tall as thirty feet (though still dwarfed by the towering Redcaps nearby)
  • They take root in semi-permanent protective rings out in the foothills, often stirring only in a disaster or to fend off predators.
  • The younger fungi attend the needs of the village, gathering animal carcasses and decaying plant matter to fertilize the soil within and around the rings.  They feed and communicate through hair-like fibers that sprout from their limbs, providing them with an inefficient but convenient way of passing messages and nutrients long distance but lack any means of auditory communication.  They can recognize sounds through vibration, but lack the means to replicate sound as of yet.
  • Juvenile Myconids have a simple frill atop their heads, but usually have to wait ten years to sprout a proper Cap.  They cannot reproduce in exchange for being the most mobile.  Adult Myconids are anywhere between 10-50 years old, and spend about 6-8 hours a day rooted.  When a Myconid's cap becomes wider than their arm-span they are considered an elder, and they must spend all but a few hours a day rooted or they wither.  The greatest Myconids have incomparable might, but can only move once a week at most.

  • SUBRACE: The Darkspores
    • Alignment: -1
    • Live within the mountains beyond the Mushroom Forests
    • Fungal predators that hunger for blood and power
    • Possess a higher metabolism than their white-capped kin
    • Instinctive taste for living flesh
    • Trap their prey with immature spores that paralyze when inhaled. The Darkspore then invades its prey with absorbent fibers and drains all the bodily fluids, leaving only a powdery husk infested with mature spores.
    • Territory commonly occupies caves, the mushroom forests and other covered crevices where their spores can stay dry and work to maximum effect.  Unlike the myconid, they rarely grow more than 6-7 feet tall and have slender, peaked caps that blend with their dark bodies.
    • After devouring most of the living things within their territory, the Darkspores faced a great crisis of overpopulation. In an effort to save their kind, they experimented with the remains of their prey and pioneered the field of Necromancy. Though others within the world dabbled with its effects, the Darkspore took to innovating it at a frenzied pace.  As a result, the entire civilization live like sorcerer kings, lording over armies of preserved undead and only breeding more of their own kind when controlling those thralls becomes tedious

--Race-- Forgeborn: Having consolidated their power among their own kind, the Deathcap Kings faced a new conundrum.  While their undead legions carried great potential in mass combat, they lacked an adaptable force that could think beyond "kill on sight".  They needed something resilient yet malleable to lead their forces and handle complex tasks. Turning their sights north, they made use of the burning fields of magma that seeped from the earth like pus, and established a foundry. Churning out golems formed from the liquid fire, they brought into the world artificial life: the Forgeborn. With skin like plate mail and obsidian eyes, the molten blood pouring through their bodies glowed faintly through cracks and crevices in their hide.  At their heart lies a crystalline orb etched with magic sigils that forms the core of both their memory and their growth.  As forgeborn age, they gradually form reflections of those cores called 'templates' that carry a portion of their code.  Combining two templates and baptising it in a pool of molten metal will rapidly form an egg-like sphere two feet across, from which a new forgeborn will be born. There is a certain stigma around the process of finding a suitable template, because each one takes years to form and are quite delicate.  Biased by their own experiences, forgeborn will seek a partner that possesses traits they feel are lacking in themselves.  There is a particular reverence for when the template just surfaces the body of its parent, but before it falls out.  There is a month-long period when they are desperately eager to find a partner in the same state. Unaware of the rest of civilization, the forgeborn start their existence in a grim age of slavery, held hostage by their arcane masters and fighting for scraps under their heel...

--City-- Bloodforge: Under the guidance of the Darkspore, Bloodforge quickly explodes.  A smoking mess of armories and factories, the forgeborn labor endlessly to plate the undead legions of their masters or to prove themselves in combat.  The misery of its denizens is heard even miles away.

--Army (Necropolis): Forgeborn Golem army: Ranks of mindless golems led by a corps of forgeborn collect in the Necropolis in anticipation of their  masters' ambitions...

  • SUBRACE: The Lichenthropes
    • Alignment: Neutral
    • Legend has it, a lonely Myconid poet became entranced by the beauty of an elven maiden sailing through Fungholm.  A powerful Darkspore sorcerer took advantage of the Myconid's longing, and offered a spell to change forms in exchange for their firstborn.  The woman died in childbirth, for their offspring was a twisted thing that hungers for flesh much like the Darkspore once did. The father, desperate to save something of his family, petitioned Drasil for salvation. The great Shroom blessed the child with a healthy body, but could only dampen their brutal instincts.  A hundred years later, and countless Lichenthropes of all races wander the continent as warrior mercenaries, distinguishable by the mossy patches growing on their body.  Their villages fill the Steelwoods, led by a line of warring kings.

--City-- Lumenskeep: When Drasil's centuries of migration brought him before the vast, towering Skytrees, the patriarch of the anthrofungi wept before their majesty.  Upon encountering one taller than himself, the Great Shroom adorned the tree with a spiral staircase of symbiotic fungi that became host to a diverse mix of Swift, Myconid and Lichenthropes (mostly of Swift or elven descent, for others found the staggering altitude too much to bear long-term).  Dubbed Lumenskeep, the lighthouse of the forest eventually became a grove by the same name that served as a landmark for much of the southern areas.

  • Alignment: Neutral
  • The first Giants were massive: Flame in their eyes, Frost in their beards, Clouds billowed around them, and Stone grew along their bodies.
  • They create more giants, and worshipped Lo'am, or Birthing-Ground, as they called their creator, who gave them the gift of community, and the strength and knowledge of their families.

  • Alignment: Nuetral
  • Taa, Worldking, wanted a tool that would help the giants rid themselves of the threats that drove them into their mountain, the threats that currently tunneled down towards them. In the end, he emerged with: Dwarves, making bodies for them from Silver-steel, pouring liquid gold into their veins, and setting their eyes with rubies. Then Taa (Worldking) took a part of his own divine essence, gifted to him by his father, and breathed life into his work.The dwarves would eventually fade into creatures of flesh, but the first of their kind were as beautiful as they were strong...

  • Alignment: -1
  • Large
  • Fierce intelligence
  • Breathed both fire and flame as they fought for dominance against themselves on both land and air.
  • Creator/God: Am'ol, or in their new tongue, the rock that births
  • Am'ol gave them independence, and the strength to bend others to one's own might.

  • Alignment: Neutral
  • Created by the dragon avatar Ato'a to serve dragons, breathing her fire on a massive egg for 7 days straight, she pushed a fragment of her life force into the egg. On the 7th day, the egg hatched, and from it the first humans emerged. Humanity served the dragons, creating the buildings that they could not, honoring and revering them. They cleaned the dragonís caves, raised livestock for them, and worked hard to please their tyrant overlords.

--Fertility: Accustomed to attending dragons, all other creatures humans encounter seem to be docile in comparison.  Fertility rises, and by a strange twist of biology it seems that they can even bear offspring from other species on rare occasions.  This leads to a slew of bizarre crossbreeds from centaurs to merfolk, giving mankind an unfortunate stereotype as perverts even among the other races.

  • SUBRACE: The Dragoon
    • Alignment: Neutral
    • In the east, Dragons always had the ability to take human form, as they were the race that birthed them. Eventually, there was a human child born that had the ability to take the form of a dragon. More appeared, amid speculation. Was it the humans living so close to dragons in the city? Were they the love children of dragons and human mates? Whatever the source of these children, they were the pride of human society, and the disgrace of dragon. The forms they could adopt were smaller than even the tiniest dragons, and in human form, scales, yellow eyes, long claws, or sharp teeth could be indicators of these people...

  • Alignment: Neutral
  • Long-lived
  • Dark-skinned
  • Tall
  • Good with their hands
  • Mostly formed nomadic seafaring tribes that lived off of the forests and oceans.
  • Before long, the elves distinguish themselves as great sailors. What starts as barques traveling between the islands quickly evolves into sailing ships that circumnavigated the continent, establishing a robust trade network.
  • Although just about every other race has a named god that created them, the elves are animists and shamanic, so there's not really a singular god (or even a pantheon) they honor as such.

  • SUBRACE: Or'achim, The Harvesters (EXTINCT, See Harvesters)
    • Alignment: +1 (good)
    • The elves living in Mesh Leilelan maintained the animism of their forebearer, but eventually became aware of another powerful presence in their new home: Ur'a, the Mother Orc. It is unclear whether the name Or'achim, which means "Harvester" in elvish was a happy coincidence or a cognate. Where the seafaring elves were lithe and quick, the Or'achim developed broad shoulders and weathered skin from generations of toil in the fields, and a complex series of rituals around the harvest and the role of Mother Orc in their new society.
    • BUT THEN, a famine destroyed the Or'achim... save for those who interbred with the orcs. The surviving people became darker, broader (though not as broad as the orcs had formerly been), with slightly smaller tusks. The resulting new orcish people honored Mother Orc, or Ur'a, above all other deities, in ritual ways that echoed the rites of the elves from which they were partially descended.

Orcs (EXTINCT, See Harvesters)
  • Ur'a had spent years creating the crops that grew in her soil, and creating the animals that roamed her lands. When the elves first came to her lands she feared them damaging her children, but instead the elves showed their deep respect for Mother, as well as her creations. Driven forward by an endless need to create, Ur'a created her own race of people, ones more similar to how she looked. She took the dark soil, and shaped it into a strong, beautiful figure. Tall, broad, dark as night, and sporting tusks, she breathed life into her creation, creating the Orcs.
  • The spread of the orcs meant a famine that led to the extinction of both the orcs and the Or'achim dying as independent races... except those who cross-bred with one another.

Harvesters (Orcs, or Or'achim)

  • Alignment: +1
  • The Harvesters were born from the marriage of the Or'achim Elves and the Orcs. While all three names are still used to identify these people, they refer to themselves as the Harvesters.
  • The result of this marriage was a race generally darker than elves, but slightly lighter than the original orcs were... the elaborate rituals practiced by the Orcs of Mesh Leilelan live on, and they are also longer-lived thanks to their infusion of elven blood. The resulting people adopt many of the rituals distinctive to elven culture, particularly those about the turning of the seasons. Blended with the Orcish reverence for Ur'a, these rituals form the basis of a highly legalistic religion that places Ur'a above other gods, with the Harvesters as her chosen people. While not inherently violent or proselytic, this religion does give the Orcs the sense of moral clarity.

  • SUBRACE: Greenskins
    • Alignment: +1
    • Ur'a wept for the suffering of her people. To prevent the loss of any more lives, she shaped dirt into a figure, slightly smaller than her last children. Covering the form in soft mosses, vibrant leaves, and seaweed from the warm waters, she gave life to a new form of Orcs, the Greenskins.
    • Born from the merging of earth and plants, the Greenskin Orcs, while slightly smaller and less muscular than their brothers, held a deep affinity for the life giving magic of their mother. Crops grew easier and more vibrant where you found Greenskins, as they spoke to the earth in a language it understood..

  • Alignment: +1.
  • When Ur'a saw her first dwarf, she squealed in delight. Her creations, both Beast and Orc, focused on strength, and being large and tough enough to survive in the world. Seeing her brother's work, she set out create her own small race.
  • And so, she scraped the soft mud around her and gave it a similar shape to the Dwarves she had seen. The result was the Halfling race. Shaped from mud, the people were malleable, and blended into the surrounding populations easy.
  • There were Halflings of black and green skin, bearing tusks. There were heartier Halflings, who's hair shown red and gold like the dwarves. There were Halflings that even looked like Humans and Elves, and blended easily into their societies.
  • Because of this, the Halflings were an incredibly social people, and not knowing the lives of famine their brothers and sisters before suffered, lived happy and pastoral lives among the plains of the Harvesters. Like the mud they were made of, the Halflings filled in the cracks of whatever society they were a part of, and because of this, they were loved.

  • Alignment: +1
  • Created from the birds of the forest: a feathered, beaked, winged, flying people
  • Live in the boughs of the huge Skytrees...
  • Creator/God: Noric, god of the sky, of stars and the wind and clouds (and the Skytrees), of flight and freedom.
  • Swifts are omnivorous, eating nuts and seeds and insects and lichen and fungus (although they avoid the myconid whenever possible) in lean times, and fish and wild boars when times are plentiful

This message was last edited by the player at 15:43, Tue 16 Oct 2018.

 player, 37 posts
Wed 26 Sep 2018
at 14:19

  • Lo'am, Creator of Dragons and Giants, known as Am'ol in the East. God of the earth and the continent below.
  • Noric, Swift creator/god, god of the sky, of stars and the wind and clouds (and the Skytrees), of flight and freedom.
  • S'rata, He who floated above the Mists of Chaos, Guardian of retired souls, and God of the dead

  • Drasil, The Great Shroom, Myconoids
  • Ever Mother, Primordials
  • Taa, Worldking, Giants
  • Ur'a, Mother Orc, Creator of the Wild Things Harvesters
  • Ato'a, Dragons
  • The Mareshin Ripple, Elves
  • The Cardinals, Swift
  • The Deathcap Kings, Darkspores
  • Sunder, The Axe
  • The Great Rook, Saurians
  • The Painter, Human

Notable Figures
  • Ereja, born of the sun
  • Baali, a being made of rock and stone.
  • Korren, of wood and nature
  • Y'nar, rider of the waves of the untamed sea

  • Ura'ka Shall, Founder of Greenhold
  • Ura'ta Will, Founder of Gemforge
  • Ura'ba Can, Founder of Plymead

  • Andrei the Lich King, corpse-y
  • Tohra the Witch King, curse-y
  • Graph the Tomb King, dungeon-y
  • Kapricen the Tome King: dark-bargain-book-y.

  • Erea'o, The White
  • Daarn'a The Black
  • Tier'u The Red
  • Baat'a The Green
  • Siig'i The Blue
  • Nere'e The Yellow
  • Rooj'a The Golden

This message was last edited by the GM at 20:06, Mon 22 Oct 2018.

 player, 39 posts
Wed 26 Sep 2018
at 14:29
Re: Gazetteer
Here the advancement of cites and civilizations will be recorded for easy access. These lines are drawn in the sand, and states can fracture as much as often as they merge.

Name of Civilization
Notable Figures:

  • Name: Explanation

  • Name: Explanation

  • Name: Explanation

  • Name: Explanation

  • Name: Explanation

The Deep Alliance:
Notable Figures: Baali, Taa
Members: Primordials, Nassua, Giants, Dwarves, Eressua

  • Goruum, Baali, second born of earth and law, gathered his Nassua and tunneled deep beneath Daybreak, opposing his brother in location. There he toiled with his Nassua protectors.
  • Oriyeras, or Gianthome: A city built within a massive cavern in Flat Top. The city is as much a work of art as it is a bastion of defense. Sandstone and quartz detail the stone city, framing large stained glass windows and silver brackets. The wealth of the Earth below is displayed all over the city, with precious gems and metals covering the town.
  • Deephome: Taa, Worldking, sent his people, dwarf and giant alike deeper into the earth, creating a new sprawling city far underneath Oriyeras. Deephome became a hub for their society, connecting the vast network of mines, tunnels, and eventually cities that stretched out across the continent. From this city, Taa, Worldking, could expand his empire as far as he wished without the dangers that lurked above.
  • Lowsand:  Taa, Worldking, ordered a city be built beneath the great desert. Here, sand could be gathered safely to create beautiful stained glass windows that soon filled Oriyeras. Soft sandstone too was harvested, adding to the architectural beauty of the kingdom. It was in Lowsand that the first vein of Desert Iron was found as well. An almost amber metal, Desert Iron was as malleable as its name sake, but reflected light brilliantly, a fact mostly lost to the dwarves. Still, it was used in creating lamps and lanterns, and eventually the glorious Sun Globes, which floated through the underground cities, providing massive amounts of light.
  • Silverdeep: Needing more space for their people to go with the relocation out of Daybreak, the Deep Alliance leaders built a Deepway Tunnel all the way to the Northeast Isles. Here, a town deep in the earth was built to mine the amethyst and the silver from the mountains above.

  • Protectorate: Some Nassua, despite their charge from the Ever mother turned instead to protecting her. Her children, the Primordials found this to be a good and natural development.
  • Baalsua: As the Ever Mother saw Ereja's plans unfold her heart cried out in pain and suffering. Out of blind obedience the Nassua gifted to her son followed the Chaos Lord's plans. She offered the Nassua then a choice, to follow Baali the the stoic and ever so wise. Thus the Nassua were given their first choice, many left Ereja, though just as many traveled to join. Despite their new found choice Ereja's power was not diminished and the Ever Mother's heart ached.

  • Magic: In their charge to protect the Primordials, the Nassua found they could turn the magic of the world to their bidding, and infuse themselves, objects, places with magic or power. Thus were born the first objects infused with magic: great weapons, places of power, impenetrable armor.
  • Silversteel: As his children found home in him, Lo'am guided them towards a treasure. He gave them the metal of Silversteel, a metal that sliced through magic like it was nothing. The city created great works, armor, and weapons from this metal, and it gave them hope against the beasts of magic that roamed their lands.
  • Trains:Deephome was built as a hub for the far spread cities of the dwarves. Metals did not all grow in one place, and so impossibly long tunnels were created to bridge the distant underground cities. The continent would take almost two months to travel across above ground, but below, it only took a few days. This was thanks to the great railroads the Dwarves built. Powered half by magic and half by engineering genius, the locomotives rode along silver rails, allowing the kingdom to expand peacefully.
  • The Ritual of the Three Stars... The Ever Mother creates The Ritual of the Three Stars, which requires three powerful and good priests of three races, which helps to purify the corruption of a city...

  • Ruins of Daybreak: Ereja, first born of the sun, gathered his Nassua and built a golden tower towards the sun. Bathed in light he sat upon a throne upon the tallest mount, closest to the sun. From there he could see all the world beneath him. The Ever mother grew concerned with her "son's" entitlement.

  • Baali's Bulwark: </b>Fearing for the world, and her children, the Ever Mother commanded Baali to raise an amry of his own. He obeyed, preparing himself and his people to protect the world from Ereja's growing madness.
  • Giant Army of Taa: Taa, Worldking, began growing an army underneath his mountain. His forces, clad in Silversteel armor and bearing silversteel weapons, were an intimidating force, supported by an under-army of dwarves, polishing armor and sharpening swords for each titan...
  • The 1st Legion of the Deep. Taa, Worldking, worked with his new citizens, training an equipping giant and Elemental alike as the outside world began to grow more active.
  • The 2nd Legion of the Deep. Baali, too, led his new children in the creation of a mixed army. Giant, Dwarf, and Nassua alike joined under the Deep's banners.

Temporary: The Fungus League
Notable Figures: Drasil
Members: Myconoids, Lichenthropes, Humans

  • Fungholm, The city of a hundred layers: colonized amid the waters of the Steel River. The softly glowing fungi with dangling fibres form a romantic image of a sleepless city.  Frilled sproutlings swing and scamper along hanging vines, and charming whitecaps row gondolas through a glowing den of shops and tourist traps.  Drasil admires his children's growth, but soon turns to journey South...
  • Toadstools Reach: The humans lead by the Redcaps reach the great mushroom forests, and begin building a kingdom alongside the rest of Drasil's children.  Between the mighty white-capped anthrofungi, the industrious (if temperamental) Lichenthropes, and the adaptable humans, the diverse city of Toadstool's Reach arises.  Led by a large predominantly Redcap monarchy, the central location becomes a major hub for pilgrims and travelers alike.

  • The Messengers' Guild: Drasil wishes to see his children spread far afield, and for that they need a means of both sharing resources and communicating over long distances their mission was 1. To learn the ways of other races 2. To transport raw material and goods that the Myconids may need 3. To serve as both diplomats and ambassadors. The jolly appearance of a plump whitecap sporting a cloak of moss and a sack of letters will someday become familiar sight for villages everywhere...
  • Redcaps: Political refugees granted sanctuary by the Great Shroom... mostly humans, a few dwarves. They create the city of Toadstool's Reach.
  • Duskblades Drasil petitions his Darkspore descendants for aid, but the Messengers bearing his word are met with opposition by the Deathcap Kings.  They declare that all of their achievements were obtained without the guidance and blessings of the Great Shroom, and if he wished their assistance a great sacrifice must be given.  However, remnants of the Darkspore living in the mountains answer the call in their stead.  Calling themselves The Duskblades, the order of assassins have stayed true to their roots as hunters.  Operating in small cells with only a handful of undead subordinates and taking thrill in dancing at a hairs-breadth from death, they pledge to lend help where their power-obsessed brethren refused.

  • Transfer Magic: Rooted Messengers can send messages to any rooted kindred, and the great circles of elder whitecaps can even teleport anything within their perimeter to any circle of mushrooms on the continent (though such effort usually puts them back to sleep).
  • Metallurgy: Trading the difficult Steelwoods lumber to the Myconid, a Lichenthrope merchant discovers a method to process the wood that leads to a technological renaissance for the Lichenthropes.  While not inherently magical, they become able to produce light, effective tool and weapons at great speed.
  • Drake Riding. Having escaped draconian rule, humanity shows interest in the other colossal reptiles that stalk the world.  Yielding to domestication but too brutal to be considered truly tame,  flourishes as the preferred steeds under human guidance. The lesser cousin of the Dragon, drakes possess none of the intellect or magic of their superior brethren and only four limbs but are just as strong.  Winged drakes lack dexterous forelimbs but are still lethal predators, and certain breeds can manifest a limited version of a dragon's breath.  Most can only afford wingless land drakes, as flying mounts are too expensive for anyone but nobility and wealthy merchants.

  • Reach Military Academy: Toadstool's Reach erects a vast military academy in the wake of the last war.  Intent on learning from the sacrifices of those who came before, this academy features libraries documenting battles and strategies and the training fields to support both superior soldiers and intelligent commanders.

  • Drasil's Army: Drasil is not The Great Shroom for nothing. Sensing the hatred and madness and bloodlust in the air, he quickly raises an army of Myconids, Lichenthropes, Humans (some Redcaps, some not), and the few Swift Rangers who happen to be in the right place at the right time...
  • The Raptor Knights

Temporary: The Darkspores
Notable Figures:
Members: Darkspores, Forgeborn

  • The Necropolis: It's got various pyramids and golden spires, each a museum to the accumulated knowledge of a particular sorcerer-king, with labyrinths (you know, dungeons) underneath (but who would be stupid enough to go THERE?) with the spoils of their conquests and deadly defenses to keep them secure both await discovery... The city is also where they invent awesome magical architecture.
  • Bloodforge: A smoking mess of armories and factories, the forgeborn labor endlessly to plate the undead legions of their masters or to prove themselves in combat.  The misery of its denizens is heard even miles away.

  • Name: Explanation

  • Necromancy: After devouring most of the living things within their territory, the Darkspores faced a great crisis.  Their overpopulation threatened to drive the race to extinction.  In an effort to save their kind, they experimented with the remains of their prey and pioneered the field of Necromancy.  Though others within the world dabbled with its effects, the Darkspore took to innovating it at a frenzied pace.  As a result the entire civilization live like sorcerer kings, lording over armies of preserved undead and only breeding more of their own kind when controlling those thralls becomes tedious.
  • Oath Magic:  emerges from the Necropolis, with the power of the Darkspore's contracts now tied intrinsically to the fabric of reality.
  • Architecture: With unlimited space and tireless labor at their fingertips, the Darkspore's stone edifices and architecture becomes refined to an art form.  Blending magic with craftsmanship, they casually create marvels such as aquaducts, hanging gardens, colosseums and observatories.  The elaborate blend of form and function becomes a power in and of itself, as their arcane structures incorporate spell formations of such vast complexity that they can multiply the reach and potency of their dark magics.

  • Name: Explanation

  • Forgeborn Golem army: Ranks of mindless golems led by a corps of forgeborn collect in the Necropolis in anticipation of their  masters' ambitions...
  • Undead Army:
  • The Oathbound Army. Kapricen The Tome King calls due a number of contracts he has accumulated over generations.  Bound by geass, countless families throughout the continent are forced to send their firstborn... even among the Deep Alliance, and two descendents of the Bih'WheGa. Mustered between the desert and the mountains from which the Darkspore were born.

Temporary: The Harvesters
Notable Figures: Ur'a, Mother Orc
Members: Harvesters, Greenskins, Halflings

  • Mesh Leilelan: Not all elves felt the lust for exploration as keenly. Over the years, a colony developed on the southern shores of the continent, amidst the fertile soil and volcanic ash. While the elves who chose a stationary life were few, the fertile ground and easy farming meant that those who did had many children and the city grew to support a large population in just a few generations.
  • Greenhold: With a blossoming population, and plentiful food, the scarcity of Mesh Leilelan quickly became space. So Ur'a sent one of her children, a shaman and a druid, by the name of Ura'ka Shall, to lead some of her people north east, transforming the lands as they went. When they reached their aim, they established their city, Greenhold, and cultivated the soil around them to provide for themselves, while building their town into the pinnacle of their new frontier.
  • Gemforge: Inspired by Greenhold's success, Ur'a sent Ura'ka Shall to the north, settling a town at the base of the crystal mountains. The city began to mine the crystals carefully, and quickly orcish tools and dress became recognized by their purple gemstones.
  • Plymead: Ur'a grew in power as the spirits of her people grew in number. Wishing to grow her ability to serve her people and create beasts to release into the world, she sent another Shaman, by the name of Ura'ba Can to the point where the nearby Plym River hit the sea. Here, Ura'ba Can built a bustling merchant city, trading with their elven cousins. This port brought trade inland to the Orcs, and gave the Elves new markets for their wares.
  • Norsea: Ur'a guided her children through her High Priestesses, and sent them further north to colonize another port for the civilization. Norsea was built half in the cold waters and half out, as much a farm for the land as the sea. Large pearl farms and hatcheries dotted shores, and the dark green kelp was harvested for potions both cosmetic and medicinal.

  • The High Priestesses: Shamans of the highest order, the Priestesses led their towns both spiritually and politically. While clad in quartz, the true symbol of the Priestesses was the Roseheart Pendant. Set in gold, a large, pure chunk or quartz shaped like a flower hung from their necks. The amulets were shamanistic focuses of such quality, they allowed the Priestesses to access powers unheard of, even communing with their Mother and Grandfather...

  • Religion: While the elven animism is less prominent among the Orcs, they adopt many of the rituals distinctive to elven culture, particularly those about the turning of the seasons. Blended with the Orcish reverence for Ur'a, these rituals form the basis of a highly legalistic religion that places Ur'a above other gods, with the Orcs as her chosen people. While not inherently violent or proselytic, this religion does give the Orcs the sense of moral clarity.
  • Shamanism: Ur'a saw the good her new children did, and so gave her gift to all of her followers. The people of Mesh Leilelan, and the civilization it became, found it easier to attune to the world around them, calling forth storms and cultivating bountiful harvests with ease. No longer were they withed by the bounds of the fertile soil, they could grow past it, turning the barren grasslands into the rich grounds of their birth. The people of Ur'a grew a natural affinity to speak to the spirits around them, including the spirit of their grandfather, the land beneath them.
  • Orc Magic: Magical Attunement:</b> Amethyst mined from the mountains was found to be incredibly ready to be infused with soul magic... Every now and then a rogue Rose Quartz Crystal was found in the mines, and these gems were found to have an even greater level of attunement available. This gave birth to the Rose Artifacts, items of incredible power, creating great mages from Ur'a's people.
  • Martial Arts: All good-aligned beings may learn the spiritual disciplines of martial arts, but Harvesters have an extra knack for them...

  • Name: Explanation

  • The Green Bastion. Ur'a sent her healers to help the battle, but she grew concerned for her children, covetous of the green grass that grew on their side of the world. She would not have her children endanger themselves in war, but she ordered her priestesses to gather a defense force for their lands.
  • The Green Fists. Ur'a created another army for her people, choosing only those who mastered the martial arts to join its ranks. The Green Fists were masters of hand-to-hand combat and protected their land in a more direct way.

Temporary: Elves
Notable Figures: The Mareshin Ripple
Members: Elves, mixed ripples

  • Er'leth: Over the centuries, the various tribes of elves meet to trade their wares and intermarry upon a certain island. Permanent structures are developed, but few elves take to living in the city full time; rather, it is a trading post and shelter in times of trouble. Although it still lacks in permanent inhabitants, Er'leth develops a grand market: a maze of canals and roads, woven together with bridges and dotted with marshy gardens, the Markets of Er'leth become a hub to which goods from around the continent are bought and sold.
  • Paal'Reena: The Mareshin Ripple built on the northern island, over the gaping maw of the vast sinkhole...
  • Isle Aruula: The Mareshin Ripple built a summer home for their people on one of the many amethyst covered isles the town was small, and far from the sea, settled in the soft grasses at the base of the purple mountains.

  • The Chosen Flames: Piracy on the high seas was not new, but the Chosen Flames brought a unifying voice to them. They felt that the Elves had grown too civilized with their ripples, unnatural to the wild and free lives they had begun leading. The Chosen Flame flew flags of red, that danced like fire as they pillaged ships. They lived lives that valued chaos, freedom, and self preservation...

  • Seafaring: Before long, the elves distinguish themselves as great sailors. What starts as barques traveling between the islands quickly evolves into sailing ships that circumnavigated the continent, establishing a robust trade network.

  • The First Navy. The Elves saw it clear that war was coming to the continent, and so sought to protect their waterways. Their boats were sleek, fast, and moved as cunning as the soldiers aboard them. They laughed brightly as they would pass the large colony ships of the Swift. They had learned the ocean that surrounded the Continent before the birds were born, and it gave them great pleasure to watch the elegant birds of the sky confine themselves to the cramped conditions of the ships.

Temporary: Swifts
Populations: Swift, Saurians

  • Fort Star, Bow Island. The Swifts build a huge fortified settlement on an island nearby their territory.
  • Woodbridge The Swift had long lived in the trees, scattered throughout their territory as tribes and lacking any place among the trees to call their capitol. With their people living in boats and on islands and floating castles and floating trees, some Swift yearned for return to their roots. Or rather, their branches. Woodbridge was built throughout the branches of 100 trees, with rope and plank bridges connecting the farms and homes of the swift that inhabited it. Some buildings were built along the floor for those they traded with that did not care for heights, but the majority of the city sat high in the clouds themselves.
  • Fort Hand (alignment +1): Saurials, Swifts, Harvesters, Greenskins, and Halflings create a new walled city with reinforced foundations. It is a city of military defense first and trading second, though much trading is done. Its primary function is to stand as a united stronghold against attack from dark forces... any such forces, it is hoped, will have to deal with the might of Fort Hand first. Fort Hand is built north and slightly east of Lumenskeep.
  • Fort Refuge (alignment +1): Another fortress city is built by the alliance between the peoples of Noric and Mother Orc: on the island the Swifts name Hatchet Island, Fort Refuge is built-- a vast bulwark, a place where war refugees and survivors can come and regroup in times of danger and despair. Interestingly, the piratical order known as The Chosen Flames are invited to come and trade and rest and find sanctuary, and they become the island's greatest protectors.

  • Rangers Their fastest, their best: the rangers, who work to protect those in danger and to preserve freedom for all
  • The Choir Invisible: The Swifts on the scene quickly organize the best of the bards into an order devoted to preserving freedom and the greater good whenever possible: The Choir Invisible. When silent, the Choir Invisible members are stealthy, observing all, the perfect scouts and spies. When they must sing or play (or both), their bardic gifts make them formidable opponents...
  • The Broken Chain. Composed at first of mostly Halflings, but quickly gaining humans and dragoons, the Broken Chain works to free all slave races...

  • Farming: Noric taught the Swifts the art and science of Farming. They excel at growing plants and fungus and lichens even in sub-optimal conditions.
  • The Art of War: Noric taught the Swifts the art and science of warfare (Military strategy, tactics, techniques for training and drilling troops, maintaining a supply line, etc.)
  • Animal Husbandry: Noric taught the Swifts amazing secrets of Animal Husbandry, allowing them to make the Jarlboks, herds of huge mammoth-sized goats that can defend themselves... or be trained as massive battle-steeds...
  • Woodworking: the Swifts are able to make better tree-bough homes and gardens for themselves, but also make the best bows and arrows...
  • Ranged Combat: the Swifts become the best archers and sling-wielders...
  • Lorewood: The Cardinals create Lorewood, pieces of wood which can store memories, epic ballads and sagas, information, and even crafting techniques.
  • The Defense Workshop: In Fort Star, a magical Defense Workshop is created, making magical items for the protection of the Swift Army and the Swift people. Items made include: Magical Bows and slings, Amulets of Protection, belts that offer protection, small jars of special magical paint (for beaks) that, when used, grant protection against A, B, C, or D (but the effects only last until it washes off... But because the effects are temporary, they're a lot faster and cheaper and easier to enchant, too...)

  • Seatrees: The Cardinals work with Greenskin orcs to accomplish this miracle, in exchange for promising the Greenskins that they will always be welcome in the villages and hamlets that will surely soon grow in the boughs of the Seatrees. Right now, the Seatrees are still growing... but as the years pass, they will eventually tower out of the sea...
  • Colony Ships:The Cardinals pass along the word of Noric, and the Swift race creates a fleet of huge ships: The Colony Ships. In case anything ever happens to the Swifts in the Skytrees, the soon-to-come Seatrees, and the fortress of Fort Star, the Swift families on the Colony Ships will still keep the Swift race alive (or so they hope). (For now, though, the huge galleons simply run supply missions to and from Fort Star...

[*] Bardic Magic: To help the imperiled Myconids, Noric directs his Cardinals to create Bardic magic. Swifts, Humans, Halflings, Elves, Harvesters, and others of good alignment with musical aptitudes feel it in their hands, in their brains... they can not only now play and/or sing, but their songs and tunes have powerful effects-- especially, in this particular case, the war drummers, who can increase the effectiveness of their side in battle...
[*] Windorchids: Floating, drifting castles that can hold about 1000 inhabitants comfortably (though ideally they'll need to be able to fly to get there...)

  • Swift Army: Noric commands the Rangers to raise a mighty Swift Army. Noric makes the feathers of all Rangers blue, and gives them crests (like the Cardinals), to mark that Rangers are the highest-ranking officers of the new army.
  •   Saurian Army

Temporary: Dragonland
Notable Figures:Ato'a
Members: Dragons, Humans, Dragoons

  • Sevenspires:The dragons lived scattered across their lands, in distant keeps with small villages surrounding them. Ato'a created her den and commanded her council to roost near her, creating the first sprawling metropolis in the east. The city was named after the 7 tall mountains that ringed it, each home to the 6 Dragon Council members, and Ato'a.
  • Gul'Waere: Ato'a ordered a new city to be built in the south, opening up trade through the sea. This city was similar to Sevenspires, but was centered between 3 small caves, home of the dragons that ruled the city. The city was a cold place, a hostile port intentionally. The people there were withdrawn, and did not socialize with the traders much. This halted the flow of ideas that came with opening the East to the outside world.
  • Northpoint:The Dragons extended their land, claiming the high cliffs far to the north. This settlement was half on the ground, and half hanging from the sheer cliffs. Dragons would make their nests in the caves that pocked the cliff side while their human servants homed above.

  • Bih'WheGa: Ato'a had long listened to the council of the 6 greatest Dragons of her lands, but as her and her peoples power's grew, she sanctified these dragons into a new form. The Bih'WheGa, or Great Council, served Ato'a and aided her in her quest for greater and greater strength. They ruled supreme as Sevenspires grew ever outward. Among their numbers were: Erea'o, The White; Daarn'a The Black; Tier'u The Red; Baat'a The Green; Siig'i The Blue; Nere'e The Yellow; Rooj'a The Golden.
  • The Blades in the Dark: They operated as an assassins guild, taking out corrupt human and Dragoon officials in Sevenspires. While their guerilla tactics started small, they dreamed one day of overthrowing their Draconian masters completely.

  • Name: Explanation

  • Name: Explanation

  • The Golden Scale. Ato'a sensed conflict to the west, and was upset to not be the cause of it herself. She began to create an army, a large Golden dragon as its general, and prepared herself for an age of war.
  • The Silver Scales. Ato'a raised another army from her people, this one lead by a general of a solid silver color.

Unclaimed cities:
Lumenskeep: host to a diverse mix of Swift, Myconid and Lichenthropes (mostly of Swift or elven descent, for others found the staggering altitude too much to bear long-term).  Dubbed Lumenskeep, the lighthouse of the forest

Unclaimed Orders:
  • Kassau. Seeing that she had too long favored Ereja and Baali the Ever Mother offered Nassau to follow her son of the forest, Kassau, to be bound to him and follow him through the green forests of the world. Those taking up this order shrunk in size and grew wings, and were prone to mischief, drink and revelry.
  • Yassau. Only Y'nar remained without an order of Nassau to follow her will explicitly. As changing as the sea Yassau would carry out her will as her mood allowed. Some days as chaotic as Ereja had championed. Others as calm and serene as Baali was wise. They made their home beneath the waves and waters, living even in ponds, lakes and streams.

This message was last edited by the GM at 20:04, Mon 22 Oct 2018.