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The Wayfarer: Amongst Skies

The World Around Us (General Discussion)

a part of “The Wayfarer: Amongst Skies”, a fictional universe by Mr.Celestial.

Fly with the hardy crew of the greatest airship to ever fly, the Wayfarer! Help shape the world around you! Advanced literacy.

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The World Around Us (General Discussion)

Tips: 0.00 INK Postby Mr.Celestial on Mon Dec 19, 2016 9:25 am

Here it is! This is a platform for members of the roleplay to build the sandbox-world that our characters live in, and with the help of everyone involved we will build a breathing world from the ground up by your own creativity!

In this thread, please post:
  • Discussions about past relations between characters
  • Politics and relations between character's home and his or her people
  • In depth lore about the islands/continents and their people (this will be to seek approval to be posted in the official lore thread)
  • Miscellaneous discussions considered "world building"

Please, anything not listed or considered "world buidling" needs to be kept in the auto-generated OOC. Thank you.

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Re: The World Around Us (General Discussion)

Tips: 0.00 INK Postby Mr.Celestial on Mon Dec 19, 2016 10:34 am

The Island of Denauc [preview]

The Mountain Region
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The Forests
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The Temperate Rainforests
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The Wondrous Technology of the Library
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(Keep in mind the rest of the world is still in the Pirate Golden age)

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Re: The World Around Us (General Discussion)

Tips: 0.00 INK Postby BrazenWolfsbane on Mon Dec 19, 2016 10:01 pm

Provided my character is approved, in his backstory is the Isle of Carpage, his old hometown. Not much need for the other islands mentioned in his backstory as one was a pit stop, and the other was decimated. Now provided he has been approved would you like me to post the information of the isle in case we ever get to it at all?

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Re: The World Around Us (General Discussion)

Tips: 0.00 INK Postby Mr.Sol on Mon Dec 19, 2016 10:19 pm

Do you want a full description of the Isles of Hashar, as well as a brief history on the rise of Clan Karintosh?
“Truth is like the sun. You can shut it out for a time, but it ain't going away.”
― Elvis Presley

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Re: The World Around Us (General Discussion)

Tips: 0.00 INK Postby Madame on Tue Dec 20, 2016 3:55 am

The Isles of Astria and the Astrians

Geography of the Isles

Astria is not one specific Island, but rather a collection of seven medium to large Islands that share the same monarchical government ideal and trade amongst each other.

The Isles are called Vernon, Jazzedine, Bellora, Numaire, Organa, Frankia, and Castille. They are all relatively the same sort of climate. They experience all four seasons but do not generally get hotter than 87 degrees fahrenheit in the summer. Winters vary depending on which island you visit, with the northernmost experiencing a few feet of snow each winter. Geography in each island ranges from temperate deciduous forests to great grassy planes and mountain ranges. The beasts that roam in Astria are nothing out of the ordinary from what you would find in a deciduous forest or mountain range. There did used to be beasts of magic; unicorns, griffons, and even great dragons. Those however have not been seen in quite some time, and maybe they were never seen at all and only amount to an old farmer's tall tales.

Buildings are in the structure of the late to mid 1700's, France. Which can be a tad gaudy depending on which race you speak to, but it wouldn't be called extravagance if you only went half way. Astrian's do not go half way. More is always better.

These buildings tend to be built in cities centered around a noble's castle or manor; or near it depending on how highly ranked the noble. Those closer to the royal lineage tend to live more isolated lives until social season comes around each year. Farming communities and villages branch out from these cities, and there is usually no more than a few cities per island. Some islands like Numaire are comprised of very few cities and mostly farming communities, while Jazzedine and Organa are almost entirely covered in large cities and heavily rely on import and export.


The Eight Goddesses
The religion of Astria is comprised of the worship of eight goddesses, all of whom excepting one created a particular island which must pay homage to and honour her. It is not uncommon to honour or build temples for any of the goddesses, but each island must maintain loyalty to their home's creator and "mother". Almost like a queen but more important.

Aphrodite: The goddess of the arts and mother to Vernon. She is attributed with art, culture, dancing, music, poetry and storytelling.

Hephaesta: The goddess of technology and learning, she is in celebration of science and civilization. Jazzedine is her home.

Circe: The goddess of magic and mother to Bellora. With her magic she breathed life into all that is living, and her breath can still be felt today in the form of "wind".

Hestia: This goddess is all that is nature and mother of Numaire, the biggest isle of Astria. It is said that she helped her sister goddesses to create their own islands. Without her there is nothing. Her people are comprised of farmers, and so Numaire has not been an independent nation for quite some time, always the territory of some other powerful island.

Themis: The goddess of philosophy, law and the balance between order and chaos. Twin of Thetis. Instead of temples great libraries are raised in her honour. She is mother of Organa.

Thetis: A trickster goddess of mischief, and twin of Themis. Praying to her abides mischief rather than celebrates it, and brings you good luck. Luck is an integral concept in Astrian culture, and in particular for this goddess's island, Frankia.

Urania: The goddess of the sun and stars, mother of Castille. Astrian's have the funny notion that they created wayfinding. This was taught to them by Urania, who drew the world's map in the stars for their benefit.

Mercidea: The goddess of war, she does not create and so has no island. All must pray to her is they wish to survive or be victorious in times of war.

It is both arrogant and bad luck to name a daughter after one of the great goddesses. The only exception to this rule is royalty, rarely, and nobility, rarer still. Doing so brings upon the child the societal baggage of great expectation and possible anger from their namesake goddess. There are acceptable male versions of the names that male children can be given. It is said that naming your daughter after a goddess will bring one of two things, greatness or ruin.

The Astrian's

If you asked an Astrian, they will answer that of course Astrians are the most civilized and advanced race. Ask them of their Isle compared to the others, they will answer the same thing. So, in essence, Astrian's are better than everyone else, but their particular island and its people are the cream of the crop.

The life expectancy of an Astrian heavily depends on lineage, or to be frank, how inbred you are. Some nobility have reportedly lived as long as 600 years. The average common man will live only live to be around 100, with some stretching to maybe 50 or so more years. It is to be noted that there are sometimes bastard children of unfaithful nobility running around and having children of their own. So people can tell if your father or grandmother have some nobility in them when they manage to outlive you. Pure noble lines tend to mix with other pure noble lines and produce children that carry that longevity on to their own children.

Nobles tend to be tall, and have very pale skin, but other than that no distinction can be made from other human races in the physical regard. There have reportedly been cases of certain families with a long history and military background with members that are rather difficult to kill. They poses skin difficult to penetrate, and tend to heal at an alarming rate when injured. They are also very much stronger and faster than other humans. All members of these family lines tend to have a rather pale cold complexion, almost like someone of the undead variety. Disposition, other than a general sense of pride, varies from Astrian to Astrian, and no special thing can be noted as a general personality trait for them, besides the pompous attitude of course.

Import and export in general are common things among the outer Islands, while those in the center get second hand trade mostly. Immigration is not common but Astrians are not know for being xenophobic towards foreigners, and consider it flattery for someone to want to settle and make a home with their beautiful islands.


Culture and Technology

Technologically the Astrian Kingdoms are in the 1700's.

Although they are each a separate Kingdom, they hold a pact that no other race shall dominate them, and will rush to the aid of another Astrian should they need it. Even one they are presently at war with.

However, that isn't to be mistaken for generosity, it is a matter of pride. Only an Astrian nation may conquer another Astrian nation. Each struggles to climb to the top of the other in heated competition. It is never very long that the battle field dust settles. Once there was a reported fifty years in which no Astrian nation was at war with any other, however that ended when someone insulted a bridesmaid's dress at a royal wedding. That war lasted a good 374 years.

Astrian court life is full of intrigue and beguilement, deception and parries, no matter which court you visit. It is the nobles who incite the competition, and are responsible for the constant warring. Everyone wants to be richer and higher ranked and the next King or Queen. That may change since the common man is becoming more and more educated, but it has yet to be seen.

In common culture the traditional male and female roles stand, but it isn't looked down on or out of the ordinary for a woman to take the traditional roles of a man should the need arise, or should they be a royal heir that needs to uphold a certain dominance. Women do participate in war, but it is not common since they are thought of as future child baring individuals. It is becoming more and more common as time goes on. The common women are finding that even though they do not wield swords, they may still die by them, and they refuse to do so without a fight.
Last edited by Madame on Tue Dec 20, 2016 4:22 pm, edited 1 time in total.
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Re: The World Around Us (General Discussion)

Tips: 0.00 INK Postby Mr.Sol on Tue Dec 20, 2016 2:54 pm

The Isles of Hashar are a collection of islands in the southern hemisphere of Terreth, quite a distance from most of the civilized world. The islands are a miserable grey collection of rocky, rainy islands where entire generations of Hashari have fought and died for generations. Hashar was once a pleasant collection of temperate isles during the Age of Wizards, until He came. He was a wizard of overwhelming power who desired to rule all of Terreth, to crush the other wizards and independent races. But to do all this he needed an army. An army powerful enough to do this. He spent several years looking, and he found the Isles of Hashar, a resource rich island chain populated by primitive humans.

He descended upon the islands like a God, resplendent in power. The tribes of Hashar quickly began to worship Him as such. He instructed them to build a mighty fortress on Vishar, most populated of the isles. After its construction he began his experiments on the natives, turning them into the Hashari of today. Spinning new DNA strands, stretching tissue and bone, shaping them from humble humans, into the hulking Hashari. The average height of 7'0" with almost ten extra adrenal glands, as well as other engineered glands that give the Hashari their legendary prowess in battle. After the Hashari had been created, the isles of Hashar were stripped of their resources to build a fleet and arm the warriors, and thus began the Great War, or the Last Wizard War. Island after Island fell to the Hashari Army and their Wizard Overlord. They made it all the way to the Isle of Denauc, where a battle of epic proportions began. It ended when a group of Denaucmen warriors assassinated the Wizard, and their army managed to beat off the first waves of Hashari. Without the wizard to guide them, the Hashari fell to infighting to determine a leader, and the great fleet fell back to Hashar, where it was subsequently destroyed through infighting. This began the Aeon of Blood, which caused the Isles of Hashar to become blood soaked resource poor splotches in the sky. Hashari have not left their Isles in many many years. And only recently has the outside world contacted them, with Clan Karintosh trading with a consortium of traders to gather modern weaponry. Goslet Karintosh has a dream of unifying the Hashari, and with the new weapons, he can do so.

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Re: The World Around Us (General Discussion)

Tips: 0.00 INK Postby Madame on Tue Dec 20, 2016 4:22 pm

edited something in the above:

"Nobles tend to be tall, and have very pale skin, but other than that no distinction can be made from other human races in the physical regard. There have reportedly been cases of certain families with a long history and military background with members that are rather difficult to kill. They poses skin difficult to penetrate, and tend to heal at an alarming rate when injured. They are also very much stronger and faster than other humans. All members of these family lines tend to have a rather pale cold complexion, almost like someone of the undead variety. Disposition, other than a general sense of pride, varies from Astrian to Astrian, and no special thing can be noted as a general personality trait for them, besides the pompous attitude of course."

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Re: The World Around Us (General Discussion)

Tips: 0.00 INK Postby BrazenWolfsbane on Tue Dec 20, 2016 4:40 pm

Carpage Isle, a land of vast cities and political meandering. In its center lies the shining emerald of Carpage, Quiloth Commonwealth. In this shining city live the six ruling families who control the trade and economy of the entirety of Carpage. There is an almost constant shadow struggle for absolute power of the economic might of Carpage, as it is a major trading hub for the surrounding Isles and indeed many surrounding soverign island nations. The families Cerulean, Tival, Tiree, Quintok, Halafax, and Vieri each have their own separate slice of the economic pie. Cerulean deals with the trade of jewles and precious stones. Tival and Tiree, united by marriage, handle raw resources, lumber stone etc... and textiles. Quintok deal in the trade and manufacture of weapons and firearms, it is said if you own a Quintok Flintlock you own the best. House Halifax control the trade and export of edible goods and spices. House Vieri Control the trade and services of artisans into and out of Carpage. No one is quite sure just how profitable that particular 'commodity' is, as house Vieri refuses to provide numbers to any who ask, but they are a leading house with an iron grip on their own position.

There is of course, as with any large city or isle, the seedy underbelly of the world they live in. This gave rise to the unofficial 'seventh family,' The Beggars Communion. They in turn are actually controlled largely by the Vieri family, though you would never know it from the outside, and the last person to find out was exiled with a kill on sight order. The Beggars Communion control all the shady underworld dealings of Carpage, specifically Quilloth Commonwealth. This includes but is not limited to, thievery, burglary, arson, murder, prostitution, gambling, illicit liquor sales, the black market, and most infamously, the peddling of humans.

The unfortunate truth is that Quilloth and indeed Carpage was built on slavery. But the noble houses and ruling upper class refuse to admit to the past, thinking it done and gone with. It still happens, though in the shadows and guided by Lord and Lady Vieri. And so the beating heart of greed and corruption continues coursing gold and riches through the veins of Carpage Isle. The gleaming exterior of nobility and grace hiding the rotten core beneath.

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Re: The World Around Us (General Discussion)

Tips: 0.00 INK Postby miniskirt on Tue Dec 20, 2016 7:10 pm

The Geography and History of Nissia

The Island of Nissia is a relatively small island located in the western part of Terreth. Well, not small for an island but small for places that were liveable. Two thirds of the island were all inhabited by very thick forests and who knows what lurking within in them. The other one third of the island was a vast meadow, and this is where the foundations for the city were built of off. It started out as a small town and began to expand outward over the years, but as more and more people began to move in and settle down the closer they got to the forest and to the edge of the island. The people had try to cut down the trees that bordered the edge of a city, but the trees would grip onto whatever tool that was being used to cut them and turned them into a part of the tree. With more and more people starting to take residence on the island due to more and more trade, the only choice was to begin building upwards. Most houses belonging to the lower class because 2 or more story apartments while mostly the upper class and middle class stayed the same. The rulers thought this would be enough, it was not. They started to tear down quadrants of houses to make room for even higher buildings, after several years the tallest building was 100 stories; it wasn't really a conventional story measurement though, the upper class did not want to be confined to small 3 room apartments so some apartments were 5 stories just for one set of rooms. The building upward has ceased for now, the population boom was starting to come to a halt. The tallest building in Nissia now stands at about 800 non-conventional stories with thousands of buildings being just below it. To combat the clutter of massive skyscrapers, the ruler of Nissia had bridges and tunnels to interconnect important buildings as well as lobbies which serve as gates to communities. There are several Monorail tracks that loop through all the builds and go all the way to 300th floor. It doesn't rain or snow in Nissia, though it does get very hot in the summer. The heat is only a probably in the upper levels, in the lower levels it can get as cold as -12 degrees Fahrenheit due to the lack of sun.

Each level is split into districts and those districts have their own sub-districts and within those sub-districts there are sub-sub-districts. For example, the middle class floors are the 300th floor to about the 600th. Within the middle class district there is a market district, which is on floors 300 to 400. Within the market district there is the Flea Market district the Produce district the Swap Meet district the Harbor district and so forth and so on. Anything below the 300th floor is considered lower class which extends to about the 100th floor. Anything below the 100th floor is considered the slums. The slums are a particularly nasty place, only criminals get put into the slums. The slums include everything from a Red Light district to a Black Market district and everything in between. The very button floor where a once glorious city bustled holds disgusting mutants. Light doesn't touch the bottom floor at all. The bottom floor is also where all the waste is sent. Combine these two factors and you've got mutants who are probably just as bad as whatever lurks in The Forest.

The Nyssian
The Nyssian race was named after the round of Nissia, Nyssa Ruloa. They are a fairly normal race. If you receive the benefits of living on the upper floors you can live to be as old 300. If you live in the middle class floors then 225 and less would be the average life span. In the lower class and the slums you'd probably be expected to live from anywhere between 50 and 110.

The normality of everything continues within the height. The average height for a woman is in between 5'4 and 6'3, depending on where you live, and the average height for men is 5'9 to 7'0 feet, also depending on where you live. Dark skin is a sign of wealth there, as the darker you are implies your closeness to natural light which implicates who wealthy you are. Since the middle class doesn't get very much light, most of the Nyssian are fair skinned while the more wealthy are tanned bronze and darker.

Due to the complex structure of the tunnels, bridges, streets, districts, and monorail lines, the Nyssian have developed enhanced memorization. They can remember things more easily than most other races have and their sense of direction is also better than most other races.

[sizs=150]The Culture[/size]
The government that Nissia runs under is a Collective Leadership. They have one sole ruler who distributes their power to different branches of the collective who control different things for him. The reigning from of government used to be a monarchy, but as the race began to industrialize that soon faded away into the Collective.

There is no dominate religion in Nissia, most people aren't even very religious anyway. Most people usually just practice individual religions and their practices that were passed down from generations before.

The most dominate magics in Nissia are Wordweaving, charms, hexes, and wards. Most of the massive skyscrapers have support beams engraved with charms that give them the strength they need to keep the towering giants up. Hexes became popular because a few juveniles thought: "Hey, there has to be opposites to charms!" and created hexes that make food rot faster or make flies burst out when you take a bite into it. Wards were invented to both combat charms and Wordweaving. Wordweaving is something that wasn't a problem too much back when the highest building was 67 stories, but now that is has been hundreds of years since then the numbers of Wordweavers has multipled. Wordweaving was developed by musicians in the bottom floors to get extra tips from people who passed by and soon many people were either born a Wordweaver or started to practice it. Wards had to be developed and usually engraved into the skin to keep bad Wordweavers to try and break down the reigning Collective.

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Re: The World Around Us (General Discussion)

Tips: 0.00 INK Postby TheHaze on Wed Dec 21, 2016 2:16 pm

(I know my character, as with the other gunners, is kind of in limbo, but I'd figure I'd post a rough description of his homeland so I might be able to forge a history with some of the other characters. More to come!)

Oh, Culverin. To list the many quirks of the eccentric little nation would take more time then the stars have yet burned in the sky. Anyone who have glimpsed a Culverinic ship, however, can tell you that they are ugly things: Bulky, loud, smelly, and bristling with weaponry, the average Culverin craft doesn’t look like it can remain airborne, let alone compete with the infinitely more refined shipbuilding of their neighbors. Anyone foolish enough to entertain that idea tend to be drowned in an avalanche of lead and fire.

Culverin itself consists of one massive island with a rocky and inhospitable climate, a rather pitiful looking area given over to the ancestors of the Culverin people after they were forcibly relocated from their much more fertile homeland, long since lost to them. It quickly became a dumping ground for criminals and other outcasts, including entire mercenary companies. The nation that conquered them, collapsed and forgotten centuries ago,was content to turn a blind eye to the ramshackle city springing up from the rocky cliffs. They were confident they had given them the most useless land possible and would not hear from them again. What the conquerors did not know was that the land was possibly the most resource rich area in the entire region, being little more than a densely packed monolith of ore, fuel, and minerals.
When they returned to check up on their vassals and claim their tithe, they found that the people on Culverin had turned their settlement into a respectable fort. Impressed by their rapid progress, the empire demanded a slightly higher tithe in exchange for more autonomy, hoping they could have a new industrial vassal to build the tons of equipment required for their large nation. This proved to be a mistake, as before they knew it, Culverin became one huge industrial complex. Towering factories produced enough smoke to blot out the sun, cannons the size of small buildings guarded oceans of oil and mountains of gunpowder. The nation of misfits had become a staggeringly powerful industrial nation, and it terrified everyone around them. The other nations of the world knew that if the fever of Imperialism ever took hold in Culverin, none could stand against them. They formed a coalition, and planned. It is not known what occurred in those years of subterfuge, but one day something detonated in the main arsenal. Whatever it was was strong enough to crack the island in half, sending the entire eastern portion of the island plummeting into the depths below. Culverin was destroyed overnight. Severely weakened, Culverin was left to suffer by the other nations. That was centuries ago.

Now, Culverin has rebuilt quite effectively. While they will never be as powerful as they once were, Culverin is one of the most powerful military powers in the known world. The island is now more artificial than not, having regained a portion of their land through generations of construction. Their fixation on weapons remains undiminished, and Culverinic weapons and ships are known the world over for their effectiveness and are greatly prized. Indeed, Culverin is one of the most technologically advanced nations around, a necessity given the complete lack of magic. Culverin, for whatever reason, actively destroys magic. Enchantments sputter and die the second they cross the border into the smoking city, and no spell has ever been cast inside its walls. AS result, magic is an alien concept to the Culverins, and while it is not distrusted, it is a source of confusion and apprehension to the material-minded folk. They would jump at the chance to research it and many a mage has gone to Culverin purely to answer questions for curious throngs of engineers.

Politically, Culverin is staunchly neutral and very cosmopolitan. Personal freedoms are held in high regard and people fleeing persecution or past crimes tend to wind up there. They are infamous, however, for the massive amounts of war material they export and design, furnishing most of the world’s militaries. In addition, Culverins are known for having a mercenary streak a mile long, hiring themselves out as elite artilleryman and sharpshooters to select clients. It is a lucky warship indeed that can boast having a Culverin in their crew. For their militaristic ways, however, Culverin is a surprisingly peaceful nation, having never been the aggressor in a military conflict, and is content to create and sell their wonderful inventions and tinker in peace. Woe betide any nation foolish enough to underestimate them.

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Re: The World Around Us (General Discussion)

Tips: 0.00 INK Postby HalcyonCamp on Thu Dec 22, 2016 3:52 am

The Archipelago of Arcadia

Geography of the Islands

Arcadia, despite being referred to as such by her [Natives address her with female pronouns] inhabitants, is not a single island. She is made up by a large cluster of 50 small islands. Some are only as large as five Seraph standing with wings tip to tip. Though the land was originally left as it was found, the islands have since been artificially interconnected with bridges magically made from the strong vines that grow on most of the islands. The bridges are kept in great condition by council despite seeing little use, as they were added to accommodate the various flightless races that have stumbled their way to Arcadia over the years.

She floats in the aether tens of thousands of miles away from any other hunk of land in a place that could always be considered spring. There are "the cold months" sometimes called Autumn, but the difference in temperature is a matter of a handful of degrees most days. None of the inhabitants that were born on the island have ever experienced snow, though they do get quite a lot of chilling rain. Arcadia's biomes exist on a gradient from deep, thick forests in the north to the multitude of pools and rivers of the south. These waters are warm and great for swimming. However, it's important to be careful as many of them have waterfalls that sweep off the edge into the unknown.

The natural fauna of Arcadia are beasts that haven't been recorded in any other place. The top of the food chain is the Cozener, they could most closely be described as sharks with arms and legs. Most of the other species have coexisted peacefully with the Seraph. A few have even allowed themselves to be domesticated.

The structures that populate Arcadia might be considered odd to offlanders. In an attempt to disrupt the natural order of their new home as much as possible, the Seraph used their knowledge of flora behavior and very little magic to grow their homes. Most of the buildings are grown so that the home is open to the air. The rain is blocked by the many leaves that function as the roof of a domicile, but the otherwise calm winds are free to be enjoyed. Glass windows aren't used in construction and are very rarely found in Arcadia. To others not familiar with Arcadian architecture, it would seem they have just live in the trees. Those that live in the southern part of Arcadia live in the caves naturally created by water over millennia with vines grown to give privacy where stone does not.

The farming community is found in the heart of Arcadia as her trees aren't as thick, but her face hasn't yet become pockmarked by pools. She grows exclusively native species of crop and is the main food source of her people. The farms are actually on a multitude of islands, many of them taking up the entire island, but due to the Seraph culture are referred to as a singular entity.


The Seraph

Seraph used to live amongst the other races both under their own rule and as servants to other races. It wasn't uncommon for a Seraph to trade servitude for their life when confronted by a stronger enemy. When they retreated from society, they numbered in the thousands and faced extinction due to swift deaths and long incubation periods. Now they are in tens of thousands.

Despite their previous reputation as a servant class race, the Seraph don't consider themselves better or worse than any other race. They aren't sure about their standing with other races anymore either as, since their disappearance thousands of years ago, most races believe them to be extinct according to the wayward travelers that have come by.

The life expectancy of an Arcadian Seraph [now the only type of Seraph] has yet to be determined. While previously thought to be 50 years, due to the Seraph's predilection for falling in combat, it is actually much longer than that. Despite the Millennia passed, most of the founding members of Arcadia are still alive and in full control of their wits. Those that perished were ended in the pursuit of finding which plants were edible or fell victim to the Cozener.

Seraph typically fall between 5'2 and 5'6, though there have been exceptions. Skin tone range matches that of a human, but have the added option of many shades of grey. Their hair is usually kept long by all not in an occupation where it would be a hazard and could be of any color. Historically, most Seraph are born with golden locks or a pale pink hue. All Seraph could be considered svelte as they don't eat much and maintain a nearly vegetarian diet.

Family lineage is proven by Way of the Wing. Every Seraph child's wings are an amalgamation of the colors and markings of the parents. Wing color, much like hair, ranges from the purest white to the darkest black and are often multicolored.


Culture and Technology

Arcadia appears on no map besides those of herself.

Arcadia is ruled not by a single being, but by a Council of Elders. The Council if a bit of a misnomer as many of the positions are filled by younger members of the society, due to the uncertain nature of their life expectancy. Therefore, it is uncommon for the oldest member of the family to serve as an Elder. Most positions are passed by lineage, but it's written in the laws that should the other Elders believe a family to be unfit to serve, they will be replaced.

None of the many Islands that make up Arcadia have names, and to refer to any of them as anything other than a part of herself is considered a grievous insult to the land herself and the Seraph. Each island must be referred to in the way one might refer to their nose or foot, a part of the whole. In a similar fashion, every Seraph is Arcadian. Despite the land being split between villages, the communities respond to no name but Arcadia.

The people of Arcadia consider themselves to be one. Each Seraph is a brother and their economy works as such. They run on a pseudo-socialist trade based economy system. Everything is considered to belong to everyone, but the villages create different goods based on their environment and they meet up 4 times a year to trade. As they do not trade or communicate in anyway with the outside world, all products are made on the island from her natural resources.

Due to the nature of their abrupt departure from the rest of Terreth, their technology is fairly different from the rest of the world. At the time of the foundation of Arcadia, their technology splintered off from that of the people that they lived amongst. They would be equivalent to above average when it comes to technological advancement, but it would be hardly likely that anyone could pick up a piece of Arcadian Tech and be able to use it properly and vice versa.

The Seraph don't follow traditional gender roles as no one seraph is considered different in anyway besides their occupation and temperament. Each job is considered to be a noble pursuit that is necessary for the advancement of Arcadia, though there is a certain amount of pride in following in your family's footsteps.

That said, it's easy to accept people that are just like you. The distance between Arcadia and any habitable space is expansive and tends to limit visitors to those that have lost their way and seek only to return home. When someone floats ashore, no matter the race, they are treated with respect and cautious optimism. A race's level of caution vs optimism reflects if the race is remembered to be kind vs malicious towards the Seraph in the past. Still, the most malicious are not made to pay for crimes they did not commit and are fed and sent on their way. There has been no precedence for anyone wanting to actually stay in Arcadia, so it is uncertain how the Seraph would react.
Last edited by HalcyonCamp on Fri Dec 23, 2016 1:09 am, edited 1 time in total.

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Re: The World Around Us (General Discussion)

Tips: 0.00 INK Postby Mr.Celestial on Thu Dec 22, 2016 10:10 am

Image

Official Approval for the Lore about:
  • Astria
  • Arcadia

By the authors:
  • Madame
  • HalcyonCamp

Please post these in the official lore/canon topic. As for the others, I approved these officially because I like the continuity in format, and this does not mean the unapproved are 'denied', just still pending approval.

Sincerely.

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Re: The World Around Us (General Discussion)

Tips: 0.00 INK Postby HalcyonCamp on Fri Dec 23, 2016 12:59 am

Yeah, I liked Madame's format a lot so I just stole it! Thanks for setting the standard!

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Re: The World Around Us (General Discussion)

Tips: 0.00 INK Postby Madame on Fri Dec 23, 2016 2:39 am

If anyone would like a general code and map-out of information to base their region info on here you go:
Code: Select all
[font=aa][size=200]The Island of ________[/size][/font]

[font=aa][u][size=150]Geography[/size][/u][/font]

[size=90]Introduce the Island.

The island's geography, climate/s, and flora/fauna can go here.

What are your island's cities like?

More about the cities and how they survive, along with a brief on how most people live, this should tie in a little with government.[/size]

[font=aa][u][size=150]Religion[/size][/u][/font]
[size=90]If you have any particular religion important to your character's story or culture it can go here, erase this whole section if not. If you do I suggest mapping it as so:

The intro and synopsis of the religion, why it is a religion and what it means to them, how they celebrate it.

Any gods or goddesses/entities listed here with names bolded

and anything extra concerning special customs can go down here.
[/size]
[font=aa][u][size=150]The Race[/size][/u][/font]

[size=90]I liked the idea of starting up here with your race's opinion of themselves, maybe to drive home what others should think too, whether that be good or bad or just downright funny.

Life expectancy.

Physical traits. Abilities. Style could be mentioned here or in the culture section. Paint people a picture with words on how to recognize a character from your particular race.

Now relate your character's race with other races, how do they react to them. Are they isolationists or do they trade etc. Let us know how well known your race should be.[/size]

[font=aa][u][size=150]Culture and Technology[/size][/u][/font]

[size=90]A bit about how far technologically your race has become, maybe the reasons behind their technological standpoint. If their culture is more magical than technological a bit about that.

And then what would you like people in general to think about when they think about your race's culture? Think archetypes and use examples. Mention some revolutions and get political, but don't forget about the common people as common people will make up the majority of any given race.

Maybe mention some of the differences between classes, and men and women.[/size]


If this helps anyone at all cool, if not or you need more explaining feel free to just ask! I'm here to help ^^

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