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And in death, there is creation

Started by Drizztrocks, May 28, 2009, 09:58:31 PM

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Drizztrocks

[ic]'And in death, there is creation,'
      -verse from the Tome of Light[/ic]

              Here's a link to the map of Arunaul, hopefully this will help you with picturing the world.
 http://www.thecbg.org/wiki/index.php?title=Image:Aranaul.jpg

        [ic] 'Arunaul was nearly destroyed. When Cerul, one of the two moons orbiting Arunaul, crashed into the world, much was lost. An entire continent was shattered, ocean turning into acid and land in red hot fire. No one could have known what existed there. We have found remnants, ruins, of past civilizations deep underground, but not enough to get any solid answers. But one thing is for sure-whatever civilization lived in these western lands was extremely advanced. When human, gnome, dwarf and elf were young races, uncivilized and animal like, this race of people had been around for thousands of years already. The remnants we have found are crystalline, and draw energy from the sun. Of course, these remnants are extremely limited. All we can know is that when our people were still using simple tools, this superior race was wiped off the face of this planet, obliterated. And this allowed us to flourish.'
                  -Dirkin, Human Archeologist, on The Ancients [/ic]

 


 [ooc]Arunaul is an ancient world, but the races that live there today are not very old. They do know that it was a moon that crashed into the world, but only know this from ancient cave paintings of two moons in the sky. The force of Cerul crashing caused the mass extinction of many species, and the entire planet is in a different position then it was before. The only reason the world survived was because the moon didn't crash directly into it, but rather bumped into it. The force of this destroyed an entire continent. The only remnants of what was once a huge, great continent are the two smaller continents Burkar and Xarban, and whatever was pushed beneath the ocean. All other races existed in the east, and then slowly made a move over to the west, inhabiting the new continents. [/ooc]


 [note]As you can probably already see, I will be telling much of the fluff on this campaign setting in character, as when reading other people's campaign setting it has always helped give me a feel for the setting. Feel free to post in this thread, I decided that splitting it up into a discussion thread and content thread would dissuade people from looking over this, due to too much content. As usual, I want critisism, constructive or not, I can take it, it helps alot. Ideas are also welcome, this campaign setting is still in the works.[/note]



 [ic]   'I do not believe that Cerul crashing into Arunaul was an accident. You see the very scale in which the entire civilization was destroyed, but both eastern continents remained intact, is extremely unlikely to happen naturally. I myself practice magic, and I have found it impossible to use the limited telekinetic ability provided by Elemental Magic to move objects in the vacuum of space (which of course I created a replica of in my lab). This would mean that arcane practitioners of magic would find it impossible, however powerful, to move an object in actual outer space. The next obvious choice is Spirit Magic, which is ridiculous, because Spirit Magic does not manipulate matter. Unless of course the spirits that Shamans claim to be gaining their power from actually exist (which of course I don't believe) and if that was true they could perhaps move the moon with divine power. But seeing as that is just as impossible as moving it with arcane telekinetic ability, I have discarded that possibility as well.
          After much searching, however, I have found that the race of people who call themselves Sillans who live in the Cirbrung Kul archipelago have an amazing ability. Pscionics is what it translates to in our tongue. They use their mind to do extraordinary things, such as lift objects and read thoughts. Amazingly, what I have found is that their islands have mines full of mysterious crystals that heat up in the sun. Artifacts collected from deep underground, apparently supposed to belong to The Ancients, are made of the same material. How the Sillans use their amazing mental powers is beyond me, for even my means of magic detection detect nothing. Although violent methods usually cause political turmoil, I am hoping to send a team out into the field to the Sillan Islands, and return with a Sillan body. The reptilian race may have something locked away in their brains that allow them to use Pscionics, and this obviously has to do with some connection to those crystalline fragments. I will have to instruct the team to bring back some of the crystals, also, to do some studies on those. This race obviously has something to do with The Ancients, and then we might find if this pscionic power could have pulled a moon into this world. If we can find the powers that allowed an ancient civilization to pull a celestial body through space, imagine what we can do!'                                                  
                                                                                  -Zark, a gnome scientist and Elementist [/ic]


                 



              Here's a link to the map of Arunaul, hopefully this will help you with picturing the world.
 http://www.thecbg.org/wiki/index.php?title=Image:Aranaul.jpg

Matt Larkin (author)

That is an awesome picture. Just saying.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Superfluous Crow

Well, not a lot to comment on. I hope you will post some stuff that isn't in-character. I feel it's distracting and often move on if those pieces are too long. Either way, sounds like you are taking a pseudo-scientific approach to magic which i enjoy. Especially the allusion to there being different ways to do the same. Also the comment that elementalist telekinesis can't move things in vacuum (because there is no air to move)? nice.
And i agree about the picture.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

SilvercatMoonpaw

Quote from: Survivorman"If we can find the powers that allowed an ancient civilization to pull a celestial body through space, imagine what we can do!'
Such as destroy ourselves!  Again! :morons:

I love this sort of stuff.  Means you can go around smacking people in the head because they're being stupid.  Good fun. :pwned:
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."

Llum

Pretty interesting, I personally think you over did it on the fonts, maybe try using a IC block instead?

Just waiting for some more.

Drizztrocks

Quote from: SilvercatMoonpaw
Quote from: Survivorman"If we can find the powers that allowed an ancient civilization to pull a celestial body through space, imagine what we can do!'
Such as destroy ourselves!  Again! :morons:

   Yeah, that's one of the reasons I like in character quotes. Helps give some depth to things, and take away from the black and white view to good and evil.

  And as for in character quotes, I won't do everything in character, but more then I normally do, so kind of balanced.

   And yes, awesome picture. :D

Drizztrocks

People of Arunaul
       Arunaul is a big planet, and many different races of people exist, but many of them are very similiar, sharing many aspects. The humans, dwarves, gnomes and elves all are mammals sharing many qualities, such as being bipedal and having intelligence great then all animals. This is no coincedence, as these four races come from one mother race, the Yukum.

                        Yukum
 
 
  [ic]I see no problem in accepting that we all come from the Yukum. I actually see it as sort of a compliment. I mean, they lived in every part of the world, and adapted to everything nature could throw at them. So, yeah, I beleive it, and I like it.
               --commoner on evolving from the Yukum[/ic]  

     The Yukum are a race of bipedal (although they posses the ability to run on all four limbs) creatures completely covered in fur that varies in color depending on their region. The Yukum were the first actual intelligent race, living in clans and hunting and foraging. Their goverment was simple, with one clan leader, hunters, gatherers and women to mantain the camp. The Yukum were nomadic, following animal herds and looking for good sources of food and water.

     The thing the Yukum were most admired for, however, is their ability to adapt to any region they settled in, in just a few generations. As a result, the Yukum living in the north have shaggy white fur coats that insolate them from the cold and sharp eyes that can see through white outs and across the tundra. Same goes with adapting to other places in the world.

   The Yukum are known as the mother race by historians, because they are thought to be the race that all of the mammalian races evolved from. Some see this in a different light, and some don't beleive it at all, as the obvious hole is that The Yukum still exist, so how come those remaining hadn't been subject to evolution in those generations past?

   Another thing that has kept the Yukum alive so long is their violent nature. This is one of the reasons ssome people are offended when they are suggested to be the children of the Yukum. Having no enemy at the time, the Yukum fought each other to hone their skills. This was not training, this was real. Many times clans clashed, fighting over food and land. To prepare for this both males and females of the tribe would fight eachother, and the weakest killed, the strongest spared. When clans did fight, it was a vicious battle. The Yukum would slash, bite, wrestle and be effective even without weapons, but they did use primitive spears and throw sharp rocks for thousands of years.

   [spoiler]  [/spoiler]  

   When the humans and elves, the first two races to evolve from the Yukum (supposedly) came into shape, they were fierce combatants. The three races often battled eachother. The humans were great thinker, and had begun to shape swords and axes out of stone. The elves were excellent in the forest, setting traps and using slings and spears. Soon the Yukum had fierce competition. However, any average elf warrior or human warrior of this time was no match for an average Yukum warrior. The Yukum hunted huge beasts for sport, hunting a few species to extinction.
   [spoiler] [/spoiler]

     [note]As of now I am not sure whether or not I should make The Yukum a playable race. They would make good rangers, barbarians, and fighters, but I might just keep them as interesting NPC's.[/note]

   Now, the Yukum have gone into a sharp decline. They live mostly in the far north and the mountains, now, and as they are nomadic, have not been able to construct solid civilizations such as the other races. The remaining clans, however, have decided not to part from tradition, and since their entire religion is based on the hunt and moving from place to place, they will continue to do so.

Drizztrocks

Dwarves
 

    [ic]   "What do you mean, obssessed with my work? I have nothing better to do! And if i'm going to be wasting away at my time in this place, might as well be doin somethin' I love. Ye hearin me?
                            --dwarf gemcutter [/ic]

  Dwarves see everything as a puzzle, a riddle to be solved. They notice the smallest details, the fine points of things that everybody else misses. This is perhaps what led them to invent. They kept trying to improve. Dwarves are responsible for many modern inventions, and are expert craftsmen. Their nimble fingers and keen eye is their secret to success.


  [spoiler]     [/spoiler]

  Dwarven warriors are also some of the most feared. Their superior tactics and ability to gain the advantage easily makes them a frustrating foe to war with. This originated when dwarves originally were peaceful people, living undisturbed in their valley homes. But once they started digging for ore and gems, people had a reason to attack them and steal from them. Many dwarves were slaughtered, simply because their warriors were weak. So it became a law and eventually a tradition that every dwarf would train in combat from the age of twenty years of age (most dwarves live up to two centuries). Now dwarves have superior weapons, armor and tactics that are arguably the best in the world.

           

  Dwarves live in cities and towns that have portions both under and above ground. The aboveground section usually features the markets, shops, resteraunts, barracks, schools and outer protections. The underground section is where the living spaces, mines and escape routes are located. Dwarves make most of their money off of selling ore and gems. Dwarven gemcutters are the most talented in the world, and often carve figurines out of gems the size of your fist. They are also known for huge statues of gold, stone and other metals. Even solified sand has been used in dwarf coastal communities. Raw ore and gold also fetches good money too, even if it isn't as fancy.

      [spoiler][/spoiler]  


   Alot of the greatest contributations to literature are from the dwarves. Their detailed minds allow them to compose a picture with words, and they are some of the greatest writers of real happenings, describing them as they were down to almost every last detail. In the past they have also made great breakthroughs in mathematics, and the core math system is also part of their religion. Dwarves have such a keen eye and almost photographic memory that it makes them great at jobs that require memory and observation.

     Dwarves were the ruling race on Monraz, (the largest eastern continent) in the past, and still are superior to most living there in terms of size and wealth of their kingdoms. Dwarves are perfectly happy working in labor as long as their pay is good. They are a race of logic, and it does not seem logical to argue about something that is getting you money. Most dwarves enjoy their work.

 
 [spoiler] [/spoiler]    

   [ic]Dwarf Character Concepts
        Dwarf Warlord-You are a master tactician, having a dozen back up plans and strategies up your sleeve. Also skilled in fighting, when you lead a brigade of skilled fighters, woe to all in your way.
        Dwarf Mathemetician-You have studied math, numbers and puzzles your entire life and have worked it down to a fine science. Although you are not skilled in fighting, you are a high ranking member of your clan, and have many rescources at your disposal.
        Dwarf Weaponmaster-You craft weapons, and build them from scratch, designing them to fit both the wielders skill, personality, and fighting style. You also learn how to use weapons with amazing skill, having a huge ammount of weapons and armor at your disposal.   [/ic]

Llum

Those are some nice pics, but maybe you could hide the biggest one inside a spoiler tag?

But the img tag and url inside this  [*spoiler][*/spoiler] without the *.

Elemental_Elf

Yeah I definitely agree with Llum, the big pic needs to be put in the spoiler tags... Its stretching everything on the page out, making the thread hard to read.

[spoiler=Picture of the Dwarves][img]http://www.middleearthcenter.com/screenshots/albums/bfme2concept/LotR_BfMe_II_Dwarf_concept_art_2.jpg[/img] [/spoiler]

EDIT: I photoshoped a more manageable sized image for you (and the viewers) :)

 [spoiler] [/spoiler]  

Drizztrocks

Sorry, I didn't notice that. Changed it.

Drizztrocks

Gnomes
 [spoiler]
[/spoiler]    

       

     [ic] I do beleive that in the perfection of science and magic we can find answers to all of our questions. This is something that the dwarves do not understand, that the humans could probably understand if they put their minds to it, but of course they are to rash and short lived to waste their life doing something like that. Sadly, both those races pride themselves on being superior in both technology and methods of science. They are far wrong, far wrong.
        -Zark,a gnome scientist and elementist[/ic]  

  Gnomes are generally much shorter, and lighter and less muscular in build, then all other races. At first, they were looked down on by other races. They saw them as weak pests. As the rest of the world grew more civilized, the gnomes, tucked away in their little corner of the world, pondered philosiphies and placed them mentally in arcane libraries. In their sanctuaries, they worked their minds to attain the highest levels of magic, studying the various methods of magic rigourously. They were exposed to the rest of the world slowly as the other races's land expanded. The faerie folk had faded into myth by that time, and when the little race began to expand and show their amazing progress with magic and philosiphy, it was apparent everything would change.

 [spoiler] [/spoiler]

 Science had also been taken up as a passion by gnomes. Although gnomes are daydreamers and see a much wider view of the world then most, they posses the capacity to focus. Over the years they have seen the gain of science, and have mixed both their magical arts with scientific methods, advancing both huge ammounts. A scientific study of magic had never before been attempted to be done, and the gnomes had accomplished this.

    Gnomes are thought to be distantly related to elves, even though they share their short posture with dwarves, that's where the similarities end. Dwarves are, in gnome opinion, short minded. They focues on small, unimportant things in life, like puzzles and mechanics. Although gnomes see the immediate value of this, they beleive it is for lesser races to acheive.

 [spoiler] [/spoiler]
    Gnomes are so light, and usually so weak, that adventuring gnomes almost always pursue magic. Most gnomes become Elementist Mages, because they are usually non-religious, and see elementism as the logical choice for spellcasting, as it presents the most options, is the most diverse, and can be studied as a science.

 [spoiler]         [/spoiler]     Some gnomes take up a different form of spellcasting, and use their natural stealthiness and agility to their advantage, while also using their natural affinity for magic. By training in martial arts and studying magic, gnomes can become deadly warriors that mix spells and blades together for a fatal combination of death.


           [ic]Gnome Character Concepts
           Gnome Elementist-You are a mage of some skill, beyond the normal town medicine man or bards skill. You have at your disposal the elements of the natural world, and through an amazing understanding of them and a natural magical talent you can manipulate all of the elements of the natural world the way you see fit. This means you can summon lightning bolts, teleport objects to other places, use telekenetics, create illusions and other seeming impossible things.
           Gnome Scientist-You have studied books and scrolls and tested and experimented for years and years to unlock the secrets of the world through science. Your knowledge is far beyond those of even other gnomes, and you are a treasure trove of knoweledge. You also can fashion alchemical potions and scientific solutions for various solutions.
           Gnome Warcaster-You have merged a quick, deadly fighting style with magical abilities, allowing you a very interesting approach to combat. You are fast, dangerous, skilled and able to summon the power of magic to aid you in battle.    [/ic]

Drizztrocks

Elves
 
 [ic]Nature is our god, our goddess, our creator, our savior, our law, our existence. Pray that you will not bring its wrath upon you.
           --Surrine, elf Spirit Shaman [/ic]  

    The elves live in the far south, many tribes of elves still hidden from the rest of the world. Their home is the vast jungles and arid deserts of Tunruzz, an ancient, lonely continent. Only the bravest of other races have raised colonies here, and all our along the coasts of this place. The home of the elves is a very different world, a world of savagery, violent tradition, and ancient horrors that stalk the land.



 [spoiler]     [/spoiler]
    When elves were first discovered by dwarven and human explorers, their reactions were one of shock and horror. Sacrifices and blood offerings were a normal event. There were people who could jump from tree to tree, and run like hounds through the jungle, tracking their prey easily. The elves were treated as savages and freaks, and many were killed and many cities were destroyed.

 [note]Yes, I am borrowing ideas from the conquest of the Aztecs. I like the idea of misunderstanding between cultures, and in fantasy it can be even worse when you have actual seperate races. So the elves are put in that place, and I chose them for it simply because I am dead sick of core elves.[/note]

   Of course, the disputes between elves and the outside world slowed, and then altogether stopped, as the northerners begun to understand the southerners ways, and the southerners learned different methods of offering, and their religion stopped having such a strong influence of sacrifice. Now, however, elves seem just as much a part of the world as everyone else does, and no doubt an elf would cringe if it was reminded of what its ancestors used to do.

[spoiler]       [/spoiler]
  The elves constantly face dangers from terrifying predators, savage tribes of wild elves, and other things from deep within the debts of the jungles.


 [spoiler]     [/spoiler]   Elves have blended in with other cultures to a certain degree, but still follow very religious, natural led lives. Elves see the destruction of nature in major forms unholy. They will not stop you from chopping down trees to build homes, or hunting, and are by no means tree huggers. But they do not stand for deliberate pain towards nature.

  Elves are shorter then men, and taller then dwarves. They usually stand from five to nearly six feet tall, and have earthy colors of skin, hair and eyes. Elves from different parts of Tunruzz have different features. Elves from the deserts are dark skinned and have white or gold hair, and golden and silver eyes. Elves from the deep jungle clans are usually lighter skinned or tan, with brown, green, or black hair and dark eyes.



            [spoiler][/spoiler]  

    Many elves have migrated to Cirbrung Kul, a huge archipelago in the Shattered Sea to the west. Here they have become extremelly skilled sailors, and notorious pirates. This is thanks to amazing elven agility. Elves are strong and athletic, especially good and running and jumping. They have swift reflexes, and sharp vision and hearing.


 [spoiler]
[/spoiler]
     [ic]Elf Character Concepts
         Elf Sailor-You are at home on a ship, and enjoy the sea. You are skilled at operating ships, sailing, and navigating. Brushes with pirates have made you into a competant fighter, and your natural agility and keen senses make you a great sailor, while your wanderlust drives you to new horizons. You are an elf of the west, your family having abandoned wilf life in the wilderness decades ago and choosing to live more civilized.
         Elf Hunter-You are a skilled hunter, with talent in both tracking and the use of weapons. although in your younger years you hunted and trapped animals for sport, your clan, and ceremonial purposes, ever since foreigns have been raiding your family clan, you have been forced to take up more violent practices. Now you hunt the invaders, tracking them down and killing them, mounting hit and run attacks on their camps to scare them, you are an expert of hunting and killing enemies. You are most at home in the wilderness, preferably the rainforest.
         Elf Spirit Shaman-You are a spiritual leader, using the forces of nature to aid you and your clan. Through much practice you have become adept at spirit magic, specifically Druidic Spirit Magic, an old more nature oriented method. Of course, you don't call it this. It has simply been practiced in your clan for years. By being at one with nature you posses the ability to heal others, commune with animals, banish poison, create bursts of flame out of nothingness, and take control of plants.    [/ic]

Drizztrocks

Huran
 
   We are the few, we are the proud, we are the Huran!
           -Huran warrior


   The Huran are a smaller version of humans, living isolated on the crescent shaped island of Hurratarr. Shorter then their human ancestors, around four feet, the Huran are undoubtedly tougher and more ferocious. The desolate tundras of their home islands leave their small tribes with little resources. Most live alongside the coast, fishing and gathering. Some tribes hunt the pigmy buffalo (which are still very large) that roam the entire plains of the island.

     
   Huran warriors favor spears, from light, aerodynamic ones for throwing, and heavy stone ones for melee combat. Also used are clubs and crude swords(made out of bronze). Hurans do not fashion armor of their own, but instead wear thick furs and hides of many animals, mostly the prominent pigmy buffalo.

     

    Hurans homeland of Hurratarr features one very large crescent shaped island, surrounded by many other rocky isles. The ocean surrounding Hurratarr and its islands is rough, stormy and is extremelly difficult to navigate and sail in. Many a ship has been pulverized in the waters around Hurratarr. This probably is one of the reasons the Hurans have remained isolated for so long.
   The main island of Hurratarr and the island surrounding it feature huge, hilly tundras. These are marked with high grass and the occasional scrub, dotted with lakes and a small mountain here and there. The Hurans main enemy our themselves, fighting other tribes for rescources and territory.

     

  Hurans also compete with large predators, such as Tundra Bears, wolves, and Snow Lions, huge cats with saber teeth and thick white hides. These animals are huge for the Hurans, and normal sized for anyone else exploring the island. It seems that the predators are not any smaller, but the prey is. This may be because of the abundance of prey. Pigmy Buffalo are the main prey for everything on the island, and are extremelly abundant.

   Hurans mantain a friendly relation with other cultures and peoples, but unlike the gnomes and the elves, which were previously isolated also, Hurans are sticking to their traditions and not become any more modern. Huran culture is strong and lasting, and they do not beleive it will die.

     [ic]Huran Character Concepts
          Huran Guardian-You are a protector of your clan, fighting and killing for the protection of both people and tradition. You are bound by honor to protect your clan, your family and your elders at all costs. This will teach you to have excellent fighting prowess, and to be a tough warrior.
          Huran Berserker-You are a valued soldier on the battlefeild, able to will up a rush of adrenaline, and throw yourself into battle like a madman, tearing apart everything in your way with heightened senses and strength.
          Huran Ranger-You are a master of the land, surviving, and thriving in the wilderness. You can defend your comrades against the beasts of the tundra and find rescources to keep both you and your friends alive while adventuring.    [/ic]

         

LD

Quote from: OPHowever, any average elf warrior or human warrior of this time was no match for an average Yukum warrior. The Yukum hunted huge beasts for sport, hunting a few species to extinction.
This is a nice detail.