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Elyria - A World Under Siege

Started by Raven Bloodmoon, March 15, 2007, 02:01:11 PM

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Raven Bloodmoon

Elyria
by Raven Bloodmoon

Ever since the Spirit Wars, Elyria has been torn asunder.  The fall of the Enma nearly dragged the world itself into the pits of Naraka.  Jarka's rise to power.  The spread of Naraka's taint in the east.  All of these have nearly driven the world over teh bring of destruction, and while every time, the people of Elyria have found a way to persist, there are many who believe that the Gotterdamarung is upon them.


 [ic=Themes] Shades of Gray: The righteous course of action is rarely clear in Elyria.  A tyrannical empire ruled by an insane fallen angel is all that protects Elyria from the demonic East.  The laws that prevent society from collapsing in this desperate hour are harsh and often immoral and unethical.  Fringe territories often aide adn abet criminals, traitors, and terrorists, but they are the only free realms remaining.  Almost every day the people of Elyria are forced to choose between what is right and what is necessary for survival.

Man vs. Nature: Everything in nature has a spirit, whether it is a tree, a stone, a deer, or the wind.  Most of the elder races have come to realize their place in the natural order and no longer seek to bend the world to their personal liking, but humans are still relatively young and naive.  They massacre forests and rape mountains for natural resources; they reroute rivers and construct cities out of the remains of the earth.  While nature has not revolted, many of the elder races and more barbaric human peoples find this behavior distasteful at best and the Fey in particular, often seek to curb it by any means necessary.

Magic: Among thsoe who seek to shape the world to fit their vision, magic is naught but a tool.  They wield it as irreverently as they wield a hammer, and are often scorned for doing so.  At the same time, they are greatly advancing the arcane arts through extensive military research, which is producing many byproducts that are greatly improving the lives of civilians.

Among those who still try to live with nature rather than in it, magic is seen as a gift from the spirits, and as such should not be abused.  While they still use magic as a tool, they are thankful to the world that gave them such a tool and do not seek to force their will on the natural world, as a result.

Technology: The line between magic and technology is thinning with every passing year.  With the advent of several alchemical compounds, such as black powder, warfare is being revolutionized.  The mixture of magic and technology is producing tremendous advances in transportation, most famous of which are the great flying battleships and skycoaches that grace the air both over battlefields and cities alike.  A mixture of magic and technology is allowing for iron men who toil in the fields and allow the living to worry about more administrative matters.

While black powder is common throughout the Empire, guns have not yet advanced past the stage of hand cannons, and despite the implementation of constructs in aggriculture and industry, metalworking practices are not capable of mass production.

Taint: Taint is the physical and mental affect of contact with the depravities left behind from when Enma torn a whole through the world into Naraka.  It is Naraka itself clawing and grasping at new victims.  It manifests itself in a very real way, causing insanity as well as physical deformations that often prove quite crippling.  However, those who embrace the call of Naraka are rewarded with great power, but their souls are forever doomed to an eternity in Hell.

Mystery & Intrigue: After Elyria was nearly dragged into Naraka with Enma, the world fell into a dark age that obliterated almost all historical records of times before the Spirit Wars.  Consequently, almost all knowledge pertaining to the spirit world, Naraka, taint, magic, beasts and their origins, the spirits themselves, and even the origin of mortal races were lost.  The ignorance this created engendered bigotry, hatred, and an overwhelming fear of the unknown.  Only now are people beginning to discover the ancient ruins of the once-grand Delvani and Torin cities.

Prejudice & Xenophobia: Because the majority of the world was deprived of its history and the fear of the unknown so greatly enhanced by the tyrannical nature of the Empire, people in the world have a general fear and hatred of strangers.  Even people of their same race but hailing from different towns are shunned and held suspect until they leave, and those of different races are downright hated.  Even the peaceful Delvani are considered a threat to the peace.

Violence as the Norm: With the prevalence of the Shadow Wars between the Empire and the beshadowed East, the rampant distrust of even neighbors and friends, and prevalent xenophobia, it comes as little surprise that violence is common throughout Elyria.  From local lynchings to state-sponsored genocide, to organized military campaigns, no person in Elyria has escaped the bloodshed, and most people have committed such acts of aggression themselves.  For most, these misdeeds are a source of constant guilt and regret, but there are always those who enjoy it.
[/ic]

[ooc]Please direct any discussion to the Elyria Discussion Thread.[/ooc]
This technique of roleplaying has been passed down the Bloodmoon line for generations!

`\ o _,
....)
.< .\.

Raven Bloodmoon

This is one of the few surviving first-hand accounts of goblins during the Spirit Wars.  Goblins were known to take prisoners very rarely, and even less frequently did those prisoners survive long enough to relate their story.  Scholars believe this excerpt is from the diary of a Calderi soldier stationed somewhere near the southern reaches of the Torin Mountains.  While this fragment is very small and incomplete, it conveys the gruesome nature of the goblins.  To this day, we still do not know why the goblins did this or what became of that man.

 [ic=Excerpt]...me alive.  Usually they kill anyone they find, but fortunately, or perhaps not, they have spared me.  I wonder if any other humans have ever come this close to a free goblin before?  They are small, stinking brutes with frightfully large teeth, and they do not seem opposed to using them to accomplish any task.  I, myself, have been bitten several times, but the wou...

The most disturbing things about these ugly creatures are their eyes.  Those unblinking, yellow eyes.  If there is a thought other than of killing behind them, I would be truly surprised.  I have tried to speak with my captors, but they either do not understand Calderi or do not wish to talk.  Theirâ,¬Â¦of the same grunts, barks, and growls that we heard on the battlefield; though I have tried to...

â,¬Â¦particularly lean goblin was looking at my pen with those eyes.  They often stare at me, but most times it is in the same way that a starving orphan gazes upon a juicy roasted chicken.  This one was watching what I was doing with what almost appeared to be curiosity.  This is the first timeâ,¬Â¦them behave this way.  When I see it again, I may try to speak to it.  Perhaps I can learn what they intend to do with me.  Here it comes again.

That was strange.  It just sat and stared at me, as if it was studying my reactions.  I tried to remain as still and calm as possible so as to give nothing away, and after a moment or two, it left.  I hope this will not be a recurring event.

What's this?  A band of goblins has returned with blood-stained armor and they are dragging something behind them.  It looks like a body of some kind.  It certainly is not moving and is not human.  They are drawing nearer.  It looks to be another human.  I cannot make out the face.  

They have just placed the body by the fire, but not in it.  A particularly large goblin with a notch missing from its ear is walking through the drooling mass of greenish-tan beasts toward it.  He is saying something in that hideous language of theirs and drawing an axe.  Oh by Shala, he just cut off an arm and is chewing on it.  The others just piled on the corpse and are gnashing at anything they can.  I can hardly stand to continue watching this scene.  The blood and

Wait!  What's this?  The skinny goblin from earlier is walking toward my cage.  Am I to be next?  Are they saving me for emergency rations?  No, it has something in its hand.  It.  No.  Oh by the Gods!  It is offering me a hand.  Is it trying to feed me?  I just cannot do this.  But if I offend it...

I took the bloody hand and thanked it as best I could.  It seemed almost pleased and returned to the gruesome feast...

...

We are on the move.  They have loaded my cage onto a cart being pulled by one of those strange horned beasts we have seen them use.  In the distance I can see what looks to be a human-build tower.  The warriors in the group have been spending an unusual amount of time fighting amongst themselvesâ,¬'even more than what appears to be normal for their kind.  Also, the big goblin spent time last night choosing warriors in some sort of ritual, I think.  With this tower looming on the horizon, I can only think that it was some perpetration for an assault.

...

We have stopped...of forest.  There...no campfire for four...waiting for.

...

...joined with us last night.  It appears...a rendezvous...occupants of...tower...[/ic]
This technique of roleplaying has been passed down the Bloodmoon line for generations!

`\ o _,
....)
.< .\.

Raven Bloodmoon

[size=36] Calderon [/size]

 [ic=Lands]Calderon is a warm, tropical peninsula located in the southwest part of Elyria.  It is separated form the bulk of the continent by a mountain range named for their staggering height known as the Pillars of Heaven.  These are the result of a collision between two tectonic plates that still cause active volcanoes to erupt and massive earthquakes to wrack the region.  The country itself is covered in a thick layer of fertile soil in which a thick, tropical jungle sinks its roots.  Despite the ubiquitous nature of the forests, small, isolated biomes appear in many places, mostly resulting from changes in altitude, unique geographical features, or changes in soil composition.  Average annual precipitation is about 75 inches and temperatures vary between 50 degrees and 110 degrees at sea level and drop below freezing on the peaks of the highest mountains.

 
Climate

Calderon has a warm climate at lower elevations with progressively more temperate and cold climates further up the mountains.  There is extremely little seasonal variation in temperature, although summer and autumn bring large cyclonic storms from the ocean that often decimate the western coast.  This time period is the hot and rainy season. During this time, temperatures range from 87 to 105 degrees and afternoons bring rain more often than not.  During the dry season, temperatures fall to between 65 and 80 degrees and there is little to no rain.  Rainfall is usually heavier on the western side of mountains and often causes flash flooding and mudslides.

At higher altitudes, rain is still common, but the temperature range drops dramatically.  Stratified climate zones appear as one ascends the mountains and eventually reaches the snowcapped peaks.  Areas that pierce the cloud cover may be wholly without rain, snow, or ice, in which case they often form flattened, frigid desert plateaus sheered nearly flat by the high winds.  Such strange platforms occur only in the Twilight Mountains and the Mountains of Dawn.

 
Geography

Calderon is somewhat isolated from the rest of Elyria.  The kingdom itself is located on the Calderi Peninsula in southeast Elyria.  The northern portion of the peninsula is very mountainous and rises to some 25,000 feet above sea level.  This geological wall kept the Calderi people segregated from much of Elyria until Enma descended upon the world and began his war of conquest.  These mountains have proven to be rich in coal, iron, and aluminum with occasional veins of gold and silver.  Owing to the subjugation of the Calderi Plate beneath the Elryian Plate, not only are the Pillars of Heaven still growing, but they also contain numerous active volcanoes.

In addition to the Pillars of Heaven in the north, the Mountains of Dawn in the east and the much higher Twilight Mountains in the west create a central heartland crossed by several large rivers fed by snowmelt, extremely fertile hills and plains almost completely covered by tropical forest.  The coasts of Calderon range from sandy beaches to sheer rocky cliffs with jagged breakers.  Sand bars and coral reefs are not uncommon off the western coast and prove quite hazardous to passing ships.  The land near the Midnight River and it delta, as well as around most other large rivers in Calderon, is covered in wetlands, and during the rainy season is often blanketed in as much as 7 feet of water.

The Central Heartlands are covered in rich soil from previous volcanic eruptions, and where there is water, there is jungle.  This heavily forested part of Calderon is relatively flat, although the jungle itself extends over the foothills and up into the mountains themselves.  Deep in the forest, gem mines have produced large quantities of various precious minerals and crystals, among the more expensive of which have been rubies, emeralds, sapphires, and the occasional diamond.

 
Flora

Calderon's soil is comprised primarily of alum, alluvium, salted soil, muddy land, peat, and gray exhausted soil.  Overall, Calderon's soil is very fertile.  Between the tropical climate, extended rainy season and sunlight, Calderon is blessed with a rich, abundant, and diverse vegetation.

The forests, while predominantly a mix of various palms, are home to some 600 wood varieties, including ironwood, oak, teak, and thitka in the mountains, and mahogany, calamander, palms, kingwood, aqilaria, peumo, and camphor trees abound.  Along the coasts, mangroves serve the important function of preventing erosion, particularly around the various river deltas.

In more secluded parts of Calderon, particularly where there is no soil, many varieties of carnivorous plants dominate.  Pitcher plants, flytraps, buttercups, and the like grow large enough to consume small mammals in small, isolated biomes

 
Fauna

Owing to the diverse flora, variety of forests, multiple-layered canopies, and variations in climate by altitude, Calderon is resplendent with a wide variety of life including some 200 species of mammals, 800 species of birds, 75 species of amphibians and over 150 species of reptiles, including the green dragon.  Over a thousand species live in the sea and some 250 species live in the fresh water.

The deep jungle provides habitats for several species of monkeys, gibbons, wildcats, and squirrels, as well as several species of birds, including pheasants, crows, and hawks.  Many different reptiles ranging from boas, iguanas, snakes, chameleons, and untold varieties of insects abound, such as centipedes, hundreds of spiders, flies, mosquitoes, butterflies, and others.  High in the mountains, several species of furred animals live, including small bears, foxes, otters, and civet cats.

Approximately 250 species of animals live in fresh water and over 1,000 fish, 300 species of crabs, 40 species of shrimps and lobsters, and 300 species of oysters and sea snails live in various brackish and salt-water habitats.  Several small upwelling zones are scattered across the coastal waters and one large upwelling provides abundant supplies of fish just off the continental shelf west of the Calderi peninsula.
[/ic]  

Note:  More still to come, including sections on government, foreign relations, economics, culture, history, current events, and places of interest.  While I hope to cook up something like this for each part of Elyria, I plan on focusing my efforts on one region at a time.
This technique of roleplaying has been passed down the Bloodmoon line for generations!

`\ o _,
....)
.< .\.

Raven Bloodmoon

[size=36] Religion [/size]

Elyria follows a relatively uniform religion, although it has minor local variations, mostly in holidays and the importance of different spirits.  The information presented here represents what the people of Elyria believe, not the truth of matters.  A later spoilerized post will contain information concerning the actaul state of existance.

 
Beliefs Concerning the Spirits
Simply put, Elyria is brimming with spirits.  No object in nature lacks a spirit, be it a blade of grass, rock, squirrel, human, mountain, or island, lacks a rei.  These spirits very much exist in this world but are rarely ever seen or noticed; although, their impact on the world is often more than apparent.  They bring life to otherwise dead objects and enhance the mortal world.  They look over their causes and protect them from danger, even if they occasionally create a little mischief in the process.  The rei, however, are as alien in their thoughts and motives to humans as humans are to mice.  Even the greatest of priests cannot and do not claim to truly understand the will of the rei, but over the centuries, mortals have gained some grasp of and built a religion around the rei.

 [ic=Orders of Spirits]Little is known of the nature of the spirits, but they seem to fall into one of five different general categories or ranks.  Each one seems to be progressively more powerful, although sometimes a spirit may fall into two or more categories.

Chirei
Chirei are lesser spirits, usually of smaller inanimate objects.  The rei of a tree or rock is typically a chirei.  Such spirits usually have extremely limited power and really only govern over the existence of their particular charge.  They may lash out with what little power they possess in order to protect themselves, but generally they are unable to affect the mortal world.  They are, however, considered excellent sources of information and fortunes among priests.

Dourei
Dourei are the spirits of living creatures and have a great range of power.  Unique in the way they are intertwined with the karda and iski of their charge, dourei are not free in the way most other spirits are.  Instead they must do as their charge commands, though they may usually manifest their opinions in the iski in the form of premonitions, visions, or gut feelings.  Dourei are also the source of magical power in those with the gift to command their rei to perform such feats.

Orei
The orei are the spirits of great inanimate objects like enormous, ancient trees, mountains, major rivers, and the like.  These are majestic rei of near-godly power who have become quite removed from mortal affairs owing to the sheer length of their lives.  When centuries seem like weeks, mortals appear as fleeting sparks of sunlight dancing on the oceanâ,¬,,¢s surface, and in the minds of the ore, there are more concerning matters about.  While they may be worshipped, placated, and implored by mortals, orei rarely even notice their existence.

Sharei
Sharei are powerful spirits that watch over groups of other rei and their charges.  A sharei of monkeys may look after a community of monkeys, an entire species of monkeys, or all monkeys.  They are powerful and vengeful when invoked and will stop at nothing less then the utter destruction of their enemies when forced into action.  Their primary concern is the safety and care of their charges, and while they often behave like protective mothers, they do not see their charges as children so much as those to whom they have a duty.

Vaia
The vaia are the gods.  These are nearly omnipotent spirits whose power seemingly knows no limit.  They govern entire aspects of life and can reshape the world if they so choose.  While on a whole, they do not concern themselves with the affairs of mortals, during the years leading up to the Spirit Wars, a small group of vaia separated themselves from the rest and began regularly interfering with mortals.  These rei gained cults of supporters and entrenched themselves in Elyriaâ,¬,,¢s religious beliefs.  Since then, they have continued to play prominent roles in Elyrian life, and their churches have grown in prominence and power. [/ic]

 [ic=Teachings of the Spirits]While there is no single text through which the spirits speak, the majority of mystics and shamans agree that the will of the rei is for all to live together in harmony.  The spirits show a marked affinity for four basic concepts upon which all of Vaianism is based:

Perpetuation of Tradition
Harmonious existence is paramount in Vaianism and can be found as a theme throughout its teachings, but nowhere is it more directly promoted than in the first of the four tenants.  All peoples should live in harmony with each other, and it is the belief of the Vaianism that the most effective way to achieve such a utopia is through a strong tradition.  Traditions add structure and order to a society, which in turn, reduces the moments of uncertainty that often lead to conflict.  By having a strong sense of tradition, these conflicts may be avoided.

Vaiansim believes the most important means of instilling tradition is the family unit.  Naturally, it promotes a very strong family unit, pride in oneâ,¬,,¢s lineage, and a familial obligation to children to instill in them the traditions of the Elyrian peoples.  Family bonds are extremely strong and often supercede even national loyalties.

Reverence for Nature
As mankind must learn to live in harmony with each other, they must also live harmoniously with nature itself.  Vaianism recognizes the human need to destroy in order to survive, but this is tempered with a strong sense of gratefulness and the requirement that no more than necessary ever be taken.  For this reason, such cultural idioms as â,¬Å"This food I humbly receiveâ,¬Â are said before each meal.  Small rites and ceremonies to honor the rei that sacrificed themselves so that Elyrians could have the materials and food they need to survive abound.  Additionally, it is not uncommon for Elyrians to add honorifics to the names of the different aspects of nature in common speech.


Cleanliness
One must show reverence to oneâ,¬,,¢s own rei by maintaining their body.  Failure to do so can often have widespread consequences in a community ranging from merely making those around you uncomfortable to actually incubating and spreading diseases.  As a result, ritual purification through bathing is quite common.  Hot springs, rivers, fountains, and public baths are common places to rinse the dirt from oneself, and temples are categorically located near a river or lake so that worshippers may cleanse themselves before entering.  In addition to washing themselves, it is also proper to always wash out oneâ,¬,,¢s mouth with water during the bathing process.

Celebration of the Spirits
Vaianism also teaches that to live in harmony with the rei, humans should honor them as they do each other.  They should hold regular ceremonies, and celebrations in honor of the rei during which the community dedicates some of their time to the spirit of the particular holiday honors.  Holidays vary from region to region and are not always held at the same time every year, but there are a few prominent ones that occur throughout Elyria on a regular basis.  The most important of these is the New Year Celebration, which occurs at the onset of winter.

Impurity & Purification
Vaianism places stong emphasis on the cleansing of oneself.  This manifests itself both in physical ways as mentioned above, but also in spiritual ways.  Those who commit acts that are considered unclean must find ways to make amends to those whom they have offended.  When it is the spirits that take offense, one often seeks the counsel of a priest.  In most cases, small rites and observances with the occasional personal sacrifice are sufficient to placate angered spirits, but sometimes more monumental tasks may be required.  Among the most egregious offenses is the taking of a life, not for food or necessity and with proper reverence for the sacrifice, but for pleasure or to advance oneself.  Such an act shows no respect whatsoever for the victim or the community.  In general, Vaianism promotes doing what is best for the community over doing what is best for the self.[/ic]

 
Ethics & Morals
In the works

 
Birth, Death & Souls
In the works
This technique of roleplaying has been passed down the Bloodmoon line for generations!

`\ o _,
....)
.< .\.

Snargash Moonclaw

Tangential Thread Necromancy Spell modifier (see discussion thread for primary casting)
In accordance with Prophecy. . .

Have Fun, Play Well,
Amergin O'Kai (Sr./Br. Hand Grenade of Seeing All Sides of the Situation)

I am not Fallen. That was a Power Dive!


I read banned minds.