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Calm in the Eye of the Realmstorm

Started by Llum, October 25, 2008, 07:50:26 AM

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Nomadic

Quote from: Llum
Quote from: Nomadic DwarfIs the healing ability (and intoxicating effects) of salt for dwarves due to the fact that they were born from it?

Yes, it effects them strangely. Only salt water is intoxicating, raw salt has only curative effects on Dwarves.

You could make a killing with a salt lick business situated in a dwarven city. So this begs an interesting question. In a society that relies on salt for medical and recreational purposes so heavily does salt actually work as a form of currency. Some ancient cultures actually did accept it as such. I think that in such a salt focused civilization it would be worth more than its weight in gold.

Llum

Quote from: Nomadic Dwarf
Quote from: Llum
Quote from: Nomadic DwarfIs the healing ability (and intoxicating effects) of salt for dwarves due to the fact that they were born from it?

Yes, it effects them strangely. Only salt water is intoxicating, raw salt has only curative effects on Dwarves.

You could make a killing with a salt lick business situated in a dwarven city. So this begs an interesting question. In a society that relies on salt for medical and recreational purposes so heavily does salt actually work as a form of currency. Some ancient cultures actually did accept it as such. I think that in such a salt focused civilization it would be worth more than its weight in gold.

While salt is a precious commodity to dwarves it's natural abundance in places where most civilized Dwarves live stops it from being a currency. Most Dwarves live in Dwerm, which is a ocean side mountain, salt water is easy to come by and they actively harvest it by evaporation. So salt is so abundant its value is extremely low, for those Dwarves at least.

Pugilists would probably accept salt for work if you could get them to do anything, and if you could stop them from attacking you for using tainted technology (which is pretty much anything more complicated then fire, the wheel and rough cloth making). Also when they encounter other Dwarves, they usually take away stores of salt won in combat, or they take the dead bodies. Dwarven bodies revert into salt 17 days after death, though this is a fairly closely guarded secret.

For the Nomads, if they were running low on salt they would also accept some in trade, being merchants, but they always travel with large stocks, its actually one of their main trade products. Also the Nomads have several settlements on salt plains and near the ocean, so once again salt isn't difficult for them to gain access too.

[ooc]Thanks for adding this, I should probably have made it clearer in the original Dwarf post.[/ooc]

Nomadic

Ah ok that does make sense. Another question (well questions). Why have no earth naga been born and have you thought of a name for any should they be born? Following what you put for the others I was thinking something like basilisk or wurm. Also why are they at war with the Ophidian? Is it just because of the raids? Why do the Ophidian raid them?

Llum

Quote from: Nomadic DwarfAh ok that does make sense. Another question (well questions). Why have no earth naga been born and have you thought of a name for any should they be born? Following what you put for the others I was thinking something like basilisk or wurm. Also why are they at war with the Ophidian? Is it just because of the raids? Why do the Ophidian raid them?

Actually, Basilisk is a pretty good name for them, I originally had just though of the Salamanders and the Coualt one night, and it came to be that they were tainted Naga. Now, I was going to have the Earth tainted Naga become Snake Tribe, the original precursor to the Giant race, but your Basilisk idea has gotten me thinking, so not too sure as of yet.

They're at war with the Ophidian, because really, everything in the water is at war with the Ophidian. The Ophidian attack everything, like a paranah swarm looking for food, the exception are some Shark Giants who the Ophidian worship.

The Ophidian raid everything, its in their nature to swarm and attack. They harass the Naga more then any other race because their cities attract them. The Morrow only have a single city, and its mostly too powerful for the Ophidian to do anything to, schools that attack it just die to the combined defenses of the Monk and Paladin castes. As mentioned earlier sometimes the Ophidian just follow a Shark Giant, usually attacking anything the Giant passes by.

Nomadic

Sentient piranhas... that's a new one hehe. So is there any way to barter with them, perhaps for trade or to get them to spare your life? Or is it just run away and hope they give up/are satisfied with that fat dude you outswam?

Llum

Quote from: Nomadic DwarfSentient piranhas... that's a new one hehe. So is there any way to barter with them, perhaps for trade or to get them to spare your life? Or is it just run away and hope they give up/are satisfied with that fat dude you outswam?

Their really more amphibian then fish like, there's one episode of Johnny Quest where they get stuck in an underwater city that's being attacked by these creatures that escaped from an underground nest opened by an earthquake, they're kinda like that.

Trade isn't something the Ophidian do well, they would rather loot your corpse then eat it. However they won't blindly attack anything, if your very powerful you could ward them off, or bluff them. There are exceptions, like if a Shark Giant ordered them to attack something, they would do it no matter how suicidal it is.

LordVreeg

Have I told you that I love the ideas of the 'Molting Morrows', and your adhering class-caste names to their various sizes.

Also, your undead swarming and the more advanced undead showing up is a unique and fun to imagine.  The undead are threatening my igbarian are, so I can easily imagine this.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Llum

The Hive

There are five distinct hiveminds in within The Hive. Originally only a single consciousness, after the Realmstorm fused the Upper and Lower realm, The Hive was scattered across the new world. The remnants formed into their own distinct hiveminds before they could reunite, this has led to a war involving every member of The Hive. The only end to this war is the death or assimilation of all opposing members of the enemy hiveminds.

Hivemind Korin'th

Hivemind Korinth is the hivemind that is stuck in the warren like tunnel system under the floating continent of Skeir. Currently Korinth has no actual rivals, unable to find a way off Skeir. It can however sense the alien presence of the other hiveminds, spurring it to escape its current predicament.

The Hivemind has had a few minor skirmishes with the Morrow who have found a way into some water filled tunnels. Their have also been a couple skirmishes with Ogre and Hawk tribe giants.

Hivemind Zoz'th

Hivemind Zoz'th is the most frequently encountered Hivemind for the non-Dungeon Elf Lower Realm races. Zoz'th is mainly found in the northern section of Otiron, it has however started to enter the Great Caverns in search of an opposing hivemind to devour. While Zoz'th inhabits a large area of Otiron, mostly it just gathers as much food and natural resources it can without stripping to countryside bare. It funnels these resources into its warmachine directed into the Great Caverns.

Zoz'th has had several clashes with Omz'Bhud in the tunnels of the Great Caverns. Several skirmishes with Pugilist Dwarves and Mortat and his Daemon allies have been fought in the north. The Daemons in particular are eager to have battle with The Hive, thriving on the combat with a foe equal to themselves.

Hivemind Omz'Bhud

Hivemind Omz'Bhud is the most frequently encountered hivemind by the Dungeon Elves. Omz'Bhud is found in the deepest layers of the Great Caverns, while searching for a way to the surface it has attacked and destroyed several Dungeon Elf villages. While it found a way to the surface in East Blackwell forest, the route is largely unstable due to the fusion of the Scorch.

Omz'Bhud has had several clashes with Zoz'th in the tunnels of the Great Caverns, as well as fighitng a constant turf war with the Dungeon Elves. Recently it has forged an alliance with the Salamanders living in the heart of the new world, the area the most infused with the Scorch.

Hivemind Ysm'Yss

Hivemind Ysm'Yss is one the hiveminds that inhabits the continent of Wilsh. Currently Ysm'Yss is excavating all the ancient ruins it can possibly find. It fights constant battles with Azt'Yss along the coasts of Wilsh. What it hopes to uncover in the ancient ruins scattered across the continent is unknown, though it has aided the Abbot known as Azazel in his journey.

Aside from the constant war raging across Wilsh with Azt'Yss, Ysm'Yss hasn't fought any other major battles. Unknown to it however is that some Coualt are slowly picking off members of its hive.

Hivemind Azt'Yss

Hivemind Azt'Yss is the largest of all the hiveminds. Azt'Yss has converted itself to a mostly aquatic and amphibious race. While it wars across the surface of Wilsh with Ysm'Yss, its main battles are fought under the waves, battling Naga, Ophidian, and Giants.

Azt'Yss is also constantly on the lookout for Undead transporting their carved meteors. When encountered the Undead are eliminated to the last corpse and the carved meteors shattered into uncountable pieces.

Nomadic

You say that the paladin caste of the morrow is the smallest of all castes and then go on to talk about its size. Then you say that the servitors are the smallest of all and talk about their size. I take it you mean that the paladin caste has fewer members. It isn't quite clear though so just letting you know that you might want to fix it.

On another note, why does the hive avoid harming mixed bloods?

Llum

Ya, I seen that about the Morrow too and put it on my to do list, thanks for pointing it out though.

Ah well, about The Hive harming mixed bloods, that would be telling, but it may be because the The Hive received a raw deal by being hybrids themselves

Llum

[ooc][note=Interest]Alright, lets see if this summary/teaser can garner any interest[/note] I edited the Morrow entry a bit to make it clearer (thanks Nomadic). I'm also still working on the racial relations tree (its a diagram, kinda like a flow chart), to help keep track of all the races. Once again I'm asking if anyone has any specific thing that they're interested in. The main reason for this, is I posted my settings on the site to gather feedback, opinions and what not. I try and post thoughtful (mostly) questions in other peoples threads to gather advice, but I'm willing to put out specific material if it gathers some more interest.
[/ooc]

Magic

Magic is fairly diverse inside the Fused Realm.

Dwarves traditionally refused to use it, recently they have started to use Runelore gained from the Daemon Lord Otael. These sigils and runes when inscribed into an object or person grant new properties. Surface Elves wield Light itself in their battle with their Shadow wielding cousins the Dungeon Elves. Humans gain whatever mastery over whatever they can in their fight to gain freedom.

The Orcs and The Hive have mastered the arms of manipulating the Realm itself, manipulating gravity, calling forth beams of energy and the creation of gates. The Naga wield the power of the depths and the currents, against the savage power of the Ophidian. The Morrow use the Light in their quest to vanquish long lost powers. The Giants practice their tribal magics living their lives as part beast part Giant creatures, save for the Ogre Tribe who embrace innovation.

The Undead harness the life eating energies of their meteors, watched over by the Golems, the power of earth personified who clash with the mindless Elementals.

Daemons heed the call of whoever beckons them, eager to find enemies to bring low and punish those for opening a way into their harsh realm. Many magics long forgotten by the immortal races of the Lower Realm are still potent, waiting for rediscovery.

Llum

Giants

Horse Tribe

The Horse Tribe is native to the continent of Terra. They're the only race who has tamed horses, aside from horses the Horse Tribe doesn't domesticate any animals. For food the Tribe grows crops, hunts and trades with the other races. The largest settlement of Horse Tribe Giants is Omyard, a town on Terra. Several smaller communities can be found.

The Giants from the Horse Tribe rarely travel, they do not like the boats and aeroships of the Ogre Tribe. While some members can swim it isn't a common skill. Mostly they're content to live on the plains of Terra. In the Upper Realm there was no reason for a Horse Giant to travel, however since the Realmstorm a few have made the journey to Otiron. The most notable of these is the traveling sage Equus

The Horse Tribe has warred with the Ogre and Boar tribe in times past, in combat they favor long spears, war hammers, extremely large bows and more recently small siege crossbows created by Ogres. Politically the Horse tribe is the most democratic of all the Giant Tribes, every member who has fused with their totemic animal has a right to be heard in group discussion, and an opinion in the matter. However the older and more prominent members tend to be listened to more often then younger and less well known members.

Shark Tribe

The Shark Tribe Giants roam the Fused Realms oceans. In ancient times past Morgror, an ancient Shark Tribe shaman, created the Ophidian. No one is quite sure why but the Ophidian have a tendency to obey Shark Tribe Giants, even following suicidal orders.

Giants of the Shark Tribe are most commonly found near trenches of water and areas that contain part of the Timeless Ocean. The trench off the coast of Otiron near the Dwarven city of Dwerm and around the continent of Wilsh are the two areas with the most activity.

Shark Giants enjoy the thrill of the hunt and are fond of carnage and chaos. They constantly test each other, attack Naga and Morrow when encountered, encourage the Ophidian to swarm. Shark Giants rarely use weapons preferring to attack with bites and sweeping fist attacks. After the Realmstorm the Morrow are too isolated to attack, however The Hive has proven to be a sore point for the Giants off the coast of Wilsh, Hivemind Azt'Yss in particular.

Shark Tribe Giants have no real political system, they will try and dominate everyone around them. Those who fail are commanded by those who command them. Children are exempt for a year and a day after they fuse with their totemic animal. Unfused children are protected by everyone its taboo to harm them, this holds true for all Giant Tribes, unfused children are never harmed.

Boar Tribe

While originally native to the forests of Terra after the Realmstorm members of the Boar Tribe can be found in West Blackwell Forest on Otiron, all across Wilsh and in the tunnels and on the surface of Skeir. Most gatherings of Boar Giants are quite small, usually a few members to raise offspring near a group of their totemic boars.

Due to their solitary nature and low numbers the Boar Tribe has mostly managed to avoid conflict with The Hive and the other Upper Realm races. This still holds true after the Realmstorm, however there have been a few encounters between Daemons hunting Orcs in West Blackwell and some of the larger male giants.

[ooc]The Giant page will be updated with more information at a later point[/ooc]

Llum

Humans

History

Humans are one of the younger races from the Lower Realm. Humans have never been on good terms with the last two Surface Elf civilizations to exist, both on Otiron.  However Human cities often had a fair Dungeon Elf population that lived peacefully with the Humans. The first Orcs were born in these cities. After the Dungeon Elves were cast underground by the Surface Elves 9000 years ago Humans were devastated by the great war it caused. Slowly over the next 7000 years the Humans slowly built up their empires, sometimes aiding the Dungeon Elves, sometimes siding with the Surface Elves. 1800 years ago the Panotiron Empire was founded, and ruled as the greatest empire in the Lower Realm for 1500 years.

The Humas were overthrown by the Surface Elves 300 ago, then forced into slavery or killed out right. This led to many mass graves of human, for they had a population of nearly nine million, little more than a million humans are left alive. Roughly two hundred thousand of them are free and live throughout the continent of Otiron, mostly in the Great Caverns. There was a secret rebel population of Humans on Skeir but their fate is unknown after the Realmstorm. Of the remaining humans, they live as slaves to the Surface Elf masters. The Panotiron Empire was nearly entirely taken over, with several major cities now home to the Surface Elves.

LordVreeg

what kind of intelligence level do the different giants have?  what are their political setup?  How many are there?  Are the Ogre tribe really more civilized?
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Llum

Quote from: LordVreegwhat are their political setup?
Are the Ogre tribe really more civilized?
[/quote]Horses are only found on Terra, they aren't ridden by anyone (Horse Tribe Giants would probably kill anyone who defiled their totemic animal like that), so Ogre Tribe giants use large birds, as mounts and beasts of burden when needed. [/note]

Define civilized? They have more advanced transport technology in the form of Sea Vessels and Aeroships, they also tend to have bigger settlements, mainly due to their larger populations. Trade wise the different tribes are fairly even. The Ogre Tribe looks like it has more advanced technology because they don't have any of the natural benefits of fusing with a totemic animal. For example the Hawk and Shark Giants don't need transport technology, they have their own built in, Horse Tribe Giants would never need advanced architecture and masonry, anything with stairs is a hindrance. Boar Tribe Giants don't need urban planning, other urban related technologies because of their solitary nature, they also rarely need medicine due to their extremely robust constitution.

So the Ogre Tribes "civilization" is really just a way for them to cope with not having a a totemic animal, the other Tribes could probably have equivalents, but they don't need it.