lunaramblings
2013-01-20, 03:31 AM
The Realms of the world long ago suffered a great war. In the time since, the Gods have been distant. The world has undergone great changes. None alive today, even the great Dragons, recall the world that was. In the last Gods War most of civilization, and with it, the history of the realms, was lost. What exists today is a far cry from the world of old. Yet now, the Gods have awakened from their slumbers. They have started to return more fully to the world of the Mortals. But they have found a considerably different world, and so, they now reach through clandestine means to recapture the realms for their own.
This is Ordt.
POST 1: Cosmology and History of the Realms
Ordt is the Material Realm. It is surrounded by the realms of the Elementals, The Shadow, Positive and Negative Energies, and other less explored realms. Between these realms exists The Aether. The Aether is the Astral Realm. It holds and binds the other realms together.
During the last God's War residence of the Realms all came to battle on Ordt. When the war ended the Gods closed their portals, stranding the remnants of their armies on Ordt. In Slumber, they continued to empower their Clerics, and other worshipers, but there were few left that could create the passage ways from the Realms directly. As such, many of the stranded stayed and colonized the Realm, along with the races already native.
The world has moved on for many centuries. The great powers of the Old World were either destroyed or have died int he time since.
The Dragons: Between the God's War and their own hatred of each other the Dragons have become quite rare. Those that remain tend to be young and just beginning to find their way in the world. However, this does mean that they have lost the hatred and the bindings of the old ways. As such, there are no longer defined Alignments for many of the Dragons. In these days it is just as likely to find an Evil Gold Dragon as it is to find one that is Good. Much of their temperment was based on the societal norms, the teachings of the earlier generations, and the constant rivalries and wars they led against each other. With those factors gone, they now are forming their own beliefs, allegiances and understandings.
The Giants: Once proud and strong, like the Dragons they have begun to die out. Few of the Frost and Storm Giants remain, keeping mostly to their own kingdoms, which have dwindled and faded. The others have become even less populace. The great Giant kingdoms of old are no more. Now they live sporadically in small clans and tribes.
Liches, Vampires, and other "Immortals": Many of these creatures were pawns of the Gods of Death and Magic. When the God's War raged, they were called upon as leaders of their armies. As such there are now no known creatures of these types in the world. If any have survived they do so in seclusion and secrecy.
Ordt is a world of great differences.
North-Lands:
The Northern Mountains are deep with forests. The area is temperate, and home to many creatures, sentient and not. Dwarves have carved out homes deep in the mountains, which they fight with against the orcs, goblins, and others. The forests are home to the Elves. They are quick and have long memories. They have peaceful relations with a race of large sentient creatures known as Yowies. These creatures are strong and hearty, they live in the deepest areas of the forests, where even the elves dare not tread. Both hold their cities high in the trees. Men and occasionally others have created few settlements in the North-Lands. The forests are thick, their protectors powerful, and few Men have lore and wit enough to make the pacts needed to clear the land for their own use.
Mid-lands:
The Mid-lands are lush with growth. Plains, hills, valleys and the like are common. This land is home to mostly Men, Gnomes, Halflings and Leonids. The plains range from hot and humid to cool and mild. Agricultural, hunting and trading traditions are strong and of great importance in these lands. These lands are home to the great merchant houses of the Gnomes. The Elves, Yowie and Dwarves rarely venture this far from their lands. Though occasionally Orcs, Goblins and others, displaced from their homes in the North-Lands will form havens here. However, these, unlike in the North, tend to be free lands. Law and order is held in these lands by the Leonids who claim this as their ancestral home. Orc and Goblinoid townships are often mistrusted, but due to the oaths they have signed to be part of the trade routes, they more or less are reasonably safe.
West-lands:
These lands are hot, humid, and home to the rainforests of Ordt. Perhaps the most dangerous of the lands, few have explored here in any detail. It is said that at the heart of these lands is the ancient kingdom of Fhardahng. Once powerful and prosperous, during the God's War, it fell and was cursed. Legend says the Land reclaimed what it was owed based on old oaths. This land is thick with beasts and vermin. The Scuteri are the new kings of the Region, though there are tales of others, the Elves, even the Yowie, making homes here. It is said if you are brave of heart, that great riches and vast power lay in these lands, one must only survive to claim it.
East-lands:
The East-lands are dank and full of swamps and desperation. The lands are controlled by a consortium of the Five Fens. The Men of the Red Fen harvest and grow. The Orcs of the Black Fen are mighty hunters. The Azilar of the Green Fen are potent shaman. The Kasari of the Golden Fen are considered to be among the wisest seers of any land, and their services are sought far and wide. It is their ability to foretell the future and see what others cannot that has kept them a vital part of this alliance. The Gnomes of the Shadow Fen are quick-witted and have great skills at tinkering, sneaking and misdirection. This land was the site of the last great battle of the God's War, many believe it is because of this that the land is so blighted and desolate. The stains of war are heavy here.
The South-Lands:
The lands of ice, snow and darkness, the South is a dangerous place. The races of Men are scarce. Only the Dwarves and the Vartook have carved any real niche from the frozen wastes of the South. This land is habitable for only one reason, it is the richest of the lands for mining. No other land holds the equal of the veins of Adamantine, Mithral, and other precious ores. Additionally there is a precious and powerful commodity here. The White Ice of the South is so cold to the touch that it can freeze Men to their very bones. It is sought often for Arcane purposes, as well as in the crafting of weapons, whom it lends this quality to. Weapons crafted from the White Ice deal an additional 1d8 of Cold Damage when they strike. However, in any combat in which they are wielded the wielder takes 2 points of cold damage. Even creatures of the Cold Sub-type are vulnerable, taking half damage from such weapons.
The Waters of Ordt:
There are many oceans, rivers, and other waterways that crisscross the surface of Ordt. From these places come the Merfolk (Aquatic Humans), Darfellan, and the Cephali. The Cephali have large holdings in transportation, both of people and materials. The Merfolk hold great banks beneath the waves, and the Darfellan are often found as laborers, pirates and hunters of the waves. One further race, once one of the most powerful of the land of the Waves, has found their way almost to extinction. The Orcani are strong and when provoked can prove to be mighty foes. However, they have fallen from their place of power, and in the centuries since, have become simple of mind. There are many stories of great cities lost beneath the Oceans and Lakes of Ordt. Either sunken in war, or built by long forgotten kings and queens of the Waves.
This is Ordt.
POST 1: Cosmology and History of the Realms
Ordt is the Material Realm. It is surrounded by the realms of the Elementals, The Shadow, Positive and Negative Energies, and other less explored realms. Between these realms exists The Aether. The Aether is the Astral Realm. It holds and binds the other realms together.
During the last God's War residence of the Realms all came to battle on Ordt. When the war ended the Gods closed their portals, stranding the remnants of their armies on Ordt. In Slumber, they continued to empower their Clerics, and other worshipers, but there were few left that could create the passage ways from the Realms directly. As such, many of the stranded stayed and colonized the Realm, along with the races already native.
The world has moved on for many centuries. The great powers of the Old World were either destroyed or have died int he time since.
The Dragons: Between the God's War and their own hatred of each other the Dragons have become quite rare. Those that remain tend to be young and just beginning to find their way in the world. However, this does mean that they have lost the hatred and the bindings of the old ways. As such, there are no longer defined Alignments for many of the Dragons. In these days it is just as likely to find an Evil Gold Dragon as it is to find one that is Good. Much of their temperment was based on the societal norms, the teachings of the earlier generations, and the constant rivalries and wars they led against each other. With those factors gone, they now are forming their own beliefs, allegiances and understandings.
The Giants: Once proud and strong, like the Dragons they have begun to die out. Few of the Frost and Storm Giants remain, keeping mostly to their own kingdoms, which have dwindled and faded. The others have become even less populace. The great Giant kingdoms of old are no more. Now they live sporadically in small clans and tribes.
Liches, Vampires, and other "Immortals": Many of these creatures were pawns of the Gods of Death and Magic. When the God's War raged, they were called upon as leaders of their armies. As such there are now no known creatures of these types in the world. If any have survived they do so in seclusion and secrecy.
Ordt is a world of great differences.
North-Lands:
The Northern Mountains are deep with forests. The area is temperate, and home to many creatures, sentient and not. Dwarves have carved out homes deep in the mountains, which they fight with against the orcs, goblins, and others. The forests are home to the Elves. They are quick and have long memories. They have peaceful relations with a race of large sentient creatures known as Yowies. These creatures are strong and hearty, they live in the deepest areas of the forests, where even the elves dare not tread. Both hold their cities high in the trees. Men and occasionally others have created few settlements in the North-Lands. The forests are thick, their protectors powerful, and few Men have lore and wit enough to make the pacts needed to clear the land for their own use.
Mid-lands:
The Mid-lands are lush with growth. Plains, hills, valleys and the like are common. This land is home to mostly Men, Gnomes, Halflings and Leonids. The plains range from hot and humid to cool and mild. Agricultural, hunting and trading traditions are strong and of great importance in these lands. These lands are home to the great merchant houses of the Gnomes. The Elves, Yowie and Dwarves rarely venture this far from their lands. Though occasionally Orcs, Goblins and others, displaced from their homes in the North-Lands will form havens here. However, these, unlike in the North, tend to be free lands. Law and order is held in these lands by the Leonids who claim this as their ancestral home. Orc and Goblinoid townships are often mistrusted, but due to the oaths they have signed to be part of the trade routes, they more or less are reasonably safe.
West-lands:
These lands are hot, humid, and home to the rainforests of Ordt. Perhaps the most dangerous of the lands, few have explored here in any detail. It is said that at the heart of these lands is the ancient kingdom of Fhardahng. Once powerful and prosperous, during the God's War, it fell and was cursed. Legend says the Land reclaimed what it was owed based on old oaths. This land is thick with beasts and vermin. The Scuteri are the new kings of the Region, though there are tales of others, the Elves, even the Yowie, making homes here. It is said if you are brave of heart, that great riches and vast power lay in these lands, one must only survive to claim it.
East-lands:
The East-lands are dank and full of swamps and desperation. The lands are controlled by a consortium of the Five Fens. The Men of the Red Fen harvest and grow. The Orcs of the Black Fen are mighty hunters. The Azilar of the Green Fen are potent shaman. The Kasari of the Golden Fen are considered to be among the wisest seers of any land, and their services are sought far and wide. It is their ability to foretell the future and see what others cannot that has kept them a vital part of this alliance. The Gnomes of the Shadow Fen are quick-witted and have great skills at tinkering, sneaking and misdirection. This land was the site of the last great battle of the God's War, many believe it is because of this that the land is so blighted and desolate. The stains of war are heavy here.
The South-Lands:
The lands of ice, snow and darkness, the South is a dangerous place. The races of Men are scarce. Only the Dwarves and the Vartook have carved any real niche from the frozen wastes of the South. This land is habitable for only one reason, it is the richest of the lands for mining. No other land holds the equal of the veins of Adamantine, Mithral, and other precious ores. Additionally there is a precious and powerful commodity here. The White Ice of the South is so cold to the touch that it can freeze Men to their very bones. It is sought often for Arcane purposes, as well as in the crafting of weapons, whom it lends this quality to. Weapons crafted from the White Ice deal an additional 1d8 of Cold Damage when they strike. However, in any combat in which they are wielded the wielder takes 2 points of cold damage. Even creatures of the Cold Sub-type are vulnerable, taking half damage from such weapons.
The Waters of Ordt:
There are many oceans, rivers, and other waterways that crisscross the surface of Ordt. From these places come the Merfolk (Aquatic Humans), Darfellan, and the Cephali. The Cephali have large holdings in transportation, both of people and materials. The Merfolk hold great banks beneath the waves, and the Darfellan are often found as laborers, pirates and hunters of the waves. One further race, once one of the most powerful of the land of the Waves, has found their way almost to extinction. The Orcani are strong and when provoked can prove to be mighty foes. However, they have fallen from their place of power, and in the centuries since, have become simple of mind. There are many stories of great cities lost beneath the Oceans and Lakes of Ordt. Either sunken in war, or built by long forgotten kings and queens of the Waves.