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Red Rubber Band
2015-03-12, 02:01 AM
Hey everyone,

I'm currently in the process of creating a world and would like some input from those of you who have done this a lot longer than I have (first time). I would appreciate opinions on racial/regional tensions, expected outcomes and fallouts from events, ideas for such events, and just general feedback. Pick apart ideas, but also help me knit them back together!

This campaign world was the baby of crowd sourced ideas from several friends using the "make a statement and it is so" approach. There were no rules or limitations beforehand. I think that due to people wanting to play in a stereotypical medieval fantasy realm we haven't had as much deviation from the norm as can be seen. This will also explain some of the blatant rip offs and not so subtle references to things.

Also, I apologise if this is all over the place. I've typed this up over the period of weeks in bits and pieces with a million interruptions.

Many thanks in advance!



Table of contents
Post one (http://www.giantitp.com/forums/showsinglepost.php?p=18946425&postcount=1) - Introduction, current issues and questions, basic setting information, overarching plot.
Post two (http://www.giantitp.com/forums/showsinglepost.php?p=18946430&postcount=2) - The land, sea, and sky. A closer look at the world.
Post three (http://www.giantitp.com/forums/showsinglepost.php?p=18946433&postcount=3) - Race information and culture, people of note.
Post four (http://www.giantitp.com/forums/showsinglepost.php?p=18946436&postcount=4) - Culture, religions.
Post five (http://www.giantitp.com/forums/showsinglepost.php?p=18946440&postcount=5) - For Justin!



Current issues and to do
This space is for current dilemmas and things to work on. Best to read the rest if you want to help here!

I need to do a prophecy of how the world will be born again from deceit (being that the angels saved the day and are shards of the goddess)

Should the divine essence be one big thing that has been split, or should the gods have individual essences? This could effect how the essence comes out of the box if/when they release it. The gods have bled into one another, the pantheon changes, etc.

Speaking of which, I need to create a pantheon of gods.

More of a rules and planes query/problem. The artefacts that seal the angels would have to be resistant to magic so that they didn’t lose power when the magic sealing ritual began (magic items will stop working when the magic fails. Would making them Outsider artefacts (is that even a thing) be a “good enough” explanation? There is only one place that interplanar travel is available, the ruins of Sreshta (explaining why she has outsider artefacts). Else they could just fail after a period of time. Then when magic floods back, the items can start working again!



Ymmiv
Basic setting and information
2 suns (binary star system), longer days than usual. The north pole of Ymmiv is tilted slightly towards the suns and it does not wobble on it's axis.
6 planets. One has energy racing across it’s surface and can be seen from Ymmiv even during the day.
9 moons. Each moon has a small hole through it can only be seen when they pass in front of the sun, or the planet with energy arcing across it’s surface.
2 seasons, wet and dry. 16 months to a year and 28 days to a month. Is this possible with 2 suns? Or would there have to be a summer and winter?

To be honest, I haven’t thought too much on how this affects everything. I have:
There’d be two places on Ymmiv that would either not see day or not see night.
The numerous moons, though ideally their tidal pull would be small, would create havoc on the tides and coastlines.



The Big Thing
This setting has an overarching story that connects a few of the main plot devices.

Countless years ago a wizard, calling herself Quisutdeus, gained enough power to challenge the gods. She worked her way through the pantheon, taking their divine essences with the plan of using it to gain divinity for herself.
Before too long the only divine beings that remain are 8 angels. Unbeknownst to Quisutdeus they are actually shards of the goddess of mysteries, secrets, and deceit. While Quisutdeus prematurely revels in her victory over the gods of this world the angels steal back the divine essence. Lacking the ability to resurrect numerous gods on the current timeframe, and given they may just be killed again, the angels come up with a desperate plan. They will seal off magic, deal with the usurper, and then begin the process of bringing order back to the world.
The artefact holding the essence of the dead gods is hidden away, and the angels travel to the major ley lines of the world, 1 angel for each ley line.
Quisutdeus realises something is wrong when her power begins to seep away. She quickly concludes what is happening and rushes to stop the angels. Hitting them with artefacts of entrapment the angels are one, by one, sealed into monuments erected on the ley lines. However, Quisutdeus was too slow. Magic has been greatly weakened (mechanically 2nd level is the highest) preventing her from ascending to godhood (the spell will require epic level magic).
As the world dissolves into chaos Quisutdeus turns to a contingency plan and exiles herself away in Aincrad, which floats within Dador del Agua. Using ritual magic she ties her life to the castle, becoming immortal but forfeits her freedom in the process. Thousands, if not tens of thousands, of years later she still awaits the day that the seals on magic fail and she can take back what is rightfully hers.

Other notes.
The 8 monuments are jails for the angels and higher level magic.
The angels using their remaining essence to power the seals on magic. In this world angels feed off of people’s life force. It’s an unconscious thing that they cannot stop. As they are trapped within the monument their only way of replenishing their own essence is to feed from the people that take part in the octennial pilgrimage. The slow decay of the angels power will result in magic slowly returning.
Quisutdeus has succeeded in destroying pretty much all material related to the suppression of magic, and has turned (or killed) near all bloodlines that were in power at the time. She, by use of proxy, has been instrument in the slowly dying ritual of the octennial pilgrimages.
She carries a key, or it sits somewhere in Aincrad, that will free the angels from their prison (but not the magic).
The 9th (unofficial) monument, Kot-Thurin, actually contains the essences of the gods.

Red Rubber Band
2015-03-12, 02:02 AM
Amin
By far the largest, it holds the vast majority of sentient life. Humans, Trolls, Kobolds, Orcs, Goblins, Elves, Dwarves, Halflings and Planetouched all live on this continent.
Its climates range from freezing cold to sweltering hot, with the top part being warmer and the temperature cooling as you head south.

Places of note
Ingwenya Ekhaya
One of the 8 ancient kingdoms. It is surrounded by a swamp that is covered mist all year long, excepting summer months.
The surrounding swamp is home to dangerous creatures and no one longer dares tread on this land. The ruins are home to scaled creatures, that are highly territorial and aggressive.

Alfheim
One of the 8 ancient kingdoms. Originally the main elf home, it was overrun by orcs near a thousand years ago during the 3rd Great War. An elf-lead army tried to retake it, the Orcs repelled the attack and sealed off entrance to the city to everyone. Even to the Octennial Pilgrimages.
Contained an ancient text that made reference to Aincrad, a floating castle within Dador del Agua. Since the sealing off of Alfheim no one is sure what happened to it.

Rugalmas Troy
One of the 8 ancient kingdoms. Built around the base and up the sides of an active volcano. It's been buried by eruptions 13 times within written history, 9 of those times completely. Each time the surviving residents have built on top of the covered remnants.

The Canopy
One of the 8 ancient kingdoms. A lush rainforest nestled in the valley in between the Scorched Ring.

Bazan Chambary
One of the 8 ancient kingdoms. Sister city to Tsovayin Chambary, it is situated at the base of Paléga. Unlike many other kingdoms it remains in pristine and liveable condition and the monument is in plain view.

Punduris Cietoksnis
One of the 8 ancient kingdoms. More commonly known as Pils. Surrounded by 3 mountains known collectively as Tris Masas. The forest surrounding the area is called Kapseta Koki.

Kot'Thurin
Considered by some the 9th, unofficial, monument. (The city itself, not possessing of one)
Is a floating city that (mechanically) sails the frozen bayou of Thur'Krons.

Thur'adar
Acting as both a military outpost and a trading bazaar, it is one of the last towns before reaching Kot'Thurin (still a trek away).
One of the few established towns in the southern wastelands. Transports bulk shipments to and from Kot'Thurin.

Thur'Krons
Frozen bayou. Far south of the main continent. Cold

Dust Bowl
Large desert that separates the far NE.
It is considerend a death sentence to try and cross it; the terrain shifts and changes, often quickly and violently.
Thermal vents are common along the SW side of the Dust Bowl. The vents are the grounds for Gladfield’s Glamourous Gliding Gala

Aincrad
A floating castle said to exist within Dador del Agua. It supposedly contains legendary magical artefacts.
An ancient text in Alfheim speaks of a single, mysterious being that inhabits the castle and makes passing reference to a strange necklace it wears.

Tanah Cermin
Enormous salt flat that floods during the wet seasons. The flooding is only a couple of centimetres deep, but turns the whole place into one massive mirror.
The Garam Kaktus (salt cactus) only grows here and is the only vegetation within Tanah Cermin. No creatures live within the borders of the salt flat.

The Vents (Town)
It has various names in several different languages, but is commonly known as "The Vents".
A tiny traveller town on the SW edge of the Dust Bowl.
It is an ancient engineering feat, built upon thermal vents with some of the buildings actually suspended by the updrafts.
Gliding is one of the region's favourite sports, and it is the home to Gladfield's Glamourous Gliding Gala.

Gnawed Marrows
Where the West Coast trolls live. Smarter than the trolls that live within Sredina Morje and the midland. They own parts of Vel Gassa/have carved a niche market for themselves.
Vast crevasses dug into the cliffside offer shelter to the trolls.
Some of the fiercest thunderstorms in the world when Dador del Agua passes over. Lightning from the thunderstorms has marked the cliffside so much so that it looks like slick obsidian (black sand struck by lightining turns to black glass?)

Mojave Desert
Vel Gassa sits in the middle of the Mojave.

Vel Gassa
Origin of the Mojaven gambling game, Razzle.
Is a city of adult pleasure and debauchery. Has inherited the seedier side of gambling and adult pleasure (perhaps due to the easily exploitable nature of Razzle)

Paléga
The world's highest peak. Ruins of an ancient civilisation lay atop the mountain (Sreshta)
23km high, 1/3 of usual gravity. No one within living memory has made it into even the lower sections of the ruins atop the peak.

Sreshta na Visoko Ravnishte
The ruins atop Paléga. The artefacts in Dador del Agua are rumoured to open up the ruins.
Scholars believe Sreshta holds the answers to what the monuments were used for.

Sa Azul
Massive moutainous region. Home to the Kobolds.

The Vein
A river that crosses through the whole main continent. Main avenue of trade throughout the mainland.

Okan
A floating city situated on a lagoon halfway between Ingwenya Ekhaya and Ibudo along The Vein. The lagoon is known as Okan as well.

Ibudo
Massive, sprawling metropolis that covers the whole mouth of the Vein on the west coast of Amin.

Hiritan
The collective name for the five Human and Halfling cities.

Hiri Bat
Hiria Bi
Hiria Hiru
Hiria Lau
Hiria Bost


Hiria Lautada
The sprawling plains that the 5 cities are upon

Scorched Ring
A mountainous range that rings The Canopy and protects it from the elements and outsiders. Incredibly difficult and dangerous to traverse.

Birch Palace
Lies within The Canopy, near the main lake.

Volcán
A volcano in the SW of the main continent. The region surrounding it, also known by the same name, is home to a majority of the plainstouched.

Augas Termain
The hot springs near Volcán. A spiritual place of healing for the plainstouched.Famed worldwide for its restorative properties.

Trīs Māsas
The three mountains surrounding Pils (Punduris Cietoksnis)

Kapsēta Koku
The forest of trees surrounding Punduris Cietoksnis. The trees never flower, but also never die.

The Broken Mirror
Large inland sea to the west of the 5 Human/Halfling cities. Very calm surface, with mountains in the middle of it.

Acauma Aym
The Dwarven version of Vel Gassa. More tightly policed, with well define rules.
New city, built into a series of tunnels and caverns that were part of an abandoned mine.
Has a rising religion amongst the middle/upper management and nobility. They worship Aym (Aym is a vestige from Tome of Magic).

Events of note
Current events
Gladfield’s Glamorous Gliding Gala
Held yearly along the SW side of the Dust Bowl where there are steam vents that allow the Glider’s to go farther. It is the penultimate event for Gliding and Glider’s alike. There are 4 Gliding Games: Gallop (sprint), Grit (endurance), Gate (gates scrambled over an area and each are worth points, time limit to get the most points). The final Game is the Gladfield Gamut which is a glorious gallimaufry of the other 3 Games.
At least one death, with several serious incidents, occur each year.
There are also three titles for Gliders: Grandmaster (winner of a Gala), Glenda-come-lately (participated in at least one Gala), Greenhorn (first time Gala entrant).
The whole event is an alliteration fest (or activity, if you'd like). Phonetic alliteration has recently become a thing, though a lot of the alliteration “purists” vehemently dislike this style.




Nardaapi
The reclusive continent, Nardaapi doesn’t have a lot of interaction with the other two continents. It has seen little war, has a near on nonexistent government, and is mostly farmland pastures. The peoples link to nature and the elements is almost preternatural (badumtsch).

This is all I have for Nardaapi. I had the thought that, running with the links to nature, the inhabitants could actually be elementals. I’d change a few things around though, like no one has seen an inhabitant of Nardaapi before. Trade would be a problem as I would want there to be some form of contact. But I can just imagine a traders ship rocking up at port and finding gold/goods laid out for him to load onto his ship. If he tries to leave without payment the seas rise up against him or something.
Then there’s the problem of introducing them into the story, if I ever do.




Llarec
Mostly uninhabited. The west coast used to have a bustling port with strong trades until a few decades ago.

Places of note
Kaldron
An old mining city, now a ghost town after a terrible accident ~50 years ago collapsed the mine. It is considered by the Dwarves to be cursed.
One of the 8 monuments resides within Kaldron.

Tsovayin Chambary
Sister city to Bazan Chambary. Port city on Llarec. Similar to Bazan Chambary in that the monument is easily accessible and in plain view. Used to be a bustling port city, but now that Kaldron has been abandoned it sees little trade.

History
A few decades ago the mines outside of Kaldron collapsed after the Dwarves dug too deep. The resulting avalanche wiped out a lot of Kaldron, with poisonous gases from disturbed gas pockets seeping through the remainder of the city and killing nearly every last inhabitant.

Design notes
Good place for a cult to start, an undead arc, or lots of deformities and fun with aberrations!




Space, Sea, and Sky
Space
2 suns, a binary star system. This produces some extra terminology. First dawn - the first sun touches the horizon in the morning; Second dawn; False dusk - the first sun touches the horizon in the evening; and True dusk.
6 planets. One of them is on the same path trajectory path as Ymmiv, except it is on the opposite side of the suns. Another can easily be seen in the sky, as great bolts of energy arc across it’s surface.
This part of the thread became forgotten rather quickly, so there’s not much information.

Sea
Fairly chaotic. Though under Dador del Agua’s influence it is incredibly calm.

Koalicija Otokov
An alliance of islands situated in the Sredina Morje. Main stopping points for shipping routes. Before the alliance was created it was a hub for pirate activity

Sredina Morje
A sea in between two of the larger continents. Contains the Koalicija Otokov.

Sky
Dador del Agua
A giant raincloud that covers ¼ - ⅓ of Ymmiv’s surface. Not always raining under it.
Clouds are uncommon and are believed to be signs of good fortune. The priests claim that the “Poco Dadors” are the eyes and ears of Dador del Agua, and direct the rain cloud to where it is most needed.
Rain while not under Dador del Agua is rare, and generally considered bad luck. Some farmers that are more fervent believers can go so far as to destroy any crop that is rained upon with “unclean” water.

Red Rubber Band
2015-03-12, 02:03 AM
Races
I haven’t decided on the main race/s on Nardaapi. It has been so far a fairly unexplored continent. All of below will deal with Amin, with a mention of Llarec in there.

Racial stereotypes from the fantasy genre are mostly in place. Elves are graceful, Orcs are savage, Humans are everywhere, Dwarves are drunkards that mine, Trolls are regenerate.


Kobolds
Kobolds are the masters of trapmaking and guerilla fighting. The have zero contact with the other races, barring Goblins. The few Kobolds that do roam are inevitably drawn into Vel Gassa; their analytical minds turned towards gambling. If they manage to avoid the pitfalls of a city in which the house always wins, a Kobold will more often than not join the house in fleecing unsuspecting patrons with new and ever more intricate games.
The are a monarchy.

Persons of note
Kitur Podul, the "uncrowned king" of Kobolds.
Not of royal bloodline, he is legendary for his cunning and trapmaking abilities.
The mountainous region of Sa Azul is riddled with his traps that have lain dormant for years. He has an eidetic memory when it comes to his traps
While he has several Kobolds he trains, Batid Hilmon is the stand out protege and is seen as his successor.


Goblins
Goblins act as intermediaries between Kobolds and the rest of the world, in return each generation a handful of Goblins are sent to apprentice under various Kobold masters. The apprentices bring their skills back to their homeland, making Goblins exceptional in those fields as well. As for their own skills, Goblins are noted tanners and leatherworkers. They are also the founders of Vel Gassa, however the cultural ties between Kobolds and Goblins do not exist there.



Humans and Halflings
Humans and Halflings consider themselves as one people. Their main cities are close together, the land between and surrounding the cities is extremely fertile and make them a major exporter of grains, wheats, wines and fruit based spirits, fruits, vegetables, and cattle. The land is held in high regard, so much so that their creed is, in order of importance, The Land, The Crops, The Law. Their veneration of the land, and by default the produce that spawns forthwith, is shown in their festivals and culture. Food in all its forms is celebrated and most recipes derive from their capitals. While few Human/Halfling settlements exist outside the reach of the 5 main cities, they are amongst the most prolific of travellers (only the Trolls come close, but their reasons for travelling are far different), cartographers, and gatherers of stories. What better way to digest a good meal than with a good story? Their cities have strong diplomatic ties with Dwarves.
Land is ultimately owned by the royal houses, one each of Humans and Halflings. Land is “rented” out to those who can afford a down payment, but returns to the royalty’s control once the person dies. Owning land is considered a status symbol, and the general consensus is that one cannot claim to be nobility if one does not own land. The plus side is that owning land is extremely profitable, as long as it is remembered that the Land comes first.
Very few people live outside the cities, and those that do are either farmers or guards. Only a handful of the richest nobles have lodgings outside of the cities and those lodgings were built according to strict laws to minimise the impact on farming. They are either on stilts, so that the land underneath may be farmed, or are towerlike and take up less land.
The lands outside the cities are extremely well patrolled, more so than within the cities, additionally the guards are much better paid.

Persons of note
Glenda Gladfield
Deceased owner/operator/creator of Gladfield's Glamourous Gliding Gala. Considered herself to be an "amazingly articulate and affable alphabetical alliterator".

Georgina Gladfield
Current owner/operator of the Gala. Uses phonetic alliteration.
As she uses phonetic alliteration she receives scorn from the "purists" of the Gala who believe she should follow in her predecessors footsteps and use alphabetical alliteration
However, others believe using phonetics opens it up, makes it fresh, as some of the material was getting old

Ideas
Noble family that subverts law to retain “ownership” of land once the person who takes out the contract dies. Argue based on increase in productivity and quality of products in comparison to when royalty owned it means that they are taking better care of the land?



Dwarves
A matriarchal society, Dwarves are found in a very few number of places; the mines in Llarec and the southern tundra of Amin hold 90% of the dwarvish population between them. Since the collapse of the main mine in Llarec, Dwarven society has become a den of bureaucracy and red tape with everything needed several checks and stamps of approvals. Production and mining amounts have near grinded to a halt as no one wishes to take responsibility in case it goes wrong. However, their metalwork is still seen as the epitome of craftsmanship. A new addition to the Dwarven empire is Acauma Aym, a city built within a series of tunnels and caverns that made up part of an abandoned mine, which is proposed to eventually rival Vel Gassa.

Notes
The reason for bureaucracy is that the person in control of the mines was the Queen’s first daughter.
Outspoken dwarf has bought and is building Acauma Aym. Is against the protection of royalty (Llarec mines)


Elves
Elves are rather standoffish and reclusive. Before the taking of Alfheim by the Orcs, and subsequent failed raids to get it back, Elves were social beings welcome at any court (bar Orc’s). They have become resentful and bitter towards the races that withdrew their support from the blood feud (Humans and Halflings who used to be allied with them). The elves also forced the hand of the Goblins by calling in several favours, Goblins have since distanced themselves from the Elves more than other races due to the Elves using the Goblins on the front lines despite their area of expertise being elsewhere (not to mention the whole “drag into war” thing). The Elves are the woodworkers of the world, and also hold the title of the greatest weavers. They have a large presence within the Koalicija Otokov though this faction does not hold much sway within the mainland Elven courts. The Koalicija Elves have become bitter with their Amin cousins due to the bad name that Elves have come to embody.


Orcs
Orcs are generally welcomed at most courts, similar to how elves once were. More “refined” nobles tend to turn their noses up at them, as stories of their ferocity in battle offend their sensibilities. They hold no grudge against other races that fought with the Elves in centuries past. A warlike people by nature, the Orcs faced the very real possibility of extinction at one point in history. Their luck has since turned, and their culture has seen the weeding out of the weak with several strong leaders and influential figures emerging recently. Their influence has likewise greatly risen, but they have yet to turn this influence towards their ongoing war with the Elves.
Culture
Strength in all its forms is the basis of the Orcish heirarchy. Gender, house, region, none of it matters. An Orc aims to be strong in at least one of the following Traits: Body, Mind, Spirit. The strongest in each of those areas is conferred the aforementioned titles and dictates the direction of the Orcish people as a whole. There have been few instances where an Orc has taken two or even all three of the titles, but it has historically been a disaster as they will favour one Trait over another and the balance is thrown. Many generations ago a writ was passed that forbade an Orc from holding more than one Trait, and also from relationships between the Trait holders. Orcs are very passionate beings, but relationships always contain a leader. If two Traits are in a relationship, one Trait will be subservient to another leading to unbalance.
Mechanical ability?
Orcs can use STR mod instead of WIS/CHA mod for Will Saves?
Body - Dex/Str; Mind - Int/Wis; Spirit - Con/Cha


Trolls
The Gnawed Marrow Troll’s main homeland is along the West Coast. Much smarter than their midland cousins and those that live amongst the islands of Sredina Morje, they have the most contact with other races. The Gnawed Marrow Troll’s take advantage of the xenophobia present in the rest of their race and have a monopoly on trading with the other tribes. Trading goods such herbs, spices, poisons, flowers, and precious stones that are found in small pockets of the world are the domain of the Gnawed Marrow Trolls. They use the ancient roads to great effects, and usually a Troll guide can be found within a couple days ride of any place of note.
Culture
Matriarchal society. The act of birth is venerated as the ultimate form of regeneration. Regenerative rates strongly dictate a Troll’s standing within their tribe. Green flame, an alchemical concoction that is a closely guarded secret of the trolls, is used in Troll rituals considered by outsiders as a form of self mutilation. The flame is used to mark a Troll’s skin in strange patterns and whorls. For those in the know, the markings represent who the Troll is and can be “read” to find out their name and noticeable accomplishments (both positive and negative). The green flame has a property that negates a Troll’s regenerative ability, and as such usage is strictly controlled and monitored. The main difference between tattoos and this kind of marking is that tattoos only change the pigment of skin, whereas the green flame is used in conjunction with removal of strips of skin. The “burnt” skin is a darker colour.
The darker colour from “burnt” skin is thought to be the reasoning behind the second attribute that dictates a Troll’s standing, how dark their skin is. This is only true for the Trolls of the Gnawed Marrow as their skin when burnt turns the same colour as the cliffs they live amongst. Their markings are tightly knit, with the smallest amount of skin left shown possible. “Burners” are highly prized within the Gnawed Marrows.
The Trolls within the midland favour a balance as mottled skin lends itself to camouflage amongst flora. The midland Trolls have developed several types of green flame, which can “burn” the skin a lighter or darker colour. Their markings resemble smears and spots.
The Trolls within the Sredina Morje have the most intricate and beautiful (according to other races) markings. They have the shallowest markings, an attempt at mimicking the tattoos of other races. Unfortunately the pigments and dyes used in tattoos are quickly wiped away due to a Trolls regeneration. A single mistake by a Burner can end their career instantly.


Planetouched
Even among the varied sentient races the Planetouched are considered strange. While there’s no record of them not living on Ymmiv, there’s something... different about them, hence their name. They are, as a whole, a very spiritual people and have pioneered a majority of the most successful “nurture your mind, nurture your soul” rejuvenation movements. The psychologists and counsellors of this world, these native outsiders ply their trade mainly on the southern side, and further south, of Volcán. The volcanic springs within their land are lauded as having magical restorative properties. There are two main tribes of Planetouched, the Tieflings, or “dark ones”; and the Aasimar, or “light ones”. The Aasimar have set up a small, but booming, trade up north in Tanah Cermin where they create the most beautiful glass creations (sculptures, paintings, windows, etc). Tieflings have taken to the frozen bayou Thur’Krons, and have made a name for themselves as intuitive alchemists (and this world’s versions of scientists).
Mechanically they’re Native Outsiders and scaled down Tieflings and Aasimars. They won’t be “good” and “evil” though; instead they’ll be “yin” and “yang”.

Note
Aasimar is to create, as Tiefling is to unmake. Tieflings have a block of ice but chip away to reveal the beauty beneath eg.



People of note

Red Rubber Band
2015-03-12, 02:04 AM
Culture
Octennial Pilgrimage
A pilgrimage that visits one of the 8 monuments each year. The times and routes are set by the Ymmivian Monument Crusaders Association. There are special rules and etiquettes surrounding the Pilgrimage. Some of them are:

A pilgrimage’s end point must be at the base of a monument.
A pilgrimage must start from the previous years end point.
A pilgrimage must last for exactly one month.
Once a pilgrimage starts no more blood must be shed.
In stark contrast, the day prior to the pilgrimage’s start sees a “Bloodbath”. A free for all begins at dawn and s/he who spills the most blood before a sun touches the horizon wins an honourary position near the head of the pilgrimage’s column next to the Crusader’s higher ranking officers.
Winners of the Bloodbath are treated like royalty over the course of the next month.
Winners are not allowed to access magical healing to heal the wounds inflicted in the course of the Bloodbath. However, those who do not win are cared for by the Crusaders until they are magically healed and given places of honour depending on their performance.
Crusaders are the arbiters of the extremely confusing and often contradictory rules that govern the Bloodbaths and oftentimes winners are not announced until mere minutes before the first dawn of the morning of the pilgrimage.
People who do not participate in the Bloodbath can buy places closer to the front of the pilgrimage, but never in front of Bloodbath competitors.





Religions
Soberano Lúas
The religion of the 9 moons.
Practised mainly by the planetouched.
The moons correspond to each of the 9 gods.
Each of the gods correspond to a phase of the moons (basically the 8 phases of our moon), with the 9th god representing the holes in each of the moons and the 9 moons eventual lunar alignment that is said to happen every ten thousand years. (As a side note the moons do align every thousand years, but the holes do not match up)
The 9 lunar cycles:

1st moon - twice a day
2nd moon - once a week
3rd moon - once a month
4th moon - once every two months
5th moon - once every 80 days (almost 3 months)
6th moon - once every 250 days (almost 9 months)
7th moon - once every 448 days (almost once a year)
8th moon - once every 500 days (almost 18 months)
9th moon - once every hundred years


Dador Fe
Worships Dador del Agua as the Giver of Life
Nubecitas precede Dador, they are the cloud’s priests. It’s not sure whether they call the cloud to them, or are ushered by it.
Ratha Yatra is celebrated in the human and halfling cities after the passing of Dador del Agua.

Red Rubber Band
2015-03-12, 02:05 AM
Reserved for Justin case

Yora
2015-03-12, 04:29 AM
What is the setting about? Is it medieval or futuristic? What kinds of adventures are players going on?

Red Rubber Band
2015-03-12, 09:33 PM
What is the setting about? Is it medieval or futuristic? What kinds of adventures are players going on?

I did mention it was medieval fantasy in the first post.

There are no set adventures as of yet. I'm still creating the world at this stage, so have asked for "opinions on racial/regional tensions, expected outcomes and fallouts from events, ideas for such events, and just general feedback".