enderlord99
2015-06-21, 04:03 AM
There are no humans in Naimpehndyng; elves and orcs are the dominant races, but there are many others.
The world of Naimpehndyng (as it shall be called for now) is an infinite, flat-ish world with no day-night cycle. In the sky above it, scattered sporadically, are small suns, each of which stays in place (for the most part) and bestows light, heat, and magic upon the world below. The areas directly beneath the various suns, known as "sunscorched zones," are: blindingly bright; hot enough to melt lead; and filled with so much magical energy that wards, enchantments, and spells in general cease to function as the normally do, instead surging into rather catastrophic explosive vortices. Away from the suns, everything gradually becomes much colder, a fair amount darker, and somewhat less magical. Those places far from all suns, so far that statues can be carved from mercury, cats can't see, and decently-skilled wizards have no way to put that skill to use... they are known as the Outer Lands, and the few creatures hardy enough to survive there are, by necessity, disturbingly good at being bad. Some parts of the Outer Lands have been known to contain patches of Veil. Even those native to the Outer Lands avoid the Veil, as it is a reaction between Naimpehndyng and the Void, and quickly dissolves the lifeforce of anyone entering it from either side.
Naimpehndyng is defined by its balance of eight elements, in four contrasting pairs: Fire and Water; Earth and Air; Light and Darkness; and Wood and Metal. The gods of Naimpehndyng are aligned with these elements, and closely linked to them... or at least, some gods are {author's note: these gods are named after Greek ones because that's the most well-known Pantheon and the elemental gods are, generally, the most powerful and (by extension) well-known.} Others are linked to more specific concepts, and gain and lose power in accordance with how much the mortal races believe in those concepts {they're named after Egyptian gods because it just seemed to make sense to me. For some reason. And yes, I know that having a soul-eating crocodile as the main god of nature would make little sense; it's just a name!} Finally, the ancient beings that created all of the mortal races (and one immortal race) are gods as well. {They're named after Hindu gods because I rarely see those in other fantasy settings, for some reason, and they're really cool.}
Element Name
Associated Royal Metal
Associated God
Fire
Orichalcum
Hephaestus
Water
Minium
Poseidon
Earth
Adamantine
Atlas
Air
Mithril
Hermes
Dark
Bloodiron
Hades
Light
Aster
Apollo
Wood
Chlorophite
Demeter
Metal
Imperiite
Ares
Balance
(none)
Zeus{T}
Void
(none)
The Wraithlords
(obsolete)
Primordium
Anathem
Concept
God
Divine Authority
Horus {T}
War
Seth
Death
Anubis
The Home
Bast
Commerce and Politics
Ra
Agriculture
Osiris
Craftspeople
Ptah
Knowledge
Thoth
Nature
Sobek
Magic
Heka
Race Name
Patron God
Race Details
Gods
Brahma{T}
The gods are described (a little) in their individual entries.
Elves
Vishnu
Elves are the longest-lived mortal race, sometimes living for over a millenium. Elves love nature, and are often found worshipping Demeter or Sobek (in addition to Vishnu.)
Orcs
Shiva
The lifespan of an orc would be the second-shortest, after Goblins. Their inherently violent nature, however, makes them generally die earlier than goblins do. Those who are not killed in battle generally live to around fifty. Aside from Shiva, they give respect to the deities Ares and Seth, as well as Hepaestus, in whose name they frequently start fires.
Dwarves
Ganesh
The most dedicated and industrious of the mortal races, dwarves can also be incredibly stubborn. They are often very skillful blacksmiths, and even better miners. They form relatively rigid societies, generally inside of mountains. In addition to Ganesh, they are frequently found worshipping Hephaestus, Ptah, and sometimes Atlas and Ares. They typically live to between seventy and eighty years old.
Goblins
Kali
The race with the shortest natural lifespan, goblins make up for that with their rapid rate of reproduction and short childhoods. They are considered adults by the age of ten, and generally live to around thirty. Your typical goblin is tricky and clever, but far from knowledgable or wise. In addition to Kali, they pay homage to Hades.
Gnomes
Hanuman
Gnomes are pranksters by nature. They love practical jokes, and sometimes, for unknown reasons, pray to Hades and Hermes. Their typical lifespan is around one hundred.
Kobolds
Kubera
Kobolds are incredibly greedy, but might also be the only ones who can exceed a dwarf's skill at mining. They often honor Atlas, hoping to be rewarded with plentiful gemstones, and also Apollo, because, in their own words, “Light is the shiny ell-uh-mint, and shiny is good!” They often live to sixty.
Genies
Saraswati
The genies are the wisest, most knowledgable mortals, and sometimes exceed even a god's knowledge (and frequently those gods' wisdom.) They worship Thoth almost as much as Saraswati, perhaps more so. They also give respect to Hermes, and will pray to any god when the situation demands it. They can live anywhere from 300 to 700 years.
When a god's name has "{T}" after it, that means that god is a member of the Triad, which is basically the gods' ruling council. Anathem and the Wraithlords aren't technically true deities, but might as well be. Anathem used to be a true god, but the god linked to the element opposing his was killed (something which flat-out shouldn't be possible, but apparently was) causing both of their elements to stop existing in the world (The first because it had no god to stabilize it; the second because there was no element opposing it) and driving Anathem insane. Wraiths in this setting are not undead, instead being the denizens of the Void, which is this cosmology's overlap with the Plane of Shadow.
Chlorophite (the Royal Metal associated with Wood) drastically changes its properties when mixed with any light-emitting substance. Some of the results are described below.
Ingredient
Result
Traits and Uses
Moon-melon juice
Melonium
Highly radioactive; often used in various types of reactor.
Powdered Mana-Crystals
Manasteel
One of very few materials impervious to magic; used in armor, shields, et cetera.
Spores from Glowing Mushrooms
Shroomite
Strange, rather unpredictable properties; used in talismans that can enhance illusion magic.
Ectoplasm
Spectralloy
Used to make weapons that can hurt incorporeal creatures exceptionally well; common in the Outer Lands, because of their proximity to the Veil and, by extension, the Void.
Country Name
Leadership
The Veil
Nothing survives in the Veil for long, so nobody can truly rule it. The Wraiths claim it as their dominion, even though it is technically between their world (known as the Void) and the rest of reality... and even though it is just as toxic to them as to anyone else.
Spirilia
Whichever wizards have the tallest stable tower.
Sunscorched Zones
Varies, though most Sunscorched Zones are basically uninhabited anyway; not many people can survive being on fire, after all.
The Outer Lands
Nobody “rules” the Outer Lands, as a whole. They are much too harsh, savage, and cold to set up any sort of kingdom or empire.
The world of Naimpehndyng (as it shall be called for now) is an infinite, flat-ish world with no day-night cycle. In the sky above it, scattered sporadically, are small suns, each of which stays in place (for the most part) and bestows light, heat, and magic upon the world below. The areas directly beneath the various suns, known as "sunscorched zones," are: blindingly bright; hot enough to melt lead; and filled with so much magical energy that wards, enchantments, and spells in general cease to function as the normally do, instead surging into rather catastrophic explosive vortices. Away from the suns, everything gradually becomes much colder, a fair amount darker, and somewhat less magical. Those places far from all suns, so far that statues can be carved from mercury, cats can't see, and decently-skilled wizards have no way to put that skill to use... they are known as the Outer Lands, and the few creatures hardy enough to survive there are, by necessity, disturbingly good at being bad. Some parts of the Outer Lands have been known to contain patches of Veil. Even those native to the Outer Lands avoid the Veil, as it is a reaction between Naimpehndyng and the Void, and quickly dissolves the lifeforce of anyone entering it from either side.
Naimpehndyng is defined by its balance of eight elements, in four contrasting pairs: Fire and Water; Earth and Air; Light and Darkness; and Wood and Metal. The gods of Naimpehndyng are aligned with these elements, and closely linked to them... or at least, some gods are {author's note: these gods are named after Greek ones because that's the most well-known Pantheon and the elemental gods are, generally, the most powerful and (by extension) well-known.} Others are linked to more specific concepts, and gain and lose power in accordance with how much the mortal races believe in those concepts {they're named after Egyptian gods because it just seemed to make sense to me. For some reason. And yes, I know that having a soul-eating crocodile as the main god of nature would make little sense; it's just a name!} Finally, the ancient beings that created all of the mortal races (and one immortal race) are gods as well. {They're named after Hindu gods because I rarely see those in other fantasy settings, for some reason, and they're really cool.}
Element Name
Associated Royal Metal
Associated God
Fire
Orichalcum
Hephaestus
Water
Minium
Poseidon
Earth
Adamantine
Atlas
Air
Mithril
Hermes
Dark
Bloodiron
Hades
Light
Aster
Apollo
Wood
Chlorophite
Demeter
Metal
Imperiite
Ares
Balance
(none)
Zeus{T}
Void
(none)
The Wraithlords
(obsolete)
Primordium
Anathem
Concept
God
Divine Authority
Horus {T}
War
Seth
Death
Anubis
The Home
Bast
Commerce and Politics
Ra
Agriculture
Osiris
Craftspeople
Ptah
Knowledge
Thoth
Nature
Sobek
Magic
Heka
Race Name
Patron God
Race Details
Gods
Brahma{T}
The gods are described (a little) in their individual entries.
Elves
Vishnu
Elves are the longest-lived mortal race, sometimes living for over a millenium. Elves love nature, and are often found worshipping Demeter or Sobek (in addition to Vishnu.)
Orcs
Shiva
The lifespan of an orc would be the second-shortest, after Goblins. Their inherently violent nature, however, makes them generally die earlier than goblins do. Those who are not killed in battle generally live to around fifty. Aside from Shiva, they give respect to the deities Ares and Seth, as well as Hepaestus, in whose name they frequently start fires.
Dwarves
Ganesh
The most dedicated and industrious of the mortal races, dwarves can also be incredibly stubborn. They are often very skillful blacksmiths, and even better miners. They form relatively rigid societies, generally inside of mountains. In addition to Ganesh, they are frequently found worshipping Hephaestus, Ptah, and sometimes Atlas and Ares. They typically live to between seventy and eighty years old.
Goblins
Kali
The race with the shortest natural lifespan, goblins make up for that with their rapid rate of reproduction and short childhoods. They are considered adults by the age of ten, and generally live to around thirty. Your typical goblin is tricky and clever, but far from knowledgable or wise. In addition to Kali, they pay homage to Hades.
Gnomes
Hanuman
Gnomes are pranksters by nature. They love practical jokes, and sometimes, for unknown reasons, pray to Hades and Hermes. Their typical lifespan is around one hundred.
Kobolds
Kubera
Kobolds are incredibly greedy, but might also be the only ones who can exceed a dwarf's skill at mining. They often honor Atlas, hoping to be rewarded with plentiful gemstones, and also Apollo, because, in their own words, “Light is the shiny ell-uh-mint, and shiny is good!” They often live to sixty.
Genies
Saraswati
The genies are the wisest, most knowledgable mortals, and sometimes exceed even a god's knowledge (and frequently those gods' wisdom.) They worship Thoth almost as much as Saraswati, perhaps more so. They also give respect to Hermes, and will pray to any god when the situation demands it. They can live anywhere from 300 to 700 years.
When a god's name has "{T}" after it, that means that god is a member of the Triad, which is basically the gods' ruling council. Anathem and the Wraithlords aren't technically true deities, but might as well be. Anathem used to be a true god, but the god linked to the element opposing his was killed (something which flat-out shouldn't be possible, but apparently was) causing both of their elements to stop existing in the world (The first because it had no god to stabilize it; the second because there was no element opposing it) and driving Anathem insane. Wraiths in this setting are not undead, instead being the denizens of the Void, which is this cosmology's overlap with the Plane of Shadow.
Chlorophite (the Royal Metal associated with Wood) drastically changes its properties when mixed with any light-emitting substance. Some of the results are described below.
Ingredient
Result
Traits and Uses
Moon-melon juice
Melonium
Highly radioactive; often used in various types of reactor.
Powdered Mana-Crystals
Manasteel
One of very few materials impervious to magic; used in armor, shields, et cetera.
Spores from Glowing Mushrooms
Shroomite
Strange, rather unpredictable properties; used in talismans that can enhance illusion magic.
Ectoplasm
Spectralloy
Used to make weapons that can hurt incorporeal creatures exceptionally well; common in the Outer Lands, because of their proximity to the Veil and, by extension, the Void.
Country Name
Leadership
The Veil
Nothing survives in the Veil for long, so nobody can truly rule it. The Wraiths claim it as their dominion, even though it is technically between their world (known as the Void) and the rest of reality... and even though it is just as toxic to them as to anyone else.
Spirilia
Whichever wizards have the tallest stable tower.
Sunscorched Zones
Varies, though most Sunscorched Zones are basically uninhabited anyway; not many people can survive being on fire, after all.
The Outer Lands
Nobody “rules” the Outer Lands, as a whole. They are much too harsh, savage, and cold to set up any sort of kingdom or empire.