The Steamspur Company
Would you like to react to this message? Create an account in a few clicks or log in to continue.

The Steamspur Company

Roleplaying guild at Piken Square [EU]
 
HomeSearchLatest imagesRegisterLog in

 

 The Age of Discovery Discussion

Go down 
4 posters
AuthorMessage
Marwonaeth

Marwonaeth


Posts : 331
Join date : 2010-07-06
Location : County Durham, England

Character
Name: Nathan Black
Profession: Warlock
Level:
The Age of Discovery Discussion Left_bar_bleue85/85The Age of Discovery Discussion Empty_bar_bleue  (85/85)

The Age of Discovery Discussion Empty
PostSubject: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeThu Jan 26, 2012 8:45 am

Hey!

As you might have noticed, I have just thrown up the introduction to our very first F-RP thread, and I believe you have tons of questions to what just happened.
Here are the answers!
If I miss anything out, OR there is anything you object to, OR you have a suggestion/question, hit me with a reply!

Age of Discovery guide:
  • Naecai: ("na-kai")The world on which everything is happening. It's twice as big as our Earth, orbits a binary sun (Dwarf and Giant, separated by a mean gap of 11 AU) and is orbited by two moons, Pa'le and O'ne. Hence, there are two sunrises and two dawns in every 24 hours, and the year is longer.
    The history of Naecai is long and strange - originally, it started out a barren and lifeless desert planet, similar to our Mars, but the intervention of the Predecessors caused the planet to be a toxic heaven of life. When the atmosphere had reached optimal conditions, the weather-machine shut down, and human life was seeded. It is unknown why.
    Naecai is one Pangea-like continent, Veriun, with five main areas - the Eye, the Heartlands, the Grey Steppes, the Northlands and the Southern States;

    • The Eye: An inaccessible plateau that towers into the sky almost vertically, and surrounded by thick jungle all the way around, filled with the most dangerous of flora and fauna anywhere in the world. It it the absolute centre of Naecai, thus it has been suggested that it is of ancient and Godly origin.

    • The Heartlands: A vast area of fields and wonders surrounding the Eye, dotted frequently by overgrown jungles which are toxic to enter. It is on these plains that most of the Naecaian wildlife can be found, although the most lethal of the sorts are found in the noxious pockets around the jungles.

    • The Grey Steppes: A relatively unexplored region of endless, grey soil and jagged snow-capped mountains. Almost nobody lives here, partly due to the desolation, but also due to Naecai's largest animal - the Rotti.

    • The Northlands - while not entirely covered in snow, the northern rim of Naecai is bitterly cold all year around, and is scarcely populated by what is presumed to be winter variations of the Eglai.

    • The Southern States: The densely populated regions of the world, these lands are divided into kingdoms, republics and democracies alike. This is the most populous location, because it hosts incredibly rich deposits of various minerals and metals, and the region is very flat and warm, thus ideal for crops. On top of that, it's bordered with the Great Sea and the plains, so the wildlife here isn't -as- potent;

      • Republic of Elsta: ("el-stah")The largest nation in the world, this swallows up more than a third of the Southern States. It's ruled by the Supreme who oversees the Central Council, all of which are based in the great city of Munion. The enforcement here is very strict, and trade with other nations are under constant watch, and the lowly population is menacingly taxed by the government, which spends most of the money on the military. There are rumours that the Supreme has fallen ill, hence the military readiness.
        The Elsta Republicans are renowned for their fierce determination and resilience in general, which is why there are trouble afoot when leaders fall - everyone will want a piece of power.
        While this may seem as though they are greedy for power, it's a question for survival - the more power you own, the longer the span of life you have.
        The Supreme himself is renowned to be a Godly being, sitting in the grand throne room and issuing the most necessary orders, and whenever he is regarded publicly, a salute must be given towards the Golden Citadel in which he resides. Nobody knows where he comes from (although several tales tell of a magical origin), and nobody knows what exactly he is - the darkest of rumours goes that he is a Skyborn, which could explain the military force's ruthless rooting out of anyone rumoured to be of the angelic descent.

      • Kingdom of Tura: ("too-ra")A small state clinging to the Republic. It's a relatively free state, and religion here is outlawed, to the extent that all devotees to -any- religion are either brought to prison for public ridicule, or slain on the spot.
        The Turis are extremely dedicated to this cause, believing it to be a common good if all religion is brought to death - hence, they all live in almost frenzied atheism, and this trait is very apparent on the people - cold, calculating and often expressionless.
        Also because of this atheistic way of life, they have no holidays, and they do not see it necessary to have any - sure, they have resting days and they are allowed to not work for a day, but due to the harshness of their lands, and the lack of charities, they more or less have to work a lot to ensure simple survival.
        At the centre of the Kingdom lies the city of Turalis - a metropolitan, grey city in which all administrative
        and military activities are held. It is also one of the only trade posts in the land.
        The current head of state is King Achadim, and their leader is always appointed via democratic elections.
        Due to the coldbloodiness of them, most Turi soldiers are specialised in sword-to-sword combat with ruthless efficiency, often employed by other factions as assassins. Within the Tura, many sub factions exist:
        • The Venators: A group of highly trained, extremely dangerous Turaian men and women tasked to eliminate all religious activities. They need such high level training because many would fight to the death trying to protect their household shrine.


      • Ujeri State: ("ooshé-ri")The second greatest nation, a large monarchy on the opposite end of the States, with an totalitarian rule under the command of Highlord Klor. The state is renowned for a massive wall surrounding the entire state, thus ensuring complete isolation. Trade is forbidden in and out of the territory, and there are only three, grand gates allowing travellers to peak in. If you want to enter or leave the area, you need explicit authorization from the ruling body, and any citizen attempting to escape are killed at sight.
        The state is generally feared, because it is widely known due to that scientists who are working with military and weaponry always risk abduction to work for the state. Nobody really knows how big or how advanced their army is, but lucky defectors, either messengers or scouts, have given estimates. Thus, the state has been compared to a pot that's about to boil over, spilling furious war around it.
        It has been rumoured that the state is even allowing (or forcing) Eglai into the army.

      • Trikkr Technocracy: ("trigger") A free-state to the north of the Republic, known as the capital of innovation. Free Thought is worshipped here, and it's only nation known to value Skyborn and Eglai as equals. The capital of Terigan lies at the very centre of the Technocracy, and is famed for the bronze-plated walls and the forests of chimneys pouring smoke into the sky.
        Fundamentally, the Technocracy builds on the principles of progress and neutrality, always remaining passive during times of war, and while it isn't forbidden to sell technology, it's strongly discouraged. The population of Trikkr generally understand this, being taught that the more their technology is misused, the weaker the world becomes.
        The Technocracy is spearheaded by a leader of each representative guild within the lands, but generally speaking, the head of the country is Xevian Kilum, headmaster of the Technomancer's Guild.
        The guilds, or factions are as follows:
        • The Technomancers: Mystical scientists dabbling in the occult, with a thing for leadership. While sometimes shady in nature, they are often natural leaders, and are quick to take initiative.
        • The Mechanos: The military body of the lands, used for peacekeeping. They are notoriously effective with ranged weapons, and are often plated in brass armour and coated with various gizmos and gadgets. Generally speaking, each peacekeeper is different somehow, as they often make their own equipment. However, they keep a large badge on their pauldron, a green gear impaled by a slim dagger.
        • The Gadgetmongers: The only expeditionary group, these scavengers travel to foreign lands with goods and money, buying raw materials and selling some of their lesser technology in various markets.

        The rest of the Trikkri either band together in small groups to share research, or work independently - they don't really need to be represented, as the Technomancers maintain the cities, the infrastructure, the trade, and so on.


      • Mael Haven: ("ma-el")The third-biggest country, bordering Trikkr, Ujeri and Elsta. It serves as a neutral trade-post, with many, nomadic tribes travelling around the vast fields of green. The only permanent establish is the Edge's Beacon, located on the very border to the Heartlands, and dominated by a gigantic, golden spire plunging into the skies above, with a large bonfire at the top which serves, like the name suggests, as a beacon to travellers. The surrounding city, while not that big, is maintained and ruled by the City Council.

      • The Triangle of Blood: A rogue, small-scale band of highwaymen and raiders, notorious for preying on singular people or travelling, unguarded bands. They are particular brutal when it comes to their robberies - often they would rather kill and just loot, unless the victim seems wealthy - then they often capture it, and bring it around on their ashas, whom they've trained personally to serve as flying mounts.
        The Triangle follows a unique set of ideals - they believe that all goods should be evenly distributed amongst the common squabble. Or so they claim, most likely just using it as a cover-up for their horrific crimes, which has also involved burning down outlying villages for the sake of supplies.
        While not the most combat-efficient band in the world (they are disorganised, and constantly tries to outdo each other), their guerilla, hit-and-run tactics combined the speed and agility of their mounts, have proven highly successful. Often they use simple muskets too, which only makes them more dangerous.


  • Sentient races:

    • Predecessors: Nobody knows a lot about them - they are responsible for large mechanisms found on various parts of the world. What is known, however, is that they come from the Sky, and that they are somehow linked to the Skyborn.

    • Skyborn: Extremely talented and gifted humans, superior to normal humans in almost every aspect, but with one drawback - their bodies are covered in strange patterns of blue pores of bioluminance. They are presumed to be ancient evils by some human factions;
      • Known as the Akosh in the Elsta Republic, they are thought to be witches and warlocks whose one goal is to spread chaos and seed fear.
      • In the Trikkr, they are called Re'em, and are regarded as equals - in fact, most Trikkri view them as teachers and great geniuses, so they are more than welcomed in here. Unfortunately, the acceptance towards all people means that they are not safe in the biggest cities of Trikkr.
      • The Ujeri Kingdom has officially disregarded any evidence towards their existence, thus they don't have a name for the mythical humans.
      • Because religion is strictly shunned in the Kingdom of Tura, superstition is nonexistent, and they are passive towards the Baleon, Skyborn. They are ordinary people, unless they attempt to impose religion.
      • Even though the Mael people are generally outcasts from other states, a common belief of the Skyborn has been created over time, and in the nomad languages, they are known as the Ae-ju'nian - literally translated into "Bringer of Fortune". It's extremely dangerous for the Skyborn to pass through here, as most nomadic tribes believe that boiling, mixing and eating the Skyborn blood allows them to transcendent to a God-like status. Unfortunately, as the blood of Skyborn is poisonous, even when boiled, the few cases of ingesting it has brought a painful death. That doesn't prevent it from retaining it's status, however.

    • Eglai: ("é-glai")The native, semi-sentient species to Naecai, these root back several millenia before the emergence of the humans. They are roughly half the size of a human, are blue-skinned with patches of tough scales, and have an odd, conical shape. Think a mixture between Eosapien and Grunts from Halo. They have external vocal chords, so their speech sound oddly slurred and slimy, and while they are mentally weak, they are very agile and have good, primal survival abilities, one of which being the ability to regenerate very quickly.


  • Wildlife: The animals of Naecai is just as diverse as that of the Earth, however since they all root from one type of atmosphere, one type of environment, they are all somewhat similar. Generally speaking, they eat to survive, most are predatory as the plants of Naecai are typically very poisonous, though some animals have developed photosynthetic cells on their bodies. Body armouring range from thick hide, over light scales, to bone plates. The animal kingdom here is similar, though rather regional - typically, the 'fleshy' beasts are found on the wide open spaces, and they're typically the largest of the kingdom; the insect/reptilian species are rarely found outside the pocket jungles and their toxic air, with a few exceptions. Avians are found everywhere.
    However, the 'fleshy' creatures cannot be called mammals, because they do not feed their young - while no species lay eggs (not even the birds), instead most are fostered to a size where they are able to fend for themselves, inside cysts attached to the skin of the being - of course, this in general, some animals do give birth.
    A pocket rule is - don't go into the wild, be it flatland or jungle, on your own. Most species are extremely hostile, due to the former, harsh living terms, meaning that not only are they predatory - they are also
    territorial.

    • Rek: ("wreck")A horse-sized reptile with colours ranging across the rainbow, commonly used as steeds due to their submissive nature. They are quadrupedal and look very similar to a salamander, however their legs are much longer, and they are at the height of a horse.
      Their heads are long and slender, with baggy, gill-like external respiratory organs on their necks, which open and close upon breathing. Their eyes are striking yellow, with vertical pupils, and they have three rows of small teeth, but with six, tusk-like front-teeth protruding from both jaws and slotting neatly against the opposite jaw, which are used as a deadly tool to cling onto preys and tear into the victim's flesh with the deadly, crooked talon-like claws.
      A downside is that they are quick to fly into rage, hence riders often cover their eyes and nostrils with pads of hide, to make sure that they don't get eaten by their steed. Their thick skin is often cured and processed to make leather, which vary as much in colour as as the skin of each individual rek.
      A rek generally ages in less than a year, and lives for a good, ten healthy years before dying through a swift ageing process in the last year of their lives.
      They are typically organised in prides of the same colour, with a matriarch responsible for simple group coordination. These matriarchs are much bigger and much more ferocious than the rest, sometimes almost twice the size. Another notable feature of these matriarchs are whiskers lining their foreheads, looking like long strands of thick hairs.

    • Rotswert: ("Rotsch-weht") A red, man-sized, fast moving reptile related to the rek, they are bipedal and have two tails. The largest females have three or four to balance their front-heavyness. They are carnivorous and hunt in packs. They're saliva is insanely toxic as it contains harmful, cell melting bacteria. This has created a fun way to remember to run when you see them: "One bight and it's good night."

    • Golof: ("gór-lof"): Slightly bigger than a man, these scaled, four-legged bovine animals are the primary livestock of Naecai - their meat is very fibrous and their blood is not poisonous.
      They are tail-less, and have arrow-shaped, chitinous heads with two, small horns at each 'point'. Their eyes are the same colour as the skin, and the only signs of a pupil is a small black dot at the very centre.
      In case of cornering, they will let out a loud, elephant-like shriek which should be enough to attract other Goloves, and while they are somewhat passive, their heads can easily act as a club, and is capable of knocking a man over easily. This is their only defensive mechanism though, as the three toes on each, thick limb is not capable of doing much harm.
      Their idle and sloth-y behaviour makes them very easy to herd, and their growth is just as swift as that of the rek. This makes them ideal livestock. However, due to the amount of the brown meat on the market, it's rarely used in food for the higher classes, as it is typically tasteless, compared to other, more exotic animal meat. The reason that they're not extinct in the wild, is due to their natural camouflage - perhaps, this is the only downside of the animal - because in their skin is almost completely covered in pores which can secrete differently coloured, natural dyes, which each have a unique smell. These colours range across the colour spectrum, and the process of changing colour completely takes less than thirty minutes. They do so instinctively, meaning that Goloves in pens tend to turn the same colour as the building over night.
      Like most animals, they are predatory, which is another drawback, however they do not require much food - due to the lack of need for movement, their digestion is very slow, thus they only need feeding once a day.

    • Rotti: ("rót-ee")Lumbering, mountain-sized behemoths, spanning almost a hundred meters in height. They require no food, as their backs are covered in photosynthesising patches which provide the monster with enough energy to move.
      Their shape and form vary hugely - some are bipedal, others are quadrupedal, etc. The only common feature amongst all Rotti is the head, which is a long, round lump attached to the rest of the body, with a singular, metre-wide eye and no mouth or nostrils.
      They are hugely feared, because no only do they not stop for obstacles, but they are often tailed by scavenging predators, avian and reptilian alike.

    • Terr: ("Tier")A brown, five-legged beast that's half the height of a man, but which is elongated. The Terr are very similar to the RL boars, with a few differences: they are rather cunning compared to most wildlife, and their heads are made entirely up of a mouth which is lined dramatically with inch-long gnashers. They have no eyes, and the only way they can get around is with a 'sixth sense' - a long antennae dangling from the circular mouth emits a constant sonar, which they use to navigate.
      Their fifth leg, which looks like a tail to most, allows them to stand upright, and when they do, it's a sign that they're searching for something.
      Their skin is naked, with the odd patch of bone carapace, however they rely mainly on their blunt force and the mass of their flesh to attack target - as well, of course, as their enormous mouths which are capable of swallowing half a human in one bite.

    • Brukild: ("Bro-child") a wormlike creature of roughly three meters that drills through the earth and predates on smaller underground creatures. It is also able to draw useful minerals and substances out of the earth it drills through, and can by so keep itself alive even when there is little prey. Mainly lives in Trikkr and northern Elsta.

    • Masht: ("Mazt") A strange, floating creature, if they can be classified as that. These beings are simply sheets of organic matter floating with the winds through the air on pockets of methane in their blue jelly-bodies. Their only contact to the outer world is two long tendrils hanging from their underside - and that's it. They span roughly a metre squared, and are about five centimetres thick.
      The problem with them, is that they on a monthly basis secrete corrosive acid which coats their spongy bodies. Thus, they are generally feared, as not only does it hurt madly if their bodies touch you, but even on windstill days, they can (due to their extremely light weight) wrap around a body, and will bring a slow, painful death to who-ever they touch.
      They gain energy from the pockets of methane, but due to the lack of need to move, they devour the depots very slowly, only using it to split into new Masht's, which is a process where the dead masht decay, and from the rotting, methane-ridden pulp, new sheets arise, and so on.

    • Ziithiil: ("Zideel") small lizard creatures, about half a meter excluding the tail. Ziithiils are one of the few herbivores. They got a very strong stomach capable of processing the grass of the world. Most predators eat them, but due to the fact they almost got monopoly on the grass they are able to grow in numbers rapidly. They are not seen as a danger to farms and cities as Reks and Goloves see them as food.

    • Mius: ("mai-oos")Red, rat-sized, six-legged rodents that are responsible for the devastation of crops and the breaking out of epidemics. They are notoriously aggressive, and breed rapidly, capable of infesting a house very quickly. They have two rows of small, gnashing teeth for chewing crops in half and destroying woodwork.

    • Asha: ("Ah-sjár")The most common, flying beast on Naecai. Spanning more than three metres in length and with a wingspan of seven metres in total, these gigantic birds (though not the biggest) are often seen in the skies of Naecai, in flocks of five-to-seven individuals.
      Their body is blue-tinted and leathery, with small patches of scales where needed, and the large, heavy wings are composed of flimsy, scaled membranes with long, whisker-like feathers that make from a distance looks like a coat of feathers - they are simply used to give the beast a more aerodynamic design.
      They are scavengers, diving down at dead animals at high speed and defending it with their four taloned, spindly feet.
      Their head is small, and is mainly composed of a very long, thin beak which is lined with small teeth on top and below, which they use to literally saw through the scale and hide of the carrion. (Image courtesy of Telina)

    • Gallem:('Galém)Gigantic behemoths which, together with the Rotti, wander the steppes. They are generally found at the outskirts of that, where grass and trees are more abundant. Spanning up to 25 metres in height, these predatory, two-headed, one-eyed predatory beasts lumber around in constant search for food (as their surroundings are less than often populated with other animals) which they can pursue with frightening speech. They are somewhat humanoid in posture, standing upright on three legs sprouting out from the bottom, however the second 'head' is a carapace-protected lump of muscle and bone ending in a long, straight spike (a bit like that of a scorpion's tail, just attached next to the 'head') which is capable of knocking down huts with the sheer force.
      The head of the carnivore is round with a singular, large eye and and a mouth filled with two rows sharp, powerful fangs. In addition to this lethal arsenal, the beast have two lanky arms for picking up slain enemies, however they are entirely bestial - they are not capable of conscious thought beyond of animals (some reports state that they use trees as clubs, but those are largely disregarded as the second head is a weapon enough). Hugely feared in all cultures.

    • Treynos:('Trhéi-noz')Very similar to both the Asha and the Masht, these giants, monowings of the skies float from place to place, usually a little off coast. They are as sentient as the asha, but are much slower moving - the greatest of them easily surpass 200 meters in wingspan. They are what you could call the biological aircraft carriers of the skies, because their bodies have massive 'pores' which are hosts of various other avian life. They survive by huge photosynthesising plates on their back, and while they are little more than floating masses of flesh, they are capable of both flying against the wind, and change course - all by moving secondary sets of wings which are miniscule in comparison to the main body - they are 'only' ten meters wide, and flap gently. In addition, large sacks of methane are generated as a waste product of respiration, and these assist in achieving uplift. In addition, they are completely headless, and their only connection to the outside world is a large array of antennae located on random spots which are used to determine the direction of the wind - and that is all.
      Finally, they are extremely hard to bring down, for obvious reasons - they can live on easily without more than a half of their body torn to shreds. They somewhat resemble the Ebony Blisterwings from Alien Planet.

    • Ferlok: ("fur-lock")Finger-sized, brown vertebrae with a circular mouth lined with miniscule, chaotic rows of teeth. Commonly used in medical sciences due to sedative properties in their saliva. At the same time, they are feared because unless their glands of glands found around the mouth are removed, they can infest a body with larvae, which can bring a painful, slow death to the host. (Image courtesy of Telina)


  • Plantlife: The plants of Naecai are just as varied as that of the animals, even though having the same origins - all from the same environment, which have then mutated into different types, depending on the region. However, often the plants are deadlier than the animals, because most have extremely toxic properties. Thankfully, these deadly plants are typically found in the thickets of jungle, where it's a thumb rule that everything that can be touched will kill you.
    Interestingly, some plants are capable of locomotion, even though they have properties of plants - photosynthesising cells, plant cells, etc;

    • Trees: The trees of Naecai are very similar to those on Earth - they have a trunk, branches, are made of wood and gain energy through water and photosynthesis. The difference is, however, that they can be deadly to climb - not from the fall, but from the way that they are capable of locomotion.
      While on a daily basis, it's nothing extraordinary - they simply sway back and forth, which is only noticeable when there's no wind. However, once or twice a year, they will shudder and twitch madly for several minutes, a defence mechanism activated when too much weight is put onto it, or too many segments are lost from it, i.e. if it's under attack from larvae, or woodcutters.
      During this 'shuddering', the branches whip from side to side maniacally with such force it could literally hurl off whatever is on it, be it avians, predators, humans or leaves.

    • Grass: The grass of Naecai is almost identical to what we know, with a slight difference - if eaten, they will induce vomitting. They are not lethal, but dangerous if ingested in large amounts. Thus, only the toughest of herbivores eat grass. Additionally, the regional differences in colouration is much more apparent - the grass of Elsta is, for example, typically white.

    • Pullis: ("pull-is")A toxic, red-tinted thistle-like plant which is dangerous to touch as the stem of the plant is coated in a highly corrosive, poisonous mucus which can cause gangrene in less than a minute after contact, unless washed off with an alkaline liquid immediately. It is lethal if ingested, and the worst part is they tend to grow in city environment, due to the extra heat generated by houses.

    • Pry´tem: ("Pri-tiem")A big (melon-sized), round fruit, green or blue in color. Tastes salty. It is usually grown and eaten in poor areas, as it is quick growing and gives much food, but unless processed a lot, not very tasty. Got a hard shell that take some force to break. The fruit juice can be extracted, and if "cooked" in special forms, gel cubes that are eaten as candy by some higher-class families are made. Creating the cubes does however take a lot of use and removes most of the feeding parts, making it quite expensive to mass produce.

    • Brassblade Leaf: A plant only natural to the land around Terigan, where it exist in massive amounts. It got the name from that the natural plant is brass colored and sharp enough to cut yourself on. An old legend in Trikkr say that it was originally created when a marvelous tinker was assassinated outside the capital. As he was on his way to die, he drove the shards of his goggles into the ground, commanding them to seek revenge as he gave them "life" with a secret elixir. but in the end an object can not move without help, so all that the shards could do was to spread to one day draw the blood of the assassins. When boiled the leaves becomes soft and moist, and tastes salty but good, something often used in Terigan's kitchens.

    • Coromith: ("Coro-meeth") A flower that is used to create a liquid medicine with the same name. It got very strong tranquilizing properties, and breathing in only the vapors from the concentrated liquid and make a grown man fall asleep in a moment. Grows mainly in Northern Elsta and Trikkr.

    • Rement grass: ("Ree-menth") A type of grass with very little poison in it that produces a type of grains. Used to make bread-like food in most nations. Edible, even if a little stale if not spiced.

    • Ollis: ("ór-lis")A notorious, popular plan that is harvested from the outskirts of the poison thickets. These blue, fern-like bushes are famed for their hallucinative properties when digested, and when fermented and diluted with water, they form the infamous drink of Ollismead, which is the prime killer of youths, due to the extremely high alcohol content and the drugging properties of the sap.


  • Materials:
    • Thiolinth: ("Thio-lenth") a very rare metal only existing in very small amounts outside the poisonous zones. The color of it varies from purple to blue depending on purity of the metal. Thiolinth is stronger and more durable that any any other metal, but it's rarity has pushed the price for it up, and for the price of a Thiolinth dagger is enough to hire a smaller mercenary army.

    • Sonoferra: ("So-no-feh-ra") A type of metal that has a property of being able to produce and mentain incredibly loud sounds when the right energy touches it. The metal is primeraly black in colour.

    • Thaiseel: ("Day-zeal") a rare orange crystal that is very dense, but translucant. During day, light enter the crystal and is slowed down -a lot-. Hours later, once the light get's through, the crystal looks like it emits it, making it work as a solar cell lamp. The costfree lightsource is commonly used by wealthy cities as streetlights.


  • Folklore:
    • Elsta:
      • Tamash: Legend has it, that a lone traveller who was wrongfully banished from the High Court based on false accusations of treason, was 'ambushed' by an unusually large, magical Marsht which engulfed his face and rendered him sick with pain. Since that moment, he has prowled all major roads going from Munion at night, rumoured to somehow attack travellers with large Mashts. It's the most common and spoken-of myths, and is mainly used to discourage young adventurers from leaving the city for fame, as they are likely to get killed by the wildlife.


    • Trikkr:
      • Atavi: A story goes around the ports of Naecai, a huge Treynos, one of the largest seen in generations, clad in metallic armor and with barely any larger fliers leaving it. Any attempt of Asha riders to get close to it have resulted in the death of said riders. Some believes it is the god of the skies that returned and fishermen flees to land when it get close. The tales have even reached into the mainlands more sophisticated houses, where those interested in a good story loves the legends. While it is not known outside, there are much more to it. Many years ago the Treynos were boarded by Trikkr daredevils. They managed to set a harness around the beast's "neck". From there scientists took over the works and built a base around the beast out of metal, most of the top being free so that the creature would remain alive. While a true marvel of the time, the project is unknown but to the higher ranked in Trikkr Society.


Last edited by Marwonaeth on Wed May 02, 2012 7:26 am; edited 24 times in total
Back to top Go down
Guest
Guest




The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeThu Jan 26, 2012 7:09 pm

Just a note to people: You may make an entrance at the current scene. *snickers* I will be with ye the moment I decide on a character and sort out some thoughts.
Back to top Go down
Torgy

Torgy


Posts : 224
Join date : 2010-07-17
Age : 33
Location : Finwand

Character
Name: Donovan J. LaFleur
Profession: Rogue
Level:
The Age of Discovery Discussion Left_bar_bleue80/80The Age of Discovery Discussion Empty_bar_bleue  (80/80)

The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeFri Jan 27, 2012 9:39 am

Could you elaborate shortly about the setting? Futuristic, how advanced technology, interplanetary, more info about the zones? My first impression was that it's on a barren planet with only few people owning spaceships like Borderlands, but then I just got confused.
Back to top Go down
Marwonaeth

Marwonaeth


Posts : 331
Join date : 2010-07-06
Location : County Durham, England

Character
Name: Nathan Black
Profession: Warlock
Level:
The Age of Discovery Discussion Left_bar_bleue85/85The Age of Discovery Discussion Empty_bar_bleue  (85/85)

The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeFri Jan 27, 2012 9:55 am

The setting for -this- particular thread is that of what equals to the late Renaissance of our world.
Aliens and shiz will appear in the other one which I'll throw up once this one has been lifted off it's feet.
Back to top Go down
Marwonaeth

Marwonaeth


Posts : 331
Join date : 2010-07-06
Location : County Durham, England

Character
Name: Nathan Black
Profession: Warlock
Level:
The Age of Discovery Discussion Left_bar_bleue85/85The Age of Discovery Discussion Empty_bar_bleue  (85/85)

The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeThu Feb 02, 2012 5:00 am

Updated information on Reks, and added two new species. Also added phonetic spellings to those odd-looking words.
Back to top Go down
Teorius

Teorius


Posts : 129
Join date : 2010-07-06
Location : Sweden

Character
Name: Jonath Zaden
Profession: Thief
Level:
The Age of Discovery Discussion Left_bar_bleue80/80The Age of Discovery Discussion Empty_bar_bleue  (80/80)

The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeSun Feb 05, 2012 10:31 am

Will use this 1 post to add some ideas. Please Marw, do confirm they are valid so I know it works =P


Pry´tem: ("Pri-tiem")a big (Melon-sized), round fruit, green or blue in color. Tastes a bit salty. It is usually grown, and eaten, in poor areas, as it is quick growing and gives much food, but unless processed a lot, not very tasty.. Got a hard shell that take some force to break. The fruit juice can be extracted, and if "cooked" in special forms, creating gel cubes that are eaten as candy by some higher-class families. Creating the cubes does however take a lot of use and removes most of the feeding parts, making it quite expensive to mass produce.


Coromith: ("Coro-meeth") A flower that is used to create a liquid medicine with the same name. It got very strong tranquilizing properties, and breathing in only the vapors from the concentrated liquid and make a grown man fall asleep in a moment. Grows mainly in Northern Elsta and Trikkr.


Thiolinth: ("Thio-lenth") a very rare metal only existing in very small amounts outside the poisonous zones. The color of it varies from purple to blue depending on purity of the metal. Thiolinth is stronger and more durable that any any other metal, but it's rarity has pushed the price for it up, and for the price of a Thiolinth dagger is enough to hire a smaller mercenary army.


Ziithiil: ("Zideel") small lizard creatures, about half a meter excluding the tail. Ziithiils are one of the few herbivores. They got a very strong stomach capable of processing the grass of the world. Most predators eat them, but due to the fact they almost got monopoly on the grass they are able to grow in numbers rapidly. They are not seen as a danger to farms and cities as Reks and Goloves see them as food.


Last edited by Teorius on Sat Feb 11, 2012 8:18 am; edited 1 time in total (Reason for editing : More ideas!)
Back to top Go down
Sinquija

Sinquija


Posts : 159
Join date : 2011-06-27
Location : Somewhere...

Character
Name: Sinquija Cidé
Profession: Warrior
Level:
The Age of Discovery Discussion Left_bar_bleue85/85The Age of Discovery Discussion Empty_bar_bleue  (85/85)

The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeMon Feb 06, 2012 8:56 am

Alright!

The Venators: A group of highly trained, extremely dangerous Turaian men and women tasked to eliminate all religious activities. They need such high level training because many would fight to the death trying to protect their household shrine.

Sonoferra: ("Sonofehra") A type of metal that has a property of being able to produce and mentain incredibly loud sounds when the right energy touches it. The metal is primeraly black in colour.

Fauna:

Rotswert: ("Rohtschweht") A red, man-sized, fast moving reptile related to the rek, they are bipedal and have two tails. The largest females have three or four to balance their front-heavyness. They are carnivorous and hunt in packs. They're saliva is insanely toxic as it contains harmful, cell melting bacteria. This has created a fun way to remember to run when you see them: "One bight and it's good night."






Last edited by Sinquija on Sun Feb 12, 2012 11:59 am; edited 1 time in total
Back to top Go down
Marwonaeth

Marwonaeth


Posts : 331
Join date : 2010-07-06
Location : County Durham, England

Character
Name: Nathan Black
Profession: Warlock
Level:
The Age of Discovery Discussion Left_bar_bleue85/85The Age of Discovery Discussion Empty_bar_bleue  (85/85)

The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeSat Feb 11, 2012 8:04 am

Added trees, grass, Masht and a Folklore section.
Back to top Go down
Teorius

Teorius


Posts : 129
Join date : 2010-07-06
Location : Sweden

Character
Name: Jonath Zaden
Profession: Thief
Level:
The Age of Discovery Discussion Left_bar_bleue80/80The Age of Discovery Discussion Empty_bar_bleue  (80/80)

The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeSun Feb 12, 2012 11:28 am

Thaiseel: ("Day-zeal") a rare orange crystal that is very dense, but translucant. During day, light enter the crystal and is slowed down -a lot-. Hours later, once the light get's through, the crystal looks like it emits it, making it work as a solar cell lamp. The costfree lightsource is commonly used by wealthy cities as streetlights.

Brukild: ("Brochild") a wormlike creature of roughly three meters that drills through the earth and predates on smaller underground creatures. It is also able to draw useful minerals and substances out of the earth it drills through, and can by so keep itself alive even when there is little prey. Mainly lives in Trikkr and northern Elsta.


((Challenge: Find the jokes in the names!))
Back to top Go down
Sinquija

Sinquija


Posts : 159
Join date : 2011-06-27
Location : Somewhere...

Character
Name: Sinquija Cidé
Profession: Warrior
Level:
The Age of Discovery Discussion Left_bar_bleue85/85The Age of Discovery Discussion Empty_bar_bleue  (85/85)

The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeSun Feb 12, 2012 11:59 am

Added some stuff to my post!

Wooooh!
Back to top Go down
Marwonaeth

Marwonaeth


Posts : 331
Join date : 2010-07-06
Location : County Durham, England

Character
Name: Nathan Black
Profession: Warlock
Level:
The Age of Discovery Discussion Left_bar_bleue85/85The Age of Discovery Discussion Empty_bar_bleue  (85/85)

The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeMon Feb 20, 2012 6:13 am

Added info to the Skyborn.
Back to top Go down
Marwonaeth

Marwonaeth


Posts : 331
Join date : 2010-07-06
Location : County Durham, England

Character
Name: Nathan Black
Profession: Warlock
Level:
The Age of Discovery Discussion Left_bar_bleue85/85The Age of Discovery Discussion Empty_bar_bleue  (85/85)

The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeSun Feb 26, 2012 12:03 am

Added the Traingle of Blood to the list. More warbands to be added soon!
Back to top Go down
Teorius

Teorius


Posts : 129
Join date : 2010-07-06
Location : Sweden

Character
Name: Jonath Zaden
Profession: Thief
Level:
The Age of Discovery Discussion Left_bar_bleue80/80The Age of Discovery Discussion Empty_bar_bleue  (80/80)

The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeTue May 01, 2012 11:15 am

((In my latest post I had a little on the Trikkr food, and added a few new things:))

Brassblade Leaf: A plant only natural to the land around Terigan, where it exist in massive amounts. It got the name from that the natural plant is brass colored and sharp enough to cut yourself on. An old legend in Trikkr say that it was originally created when a marvelous tinker was assassinated outside the capital. As he was on his way to die, he drove the shards of his goggles into the ground, commanding them to seek revenge as he gave them "life" with a secret elixir. but in the end an object can not move without help, so all that the shards could do was to spread to one day draw the blood of the assassins. When boiled the leaves becomes soft and moist, and tastes salty but good, something often used in Terigan's kitchens.

Rement grass: ("Ree-menth") A type of grass with very little poison in it that produces a type of grains. Used to make bread-like food in most nations. Edible, even if a little stale if not spiced.
Back to top Go down
Marwonaeth

Marwonaeth


Posts : 331
Join date : 2010-07-06
Location : County Durham, England

Character
Name: Nathan Black
Profession: Warlock
Level:
The Age of Discovery Discussion Left_bar_bleue85/85The Age of Discovery Discussion Empty_bar_bleue  (85/85)

The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeWed May 02, 2012 3:36 am

Added Gallem and Treynos as well as Teo's inventions.
Back to top Go down
Teorius

Teorius


Posts : 129
Join date : 2010-07-06
Location : Sweden

Character
Name: Jonath Zaden
Profession: Thief
Level:
The Age of Discovery Discussion Left_bar_bleue80/80The Age of Discovery Discussion Empty_bar_bleue  (80/80)

The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitimeWed May 02, 2012 7:20 am

A.T.B: A story goes around the ports of Naecai, a huge Treynos, one of the largest seen in generations, clad in metallic armor and with barely any larger fliers leaving it. Any attempt of Asha riders to get close to it have resulted in the death of said riders. Some believes it is the god of the skies that returned and fishermen flees to land when it get close. The tales have even reached into the mainlands more sophisticated houses, where those interested in a good story loves the legends. While it is not known outside, there are much more to it. Many years ago the Treynos were boarded by Trikkr daredevils. They managed to set a harness around the beast's "neck". From there scientists took over the works and built a base around the beast out of metal, most of the top being free so that the creature would remain alive. While a true marvel of the time, the project is unknown but to the higher ranked in Trikkr Society.
Back to top Go down
Sponsored content





The Age of Discovery Discussion Empty
PostSubject: Re: The Age of Discovery Discussion   The Age of Discovery Discussion I_icon_minitime

Back to top Go down
 
The Age of Discovery Discussion
Back to top 
Page 1 of 1
 Similar topics
-
» The Discovery
» The Age of Discovery
» WoW Timeline Discussion
» BERLIN 2019 Discussion Thread

Permissions in this forum:You cannot reply to topics in this forum
The Steamspur Company :: Social :: Roleplay :: The Vericci Circus :: Legend of the Skyborn-
Jump to: