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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
This thread is provided for the writers in the Acranium story. Please no one post in the thread except me. If you are a writer in Arcanium and dispute anything on here please let me know on the Arcanium OOC thread. [Edited 1 time, last edit on 8/14/2003 at 19:52 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
GROUP EQUIPMENT Relthe: 1 set of clothes 2 daggers in sheaths on hips (enchanted) 1 dagger in boot 1 wizarding ball 1 small waterproof leather cloth 1 silver dagger, 7 coppers (Great Plains) 1 sword (Jayck's) Dalinor: 1 set of clothes 1 bow 1 quiver (arrows unknown) 1 sword in sheath 1 flask of healing liquid 1 pack 1 Dtarn skin blanket presumably some armor, unknown Some Illdean coins Some raw gold Josua: 1 set of clothes (strange) Willard: 1 set of clothes (strange) Jennifer 1 set of clothes (strange) Andrea: 1 set of clothes (strange) [Edited 6 times, last edit on 8/19/2004 at 23:40 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
WEIGHTS AND MEASURES Most measures come from Illdean and are used throughout the lands. Lengths: 1 band (b. 1/2 cm) 10 bands = 1 link (l. 5cm) 5 links = a chain (c. 25 cm) 4 chains = a measure (m. 1m) 100 measures = a stretch (st. 100m) 12 measures = a mile (mi. 1,200m) 5 miles = a span (sp. 6km) Weights: a feather (f. 1 2/3gm) 12 feathers - a weight (w. 20gm) 12 weights - a load (lo. 240gm) 12 loads - a haul (h. 2.88kg) 12 hauls - a cart (ca. 34.56kg) Fluids (An exception. All fluid measures in use now originated with the wizards of the water tower): a drop (dr. 6.944ml) 12 drops - a splash (sp. 83 1/3 ml) 12 splash - a drift (d. 1 litre) 12 drifts - a floe (fl. 12l) 12 floes - a poul (p. 144 litres) 12 pouls - a storum (ss. 1728 litres) [Edited 5 times, last edit on 8/16/2003 at 05:57 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
CURRIENCIES Metal....Name......ValueIlldean Illdean only accepts it's own coins and gems, by law (laws are broken though). copper...Penny.....1 silver...Lady......6 silver...Lord......36 silver...Noble.....216 gold.....Earl......1296 gold.....Duke......7776 gold.....Imperial..46656 Free Cities The Free cities accept any coins but they value them a bit lower than their worth. They are great traders and will haggle well. copper...Penny.....1 silver...H.Weight..10 silver...Florin....100 silver...db.Weight.1000 gold.....Shield....10000 gold.....db.Shield.100000 Tauran & Dail (and the rest of the great plains) The Great Plain lands are generally fair, but only pay out in their own currency. copper...Knife.....2 silver...Dagger....40 silver...S'sword...200 gold.....Bow.......1000 gold.....L'sword...20000 Starsail Haven Very isolated, low in metals but high in gems. Coins are very small. They have no use for Illdean coins, but the coins of the free cities will be worth heaps. copper.............1 silver.............20 gold...............500 gems...............5000+ Deriough Deriough coins are the same as those of the Free Cities, though their coins are of lower quality and attract a slightly lower value. As they also have a fair mix of coins from the different nations there, most outside coins are valued by weight. The exception is Illdean coins, which are generaly accepted at value. Exceptions to this are cities far to the south or to the east. This is especialy true of 'The Gate'. Remember: Everyone haggles everywhere, these values are just a rough guide. COIN SIZES: (Still to be really worked out) Illdean These coins are extremely well forged. In addition they all are affected by tricks of the wizards, that make them unique and easy to differentiate from normal coins. They are praticly unforgable; hence their value does not come directly from the metals used to make them (which despite their appearance is actually quite little). copper penny : 3mm r, 1mm thick, round silver lady : 6mm r, 2mm thick, round silver lord : 8mm r, 2mm thick, round silver noble : 10mm r, 2mm thick, round gold earl : 8mm r, 3mm thick, round gold duke : 10mm r, 3mm thick, round gold imperial : 12mm r, 4mm thick, round Free Cities and Deriough These coins are almost pure metal, and range from small to very large. Valued by weight. I disagree strongly with these for now, we need to talk about them and decide. Tauran, Dail & the Great Plains. Scrappy coins that are valued by weight. There aren't many of them in circulation. copper knife : 2b wide, .25b thick, round silver dagger : 2b wide, .5b thick, round silver s'sword : 3.25b wide, 1b thick, round gold bow : 2b wide, .5b thick, round (with .5b wide hole) gold l'sword : 5b wide, 1.5b thick, round Starsail Yet to be done. [Edited 14 times, last edit on 8/15/2003 at 22:52 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
ARCANIUM MONTHS The Months of the Seasons: Dexor (Spring) Torthi Curth (Summer) The passage of Quezeant (High Summer) Ouva (Summer) Duvei Oubli (Autumn) Nelth Sorcha (Winter) The passage of Quezanuot (High Winter) Senth (Winter) Qauli The Passes of the Blood Moons: Five passes of the Blood Moons are exactly equivilent to one seasonal year. The Blood moons are tied in with the twilight lands, the Preserve/Revenge Forests, certain magic and certain creatures. The moons cycle three times you might notice. I have alot of thoughts on the blood moons, but just for now I might say: The War Years: A higher level of power overall, 0 moon passages here are better than any other years. The Struggling Years: Times of turmoil. The more moons the more powerful, then less moons the less powerful. 0 moon passages here are the least powerful of all the years. 3 moon passages are better than any year. Death: Lower level of power than the other years. 3 moon passages are the worst of any years. In addition, all the named passages have special things about them. Details of the moons in the sky in more detail: 1 = in the sky, 0 = not in the sky. WAR (years 1,2,3) No.Moon Large Bright Blood Special 1 1 0 0 3 1 1 1 0 0 0 0 2 1 1 0 1 0 1 0 Torch 1 1 0 0 1 1 0 0 2 1 1 0 2 0 1 1 Fires 1 1 0 0 0 0 0 0 0 0 0 0 1 1 0 0 2 1 1 0 3 1 1 1 The War STRUGGLE (years 4,5,6) 1 0 0 1 Wounds 3 1 1 1 0 0 0 0 2 0 1 1 1 0 1 0 1 0 1 0 1 0 1 0 2 1 1 0 The Duel 2 0 1 1 1 0 1 0 0 0 0 0 0 0 0 0 1 0 1 0 2 0 1 1 3 1 1 1 DEATH (years 7,8,9) 1 0 0 1 3 1 1 1 Bleeding 0 0 0 0 2 1 0 1 1 0 0 1 1 0 0 1 1 0 0 1 2 1 0 1 2 1 0 1 1 0 0 1 0 0 0 0 0 0 0 0 Seeds 1 0 0 1 2 1 0 1 3 1 1 1 [Edited 8 times, last edit on 9/17/2003 at 03:10 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
MAP LINKS Current Map: NOTE: The map is currently down. We need to set up a new one. [Edited 3 times, last edit on 7/10/2004 at 07:22 (GMT -5) by Duke Ravage] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
GENERAL SUMMARY These are the things I think we can work on for background information when not working on the actual story. Some don’t require much more work (Relthe already has a background, Dalinor a little one) but some do. This is updated as regulary as I remember to do it. Things marked with a * would probably be best renamed, suggest away. Nations: Note: Dail is the Capital of the three nations, but it's not part of any of them. Sarvent: Originaly populated from Illdean, through northpass. Dangerous and wild. Only one notable city, Lurbretz. Illdean: The oldest nation. They have a king. 4 discticts; West has a Wizarding guild, the north has the Order of Dawn. Once-powerful but currently set by strife. Deroiugh: Deriough is a confederation. The capital and main city of Deriough is Deriough. There is a king in Deriough. Was populated by people from Illdean (via the great plains). Mountains: The Grozbard Ranges. The Great Southern Reaches The Dark Steps The Bone Mountains The Cold Mountains Small Mountain The Sea Tower The Southern Ranges The Western Ranges Dry Mountain The Broken Hills Water Features: Lake Deepwater The Frozen Lake River Elendrant Endless Falls The Teepwater (Greater and Lesser) The Great River The River Whip The Alkazat The Mountain Flow Sparkling Falls The Living Sea The Ocean Deep *The Unknown Sea *Misty Ocean The Dead River Quelral's Bay *The Ocean *The Sea Forests: The Search Wood (The Forest) Nature's Preserve Nature's Revenge *Forest1 *Forest2 People Relthe Dalinor Josua Willard Jennifer Andrea Jaegron The King of Deriough The King of Illdean Perdzagh the False The Hero Josua has his soul twined with. Feldor (Dtarn talking wizard) The Archbishop of the Order of Dawn Lonvej Elementalists Guard Captain The Caster Jayck Tiner, the Dunn guard captain Pella, the owner of the Dunn tavern The Laurist Sarman A Prophet in Jamid. Groups: The Order of Dawn The Wizarding Guild The Blademasters Treculars The Order of Four Towns or Cities outside the Nations Dunn Dail The Free Cities The Gate Tauran Starsail Haven Tamber (north from Dunn) Jamid (southeast from Dunn) Other Features or Landmarks: The Dead Lands The Fringe Lands The Wild Lands The Fringe Lands The Oracle Desert Desolate Point The Tower of Aiba The Dark Castle The Broken Lands The Dusty Dunes The Dead World The Blood Belt The Great Plain of Nurathor The Chasm of Chardor The Ocean's Teeth The Drowned Islands Unknown Island Sodden Valley Corkscrew Pass Ruins from earlier ages ? Gods: Treculan Obaerno Davina Komba Mazia Somanaba Stasom Kibuph [Edited 6 times, last edit on 8/18/2003 at 22:43 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
MAIN CHARACTERS Relthe: Sex: Male Age: 27 Height: 1 m, 3 c, 2 l (185cm) Weight: 25 h (72kg) Eye colour: Green Hair: Shoulder-length, very dark brown Skills and abilities: Relthe is a very keen dagger fighter, having learnt his skills during his youth and continued to hone them with more formal training when he became a wizard. His reflexes and speed are excellent and he is a dangerous fighter; he can more than hold his own with them. Tricks: Scrying. (sound only, heard in head) Light. (amount controllable, depending on effort) Warmth. (himself or ball) Shading. (can colour himself, must be immobile) Tell Direction. (compass directions) Change appearance. (Wizarding self only) Mental prod. (spurs memory, can be used to confuse and attack minds. Requires physical contact.) Share. (share his perceptions/mind in a very simple sense. Requires physical contact.) Understand languages. (coherency depends on how far removed it is from the languages he can actually speak) Background: He was raised on the streets homeless. There were no parents that he knew of (In reality they were dead. Mother was a local girl who died giving birth. His father was a bard who traveled all over and died unromantically in some far off land.) His was a tough life, but was favored by having tough friends. Under their protection he survived his youth quite well despite being a more fragile child. At this time Jaegron had just come into power and was intuiting reforms through the city. Jaegron's power relied on the backing of many disparate groups that he had to appease, and they all got in each others way. Under this squabbling East Illdean was slowly falling into decay. In this time of confusion life on the streets began to get out of hand. Relthe started knife fighting in his pre-teens, quickly becoming quite dangerous with the blade. He and his friends soon came to legitimate employment, finding that as bodyguards they could lead their aggressive lives in legality. Relthe lived as such for about 5 years, from his 14th to 19th birthdays. In his 19th year he and his friends were found worthy of joining the city guard. The smartest of his friends, he was marked for advancement and he began to be educated. The wizards ran the education in Illdean and Relthe’s quick mind was soon chosen to undergo more involved training. He never lived up to expectations in his wizarding skills but was smart enough to know what a good thing he was on and after 5 years of struggle he was accepted as a wizard. As a wizard life was much better in east Illdean and Relthe began to enjoy himself. As he wasn’t much of a wizard not much was ever expected of him by the community. Instead he began to involve himself in social circles, enjoy his freedom and the company of the local elite. He spent more time honing his fighting skill and attending parties than on his tricks, and was quite popular. A small faction of the community began to dislike him, particularly those established wizards who felt that his lack of talent and love of such ‘common’ things at fighting and partying disgraced the importance of being a wizard. The city was becoming increasingly insular, with these conservative wizards, holding much of the power. Relthe grew aware of these feelings against his self, and was not impressed. He fought back, partying more than ever, ignoring his wizarding skills and speaking loudly to those who would listen about the problems in the city. Relthe was still quite ignorant to high politics and didn’t realize that his actions were causing a division within the community. Many were falling in behind him, echoing his thoughts and lending him support. Relthe had no idea; as far as he was concerned it was just like a little brawl on the street corner, standing up to the bully and getting him back. He was set up and they tried to kill him. He fled. To back up their accusations they had him hunted down. They don’t really care if he’s found because they know he’s a useless wizard, but they needed to discredit him to solidify their power again. Other: Relthe has three daggers. One in his shoe, which is a small throwing dagger, and one on each hip. The two daggers on his hips are his pride and joy. The one on his right hip is a long bladed dagger, about 17 inches long, almost a short sword. The one on the left hip is shorter, around 10 inches. When he fights he has the long bladed dagger in his left hand and short bladed one in the right. The daggers are enchanted. They are unadorned and dull looking, despite having well maintained grips. The steel looks cheap and old, and prone to breaking. Most people would dismiss them and being poor and not worth using. (Though some might not, as they might pick up on the excellent weight of them, and the well maintained grips.) They are rustproof (though they look a little rusty) and have very keen edges. Relthe's wizarding ball is not actually a ball. It's more egg shaped, being three inches long and two 1/2 wide. It's solid, but not heavy. It's completely white, colored with faint veins of lighter white that would only be noticed under very, very bright light. The ball is a mark of a wizard, and each one is unique. If the ball fell into another wizards hands (or vice-versa) they would be able to know alot of information about Relthe, up to him passing into wizardhood, which happened when he was 25 (a year and a half before the start of the story). He is powerless without the ball, but the ball would not give another power over him. The ball floats and is indestructible by physical means. Character: Relthe is smart and confident, but also very ignorant in some ways. He's a city boy and he hasn't really grown up that much since he was 20; first he was too busy, and then he was too distracted. He has lost a bit of touch with world and tends to go between his very isolated 'street tough' view (practical but naïve) and his pretentious 'new wizard' view (spouting information without common sense or understanding). He's not naturally aggressive, but it's a pattern of behavior he can slip into because of his childhood. He likes to go his own way sometimes; he doesn’t really want to lead but he doesn’t want to follow those he doesn’t like either. He can talk too much at times. Though older than the others, he is going through a similar experience: He’s just now realizing how much more there is to the world, and he’s been thrown in the deep end. [Edited 7 times, last edit on 8/16/2003 at 20:24 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
Willard: Somewhat timid, not really strong physicaly. Had great untapped mental/magic powers. Eager to learn. Age 18 [Edited 2 times, last edit on 8/20/2004 at 00:03 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
Jennifer: age 17 pratical, loyal, a bit of a leader, wary, bold, slighlty tomboyish, but in a .. nice way :) [Edited 2 times, last edit on 8/20/2004 at 00:04 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
Josua: Sex: Male Age: 20 Height: 5'11 Weight: 170lbs Eye colour: Brown, flecked with green Hair: Brown Skills and Abilities: Resistant to magic (wizarding tricks, Elementalists abilities, etc) Very strong and resiliant Background: Josua knows nothing about his past. Other: Soul twined with that of a hero from a past age. Character: He appears to be around 19 or 20; he has a youthful, if grave, face. Green flecks stain his brown eyes, and a stubborn man looks out from them. A spattering of freckles show across his nose. His face is framed by a firm jaw and short, brown hair. Broad shoulders support him, and muscular arms extend from them, a weightlifter’s arms. His body also shows some evidence of weightlifting: firm pectorals and clear abdominal muscles. The legs look much like those of a runner; overall, he gives the impression of a man who runs while carrying heavy loads. He is dressed in stained, loose blue jeans and a belt, and a dirty white T-shirt. He wears running shoes. He is a very stubborn man, and likes to have things his way. When people don’t let him have his way, he may be prone to force it, unless shown that another way is easier. This stubbornness makes it very difficult for him to cope with sudden and radical changes. Sometimes, if he is given a lot of new information, or changes, to assimilate, he simply fails to. Depending on other circumstances, this can lead to a nearly comatose, “blank” state, in which he accepts anything and everything without any thought. He is not stupid, although he is by no means smart either. He oft prefers to take the easier path, weather or not it is the best path, but he rarely can pick it out on his own. Often he just takes the most obvious, which more oft than not leaves him in difficult circumstances, which he then tries to force his way out of. He also has very little patience. If given a locked door and a ring of keys, one of which opens the door, he is more likely to try to break the door than go through all the keys. [Edited 4 times, last edit on 8/19/2004 at 23:39 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
BRIEF WORLD HISTORY PRIOR TO THE STORY Illdean is the oldest nation. People moved from there south to the lands of Deriough, where they grew quickly due to the bounty of the lands. This eventually resulted in strife, there were wars with in that land, many many little ones and a few big ones. At time to time one group would gain significant power, and wars between Illdean and Deriough happened at this time. The wars often took place on what is now known as 'The Blood Belt'. No one ever really one, the Furthest they ever got was penetrating into south Illdean, before being quickly defeated. Illdean never stood a chance of attacking Deriough (these lands are by far the most populated, but spread of a much larger area. Lots more towns, less big cities. The capital of Deriough is by far the biggest and most powerful) Eventually they grew peaceful. Perhaps the had to fight a war against something that came over the desert. Deriough sometimes was beset by things from the forest and the reaches (Nature's Revenge, Southern Reaches). Later stage of people movement was north from Deriough to the free cities. At some unknown time people had come west from Illdean, through northpass, to settle in Sarvent. It's important to note here that the people in the free cities and those of Sarvent are therefore -very- different. The lands aren't huge huge, and travel for those equipped to do it doesn't take that long. But the world isn't very well travelled by most people, so we have to explain this. There are a few reasons I can see. 1. The lands are dangerous. Dtarn, Nerin, Goblins, Orcs. And this is just the easier areas, who knows about the beasts and foes contained in the lands not normally travelled. (I'm thinking about cities of beings who don't like humans, a *real* foe or something.) 2. The current nations are not that old. Perhaps a few hundered at most. Sarvent, the newest nation, might only be 100 years old or less. 3. The lands are harsh. Winters can be impossible, high summers crucifying. The search wood is dense and dangerous, many get lots there. The mountains are no picknicks. The desert is a death trap. Much of the land is not fit for human settlement (the fringe lands, the broken lands, the dead lands, the northern tundra) 4. Population levels were generally low and dispersed. 5. People were settled, they had migrated a bit over time, but wars and the danger of living, and the low populations, required that many cannot afford, or wished to, travel. 6. people were still recovering (unconciously) from the earlier ages, when the lands were embroiled in constant strife, and have been living, and wanting to live, safe and normal lives. However: Much time has passed and a few people are now growing out of these things, and the areas are opening up again. This period of peace and easy lives have caused a bit of a population growth spurt. Cities are bigger, there's more money flowing about. There are more explorers than ever before. More treasure and bounty hunters. More new societies trying to branch out on their own. People have forgotten about the past, the wars and the chaos, and are growing tired of normality and peace (unconciously), they're bringing the edge back into life. But the lands are still dangerous, though the mentality has changed the lands have not, if anything they have grown worse over time. It's just now people are willing to tackle it. This is all very recent, as in within the last 15 years. Only really becoming noticable in the last 5. [Edited 1 time, last edit on 8/15/2003 at 01:25 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
GROUPS The Order of Dawn God: Stasom Kibuph Formation: Every Order priest or paladin begins as a novice. He slowly progresses to the rank of faithful After this the ranks depend on which path he picks. Paladin: 1 : Crusader 2 : Templar 3 : Believer 4 : Perceptor 5 : Archperceptor Priest: 1 : Parson 2 : Deacon 3 : Bishop 4 : High Priest 5 : Archdeacon In control of it all is the Archbishop, at present one of the more powerful men of the land. Range: They hold influence all over that lands of Illdean, with their 'capital' city being in that of Holdtown, in the north. Though they have scattered holdings throughout the lands they havn't managed to obtain many followers outside Illdean. They are held with esteem and respect in the south, particulary the Palidins, but havn't penetrated to the north-eastern lands at all. Due to their holdings around the world, and the battle prowess of their Paladins, they are one of the most widly travelled and knowledgable groups in the world. Beliefs: They were founded by a group of people who knew that there was one Creator, Stasom Kibuph (figure it out). They believe that Stasom Kibuph created life to exist for itself and one day would sweep away those who were not worthy to have the gift of life he had placed upon them. History: The Order's beginning are mostly lost in the past, but it is certain that it began in the flame and death of the old Empire. In the past the whole Nation of Illdean was unified under their banners but recently The Order has lost alot of influence, due to growing corruption in the governement. Their influence in the common lands and East Illdean is mostly political now, their physical influence has contracted to the North and the South. The west is also trying to become more independent, but their location makes it a slower process. The Order has influence in the South because the lands there were ones that past wars were fought through. That tradition means the Palidans in particular are still held in high regard in that region. They have recently agreed to "co-exist" with the Church of the Four, and not engage in what teeters on the brink of religous war against each other. [Edited 4 times, last edit on 8/16/2003 at 20:40 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
The Church of the Four God(s): Obaerno, the Lord of Eternity, and His Children: Davnia, the Lord of Wind and Visions Komba, the Lord of Earth and Creation Mazia, the Lord of Water and Healingg Somanaba, the Lord of Fire and Destruction Formation: No Band: Uninitated Elementalist "priests" are granted powerful elemental ablilitys through their faith. Upon entering the priesthood, they undergo several rituals to determine if they are fit to carry their Lords' word on Earth, the last of which shows them their true calling -- which Lord they should serve. The Order of the Prophets (Davnia), Leaders (sight, lightning). The Order of the Creators (Komba), Builders and guardians (construction and protection, such things as raising walls of stone or turning a person's skin into stone). The Order of the Restorers (Mazia), Wandering missionaries, healers (healing abilities, icy powers). The Order of the Crusaders (Somanaba), Knights (fighting skills, fire abilities). Each Order has 6 Bands: 1st: Initiate 2nd: Acolyte 3ed: Maiest 4th: Laurist 5th: Dunvian 6th: Master Primary/secondary colors for each order: Prophets: White/Silver Creators: Green/Black Restorers: Blue/Purple Crusaders: Red/Gold Primary color is used on armor and formal robes; secondary is used mainly in awards and to display rank. There is a Seventh Band in each Order. These four are the greatest Priests, one for each Order, and are seen as the embodyment of their Lord on the planet. These priests are rare, and the bands are often empty. There is only one currently: 7th: Lonvej, Messiah of the Order of the Prophets. Range: Their Citadel is in the town of Tauran, in the east of the Great Plain of Nurathor. Their influence stretches north nearly to the border of Ildean, east to within thirty miles of the Search Wood, south to the edge of the Great Plain, and west to the Blood Belt. Beliefs: The Church of the Four believes that all things are governed by four Lords: Davnia, the Lord of Wind and Visions; Komba, the Lord of Earth and Creation; Mazia, the Lord of Water and Healingg; and Somanaba, the Lord of Fire and Destruction. They are all the children of Obaerno, the Lord of Eternity, who left on a great journey long ago. Acording to their priests, when Obaerno left, the Four Lords built the world together with their powers. According to them, the world will end when Obaerno returns and destroys his children and their creation, and makes them again. History: The Elementalists are a relatively small Church, but recently they have been growing quickly. They still have little influence. Recent strife in the North has caused many of the Crusaders to be sent there, to quell uprisings by several men claiming to be Obaerno's new children, and saying the "end of the World is at hand." The Church does not support these prophesies. One of these "upstarts" has recently been put down along the fringes of the Search Wood, and seveveral high-Band Crusaders, along with a small army of trained, although Uninitated, infantry, are still in the area. Some Creators and Restorers are also about, repairing the damages from the fighting. [Edited 3 times, last edit on 8/15/2003 at 03:11 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
The Treculars God(s): Treculan, who has three heads and three arms: Right Head: That of a wolf. It holds a club and it's being awake signifys war. Left Head: That of a Zerph (a rodent of Sarvent, usually a symbol of peace). It holds a leaf and when awake signifys peace. Centre Head: That of an eagle. It holds a feather and when awake signifys that there is someone very wise in the world, or that great changes are ocurring. Formation: This is a very loose church, with only two "ranks": the Listeners and the Speakers. Training to become a Speaker is very simple, recieving it is rare as each Speaker is only allowed to teach two other people to become a speaker in their lifetime. This only takes place when they are getting old and won't be able to Speak for much longer. It is somewhat socialistic in its system; the belongings of the followers belong to all of the speakers, and may be used by any of them. Those chosen to be speakers are often well into middle age, and have proven themselves coutless times. There has never been a speaker who abused his position. Range: The Treculars are spread pretty much evenly across the entire area, but origionally formed in the North. They have no orginized military or government, nor to they build churches or temples. It has tended to carry into the newer lands where there is less orginisation and living is harder. For these reasons is the dominant religion in the east, particulary in the nation of Sarvent and the fringes of the free cities. However, their belief system also appeals to the common person, and they have a followers pretty much everywhere. Beliefs: They believe that all of existance is watched over by a single god, named Treculan. Treculan has three heads and three arms, and sits on a golden throne beneath the earth, from which he watches the earth and governs what happens. Most of teh time, one or two of the heads are asleep. The heads that are awake determine what happens in the world above. The right-hand head is that of a wolf, and it's hand holds a club. It is irregular in it's sleeping; sometimes it will sleep for hundreds of years and then awaken in a day, others times it sleeps for only a couple months. It's being awake signifys the onset of war. The left head is a Zerph (a type of rodent that lives in Sarvent, usually a symbol of peace), and it's hand holds a leaf. This head is often awake, but is rarely awake at the same time as the wolf-head. Generally, it indicates peace. The center head is an eagle, and that hand holds a feather. This head sleeps deeply, and only rouses itself once or twice every thousand years or so. It is wise, and often, it being awake means that there is someone very wise in the world, or that great changes are ocurring. History: It is are a very old religion, originating and still firmly based in the hands of the common people. The provisions granted Speakers often frightens away many of the richer folk, the merchants and the nobles. Hence, this church generaly has very little influence in the courts. However, were the entire "church" to gather in one place, they would make a formidable gathering, as well as depriving many areas of labor, and it has been know to express this power when absolutly necessary. [Edited 5 times, last edit on 8/16/2003 at 00:13 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
OTHER CHARACTERS Dalinor: Dalinor was in North Illdean, at the city of Holdtown. This city, and the district of North Illdean, is the home of the Order of the Knights. Dalinor was with a group of knights we were sent out to impose some law and order in the Commonlands. He was second in command of the group. Recently the area had become a bit of a mess. The findings there resulted in the group being sent out accross to East Illdean, checking through on some of the main villages inbetween. The group toured through the Illdean district, going about their findings and restoring order. Dalinor grew disenchanted during this time. He personaly felt that the knights were looking in the wrong areas. He had seen ties to Sarvent in the areas, but all the blame and investigation was being put in other areas. Time was wasting and nothing was getting done. Dalinor became fed up after the continued lack of progress and was annoyed at being constantly ignored. After weighing up his thoughts he decided to set out and do the investigations himself. Following up his personal observations and hunches he decided to journey to Sarvent. He went AWOL from his group and set out east. As he was leaving the area he heard a bit of the fuss about Relthe and his fleeing, but mostly ignored it. This is why he so readily believes Relthe's story, because he saw many indications himself that it might be true. When he met the party he was still on his way east, to Sarvent. When he heard Relthe's story he decided things were getting serious too quickly and he needed to warn Deriough, and seek advice there. It was the group of Knights Dalinor deserted that was sent chasing after Relthe. [Edited 1 time, last edit on 8/15/2003 at 01:19 (GMT -5) by Lamaros] |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
More updates with months and the moons! For now, please put any comments and disagreements on the ooc board so we can finalise this stuff! Still to do: Rewrite Brief History. Finalise Curriencies, Recieve details for other writers characters (hint hint). Refine Dalinor and Relthe Proofread everything. |
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Duke Ravage Moderator on this forum Gravebane Zombie Last page view: 5661 days, 3 hours and 54 minutes ago. |
I'm taking over this thread now, with the absense of Lamaros. The map is down, we need to fix that, plus everything Lamaros said in his last post in this thread... ivan.sourceforge.net |
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Iridia Registered user YASD Last page view: 3754 days, 34 minutes and 16 seconds ago. |
...And the crowd goes wild. (Seriously. Update the story. We need more than just two people...) Die Gedanken sind Frei |
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Lamaros Registered user The sieve Last page view: 7167 days, 2 hours, 59 minutes and 1 second ago. |
Slightly updated. Really needs a lot of work done, but for now it will do. The map loss is really annoying. but the only cpoy might exist on my ex's computer, and she's being mean to me right now. :P |