A New World (OOC)

TearsoftheWorld

Radical Dreamer
Joined
Oct 15, 2006
Posts
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--'--<@ Please Send Me a PM if interested @>--'--

Here's a link to the old OOC thread: http://forum.literotica.com/showthread.php?t=547899

For those not familiar with A New World, it is basically a large planet inhabited by a variety of races, including Humans, Furries, Elves, and Orcs. There are many other species available, so if you have on in particular that you would like to see involved, just send me a PM and I'll see what I can do.

More than one character is permitted, though I would prefer to keep the number down to four per role player.

Dwarves

From the Kingdom of Onyx, Dwarves travel far and wide in search of treasures, caves, and adventure. Most travel in packs, and very rarely travel alone. Perhaps one of the strongest of the mortal races, Dwarves live a very long time (often near 300 years or more) and establish long-lasting friendships with whomever they meet. It is advised not to make fun of their height while in their presence.

The Dwarven Capital is called Khul-zanar, a city built deep into the mountains northeast of the Amethyst Kingdom, and is the home of their King, Khulzik Strongbeard. Khulzik is over 250 years old, but maintains the look of a young and strong dwarf. Khul-zanar is the home of 65% of the Dwarven population, the other 35% making their abode in either Belek-zanar or Kirun. King Khulzik has no spouse, something that troubles the Dwarven lords greatly. If he were to die, there would surely be fighting over whom would ascend to the throne.

The Dwarves pride themselves on their skill with stonework and mining, producing from the earth materials that are impossible to obtain anywhere else. They are able to harvest these materials and trade them off for other goods that they can't make themselves, such as rare and exotic foods and spices, etc. Dwarves have this uncanny love for tea, and some would be willing to pay quite a lot for a single cup. But perhaps even more of an oddity is their affection for woodwork items. While they are master stone crafters, the fine art of woodworking is something foreign to them, and they find these creations to be most amusing and precious.

In terms of their economy, the Dwarves exchange one item for another, or resort to using their storage of precious coins and gems. They hold no ties to any race but themselves, refusing to join in any alliances and demand only that everyone treat them on an equal level. There is no official religion for the Dwarves, either, but they are very respectful to those that do hold supernatural beliefs.

Typical Classes: Warriors, Hunters and Thieves (the amount of Dwarven scouts and thieves is very small, only a handful are able to master the art)

http://i142.photobucket.com/albums/r108/elvenchild03/A New World/DwarfMale.jpg
http://i142.photobucket.com/albums/...World/01507_WoW__Female_Dwarf_by_areve_12.jpg


Orcs

Originally from the Spinel Kingdom, the Orcs eventually moved out of their homeland and sought out new places to live. Their traveling packs often came into conflict with neighboring Kingdoms, but for the most part were harmless. Led by their Chief Shaman, the Orcs seek to establish themselves with the natural order of the world, but are known for their strong warriors. They have since returned to their birth place, and established the strong city of Graurkag to the far north of the continent. While it's gates are open to foreigners, very rarely do they receive guests.

Their Chief Shaman is named Viddak and is a very noble and compassionate leader, not caving in to greed or lust for power. Viddak has strong ties to the earth, and yet very few are willing to challenge him. Those that do end up bandaging their behind after he whoops their butt. Although Viddak would love to see peace settle over the lands, he knows that he needs strong warriors, and so he encourages them to practice and hone their skills to the finest point. Orc Warriors make some of the toughest fighters around, their hard skin providing a great defense in case their armor fails. When an Orc raises his battle standard, his wrath is terrible to behold.

Having very little to trade, the Orcs rely on providing for themselves, growing their own food and obtaining their own natural supplies and herbs. If they do trade they bring to the table weapons and armor, though compared to the dwarves it is usually not worth much. They have some coin, but not much. There is no established religion for the Orcs, but they understand that spirits inhabit the earth and they call out to them for aide in their troubled times.

Typical Classes: Warrior, Hunter, Shaman

http://i142.photobucket.com/albums/r108/elvenchild03/A New World/OrcFemale.jpg
http://i142.photobucket.com/albums/r108/elvenchild03/A New World/OrcMale.jpg

Humans

By far the most populous race in the world, Humans have established and divided themselves into two realms: The Emerald Realm and the Sunstone Realm. The Sunstone Realm is ruled by a King and Queen whereas the Emerald Realm is spearheaded by a single overlord, and have been at each others throats for some time. Humans are known for their youth and spirit, being perhaps the shortest lived race on the planet. They are skilled in most forms of combat, and some are even wise enough to study the mystical arts.

The Sunstone
Humans make their formal abode in the capital city of Ladesa while a smaller portion take up residence in the neighboring city of Perth. Large white walls surround Ladesa, giving it a very mystical and grand appearance, the towers within housing one of the most noble of human families alive. Within its gates one can find themselves walking around for hours and still not see the end of the large city. Shops line nearly every corner of the walls while armed guards in shining armor walk back and forth on the street, maintaining order and discipline. King Lian and his wife Cassandra rest comfortably in the castle keep, their son and daughter often hosting special events in their honor. Intermingled with the humans one can often find an Elf or two, perhaps even one of the mystical Cat-people or a dwarf.

Perhaps what sets the Sunstone Realm apart from the others is its concept of a caste system. With the ruling family set aside, untouched for generations, the rest of the people fall into one of several categories: Dawn, Zenith, Twilight, Dusk, and the Night. The Dawn Caste, also known as The Children of Dawn, and is comprised of all the warriors and defenders in the realm. Knights, master smiths, armorers... anyone whose cause is the defense of their great nation is placed into this caste. The Zenith Caste is comprised of those who uphold the law of the city, settling basic disputes on civil matters. For the most part those in the Zenith caste are members of the clergy. The Twilight Caste is made up of scholars and teachers, those who are well versed in lore and the mystical arts. The Dusk Caste include all those travelers who tend to favor adventure and trade, using their skills as merchants to wield and deal, either increasing their personal profits or helping someone else out. The last caste, The Night Caste is made up of those individuals who run the show once the sun goes down. Assassins, policemen, bureaucrats and the like who make sure all is well within the city walls at night.

In terms of religion, there are quite a few prominent ones, though the most dominant (or popular) by far is that of the Unconquered Sun religion. Above all the worship of Light and its path is what its followers seek, using Truth, Justice, and Valor as their guiding stars so to speak. There is a strong focus on the individual and their relationship with those around them. As with nearly all religions, however, one is sure to find the zealotry and their strict rules and traditions, causing them to lose sight of what truly matters.

The Sunstone Kingdom trades extensively with the High Elves and the Dwarves, offering raw materials and agricultural goods in exchange for finer materials such as weapons, armor, building materials, etc. There is a current trade embargo on all goods with the Emerald Realm to the north, and as such the Emerald Realm has restricted trade with Sunstone in return.

Typical Classes: Warriors, Scouts, Thieves, Magic-Users

The Emerald Realm lies just north/northeast of the Sunstone Kingdom, with its main capital being Maevrin. It is there that King Faryn makes his abode, deep within his castle. The large city of Rome lies northeast of the capital, and generates more trade and revenue than any of the other cities in the Emerald Realm. It is there that ships depart and arrive daily, bringing in fresh exports from the Dwarven lands and/or sending off their own resources. Athelm lies north of Maevrin, but as of late seems to desire moving away from its ties to their King and wants to become an independent nation. It currently lacks the economic and military strength to successfully revolt against Faryn.

Crime and poverty seem to be a source of problems within the Realm, though there is a great deal of military oppression that stem any possible rebellions. There is no extensive 'caste' system but the people are divided into two groups: those that have power and those that don't. The only way to move from one group to another is to seize control for yourself.

Typical Classes: Warriors, Scouts, Thieves, Mercenaries, Magic-Users*

*Very few families from the Emerald Realm have the ability to use magic. Those that can tend to hide their abilities or use them secretly to better their position in life.

http://i142.photobucket.com/albums/r108/elvenchild03/A New World/HumanFemale.jpg
http://i142.photobucket.com/albums/r108/elvenchild03/A New World/knight_by_flo_moshi.jpg

Furries

From the Ruby Kingdom. Furries are one of the newest races to emerge in the world. No one is sure how they came about, but they have established themselves in small pockets around the world. While rivaling the Humans and Elves in terms of strength, they are nonetheless weaker than the Dwarves or Orcs, though more agile.

Their capital, Ruby City, is home to roughly half the furry population, but is made up a variety of different subspecies, most notably Dogs, Wolves, Rabbits, Foxes, and Cats. Talon Point is the home to mostly Wolves and Cats (including Black Leopards and Snow Leopards). Cliffport City, which is on the eastern section of the continent, is home to a large majority of Rabbits and Foxes. Goldentail Haven is home to a large population of Dog Furries, though there are other species intermingled here and there. Instead of being ruled by a King or Queen, the Furries are instead governed by a 5 person council, the members of which have lifelong membership and can step down at any point if they wish to. This council makes it home in Ruby City, and governs accordingly.

Their economy is based on Gold and Silver, though they tend to give and take freely from one another. There is no organized religion in the Ruby Kingdom, though certain species tend to acknowledge some other worldly forces that run the planet.

Typical Classes: Warriors, Hunters, Magic-Users, Scouts

http://i142.photobucket.com/albums/r108/elvenchild03/A New World/FurryMale.jpg
http://i142.photobucket.com/albums/r108/elvenchild03/A New World/FurryFemale.jpg

Neko's (catgirl/catboy)

From the Opal Kingdom, Neko's do tend to intermingle with the humans, finding them the closest in origin and appearance to their race. Much like the Furries, no one is sure how they came about, but they have proved themselves strong and capable of handling anything that comes their way, and as such have earned their place in the world. Neko's are quick and agile, though not terribly strong. Alongside the Dwarves, the Neko's are not able to wield magic.

The capital of Opal Kingdom is Simoa. While not as large as most human cities, Simoa is still somewhat sizeable, holding at least half of the Neko population. Their King Felix rules alongside his wife Celia, though many consider the true power to be in the hands of the select few nobles that govern the countryside. The Neko's have a very friendly relationship with the humans of Sunstone, and as such find themselves at odds with those from the Emerald Kingdom.

Typical Classes: Warriors, Scouts, Thieves

http://i142.photobucket.com/albums/r108/elvenchild03/A New World/Catgirl.jpg
http://i142.photobucket.com/albums/r108/elvenchild03/A New World/Catboy.jpg
 
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High Elves

From the Kingdom of Amethyst, High Elves are perhaps the second most populous race on the planet, only outnumbered by the short-lived Humans. High Elves enjoy life as it comes, taking it slowly and not desiring or liking any rapid change. High Elves are distinguished from the other Elves by their fair complexions and golden hair. They are generally tall and strong, but also very agile, and extremely intelligent, producing some of the finest scholars and craftsmen the world has ever seen.

The High Elves are ruled by King Larean and Queen Eldraia, who live in their castle in the city of Adaleir. Tall and strong is that city, set on a large plateau in the middle of a large green valley. The King and Queen have three children: Amalyn their eldest daughter, Adunen their youngest son, and Nesea their youngest daughter. Adaleir comprises of nearly 75% of the High Elven population, the rest dispersed over the continent, but a small majority take up their abode in Arroas which lies on the opposite side of the Dwarven capital, east of the mountains and north of Efenrian.

High Elves pride themselves in their skill in jewel crafting and fine carving. Their weapon and armor smiths have made some of the finest ware known to existence, though as the High Elves are a fairly peaceful race their suits tend to collect dust over the years. With extensive trade between the Dwarves, Sea Elves, and Sunstone Humans, the High Elves keep up with the news of the world and have only recently learned of the Furries to the northwest. The only races the High Elves have given their distaste to are the Emerald Realm humans and the Dark Elves.

Typical Classes: Warriors, Magic-users, Clerics, Scouts

http://i142.photobucket.com/albums/r108/elvenchild03/A New World/HighElfMale.jpg
http://i142.photobucket.com/albums/r108/elvenchild03/A New World/HighElfFemale.jpg

Wood Elves

Have no city to call their own. As such, Wood Elves can be found in nearly all parts of the world that have some sort of forest or woodland area. Unlike the High Elves these Elves have dark to light brown hair, and are skilled in hunting, tracking, and riding. By far the most common Elves around.

http://i142.photobucket.com/albums/r108/elvenchild03/A New World/WoodElfMale.jpg
http://i142.photobucket.com/albums/r108/elvenchild03/A New World/WoodElfFemale.jpg

Dark Elves

Little is known about these Elves. They have a darker complexions compared to the other Elves, and are extremely fierce in combat, wielding to terrible use both the sword and axe, a skill they learned in their dealings with the dwarves. Preferring to be left alone, one rarely sees a Dark Elf outside of his home. Most Dark Elves make their abode in the mountains or in very dense forests.

http://i142.photobucket.com/albums/r108/elvenchild03/A New World/DarkElfMale.jpg
http://i142.photobucket.com/albums/r108/elvenchild03/A New World/DarkElfFemale.jpg

Sea Elves

From the Sapphire Kingdom, these Sea Elves have the most dealings with the other races, offering to them the use of their large ships for traveling over water. Their hair is usually a form of grey or white, and their eyes sparkle like the water itself. Not particularly strong, the Sea Elves usually rely on others to protect them and their coastal cities.

http://i142.photobucket.com/albums/r108/elvenchild03/A New World/SeaElfMale.jpg
http://i142.photobucket.com/albums/r108/elvenchild03/A New World/SeaElfFemale.jpg
 
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The 'magical arts' are a very real and influential part of the world. The main known schools are Holy, Shadow, Ice and Water, Fire and Earth.

Holy includes the ability to repel the Undead, heal the wounded, to call light into dark places, etc.

Shadow is pretty much the opposite of Holy. Those that practice the darker arts are able to bring darkness to those places with light, inflict pain and suffering, etc.

Ice and Water include those abilities that deal with any/all forms of water. One can conjur up frost spells, ice shards, freezing winds, etc.

Fire is the opposite of water, and depending on the strength of the user can possible override it. The user is able to conjur strong flames or quench them.

Earth includes those spells linked in some form to nature. The user can create vines from the ground to trap an enemy, call up large blocks of stone for protection or destroy them.


The only races that are incapable of using magic include: Neko's and Dwarves. Elves are the most adapt at using magic, as nearly each one has the innate ability to use them. Only a select number of Humans can tap into the magical arts, but those that do are among some of the strongest Witches and Wizards alive. Orcs tend to favor more natural magics (Earth, Fire, etc) and generally shun the dark and holy arts. Furries have shown that they are able to wield magic, usually some form of Holy or Earth spells

===

While not completely drawn out, here's a basic layout of where the kingdoms are in relation to each other. The map does not include settlements outside the kingdoms (such as Dwarven villages that might be near a Human city.

http://i142.photobucket.com/albums/r108/elvenchild03/NewWorldMap.jpg

http://i142.photobucket.com/albums/r108/elvenchild03/NewWorldMap-1.jpg

http://i142.photobucket.com/albums/r108/elvenchild03/NewWorldMap4.jpg

Since some of the text is slightly illegible here is a list of the cities/major towns:

1) Adaleir - High Elven Capital
2) Efenrian - Sea Elf City
3) Seiil - Sea Elven Capital
4) Arroas - High Elf City
5) Seillan - Sea Elf City
6) Khul-zanar - Dwarven Capital
7) Kirun - Dwarven City
8) Belek-zanar - Dwarven City
9) Graurkag - Orcish Capital
10) Kelimar - ruined High Elven City
11) Telimar - ruined High Elven City

12) Simoa - Neko City
13) Ellin Vale - Neko Capital

14) Ladesa - Sunstone Capital (Human)
15) Perth - Sunstone City (Human)
16) Maevrin - Emerald Capital (Human)
17) Rome - Emerald City (Human)
18) Athelm - Emerald City (Human)

19) Thalamus - Neutral City (Human/Furry)

20) Ruby City - Furry Capital
21) Talon Point - Furry City
22) Cliffport City - Furry City
23) Goldentail Haven - Furry City

**The Dark Elves and Wood Elves have no 'official' city, as they tend to make their home wherever they can**
 
I've provided two charts, one that has the factions labeled and the other is color coded in case the first is a bit confusing.

http://i142.photobucket.com/albums/r108/elvenchild03/NeutralityChart.jpg

http://i142.photobucket.com/albums/r108/elvenchild03/ColorChart.jpg

---

Friendly: Good relations between the races. Trade has been firmly established and ambassadors remain within the cities.

Neutral: Trade is established but not firmly. Ambassadors move to and from the cities.

Unfriendly: There is little to no trade at all and no political contact unless peace is desired.

Hostile: Absolutely no trade. For the most part unfriendly towards opposing sides allies. Fights commonly break out between opposing sides, usually resulting in death.

===

Only the Sunstone and Emerald Humans are classified as being 'Hostile', the result of territorial disputes and trade agreement rights between the two nations. The Lord of the Emerald Realm has often accused the King and Queen of Sunstone as being too oppressive of its people (which is untrue) and he seeks to disrupt their activities at every turn. Since the Sunstone maintain a friendly relationship with the High Elves and the Neko's, the Emerald humans distrust them and consider their relationship as being 'Unfriendly'.

In trying to find allies, the Emerald Realm sought after the friendship of the Dark Elves, earning them disfavor in the eyes of the High Elves and the Neko's.

In essence, if the Sunstone Realm favors one race then the Emerald Realm does not. The Neutral Races prefer to remain out of political disagreements and seek to establish trade relations with everyone on an equal level.
 
http://i142.photobucket.com/albums/r108/elvenchild03/Delmara_by_reiq.jpg

Name: Delmara
Age: 27
Race: Human
Height: 5'6"
Hair: Black
Eyes: Brown

Skills:
Small daggers, staves, Ice and Water spells

Appearance:
Fair of face, with sharp eyes, long, dark hair, and lightly tanned skin. She wears the royal Magister's garments, leaving a portion of her thighs, midsection, and large breasts exposed. A heavy, grey cloak surrounds her body, and she usually leaves it open.

Bio:
Delmara was born into a family that prides itself on its ability to use magic. It was no surprise, then, that at the age of 5 she was able to conjure her first spell. By the age of 10 she was enrolled in a private and very prestigious school for growing Witches and Wizards, taught by the brightest minds of the age. Over the years she grew up to become a very beautiful woman, strong willed and exceptionally smart.

Delmara is currently heading towards Ruby City, acting as the human ambassador of the Sunstone Kingdom. She immediately jumped at the chance to visit a distant land, and she was stunned at what she saw when she arrived on the shores of the Ruby Kingdom. Creatures just like domestic and wild animals... standing on feet with human-like features and capable of speech.
 
I am definately interested. I"m still thinking of character ideas though. I"ll try to narrow it down and post something tomorrow. :)
 
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