IDreamofBunnies
Literotica Guru
- Joined
- Nov 13, 2002
- Posts
- 599
Hello one and all, it's been quite a while from the last time I posted in these forums and now that I am no longer so psycho uptight I think I'll give roleplaying here another go. In the past I have been something of a control freak in some games so I have decided to do something different that fits in with my new schedule (meaning, I don't have as much time to post as I did way back when), I'm going to create a world, a few choice NPC's to work with and leave it be. I have planned no major storylines, not even a reasonable introductory story. I leave that to you, dear readers. Create a character and dive in, create stories with fellow posters. Of course if someone feels as if they need a little help, they can talk to me over Private Messages. Here we go!
Dalaan (DAH-LAHN) : An Earth-sized planet orbiting a yellow sun with four moons orbiting it in turn. While Dalaan is millions upon millions of years old, it's recorded history and inhabitation by "intelligent" life occupies a small fraction of the planet's life. The planet is teeming with life; both within the oceans that cover about 65% of the surface, and atop the pangean continent of Haeyreth (HAY-RETH).
Intelligent Races: There are so many species of creatures on Dalaan that a loose set of requirements have been established by sages to determine if a race can be called intelligent. These include:
- The use of tools
- Creation of a written language
- Abiltiy to set abstract value on items other than food
- Tendency to kill for reasons besides self defense or hunger
But even with these four basic principals there are races that do not fit the mold. The Jarbachen have no uniform written language, their crude pictograms vary between tribes, The Morbihans on the other hand, lack the emotional vissecitude necessary to kill outside the bounds of self defense but both races are considered to be intelligent.
Here are the known races...
Morbihans: Lithe and graceful, these tall humanoids evolved from prehistoric plantlife. Their bark-patterned skin comes in shades of stark white and every shade of brown eventually leading to black. Their vine-like hair is worn long as it a living extension of their bodies, their eyes are always green or brown. Requiring only sunlight and water to survive, Morbihan societies tend to be provincial communes dedicated to the cultivation of intellectual pursuits and protection of the young. A Morbihan with access to clean water, fresh air, and sunlight can expect to live for 500 years, reaching maturity at 100. They have one language that has but one dialect, Chloris, it is a difficult language for outsiders to learn as Morbihans are instructed over the course of 50-60 years. Other races find the Morbihans unusually cool and unmoved by nearly anything.
Jarbachen: Savage and barbaric, these squat humanoids have evolved from fungi and molds. They thrive in the dark, damp places in the world favoring warmer climates over cold. Their highly porous skin can be any shade of green, gray, brown, yellow, or violet and Jarbachen gather with those of their own coloration, denouncing the company of other colors as impure blasphemies. When they aren't fighting amongst themselves they lead night time raids on the surface races. They have no written language but have numerous dialects of their spoken language: Jolgoth. Jarbachen live for about 60 years, reaching maturity at 15. Every century or so, leaders of different colors form an alliance, ending their self inflicted genocide in favor of holy war against all other races.
Umnachs: Adaptive and varied, the Umnach evolved from early primates. They run the gamut from demonic to beatific. Humans have demonstrated greater feats of artistry than the Morbihans and baser depths of depravity than the Jarbachen. They are highly fractitious, given to warring amongst themselves and other races. They are usually on good terms with their Kharbin and Vulpex neighbors but find the Jarbachen too grotesque and the other races too alien. Umnachs resemble the human race of Earth and come in all of the same shapes, sizes, and colors. In ideal surroundings and circumstances, an Umnach can live to be about 120 years old, few make it to 80 however. They reach physical maturity between the ages of 13-20. They are a point of the "Urban Triat", commanding unsual fealty from the Kharbin but enraptured by the charming Vulpex. The Umnach's have numerous languages and most of them have a written script. There is an accepted "Trader Tongue" made up from the dominant Umnach language of Kefhen and interposed with common phrases and words from the languages of other races.
Mamnel: The reclusive Mamnel inhabit the deepest woodland regions, having evolved from the variety of small creatures that live there so individual Mamnels may resemble squirrels, raccoons, mice, rats, and so on. They are usually found in the same regions as Morbihans and Zithitars and are on good terms with both races. They avoid the "urban" races: Umnachs, Vulpex, and Kharbin and usually retreat in the face of their encroachment upon their lands. These small people live to be 100 years in the best circumstances, but predators are a constant threat to their small communes. They reach maturity at 15. Mamnels speak Brhaktrix, a simple language with characters often carved in fallen bark and stained on leaves, but some also learn Umnach tongues.
Vulpex: These exotic descendants of primordial felines were once primarily desert nomads but a majority of the race has been attracted to the cities of the Umnachs where they have done very well for themselves as merchants. They are one of the points on the "Urban Triat", Umnachs find themselves relaxed and off guard in their presence but the Kharbin are immune to their charms. Their fur has uncounted patterns and comes in varying lengths but they tend to look beyond appearances. The Vulpex language, Hasha, bears similiarities to some Umnach tongues with heavily rolled letters and interposed with hisses, mews, and purring. The extend of their lifespan is not quite known, but most Vulpex in the grave had at least eight close calls in their lifetimes...
Kharbine: The canine Kharbine are the loyal companion race of the Umnachs, 99% of their race can be counted in urban areas, the remainder are either feral outcasts or dangerous bandits. These "dog-men" are counted amongst the greatest warriors in the lands and are known for their great distaste of the Vulpex who they regard as soft and pampered. The Kharbine breed fast but die young, most don't live to see 60 and the oldest of their kind died at 70. The Kharbine have no language of their own, using Umnach languages interposed with barks, whines, and growls.
Zithitars: The insectine Zithitars are an enigma, a highly urbane and industrious race in balance with nature. Living in great woodland hives, they produce various kinds of honey, from the mundane to highly mysterious. They are infallibly loyal to their individual queens though they sometimes fight with those from other hives. Incapable of making any noise beyond buzzing, they use their four arms to sign when communicating with other races. There are several Zithitar sign languages, including a simple one that corresponds to the Umnach Trader Tongue. Zithitars only live to be about 40 years old, reaching maturity within one year.
That's all for now. My next post will detail magic and religion, and if my hands haven't fallen off I'll continue with a few nations and communities, perhaps even some NPC's.
Dalaan (DAH-LAHN) : An Earth-sized planet orbiting a yellow sun with four moons orbiting it in turn. While Dalaan is millions upon millions of years old, it's recorded history and inhabitation by "intelligent" life occupies a small fraction of the planet's life. The planet is teeming with life; both within the oceans that cover about 65% of the surface, and atop the pangean continent of Haeyreth (HAY-RETH).
Intelligent Races: There are so many species of creatures on Dalaan that a loose set of requirements have been established by sages to determine if a race can be called intelligent. These include:
- The use of tools
- Creation of a written language
- Abiltiy to set abstract value on items other than food
- Tendency to kill for reasons besides self defense or hunger
But even with these four basic principals there are races that do not fit the mold. The Jarbachen have no uniform written language, their crude pictograms vary between tribes, The Morbihans on the other hand, lack the emotional vissecitude necessary to kill outside the bounds of self defense but both races are considered to be intelligent.
Here are the known races...
Morbihans: Lithe and graceful, these tall humanoids evolved from prehistoric plantlife. Their bark-patterned skin comes in shades of stark white and every shade of brown eventually leading to black. Their vine-like hair is worn long as it a living extension of their bodies, their eyes are always green or brown. Requiring only sunlight and water to survive, Morbihan societies tend to be provincial communes dedicated to the cultivation of intellectual pursuits and protection of the young. A Morbihan with access to clean water, fresh air, and sunlight can expect to live for 500 years, reaching maturity at 100. They have one language that has but one dialect, Chloris, it is a difficult language for outsiders to learn as Morbihans are instructed over the course of 50-60 years. Other races find the Morbihans unusually cool and unmoved by nearly anything.
Jarbachen: Savage and barbaric, these squat humanoids have evolved from fungi and molds. They thrive in the dark, damp places in the world favoring warmer climates over cold. Their highly porous skin can be any shade of green, gray, brown, yellow, or violet and Jarbachen gather with those of their own coloration, denouncing the company of other colors as impure blasphemies. When they aren't fighting amongst themselves they lead night time raids on the surface races. They have no written language but have numerous dialects of their spoken language: Jolgoth. Jarbachen live for about 60 years, reaching maturity at 15. Every century or so, leaders of different colors form an alliance, ending their self inflicted genocide in favor of holy war against all other races.
Umnachs: Adaptive and varied, the Umnach evolved from early primates. They run the gamut from demonic to beatific. Humans have demonstrated greater feats of artistry than the Morbihans and baser depths of depravity than the Jarbachen. They are highly fractitious, given to warring amongst themselves and other races. They are usually on good terms with their Kharbin and Vulpex neighbors but find the Jarbachen too grotesque and the other races too alien. Umnachs resemble the human race of Earth and come in all of the same shapes, sizes, and colors. In ideal surroundings and circumstances, an Umnach can live to be about 120 years old, few make it to 80 however. They reach physical maturity between the ages of 13-20. They are a point of the "Urban Triat", commanding unsual fealty from the Kharbin but enraptured by the charming Vulpex. The Umnach's have numerous languages and most of them have a written script. There is an accepted "Trader Tongue" made up from the dominant Umnach language of Kefhen and interposed with common phrases and words from the languages of other races.
Mamnel: The reclusive Mamnel inhabit the deepest woodland regions, having evolved from the variety of small creatures that live there so individual Mamnels may resemble squirrels, raccoons, mice, rats, and so on. They are usually found in the same regions as Morbihans and Zithitars and are on good terms with both races. They avoid the "urban" races: Umnachs, Vulpex, and Kharbin and usually retreat in the face of their encroachment upon their lands. These small people live to be 100 years in the best circumstances, but predators are a constant threat to their small communes. They reach maturity at 15. Mamnels speak Brhaktrix, a simple language with characters often carved in fallen bark and stained on leaves, but some also learn Umnach tongues.
Vulpex: These exotic descendants of primordial felines were once primarily desert nomads but a majority of the race has been attracted to the cities of the Umnachs where they have done very well for themselves as merchants. They are one of the points on the "Urban Triat", Umnachs find themselves relaxed and off guard in their presence but the Kharbin are immune to their charms. Their fur has uncounted patterns and comes in varying lengths but they tend to look beyond appearances. The Vulpex language, Hasha, bears similiarities to some Umnach tongues with heavily rolled letters and interposed with hisses, mews, and purring. The extend of their lifespan is not quite known, but most Vulpex in the grave had at least eight close calls in their lifetimes...
Kharbine: The canine Kharbine are the loyal companion race of the Umnachs, 99% of their race can be counted in urban areas, the remainder are either feral outcasts or dangerous bandits. These "dog-men" are counted amongst the greatest warriors in the lands and are known for their great distaste of the Vulpex who they regard as soft and pampered. The Kharbine breed fast but die young, most don't live to see 60 and the oldest of their kind died at 70. The Kharbine have no language of their own, using Umnach languages interposed with barks, whines, and growls.
Zithitars: The insectine Zithitars are an enigma, a highly urbane and industrious race in balance with nature. Living in great woodland hives, they produce various kinds of honey, from the mundane to highly mysterious. They are infallibly loyal to their individual queens though they sometimes fight with those from other hives. Incapable of making any noise beyond buzzing, they use their four arms to sign when communicating with other races. There are several Zithitar sign languages, including a simple one that corresponds to the Umnach Trader Tongue. Zithitars only live to be about 40 years old, reaching maturity within one year.
That's all for now. My next post will detail magic and religion, and if my hands haven't fallen off I'll continue with a few nations and communities, perhaps even some NPC's.