The New World-OOC and Information

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.
 
Magic in Dalaan

The magical forces that envelop Dalaan are not completly understood by anyone. But between all the studious magi throughout the world, a large body of knowledge has been collected. There are three basic aspects of magic that a would-be wizard must attune themselves to: Source, Channel, and Ethic.

Source is the origin of the magical force one wishes to wield, of these there are two: Light and Dark.

The Light Source is where all good wizards draw their power from, it is a difficult source to attune oneself to and one progresses slowly as mortals cannot contain too much of the radiant Source at once. Masters of the Light Source can be identified by features such as glowing halos around their heads, brilliant white or blue eyes, or silver auras around their bodies.

The Dark Source is the origins of evil magic, it is a faster route of magical progression as the Dark Source offers a cool comfort to the Light's hot radience, Masters of the Dark Source can sometimes be identified by gray skin, a skeletal visage, red or black eyes, but sometimes demonstrate no outwardly manifestation other than their morally bankrupt behavior.

Channel is the intermediate between the caster and the Source, no mortal could survive direct contact with either Source so instead draw the power from another party. There are four Channels: Earth, Sun, Moon, and Divine.

The Earth Channel is rarely chosen by the Urban races as it is weakest in unnatural places as well as in lands bereft of life. Earth draws upon the life of the planet itself, Light Earth Magi are capable of great acts of healing while Dark Earth Magi are reviled for the pestilence they can unleash.

The Sun Channel is the most polar channel, it is immensly strong in the daytime and pathetic beyond words at night. In the hands of a Light Sun Magi the power of the Sun is unequaled in destroying evil and dispelling darkness. Dark Sun Magi are rare but those that master the Sun Channel can harness it's more destructive properties to great effect, blasting with rays of heat and fire.

To those who draw power from the Moon Channel there is great mystery and peril as the potency and effects are dominated by the phases and alignments of four moons. Light Moon Magi are consumate diviners and oracles, using their insight to benefit others. Dark Moon Magi are tricksters and illusionists, sometimes leading others to their dooms by subtle magecraft.

The Divine Channel is the most perilous channel to draw from as one must venerate a God and follow its doctrines to the letter to depend on his or her support. Where as the other Channels are predictable and operate on patterns and schedules, the Gods who control the Divine Channel are unfathomable. But to those who risk it, great power awaits on either side of the Source.

Ethic is a code by which a Magi associates with, it helps them shape magical power and form actual spells. Without Ethic, Magi just hurl around Channeled Source and hope for the best. There are two Ethics: Order and Chaos.

The Ethic of Order is twofold: Benign and Tyrant. Benign Magi concern themselves with the good of societies and the use of Laws to protect others. Tyrant Magi care for themselves and those who serve them, and the the use of Laws to dominate others.

The Ethic of Chaos is twofold as well: Free and Anarch. Free Magi value individuality and personal freedom, they fight against oppresive laws and customs. Anarch Magi believe that only the strong can survive, they take what they want and do whatever pleases them regardless of the effects on others.

Here are some sample Magi archetypes...

Numil Whiteblade (Light-Sun-Free): A young Umnach Magi, Numil leads a rebellion against an evil Baron. He uses his magic to destroy the Baron's summoned monsters and to inspire his fellow freedom fighters.

Oakstar (Light-Earth-Benign): An elder amongst the Morbihans, he tends to the groves in his peoples lands and and to the health of his neighbors with healing magics. He acts as an advisor to the Commune's leaders.

Yaunthi Brelan (Dark-Divine-Anarch): A monsterous Kharbine, the leader of an evil cult. He sacrifices Umnach and Vulpex children in rites intended to increase his powers. He uses his powers to strike fear into the populace of the city he wishes to destroy and is gathering his power to create an earthquake that will level the city entirely.

Vasha Sithistar (Dark-Moon-Tyrant): A sinister Vulpex merchant, Vasha uses his powers to trick others into contracts and transactions that heavily favor him and weaves complex mirages on his goods to make the shoddy products appear valuable. He does not hesitate to mesmerize local guards and magistrates in his quest for profit.

My next post will be on Religions, got to go!
 
Religion in Dalaan

There are numerous religions in Dalaan; from ancient and respected churches and tribal spirits, to secretive mystery cults. The gods do not manifest or speak to their followers, nor do they answer all prayers. They are alien and inscrutiable to mortals. The existence of the Divine Channel and unexplained phenomena helps solidify belief in them however.

Torazorianism- The Way of Brotherhood: A highly popular religion amongst Umnachs and Kharbines, The Way of Brotherhood venerates Torazor. Torazor was a mortal soldier in ages past who cast down his blade in the midst of a great war and sounded a call to reason. The soldiers around him on both sides cast down their weapons and the two armies were able to settle their dispute peacefully. The Torazorian scripture says that Torazor went around the whole continent, preaching peace and understanding, supporting his words through miracles that no wizard could replicate. It is a highly organized religion with distinct clergy and laity, the faithful congregate in large churches and cathedrels in cities and towns.

The Moon Pantheon: Many Mamnels along with rural Kharbines and Umnachs venerate the four moons: Koudoun, Sendep, Ris, and Maw which are respectivly dominant during the four seasons of Spring, Summer, Autumn, and Winter. There is no true clergy, rites are performed by individual families or communities during the night of the appropriate moon. Followers pray to the moons for good harvests, good weather, prosperity, and luck in all manner of things. Some evil beings venerate Ris or Maw to the exclusion of the other moons while the appeasment of Sendep is a major event in desert climes.

Sand and Stars- The Cat Gods: This pantheon is venerated nearly exclusivly by the Vulpex, though a few Umnachs also pay homage to the Cat Gods. The Cat Gods include Sime "The Laughing Kitten", Bel "The Night Slasher", Auri "The Mouser", and Ruri "The Great Mother". Followers consider the cat gods members of their family who they can talk to about different problems and circumstances in their lives. One might pray to Sime for inspiration for a song or to Auri for luck in hunting. Ruri is the caring mother who advises her children on matters of family and love whereas Bel is a warrior who hunts not to support his family but to kill his enemies.

Xitichital- One Hive Above All: The collective belief of the Zithitar race, each worker and soldier worships the Queen of their native hive and strives to make their hive superior to all. Ordinarily this superiority is to be judged by the size of the hive and queen along with the amount and quality of the honey produced, a misguided few attempt to sabotage other hives, rather than working harder at their own pursuits.

Spear of Freedom, Claws of Destiny: An outlawed mystery cult with a small following of homicidal Kharbines. They seek to destroy their Vulpex and Umnach neighbors in the name of a dark god known only as the Flesh Tearer. Each member only knows two others, forming a long chain that makes it nearly impossible for authorities to track down their leader, the Hooded Bloodthirster.

Choir of the Source: An ancient Morbihan religion that is becoming increasingly popular throughout lands where good prevails. The Choir venerates the sun as the mother of the Light Source, both literally as the celestial body that illuminates the planet but also as the figurative source of Light magic. Morbihans and rural followers have no real clergy but instead have a few teachers who help lead rituals outdoors. In urban areas, impressive sunlit cathedrels compete with Torazorian temples, but the two faiths are on good terms.

In addition to these major religions there are numerous minor gods, spirits, demons, and mystery cults that attract followers. Some can only count followers in a single city or near a particular mountain, lake, or other natural feature and some are outlawed for promoting evil behavior.

My next post will contain information on some major nations and city states. Bye for now.
 
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