View Full Version : WOC : Winds of Change
I’m sure all the regulars of this forum know about my pet RPG, Winds of Change. This has been in the pipeline for a while, and may actually get released soon, onto an unsuspecting forum :P. The RPG is basically a story where you control your own characters, helping to write the thing as a whole. All that's needed to play is a little free time to do the writing, some mediocre writing skills, and an imagination.
And now, on with the teaser!
The world of Winds of Change is blue. Across the vast expanse of sea that dominates the known world, the race of man inhabits islands, and the three main continents, in the north, east, and south. Although much of the continental landscape is either frozen or dominated by The Empire, the strings of islands are both inhabitable and inhabited, by a wide variety of peoples. Each island is generally self-governing, or established into loose coalitions. Peace broke out a long time ago in the WOC world (sometimes known the the inhabitants as the archipelago), and, due in no small part to the actions of certain individuals who may play a strong role in the RPG, has not dissolved into major violence for a long time.
However, this fragile peace is set to be shattered. For in his island realm, Duke Eldallen of Otton has been swayed by the dark powers, and storm clouds muddy the skies of the southern archipelago. With armies of mercenaries flocking to his cause, and his own elite coven of champions of darkness gathered, revolution is on the wind, and the tendrils of darkness already weave their way through the corridors of power in the Empire, threatening a succession to the Imperial Throne that could destroy the balance of power across the entire world.
Awakened from his thousand year sleep by the call of prophecy, the last of the servants of light, an Imperial Knight from the wars that shook the world millennia ago awakens. Driven by duty, he knows it is up to him to unite the children of light and fight an uphill battle against his sworn enemies, who have had lifetimes more to prepare than him. He must gather his charges quickly, and know that if they fail, immemorial years of strife and toil could be for nothing…
The winds of change blow – and destiny hangs in the balance.
I'd like an indication of anyone who may be interested in playing.
Artificial Idiot
02-07-2004, 09:37 AM
who wants a bet on how long it will be before voes give up? :p j/k
Nah, from what I've heard, it's great voes! Really looking forward to it, go go vo! :)
Toxic10x
02-07-2004, 02:24 PM
oooo an opportunity to get in on an rpg- sounds good so far :) Care to divulge any more details about the world this takes place in?
Master Chris
02-07-2004, 03:45 PM
Dear, V.O.
I thought you should know,
that I'm quite ready to go
whenever you say so.
tagbert
02-07-2004, 04:24 PM
*edited*
oooo an opportunity to get in on an rpg- sounds good so far :) Care to divulge any more details about the world this takes place in?
The world of Winds of the Change is a fantasy medieval – kind of like Lord of the Rings, or Everquest. However, it is only inhabited by Humans, meaning that your character can’t be a ninja-half-elf-demoness. There are various other ‘fantasy’ creatures, such as dragons, but they are not playable (even by CKW) unless specific permission is given by The Ultimate Loremaster (i.e. Me.) Ask to play one, and I’ll probably say no. So don’t.
The World of Winds of Change will be presented as a map – information on any specific places needed for immediate storyline usage will be given, along with a thread on some general area ‘fluff’ (information), about the main places in Winds of Change being posted fairly soon. If you want to ‘adopt’ a country, and write some background for it, or a town or city which you feel could have some importance, by all means write it and send it to me – if it fits with what WOC is planned to be (which I’m pretty sure it will), then I’ll stick it in as official.
That's from a newbie's guide to WOC I plan to put up once the story gets going. I'll have the map up as soon as I finish it and scan it in (it can be coloured/fixed up later if necessary. Then I'll post some background on the area the RPG starts, and a little on all the other areas which can flesh out the background of player characters. Then there will be a bit of time to assemble the starting cast of the RPG when players make their characters. during this time a short prologue will run - (this will be unlikely be more than a page of ALOS), setting up the main story, before we launch into the RPG proper.
The world of Winds of Change is fairly steriotypical for a fantasy situation - we have a Roman equivalent civilisation, some barbarains, desert people, and so on. The actual places will be released with the map. :)
You didn´t want to take out the "not even by CKW" thing, don´t you?
You didn´t want to take out the "not even by CKW" thing, don´t you?
That's there to quell fears of it turning into anything like ALOS dragonwise. (which IMHO became a bit of a farce, from all parties involved) No offense intended.
Wesforce
02-08-2004, 04:45 PM
Meh. It was a learning experience.
Apache_Longbow
02-08-2004, 09:02 PM
I'm looking forward to this - I've been waiting to play in an RPG for some time :)
LeFire
02-09-2004, 05:35 AM
Well, we should keep a limit of one (alive) character per player. Eitherwise, things get too confusing.
Artificial Idiot
02-09-2004, 09:51 AM
Actually Lefire, A player HAS to have at least two chracters. A balenced character (or good if you like) and an "evil" character. It's all part of the counterpart system. For those who remember that, good, you get AIES limited edtion, Tagbert approved, cookie. If you don't, well wait for voes to explain all.
As for one "good" charavter for a player... erm, I'll let voes take over. But I'd be more inclined to say two "good" characters are perfectly reasonable.
MaXiMuZZZ
02-09-2004, 10:02 AM
I'm looking forward to this - I've been waiting to play in an RPG for some time :)
I'm basing the limit on the number of player characters on the number of players in the RPG. If we have the same number as shadow, One or two per character is the limit (which can be passed in certain situations). With the extra people below, two is still likely the limit, with a preference to having one each. I don't mind if people want to run more than one, as long as you can do it without forgetting about them (thus I'm only taking two :p). I know that RD and Lefire definately have the ability to manage more than one.
If people want to have extra characters, they can ask the GMs first (and the GMs will take into account how well they manage their character, and how well they interact with other characters, to make their descision).
The counterpart system is basically the idea of good vs evil equated into the RPG. The main player characters are on the side of good (although their actual personalities could be otherwise aligned.) However, there are a set of player characters on the side of evil, who are working against our characters (and who their character will ultimately have to deal with in whatever way seems fitting). They will appear as the main antagonists during the storyline, but will not have extended sections of the story to themselves. As it stands, I'm letting players either make their own counterpart to their character (reccomended) or pass and let me make one - although if you make your own you are able to shape who appears on the bad guy's side in the story. (these don't count towards recommended characters)
tagbert
02-09-2004, 11:36 AM
*edited*
Wesforce
02-09-2004, 03:37 PM
I have an idea for a character... What should I do with it?
I have an idea for a character... What should I do with it?
Hang on until I sort out the characters thread and have some world background to make sure your character fits in (you better have a damn good reason to have blue hair :p )
Wesforce
02-09-2004, 03:53 PM
Actually, it's white-purple :p
LeFire
02-09-2004, 06:47 PM
Got it.... I'll get one good and one evil for starters.
MrHappyPants
02-11-2004, 02:16 PM
Considering how much fun I had when I was in the last RPG I cant wait
tagbert
02-11-2004, 02:19 PM
*edited*
The WOC world.
What follows is a short description for each of the major countries in and around the archipelago. There will be a map as soon as I can get access to my scanner again (this may make it easier to visualise the WOC world).
The WOC world is a collection of islands, and three large continents. Although the empire (the main faction of the WOC world) is based on the largest continent, the hub of world activity is the north-west of the inhabited areas – a sea surrounded on four sides by land, known as the archipelago, and the lands surrounding it. The archipelago itself is basically two large groups of islands housing a variety of cultures and peoples. The WOC world's tech-level is pretty much fantasy-standard, with swords, pikes, bows ect, and a few special things (such as the pheonix kingdom having primitive gunpowder weapons)
Below, are some basic descriptions of the main nations in and around the archipelago.
The Empire : the empire is a vast organisation spanning most of the east coast of the archipelago, and stretching across the large eastern continent as far as the sea of the east, and the Pheonix Kingdom. It encompasses the imperial states of Tular and Dhebo, who constantly vie for power in the imperial senate. The architecture of the empire is grand and ornate, with major public buildings being built of marble and white stone and huge port-cities on the Tularian Peninsula. It’s people are normally below average height and dark haired, with a olive skin. The Imperial Legions patrol the reaches and the Imperial subject territories, holding their control with iron discipline and solid tactics. (obvious analogies to ancient Greece and Rome can be drawn from the Empire)
Mira is an ancient land of feudal lords and ladies, fertile fields from the frequent rain, and vast green forests. It’s people are somewhat impetuous and, as some call them, stupid; their nobles are far better off than their peasants, and the country itself is fractured into many warring dukedoms. It is said that if the Mirans were to unite, they could drive out the imperial occupiers, but such as thing is virtually against the religion of the many warring factions. Off the coast of Mira lie the islands of Durion, Rast, Lorost, and the cursed isle of Chalac.
Plema is an agricultural kingdom to the north of Mira, mostly open grassland, and full of shepherds and sheep, cattleherds and cattle. It is said that Plema is the breadbasket of the empire, although it was established purely as a boundary between the Empire and the Northern Kingdoms. In truth, Plema feeds much of the continental population, and it’s fair-haired people are somewhat meek and unsuited to warfare or travel.
Astara lies on the northern coast, it’s lands mountainous and inhabited by many warrior clans. The people of Astara are a hardy and courageous people, although unused to any of the more complex military tactics used by the empire. Astarans wear kilts, and occasionally raid down into Plema in search of sheep, women, and sometimes just a good war. On the north coast, Astaran pirate-clans sail out to harass the island populations of the archipelago, and inland, the Clan-Chieftains grow fat upon the spoils of war.
Khadland is a realm of heavy pine forests, populated by little apart from those who do not want to be known in the civilised world, and strange animals that are not seen in the southern lands. In it’s far north, the great ice-sheets stand, although few men have seen them.
Narash is like Khadland, but colder, and wilder. Here the forests are gone, although in some places the trunks of long-dead trees can still be seen. In the mountains of Narash, washed clean with ice-water, gold has been found, creating a variety of prospectors, profiteers, wenches and thieves to inhabit the gold-towns in the foothills of the mountains.
Ebla is the island realm in the middle of the archipelago. It has no standing cities, all of which were destroyed in war with the Empire a thousand years ago ; indeed, the imperials still occupy parts of the island’s sea coast. Instead, the surviving Eblans seem to have simply regressed to a state subsistence farming – the country having no currency, few roads, and, it appears, no governing body. However, in the ruins of the Elban cities, strange men in grey cloaks have been seen, and strange runes are chalked on the granite ruins of Leb Ista. It is possible that some kind of other purpose drives the Eblans, now a secretive and furtive society, although not even the most diligent imperial inquisitor has discovered what. Ebla itself is a varied land of plains, forests and mountains, it’s natural beauty only sullied by the remains of Ebla's great civilisation.
It would be best if no characters came from Ebla, although if you really want one, I'll give you a little more info (this is stuff your character will need to keep secret until I'm ready). The information is NOT game-crucial, nor is it evne part of the main plot, nor does it give you godly powers, so it's not a necessity.
The southern continent : The southern continent of the WOC world (known as Ehb) is mostly jungle and open, uncivilised plains. At Eados, however, a great realm of peoples stands far from the empire – it is said that this dark-skinned, learned and noble people have mapped the entire southern continent, and domesticated animals as powerful as the Elephant. The realm of Eados stretches all along the north-west coast of the continent, and the Sulturnate of Alsubar lies off it’s coast. The sulturnate and Eados are major importers of strange goods and stranger animals to the empire, their merchants visible in every large market and city in the world.
Galch is a desert realm inhabited only by nomads and the merchant-cities on it’s coast. Galch acts as an intermediary between the Eastern Trade route and the Empire, it’s people reasonably dark skinned and it’s buildings mad from mudblock, baked dry by the sun. It is said that most of the money in the world has passed through the hand of a merchant in Galch at least once.
The Reaches : The north and south reaches are a mish-mash of different peoples and nations, each island massively different from it’s neighbours, and under the rule of a different duke, king, or other title. It is impossible to categorise any of them, and they provide the economic backbone to the world. Imperial ships patrol the reaches, although they are officially neutral territory to the major powers in the world.
Undocumented Lands : It is known that the secretive Pheonix Kingdom lies in the east, while the snowy nation of Petrovast dominates the northern edge of the Imperial Continent. Along the coasts of the Eastern Trade route lie the rich kingdoms of Rajak, Gahesh, and Tarred, full of jungle, poisonous snakes, and far different from the northern world, and in the east lie the worlds edge isles and the nations of Erad and Ithid, sparsely populated by colonists from the other archipeligan nation.
Characters in Winds of Change.
It is quite possible to play any of the stock fantasy characters in Winds of Change – providing that they are human (there are no elves/dwarves/ect in this world to prevent it clashing too much with ALOS). Below are some ideas for characters- althought feel free to invent your own classes and places of origin.
Hunter – The hunter is a professional killer, but instead of people, he specialises in animals. He roams the wilds in search of his prey – be he hunting great wolves in the forests of Plema, Trolls on the edges of the glaciers in the north, serpents in the warm waters of the Dragon Reach, or many of the unknown beasts of the Southlands. A hunter is generally unwilling to enter society or conversation, good with his chosen weapons (normally something fairly prescise as he wants the pelt undamaged), and has excellent survival skills.
Assassin – Everyone needs a good assassin – that is, everyone with serious political ambitions but somewhat lacking in the means to achieve it. Assassin’s are masters of stealth and disguise, expert with their chosen weapons (normally something concealable or long-ranged), and have a wide knowledge of poisons and other exotic killing techniques. Assassin’s are generally quite morally neutral, willing to work for anyone for the price (although there are some notable exceptions), and never stay in one place long enough for anyone to recognise them.
Weatherworker – Windmaker, Seasinger, ShipGuide – these are all names that Weatherworkers are known throughout the world. One of the most common kinds of magic-user, these are normally quite skilled in their specialist field – the control of the elements to guide and aid ships. It is considered unlucky by many sea captains to set sail without a weatherworker onboard, and they have often prevented ships from running aground, or aided them in escaping pirates. Weatherworkers are often skilled in other careers, their magic talent being a job rather than a life’s work. (it is also not possible for a weatherworker to exert great control over the weather other than telling the wind to blow in a particular direction, nor can he do this often). Weatherworkers can be found all over the world, even in more inland areas, where they can help water the crops and often have rudimentary talents in aiding sick animals and people. Here they are known as Hedge Wizards.
Barbarians: Often looked down upon by the more "civilised" parts of the world, there are more to these men then it seems. They are honour bound, usually come clad in the fur of various animals and have a strong dislike of cities. Their face and body often sport scars, from either an honour battle with one of their kin or a fight with a vicious animal They are survivors, but are also slow and dimmer witted then their civilised counter parts. If forced to stay in a town, they will usually be seen at the local public house. Where they can enjoy their two favourite things, women and beer.
Merchant: Merchants are everywhere, part of every economy no matter how small. Even on the winding paths though dark woods, a trail of merchants, mules and carts can often be seen. Merchants are many and very varied, but are usually working for a rich noble, who imports rich silks, fine wines and more common, everyday items to sell. Merchants usually put their own personal profit before everything else, and the richer merchants often hire the hardest men in town to be their body guards.
Thief – every city in the world has it’s own unique set of thieves. They’re part of the atmosphere, picking pockets, breaking into strongboxes and generally making a nuisance of themselves. Some of the more famous thieves (so they think) or rogues travel from city to city, knowing that not staying long enough for anyone to recognise you generally helps you to evade capture. Thieves are generally full of themselves, stealthy, skilled with concealable weapons, lockpicks and the like. The social status of a thief can range from gutter muck to a reasonably respectable gentleman (until someone more important finds out about his activities)
Noble – the nobleman, usually of a rich and powerful family from anywhere across the civilised world, is a common site in town. He is generally dressed in the best clothes he can afford, jingling his purse, protected by his bodyguards, and pressing himself upon the most attractive women he can find. Living a life of luxury, with the keys to a vast merchant empire, or being in line to receive his father’s sizeable estate, the noble may be unused to conditions outside the city, but also may be trained in some of the more noble forms of combat, such as duelling and bladed weapons. Nobles can hail from anywhere in the civilised world, including the Empire, the reaches, Ebla, the World’s Edge, and even the Sultanates (where he is likely to be an advisor to the Sultan of his country or some other minor lordship).
Witch Hunter – the dark figure in the tavern, wrapped in a cloak the colour of night, with his hat pulled down low over his eyes and his weapons conspicuous at his waist – various holy symbols, stakes, vicious knives and deadly crossbows. This is the witch hunter, a man dedicated to fighting what he sees as the forces of darkness – be they witches, vampires, trolls, something else of his own imagining, or the men of whichever country he feels is doing something wrong. The witch hunter is often a gruff and vengeful man, a loner, shunned by the very people he seeks to protect, and completely lost in his own insanity.
Wizard – these are the only real magicians in the land, skilled at all the sorcerous arts and able to use them to great effect. Wizards come in a great variety of forms, from the old man in the cloak to the young man with a snappy little beard and and eye for the ladies. Wizards are also very rare, and not a common site (they normally prefer not to ally themselves closely with any leader or political faction). It is said that the high conclave of the wizards meets at some hidden sanctum, where the young apprentices are also taught (both the ways of magic and of unswerving loyalty to the order) – although none know where this may be. Wizards are a restricted class and you need special permission from a GM to play one.
Apothecaries: Apothecaries are seen as healers, doctors, scientists, all usually selling all types of herbal mixes to the masses. The more accomplished Apothecaries usually sell medicines for healing, but it's not uncommon for them to try and make a bit on the side selling things like "Love Potions" or "Hair Grow Powder", none of these work. And it has been the subject of much anger among nobles and commoners alike. However, this is little in comparison to the "Quack" medicines dealt by the more shady Apothecaries that deal with the poor. These are often lethal concoctions, that deal death to many of those in dire poverty. Apothecaries often find work as scientists, weather they are developing poisons in times of war, studying the plant and animal life of a certain land or just called in to investigate a cure for an uncureable disease, good Apothecaries are invaluable to rich and poor alike.
Priests: Priests give faith to the people in times of woe, spread the word of the Gods and preach to all a better way of life. Priests are generally peaceful, unless they have opted for the life of a holy warrior, also known as a battle priest. Normal priests ideally follow a life of high morals and low sin, but this is rarely the case. It's not uncommon for the man who is preaching you the words of the Gods to be the same man who was drooling over some woman half his age the other night in the inn.
Note: Priests do not have holy powers, nor are they in direct contact with the Gods.
The WOC magic system will be posted soon. If you want to make a magic-using character, please wait until it is posted patiently :)
Please don't post character profiles just yet - there will be a thread for them in due time. If you want to ask if a certain character is acceptable or just want to discuss ideas, this topic is fine for that for the time being. :cool:
MrHappyPants
02-15-2004, 04:34 PM
Ahh no Monks? and by monks I mean spritual martial arts masters, how sad... guess I'll just have to be another assassin :/
Artificial Idiot
02-15-2004, 05:05 PM
Those aren't hard and fast rules, your char doesn't have to fit into a slot posted by vo. They are examples.
However, I'd picture Monks as being a more devout, secretive, locked away version of a priest personally.
Those aren't hard and fast rules, your char doesn't have to fit into a slot posted by vo. They are examples.
However, I'd picture Monks as being a more devout, secretive, locked away version of a priest personally.
^What he said^ : the first bit is important :)
Magic in the WOC World
The WOC world flows with magic – across it the winds of magic twist and turn, permeating through every living thing. It is thus possible for any living thing to have some kind of magical ability – be it a shepherd’s empathy for animals, a gambler’s incredible luck, or a sailor’s ability to predict the coming of a storm. However, these powers are usually innate - unable to be controlled by their patron, nor able to manipulate the winds of magic to their will. Some, however, are more gifted in the ways of magic.
When a boy is first discovered to have some kind of magical ability, he is sent as an apprentice to the villiage or town’s local magician, the so-called Hedge Wizards. These are relatively untalented magic users, adept in their crafts of healing, and communing with the spirits of the wild. If, by the early adolescent years, he proves adept in his studies, (and very few are – most magical students stay as hedge wizards for their whole life) often he is taken to the local port, and placed on a ship. This ship is to take him to Veios, the isle of the Wizards ; where none but wizards are allowed to step. Here he is instructed in the magical arts until his twenty-fifth birthday, whence, if he is deemed satisfactory, he is summoned before the Masters of the Schools of Wizardry, and gifted with his ceremonial robes. He is then free to leave, and return to his home (which he has not returned to for twelve years), or instead stay at Veios and further study the ways of magic. Wizards who have trained and Veios are generally celibate.
Females are not allowed to be wizards – their closest equivalent is the village witch, a profession very different to the graduates of the schools of wizardry. It is generally thought that women are weaker in magical ability than men in the archipelago. However, it may only be the nature of magical power that separates the sexes, not the intensity.
It is said that in the far north there are wild-mages, men and women who have taught themselves the ways of magic, although this rumour is widely put down by the Order of Magic, the wizard’s inner council.
Magic users in WOC should specify how they have learnt their skills – if they have attended Veios they will likely be unskilled in other walks of life due to their sole study of magic for most of their life. Those that originate elsewhere are likely to be less powerful, but may have other skills.
It is also important that you specify what kind of magic you use – you’re open to placing general guidelines around yourself (i.e “nature magic” or “offensive magic”, although please state this in your post. If your magic character does out of character or too powerful things, he will likely be edited by a GM - magic users are also quite rare so if everyone uses them there will be a limit imposed.
Important announcement : please pm me a very short (no more than a paragraph) description of each character you plan to take at the outset of the RPG. I need to do some planning before we begin, and need to know what characters to expect. (I'd rather do this now instead of making you spend time writing profiles for them if we end up with 17 ninja assassins.)Then we're good to go :)
Artificial Idiot
02-19-2004, 03:29 PM
You know what my char is voes, looking forward to using him! :)
tagbert
02-19-2004, 03:50 PM
Luckily, I no longer need a character.
VOES : then don't post here. kthnxbye.
I'll try to remember that in the future. I thought some might like to know of my absence in the RPG and that gives me reason to make this post.
You didn't actually say you weren't going to be in the RPG above :rolleyes: - nice it's sorted out now, though.
Indeed. And it was implied in the post above. A vary strong implication.
WOC character thread will be coming soon. Please pm or email me your characters asap, so I can check them to minimise editing needed in the thread.
Toxic10x
02-22-2004, 12:55 PM
I think aiez talked to u to some extent about my character, so you probably have the general idea. Anyway, I'll still send u a PM about it when i get the time, but my primary computer is broken right now so it's a bit difficult :squint:
LeFire
02-26-2004, 12:32 AM
Guys, I think I know why Shadow seems to have slowed down...
We have to go back to the tradition of 'hijacking' characters.
In the first few chapters, we occasionally took control of other characters to deal with situations that they excelled in. For example, Raven for his driving, Crystal for demolitions, Tank for fighting... etc.
It kept the plot moving, rather than causing the lot of us to wait for a particular member to continue the story because we encountered a locked door or something.
I suggest that we set up a "Hijack Permission" part for any future RPGs in the character list. For example:
Aspen Velacroix
Hijack Permission:
ALL except use of Special arrows and whip-electroshock ability.
This means that any other RPG player can take control of Aspen say... if a long-range shot with an ordinary arrow is required to continue the story (say, to kill a charging enemy knight). The usage of her (limited) Special arrows and the shock ability of her whip are limited to myself, since I did not give permission for it.
That's a great idea and I really like it LeFire - consider it implemented. :)
Religion in WOC
Milord,
What follows is a transcription of the creation legend of the monks of the spire ; it is of the format that permeates the entire world, albeit with different gods replacing the three we see here, and often with other major characters. It is fair the suggest that this form of the legend, unchanged by the monks for six thousand years, is as far that Imperial Scholars shall get to discovering the true basis of religion.
"In the beginning, there was nothing. The sea lapped at the edges of eternity, and Khados was born. And Khados was lonely, with no company save his brooding brother Khashdar, blessed not with the power of creation, and his absent sister Kheia.
Taking forth three seeds, Khados tilled the sea and planted them. And up sprung the three lands – Yallea, Theid, and fair Ebla. And to populate these land up sprung grasses and animals, trees towering in the southlands and fishes filling the empty oceans. And in the south did the race of man become, and in the north the Troll, and in the sea the Nymph – and all was at peace, for the race of man did not take up weapons, nor did the races of Troll hunger for blood, nor did the race of Nymph stir from their watery lands.
But angry at the power of creation that was but denied to him, Khashdar did rise, and enreat his brother ; brother mine, why is it that your power is yours alone, why is it that the sea itself is shaped at your command ; and Khados nodded sagely, replying in a simple ‘it is’, and in anger did Khashdar cast down his spear from heaven, and in anger did the lands of Ebla shatter, the most fair of all Khados’ creations, and in that instant did the race of man take up weapon, and the troll did feast on blood, and the Nymph did cause the sea to rise up, and consume much of the shattered lands of Ebla, leaving only what is now known as the archipelago. And in that moment Khados did know that there could be but one God in heaven, for, should Khasdar take up arms against him, all would be lost.
And sadly, did Khados cast his brother and sister from heaven, with great despair in his heart, for he knew that should but one of them remain, that which must be would be further ravaged, and that which would become would be irrevocably changed. And both went forth, and made their sacred places in the mortal world, and all was at peace once more – lest Khashdar gather his forces, and bring the war in heaven unto the world of men."
As you can see, this does not differ greatly from the creation myth of our beloved empire - albeit with many of the major gods and heros in the war in heaven removed. It may be interesting to see, with extra funds, if the pervailing creation legends of say, the pheonix empire or the lands of the south bear relevance to this central story.
Your Humble Servant,
Cuillan Scepica.
There are room for any gods you may wish to make up in the WOC world, providng the culture you associate them too does not already have an established religous background. These gods may also not actually exist :p
Rueay is an fairly typical island in the south reach. 50 miles across at it’s widest point and averaging about 20, it is not particularly large, although not one of the smallest either. Infact, it’s mostly an anonymous island in the reach, it’s not an important trading port, nor historical site, although the island itself has it’s fair amount of trade, exporting large amounts of vegetables from it’s fertile fields (most of the south reach is dominated by the growing of crops, as Plema and the mainland have a monopoly in sheep, and to a lesser extent, cattle farming.
Rueay, the main town and port of the same name is situated on the south coast of the island, in a wide bay inward of two towering headlands. This makes Rueay a very sheltered harbour, and, although the island itself is of little importance, large numbers of ships without onboard weatherworkers are often moored in it’s harbour. The people of Rueay know that their island is a particularly safe haven for ships, and as well as the large number of inns and lodging houses in it’s one port, it’s more urban inhabitants are friendly and generous to visitors, knowing that the hospitality of the island is a key to their business success. Inland, the people are somewhat less friendly, but nonetheless Rueay is one of the most hospitable islands to foreigners in the south reach, despite it’s high cliffs.
The town of Rueay is set on either side of a winding river that cuts down through the steep cliffs in a deep valley – making it one of the lowest points on the island, spread out across an area above sea level, and now even beginning to climb vertially up the cliffsides in a swarm of wooden buildings taking up every available spot on the ground but nonetheless in some discernable order. The only way up to the rest of Ruay is on the winding cliff road, which climbs perilously upwards from the town, although few travellers have reason to go up it to the more rural areas of the island. Those that do will find it a rolling expanse of grassland, leading up into forests on the opposite side of the isle from Rueay town, up to the large and high headland above the landscape that is Rueay peak, an area unspoiled by modern habitations.
WOC will start as soon as I've had a quick chat with someone (Nyerguds) about an important plot point that may as well be combined with his character. :D
MrHappyPants
03-02-2004, 02:03 PM
I thought of some religous things... The people in the far east believe Evincars. When the world as new and Korvans spawns( Who were very pale skined and had white hair and were refered to as "Angels") struggling with trying to wrap thier minds around thier own existiance, they whorshiped false Idols and not a one knew of Korvan the one true god the one who gave them life. Korvan grew angry by this and he choose twenty of his spawns to be give surpreme Dominion over the twenty elements of the universe... Earth, sky, wind, forest, moon, sun, life, death, order, chaos, Terror, Spirit, shadow, thunder,water, fire, light, dark, hate, and bliss. Thier job was to spread the glorious name of Korvan to the non believers. The started this task, but soon went to war with each other.
The Evincars and thier supreme display of powers change the very world from Korvan divine plan. The spawns of Korvan began to whorship the Evincars as gods and all hopes for Korvan to be realised as the one true god was dashed. So Korvan forced the Evincars to live with him in the heavens. This angered the Evincars and they used thiers supreme power to fight Korvan and thier battle tore and scared the world creating mountion ranges and deep revines. The Evincars eventually overcame Korvan and trapt Korvan in the bowls of the world... in perpetual hell. The Earth often trembles and quakes as he trys to escape his prision.
The Evincars for a short time rejoiced and reviled in great friend ship. The world was at peace and the evincars walked freely in thier divine forms about the earth... but peace would not last. The began to wage war again and use all the elements the could muster to fight an another. The world almost died. Finally The great evincar of Shadow stopped fighting and began to use his power to rebuild the world. He was soon followed by his one an true ally The Evincar of Terror. Soon all the Evincars stopped fighting and rebuilt the earth and made new life forms Form the example of the few remaining "Angels" they were know has humans. The Evincars created a pact that the would only battle each other in heaven and the would no longer defile the sanctaty of the earth.
The Evincars return to earth to check on to make sure everything is okay as cloaked persons and check on the world. But the mostly stay in heaven waring.
The believes in the evincars toughne thier souls and bodies so that the may fight along side the Evincars in heaven. They usually whorship one evincar more then another and have the symbol of that Evincar tatooed on the back of thier left hand.
And believe that blood rituals where the offer thier blood to the Evincars, The Evincar will bless them with power.
MHP - that sufficently overhauls the entire WOC background, so no :p. Somewhere in the WOC world there could be people who worship gods called Korvans and Evicars, although these would have no actual power nor affect the backstory in any major way.
MrHappyPants
03-02-2004, 03:19 PM
MHP - that sufficently overhauls the entire WOC background, so no :p. Somewhere in the WOC world there could be people who worship gods called Korvans and Evicars, although these would have no actual power nor affect the backstory in any major way.
I was just presenting it as like folklore for my charactor to believe in and I wasnt planning on it having any magical powers to it what so ever... Or having anything to do with the story line really other then My charactors personal beliefs... and things he could say in dismay... like "By the Evincars"
I'll be putting these in whenever we have something to fight that may not be quite obvious to the players what it's capable of.
Creature Profile : Swampdragon.
Swampdragons are rare, and large (approximately 10 foot long), sloth-like creatures with matted dark fur that populate the marshes, both salt and freshwater, of the northern coast of the Imperial Continent. They are carnivorous, although normally docile to humans, and bear sharp claws on their limbs and teeth capable of ripping through leather in their mouthes, as well as a lashing tail and suprising speed in water (although they are more ungainly on land). The main feature of swampdragons and something that often suprises many unwary waders in their habitat is that they periodically chew suphurous rocks, and can on occasion gouge forth a burst of firey breath from a secondary stomach - thus earning them a name they don't rightly deserve. Swamp dragons posess a thick hide that makes them reasonably resilent to damage, although a well-made sword stroke or lucky arrow can peirce it with ease.
If you have any ideas for interesting creatures to face, feel free to post them in this thread, and I'll see if I can encorporate some.
Nyerguds
05-05-2004, 07:55 AM
If you have any ideas for interesting creatures to face, feel free to post them in this thread, and I'll see if I can encorporate some.
Tree sharks? :p
Toxic10x
05-05-2004, 06:38 PM
better yet:
streetsharks :p
http://www.virtualtoychest.com/streetsharks/streetsharksjab1c.jpg
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