Hidden 7 yrs ago 7 yrs ago Post by Vahir
Raw
GM
Avatar of Vahir

Vahir

Member Seen 1 yr ago

THE MYTHLANDS


Our Piratepad

Welcome!

This is not quite an RP, but rather a collaboration thread where we will build a world in which we can later set RPs. With that in mind, while everyone will be creating a nation as in a nation RP, a certain creativity is also expected in the way you leave your imprint on the Mythlands. Feel free- in fact, I will go so far as to say there is a certain obligation- to flesh out the world by creating cultures, monsters, towns and geographies. Note that it is also collaborative; cooperation which other people will be required, so as to ensure that the world remains seamless and logical.

This is high fantasy, which means that magic is a reality (although rare), fantastic monsters roam the dark parts of the land, and the gods are active and unpleasant. Humans, of course, inhabit the world, but I encourage the creation of other races, be they based on traditional representations or original creations. The races should generally be, barring fringe cases, very intermixed, with most countries being a mesh of many different kinds. Of course, some regions will be more homogeneous than others, due to isolation or political reasons, but the world at large will be fairly cosmopolitan in outlook.

The driving source of conflict in the world is the never ending wars between the gods. They share the same life force as mankind, which they absorb as mortals die. This has lead to a world in which a group of solidly entrenched powers wage ceaseless and seemingly meaningless wars among each other, leading holy wars to feed their gods with the souls of their enemies.







I would ask that new players restrict the characters tab to content that I have approved, so that we can keep a clear distinction between what is and is not yet cannon.
Hidden 7 yrs ago Post by Vahir
Raw
GM
Avatar of Vahir

Vahir

Member Seen 1 yr ago

Just going to say, I'll be creating a nation in the center of the world, around those inner seas. I'm just reserving that now because it's late and I'm too tired to write up the sheet tonight.
Hidden 7 yrs ago Post by Zhaliora
Raw
Avatar of Zhaliora

Zhaliora Fallen Angel

Member Seen 5 yrs ago

Was thinking of the northern ice and snowy part. :3
Hidden 7 yrs ago Post by A Man Is No One
Raw
Avatar of A Man Is No One

A Man Is No One A Faceless Man

Member Seen 6 mos ago

@Zhaliora @Vahir

Greetings,

I am formally placing my card in the hat. However, I won't be able to get to truly designing my state/kingdom/empire until this evening or perhaps even tomorrow. So I am wondering if there is a deadline for our input? Further are their any restrictions other than the already created deities? Below you will be able to view the area I am choosing to make up soveriegn state.

Hidden 7 yrs ago 7 yrs ago Post by BlackBishop
Raw
coGM
Avatar of BlackBishop

BlackBishop

Member Seen 4 yrs ago



Icevein Bay and the
Azgardian Kingdoms


Racial Makeup

Icevein Bay is a diverse region with population sparse in the northern regions, and more concentrated along the southern coast of the bay. The more prominent races of the region include humans, Orcs, and rieklings. Humans are the prevailing power in the region, controlling the various petty kingdoms that have carved out their realm along the coasts of the bay. The Riekling hordes inhabit the frozen northern regions while Orc exiles are common trekking the wildlands between kingdoms.

Geography


Map of Icevein Bay


Ivevein Bay is located in the northern regions of the Mythlands, the eastern bay in the far north of the continent. The region is bordered by the Icespring Forest in the southeast, the Lyswald River in the south, the Frostback mountains to the west, and arctic wastes in the north. The region is known for its long and harsh winters, although the southern areas are usually milder. Aside from the Reikling raiders that are a constant threat in the north, the land is also home to trolls, dragons, and wyrms.

History


Atioch, an Old One, Nergal's Scourge

The history of Icevein Bay is as varied as the peoples that populate it. A prevailing legend among the kingdoms of the bay, known as Lysvita's Song, teaches that the region was decimated during the Sacrilege, torn asunder after many battles were fought. Atioch, an Old One, rose his seat of power from the ashes of the scorched earth, and held Nergal captive. Intent on freeing Her beloved, the Goddess Lysvita assaulted Atioch's stronghold.

Seeing his minions decimated, and his defenses failing, Atioch slayed Nergal before Lysvita's eyes. Stricken with tremendous grief, Lysvita mourned Nergal's death, and flooded Antioch's realm with Her icy tears, creating the Icevein Bay. According to the legend, Atioch is trapped beneath the water still, imprisoned beneath its icy depths.

Lysvita's tears brought life back to the land, and Her kiss revived Nergal. Lysvita is widely worshiped along the Icevein Bay, with a large and ancient temple built at Mirrorwater to honour the Goddess.

Icevein itself is a tumultuous region, with the balance of power ever shifting between various petty kingdoms. Centuries ago the High Kingdom of Azgard ruled the region, and built a strong and long standing empire, but its prosperity grew complacency, and its once hardy warriors grew fat and content, and the ambitious thanes within took to plotting and assassinations. It fell to a rapid decline until it collapsed from within, leaving ruins of its former glory strewn about the wild lands.

Currently Icevein Bay is divided into four petty kingdoms. Easthold is a prosperous kingdom that controls most coastal trade along the bay. Easthold is rich in lumber, fish and game, and have limited access to stone and minerals. King Skuld Oathsong reportedly uses powerful magic to maintain control on his realm, although his enemies persist that his powers are exaggerated as a means of keeping his thanes in line.


Lysvita's Temple, Mirrorhold


Mirrorhold is the kingdom standing in the central region of the southern coast of the bay. Dominated by Mirrorwater Lake, the kingdom is ruled from the Temple of Lysvita, and ruled by the High Priest of the Goddess, Eyvald Deathbane. While not a rich kingdom by any means, the clergy from the Temple of Lysvita hold tremendous sway over the entire Icevein Bay, and are often called upon by the other kingdoms to settle disputes and give blessings.

Bronhold lies on the western edge of the southern coast, and is considered the most powerful of the petty kingdoms. Though poor in lumber, the kingdom is rich in stone and precious metals from its various mining towns in the Frostback Mountains. Bronholm, the kingdom's capital and the lone city in Icevein Bay, is situated at the mouth of the Lyswald River, and strategically located to trade up the river towards the central regions of the Mythlands. The aristocracy of the kingdom widely believe themselves the inheritors of Azgard, and the last remnant of the mighty empire.

Reikgard, once a fortress of Azgard, is the seat of Reikhold, the northern most petty kingdom in the region. Nestled in the Everwinter Forest and shielded by the Frostback Mountains in the south, the kingdom stands largely protected from the machinations of its southern neighbors. The kingdom is, however, constantly plagued by the Reikling hordes and the warbands of Orc exiles. These hardships have forged the folk of Reikhold into hardy warriors, and considered the finest soldiers within the Bay, if not the world.

The arctic wastes of north of Icevein Bay is a desolate landscape, home only to Reikling hordes and Orc exiles. While the Reikling's have no known settlement, Orcs are known to camp along the Exile's Coast, outfitting their crude pirate ships and plotting their raids of the kingdoms.

In the waning years of Azgard, a powerful Orc warlord, Xorag Bonefist, carved out a kingdom of his own. This kingdom stood for some centuries, near present day Reikhold, until the Orcs were finally driven out by an alliance of Bronhold, Mirrorhold, and several other kingdoms since faded into dust. Driven into the wastes to scratch out a living as pirates and raiders among the Reiklings, the Orcs are whispered to plot their revenge, but have never posed a threat beyond mere raiders.

Foreign Relations


Culture


"When in Azgard, do as the Azgardians do."

Humans prominently hold power among the southern kingdoms of Icevein Bay. The kingdoms themselves are diverse, with many races residing within. Bronholm in particular, the lone city in Icevein Bay, is a melting pot of various cultures and races. The nobility of the kingdoms, however, is exclusively human, each noble family claiming lineage from Azgard of old.

Aside from Mirrorwater, which is a theocracy with the Goddess Lysvita at its head and Her High Priest as regent, the kingdoms are feudal monarchies. The nobles of each retain a wide array of rights and privileges while the king rules as their representative to the Gods, and is largely in charge of diplomacy, military matters and deciphering the will of the Gods. Easthold varies from this allotting more power to the king and exercising royal law to a greater degree then the other kingdoms.

The peoples of the region are generally a hardy folk, shaped by the harsh winters and fierce monsters that populate the realm. They mainly worship Lysvita with a reverence toward Pathar, Nargel, and Horomund. The hardships faced in everyday life has molded a culture, perhaps surprisingly, toward a fondness of drink, song, and neighbours. The guest rights extended from one household to another is something of legend along the Bay, with hospitality viewed as something sacred and stringently observed. It is a great dishonour to strike or insult a guest, likewise a host.

More unsurprisingly, given the threats they face in everyday life, the Azgardian Kingdoms have fostered a famed warrior culture, with renown and respect given to the warriors of the society. Azgardian sellswords are in high demand throughout the Mythlands, and honours are given to those among them who distinguish themselves in battle.

Influx of other cultures and races has caused a stir among some of the nobility and the commoners, who typically refer to themselves as Azgardians. Their rights and culture are strongly protected and attempts at other races to establish their own bastion of culture is often met with disdain and violence. A common maxim in the city of Bronholm is "When in Azgard, do as the Azgardians do." An outsider shuns this principle at their own peril.

1x Like Like
Hidden 7 yrs ago Post by Vahir
Raw
GM
Avatar of Vahir

Vahir

Member Seen 1 yr ago

So I am wondering if there is a deadline for our input? Further are their any restrictions other than the already created deities?


I'm aiming to have the world built and ready by the end of the month, so if there is a deadline that would be it. It really depends on how fast we get things done however.

I don't believe there's anything else to restrict at this point. Feel free to add in what you will, as long as it obeys the basic framework set up. if you're not sure about anything in specific just shoot me a PM.

Hidden 7 yrs ago 7 yrs ago Post by Zhaliora
Raw
Avatar of Zhaliora

Zhaliora Fallen Angel

Member Seen 5 yrs ago

@BlackBishop
Would that not be 4 nations?
Or was there no limit on the number?

Edit: Building on that question; how large of a landmass is reasonable?
Hidden 7 yrs ago Post by BlackBishop
Raw
coGM
Avatar of BlackBishop

BlackBishop

Member Seen 4 yrs ago

@BlackBishop
Would that not be 4 nations?
Or was there no limit on the number?

Edit: Building on that question; how large of a landmass is reasonable?


I'm a big fan of writing internal conflict in my ICs, and no better way then having multiple smaller kingdoms vying for dominance in the region. Think ancient Greece, multiple kingdoms with their own internal conflicts, but united by culture and banning together when faced with an outside threat.
Hidden 7 yrs ago Post by Vahir
Raw
GM
Avatar of Vahir

Vahir

Member Seen 1 yr ago

@BlackBishop
Would that not be 4 nations?
Or was there no limit on the number?

Edit: Building on that question; how large of a landmass is reasonable?


You mean the size of your nation? Youc can make it what you want, if it makes sense. If you want to take half the continent to make a big empire, okay, as long as it fits with the world. Just be considerate to leave space for other people.
Hidden 7 yrs ago 7 yrs ago Post by BlackBishop
Raw
coGM
Avatar of BlackBishop

BlackBishop

Member Seen 4 yrs ago

Races of the Icevein Bay


Azgardians

Azgardians are a subspecies of humans. What differentiate's them from other humans are the physiological tendencies for them to be taller, with broader shoulders, and blonde and blue eyed. Azgardians abroad tend to be found in the various mercenary halls of the greater Mythlands, being renown for their martial prowess, as well as lending their skill in shipcraft at the shipwrights along the coasts of the continent. Generally known for being hot headed and boisterous companions, Azgardians are typically a welcome addition to any warband for their tenacity in battle.


Pale Orcs

Once a prominent power along the Icevein Bay in the waning years of the Azgard Empire, the Pale Orcs were eventually driven north by the remnants of the Azgard Empire. Pale Orcs, standing between seven and nine feet tall, with their unusual yellowish and white complexion, are a common sight within the Mythlands, though have a marred reputation much like the rest of their Orc brethren. They're typically found among brigands and pirates, and roaming warbands, though uncommon, have been known to terrorize the greater Mythlands.


Reiklings

Reiklings are an obscure race of beings rarely seen beyond the Iceshield Wastes of the northern Mythlands. Little is known of the beings save that they seem to exist in tribal states north of Icevein Bay. Horned beings, standing between six and seven feet tall, they're usually slender and known for being quick and agile, making up for their inferior strength. According to legends dating back to the Azgard Empire, Reiklings were the spawn of Atioch, and worship the Old Ones. This is impossible to know for certain, however, as communication with the beings has thus far been impossible, Reikling's seeming to be unable to muster little more then chortles, grunts and screeches. They're ability to coordinate attacks and work in groups belies an as of yet undiscovered method of communication.

Hidden 7 yrs ago Post by A Man Is No One
Raw
Avatar of A Man Is No One

A Man Is No One A Faceless Man

Member Seen 6 mos ago

@Vahir

Sounds like a plan sir. I will begin working on it shortly. A little bit here and a little bit there. I need an escape after finding out that the closing on my house will be pushed back, which screws up everything. And my fiancee isn't making it any better. On any accord, I will move as swiftly as possible. The worst case scenario I will submit a partial work and complete it as I can. I'll have some time as I wait to see if my role play thread takes off. I suppose if anything it will be good practice for when I try to get my own NRP going.

Thanks for the camaraderie.
1x Like Like
Hidden 7 yrs ago Post by Vahir
Raw
GM
Avatar of Vahir

Vahir

Member Seen 1 yr ago

Some details on orcs in general...

Orcs


Societal Role

Orcs tend towards martial pursuits, due to their strength, their restlessness, and their discipline. That is not to say that all orcs are soldiers; many make their living peacefully. But they tend to view common tasks as menial and below them, and gravitate to wars. They are the soldiers of the Mythlands: orcish mercenaries are used in most armies. These mercenary companies are wealthy, famous, and feared for their valiance in battle and incorruptibility. Most orcs leave home to join these bands as youths. Even if they later settle into peaceful ways of life, this is viewed as an important step in coming of age.

Physiology

It’s pointless to mince words: orcs are ugly by any conventional standard. Standing taller than humans and with a brutish, tusked face, it is easy to take them for stupid brutes. But orcs are just as intelligent as humans, in their own way. They are strong, of course. A typical orc is stronger than two typical humans put together.

They are notable in that they are a unisex species. That is to say, there are no female orcs. They reproduce with females of other races, mostly humans. The resulting offspring are always orcs in turn. This dependence on other races is why they have not committed genocide on humanity already, which in truth they would have been capable of three times over in history. These opportunities come from the simple fact that when it comes to war, orcs reign supreme, as both soldiers and generals. Countless empires have been carved out by orcish warlords, and even today many principalities are ruled by orcs who have taken their thrones by force.

Orcs display a very tribal social structure. While they may appear unruly and ungovernable to outsiders, they are utterly deferential to those they view as leader. They are also not as apt to possess magic as other races, though orc sorcerers do exist.

Habitat

Orcs are a very sturdy people and thrive in regions lesser races might consider inhospitable. They thus be found nearly everywhere. They despise the ocean, however, and shy away from large bodies of water, due to their natural inability to swim.
Hidden 7 yrs ago 7 yrs ago Post by Vahir
Raw
GM
Avatar of Vahir

Vahir

Member Seen 1 yr ago

The Kingdom of the Merinteri


Racial Composition

The Marinteri is one of the most diverse regions in the world, due to its long history and central position. Sitting at the heart of the Mythlands means that every major land trade route passes through, while neighbors have conquered it more times than history remembers. Because of this nearly every race can be found in the Marinteri, and no particular species has a clear numerical majority. Notably, most polities are led by orcs, who have through countless wars set themselves up as the region's aristocracy.

Geography


The Marinteri is the central region of the world, the valley centered around the inner seas at the heart of the Mythlands. Mountains surround its sides, and all rivers find themselves going to the Three Seas eventually. The land is well suited to agriculture, being fertile and forming gentle slopes which are easily tilled, and with little in the way of a winter.

Despite these natural blessings, the land is sparsely populated, mainly due to the endless wars which ravage the region, as every neighbor uses it as a battleground and warlords war each other for patches of land. And terrible monsters lurk in the untended wilderness, werebeasts and goblins and worse things. As one approaches the three seas, these beasts grow ever more prevalent, and only fortified settlements survive on the shores. The island of Corinsul, at the heart of the Three Seas, is a cursed and wretched place, shrouded in myth and shunned by any sane voyager. Only the mad or desperate dwell there; amid the ruins that cover the island. Nameless terrors stalk through the ruined cities, and worse still misfortune dogs every step one takes there. Children born on the island are deformed monstrosities. It is not a place for mortals to tread.

The foremost cities of the region are Galenave, Midvar, and Theress, in order of size. These cities lie on the north-south trade route which crosses the entire world. The land is dotted with ruins, leftovers of bygone civilizations which have long since faded away. These ancient cities are said to be haunted and are generally shunned as well, a caution which is reinforced by the beasts that infest them. Still, adventurers do occasionally defy the warnings and scavenge from them, with... varying results.


Politics


Theoretically, the Merinteri is unified kingdom, under the reign of the orcish ruler High King Hedfric, whose father conquered the entirety of the region some twenty years ago. But this kingdom is a sham. In reality, every warlord with fifty men rules as independent sovereigns, ignoring missives from the capital of Galenave and warring among each other. So in reality there are as many countries in the Merinteri as there are men with swords. It is a land trapped in perpetual war, against outsiders and against itself. Its people have no sense of collective identity, and only stop fighting each other to oppose the invasions of neighbors. More than one ruler has abandoned governing this famously ungovernable people in disgust.

The most important other sovereign in the region is King Baldren, who rules the north, including the important trade city of Galmar, from the legendarily impregnable fortress at Midvar. He is forever embroiled in conflict with the human princes of Theress, which in reality is not a principality but an oligarchy controlled by the city's wealthiest merchants. This bloody rivalry has grinded on since the cities were first forced to coexist, and, it is said, will continue to grind on long after the end of days comes and the rest of the world crumbles to dust. To the west all semblance of nationhood fades away, and every township rules itself apart from the rest.

History

It is said that the Merinteri is the oldest part of the world, where the gods first set foot when they created the world. In the days of old, it is told, they ruled from the sacred island of Corinsul. What is clear is that the region was once as great as it is today pathetic; one needs only gaze at the ancient ruins that blanket it to appreciate its historic power. A great civilization ruled every reach of the Mythlands from their golden cities on Corinsul. To maintain their empire, they created other races to serve as their slaves, such as the orcs, who were meant as soldiers for their legions.

But all things go to dust. Filled with hubris and blind to their own ignorance, they weaved forbidden magics. As could be expected, things did not turn out as planned. The terrible monsters that today roam the Mythlands were born then, and caused unimaginable devastation across the world. The slave races saw a chance to revolt, and rose up against their cruel masters everywhere. That long lost people were killed in such droves that they were completely exterminated, never to be seen today. Such was the reach of the destruction that even the name of that empire and its builders was lost to history.

After that, the Merinteri became a haunted and savage land. It became a prize to be fought over by war thirsty neighbors, whose armies trampled across it to reach their enemies. It has become a land of death, where lives are short and hard, where any morning can be your last.

Culture

It is difficult to define a Merinterish culture, as there is not truly a merinterish people, only an assorted mess of different intermixed peoples. They are notably hardy as a whole, mostly due to the fact that never ending warfare and ceaseless monster attacks force them to adapt or die. They are survivors, stone hearted by nature because in this land to show weakness is to invite death. They are suspicious of outsiders; some places- mainly the major cities along the trade routes- are welcoming, but venture into the countryside and you'll find unfriendly welcomes and thinly veiled hostility. They have learned, after all, that outsiders bring death.

While, again, the major cities are quite wealthy, the Merinteri as a whole is wretchedly poor. Any wealth is soon pillaged by opportunistic warlords. They cling to life in fortified settlements, eking out what lives they can in this unforgiving land. What trade they do make (which is not much, as most sensible traders shun the notoriously dangerous parts) is mostly of grain and timber.

Foreign Relations

N/A


1x Like Like
Hidden 7 yrs ago 7 yrs ago Post by BlackBishop
Raw
coGM
Avatar of BlackBishop

BlackBishop

Member Seen 4 yrs ago

Leading Figures in the Azgardian Kingdoms




King Havard Grimblade of Reikhold and His Royal Sigil

A dour man, and proud. King Havard has ruled Reikhold for nearly twenty years, and in that time has gained fierce loyalty among his men due to his many victories on the field of battle, and his paternal, albeit strict, demeanor toward his soldiers. Havard and his army keep the Reikling and Orcish hordes at bay from their stronghold, Reikgard.



King Lodin the Young of Bronhold and His Royal Sigil

An arbitrary young ruler having just recently come to age, and largely content to leave the rule of Bronhold to his council. Having spent much of his young life under the care of tutors following the tragic death of his family, Lodin has been left largely isolated and uncaring for relationships and rule. Ambitious thanes within his court are all too happy to take up the rule of Bronhold for themselves.



High Priest Slyther of Mirrorhold and His Holy Sigil

Though an outlander to Azgard, Slyther proved himself blessed by Lysvita and rose in prominence within the Goddess' temple at Mirrorwater, becoming the High Priest and ruling over the kingdom as Lysvita's holy embodiment. Slyther is a shrewd man and pragmatic. He is often viewed as cold and calculating, but his affinity over the arcane has left little to doubt his favour among the Goddess.



King Skuld Oathsong of Easthold and His Royal Sigil

King Skuld is an ambitious man above all else. Over his ten year reign he has dismantled proud tradition stripping the rights of his thanes and assuming firm power within his realm, and it is thought that his goals do not end there. Reputedly a powerful mage, many whisper his sorcery are exaggerations, ploys to keep his thanes in check should they rebel. Skuld is believed to do anything necessary to maintain his grip on power and fulfill his ambitions.



Chief Cagan Trollbane of the Pale Orcs and His Loathsome Crest

Infamous for his murderous temper and the ferocity in which he dispatches his enemies, Cagan rose to prominence through a series of bloody trials that ensured no equal among the Pale Orcs. Known for killing a fearsome frost troll with his bare hands, few dare to tangle with Cagan. The Orc chieftain is a constant threat to the Azgardian Kingdoms, launching raids and disappearing into the Iceshield Wastes before they can be put to the sword.
Hidden 7 yrs ago Post by A Man Is No One
Raw
Avatar of A Man Is No One

A Man Is No One A Faceless Man

Member Seen 6 mos ago

@Vahir

Well, I'm not quite sure why we are posting in the OOC section which is used for discussion rather than the character board which is essentially what we will be playing. However, I will be posting my "kingdom" in the character section of the board to keep the clutter from this board. I've only gotten a map so far, but I've had a rough day and I have to go to work soon so it'll have to do until tomorrow. On any accord, I would suggest demanding that everyone who is adding information to particular nation merely edit their post and then make a common denoting the editing. This way everything can be kept together.

Hidden 7 yrs ago 7 yrs ago Post by Slamurai
Raw
Avatar of Slamurai

Slamurai

Member Seen 5 mos ago

@VahirWell, I'm not quite sure why we are posting in the OOC section which is used for discussion rather than the character board


See the first post:

I would ask that new players restrict the characters tab to content that I have approved, so that we can keep a clear distinction between what is and is not yet cannon.


The Characters tab is restricted to approved material, at least for the moment.
1x Thank Thank
Hidden 7 yrs ago 7 yrs ago Post by Slamurai
Raw
Avatar of Slamurai

Slamurai

Member Seen 5 mos ago

WIP!

Hidden 7 yrs ago Post by MonkeyBusiness
Raw
Avatar of MonkeyBusiness

MonkeyBusiness

Member Seen 1 yr ago

What is a good map editor that I can use to elaborate my land claim?
Hidden 7 yrs ago Post by BlackBishop
Raw
coGM
Avatar of BlackBishop

BlackBishop

Member Seen 4 yrs ago

What is a good map editor that I can use to elaborate my land claim?


Autorealm is a decent map program, and its free. Personally I use Campaign Cartographer Plus, but its at least 40 bucks or something like that.
1x Like Like
Hidden 7 yrs ago Post by Vahir
Raw
GM
Avatar of Vahir

Vahir

Member Seen 1 yr ago

I for one use GIMP and paint everything by hand.
↑ Top
© 2007-2024
BBCode Cheatsheet