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| Admiral_Lourve03-08-08, 03:14 PM | Hey! I’m not much of a role-player (at all) but I’m creating a universe just to release it from my mind, I thought this was the place to post about it, feel free to comment and I hope you guys will help me out with the details. Over the next few weeks I’ll be outlining the basis of the universe, the most detail being spent on the “heroes”, the Grattians. Form there I’ll just update the thread whenever I like! So don’t worry about posing at the moment, but you’ll have my appreciation if you do. For those with short attention spans, here is the idea in a nutshell: Many world-discs, ranging from the size of an island to Earth hover in an endless sky. Each is Disc has an Overside that is in constant day while the Underside is in constant night. In between the sides are hundreds of caverns and some have great linking tunnels with cities at the heart. By “catching” a Litaum, a kind of elemental animal and binding it to a specially crafted ship, people can leave their Disc and sail towards adventure! |
| Admiral_Lourve03-08-08, 03:15 PM | Byd The Byd is term for all Discs and the endless sky between them. It is filled with slow currents that lift and turn Discs over hundreds of years, in this time a Disc can be left behind or edge dangerous close to another. Light & Dark In the general perception of “up”, rays of light beam down upon the Discs, keeping one side in constant day, while shadows prevail on the Underside. On occasion the light waxes, scorching the landscape and at other times wanes, allowing cavern creatures to roam for weeks at a time. The light has been know to shine in an array of colours, each warping the Byd’s magic for a length of time. None know the pattern of these changes, as they are rare as to be legendary. Though some have attempted to travel into the hights of light, or into the depths of darkness, none who attempted even got famously lost. If you fly too high to get burned to ash, if you fly too low, you and your vessel are frozen solid. World Discs The Discs come in many sizes, often as large as a continent, the infinite nature of the Byd means they may come in any size. The “Up-Face” or “Overside” refers to that which the light touches, often they are the more populous side and have plants such as trees and grasses. The “Down-Face” or “Underside” refers to that which the light can’t reach, gloomy, but not always pitch dark, stealthy beasts thrive here and if not barren, complex fungus and mushrooms replace more obvious plant life. Between the sides are the Heartlands, many caverns, chasms and rare man-made tunnels litter the place. Rarely a city will be built within the Heartlands, linking both sides very effectively. While in the very centre of the Hearlands a visiter with feel pulled both in whatever he feels is "up" and "down" because the gravitational forces of the Disc are in equal play. Nearing either side with cause gravity to pull a traveller to the other side. Travelling from one side to another can be distressing, as gravity, while appearing normal once on the surface of the Disc, is running a different way to the way it is on the other side. Travel from a Disc Unlike our space, the sky between Discs is filled with air, dust and whisping clouds. Some Discs are closer than others, while some Discs are visible from on to another, others are far off shores veiled by floating asteroids. God, Demons and Fey (Barely any information yet) God, the Artist of Creation. What he or she or it is or is not is anyones guess, but the Demons work for it. Perhaps he created the world to better understand himself? Perhaps he is senile? Demons, Eyes of God, some tempt mortals, others punish, many watch and carry god's messages. They are not uniform in design, some have lion heads while others have mouths in place of eyes. However, they are known to be sized according to rank, tiny imps are creatures that live to forfill a goal while the Demon Lords are titantic and rule over a element or concept. They are often appearing unfeeling or caring little for mortals, they are duty bound guardians of life and death and killing one would bring about terrible times. While the true ranks and titles are unknown to mortals, many demons conform to this structure: Architect - The size of mountains, shape land, destroy civilisations, control primal energies like fire, lightening and air. Duke - Demon Dukes are as tall as trees and twice as broad, they usually cordidate other demons to do their work and have mastery over primal matter such as stone, metal, water and ice. They also carry great arcane weapons and items which grant them all manner of powers, such as flaming swords or winged boots. They can look into the souls of mortals. Warden - Far larger than any man, Wardens are the caretakers of the Byd at large, protecter of plants, animals, some even people and places. Avenger - They can be found between the size of a Warden and a man, but are easily known by their rasping voices and blade covered heads. The control a varity of elements, whatever is needed to get the job done, while one might use fire, another might use pure fear. Trickster - Taller than mortlas by some feet, Tricksters teach man lessons few misdirection and foolery. Considered the most kind of Demons, they are still terrible to behold though they can change their form to something pleasing if they wish. The control shadows, sand, smoke and other illusionary aids. Scrivener - Man sized, often elderly in appearance, teachers and lore-keepers with control over emotions, sleep and dreams. Imp - Cat sized shapechangers that travel with those of great deeds as advisors, live fleeting lives. The are weak but have poisonous teeth or claws. Akki - Tiny, lightening fast, chaotic message carriers that die once they have said their bit. Fey, Otherworldly Horrors, malice filled monsters that prey on and corrupt life whenever their realm crosses over into the Byd. They are terrible parodies of the Demons, while the Demons control vital elements of the Byd, the Fey use their powers for personal gain and above all amusement in the form of torture. They live by oath, contracts and often bind mortals in them and it is said the only way to beat the more powerful Fey is my finding loopholes in their own ways. |
| Admiral_Lourve03-08-08, 03:16 PM | Grattia The rising star of the discs, a realm recovering from the attack by the armies of Invandent, using recovered ships, are setting sail to the other discs in diplomatic and exploration missions. Before the Invandent invasion, Grattia was a Disc, to a degree, at peace; various provinces vied for control of the land, but did so with diplomacy, offers of a better life for its inhabitants and subtle offers of gifts to the towns and villages of neighboring kingdoms if they moved allegiance. Open warfare was a rarity; assassin was, well, if not unheard of, unusual. Grattians prefer wit to the sword. The Overside was on good terms with their Underside, the great Heartland capital of Windroar was a mixing pot of ideals and peoples. They were master explorers and nothing of Grattia was a wilderness or new frontier to them, they felt at home anywhere on the Disc. They spent a great deal of time towards invention and the arts, but they knew little of magic and saw it as dangerous even in the most expert of witch. Then, out of nowhere their views of the Byd were changed and they had to relearn the art of warfare in a matter of months. The Invandent came in their skyships, hulking Marauder and cannon covered Crusaders, eerie Overseers and quick, violent Bombers. The first few weeks were terrible, thousands died as the Invandent murdered indiscriminately, wishing only to wipe out the people. Rapidly, with the need to live, the many provinces joined as one, the leaders forming the current Grattian High Council. The months drew on, but slowly, with the knowledge of their Disc far outclassing the invading force, they gained a footing. Those of the Underside began to forge weapons, melting down anything metal and freely handing them to Under and Oversider alike. Those of the Heartlands would take in soldiers of either side and give them food and many doctors took up residence in the tunnels, aiding anyone and everyone. The invading for could never manage to suppress them, many of them dieing as they were led to their deaths by expert navigators that evaded them. Using their combined talents of espionage the Grattians infiltrated a docked Crusader and took it by force from the Invandent, destroying a fleet of bombers (unknown to them, one of only three fleets remaining) and returning it to the Black Assembly, a newly formed mass coven of witches and intellectuals. There the witches began to understand the magic behind them, simple really, a bound elemental fueled them and gave it its ability to fly. Their great work began. Many died. Warrior and witch alike died as they ventured to a place outside of time, feared by all, to gain what they needed. By the winter the following year, the Black Assembly and the land around it rose from the earth like a silent raven, ready to do battle with the Marauder. Unknown to themselves they had a great advantage, for skyships are far more powerful closer to their Disc of origin. The final battle between the Marauder and the Black Assembly lasted a matter of weeks, and the war ended as the Marauder crashed to the Disc, taken the kingdom of the defiant Lecia, who kept the invading armies at bay even as they marched through their streets, with it. The Underside Grattians, particularly the nomads of the Tredfoot, made sure no Invandents were left standing. At one point a band of them protected a small town outside Torchmarsh from overwhelming numbers. Four years had passed and the Invandent were defeated. Many races are now completely lost, many provinces are merged and their religions wracked with fear and confusion. But now their Disc is stabilized, and they have many scavenged military class skyships at their disposale…well, they are explorers and diplomats at heart. Time to search the Byd! Places of Interest Overside The Black Assembly - The site of Ebon Spire, a tower now used by the Black Assembly, a coven of witches and invited enginners, thinkers and mages. The Spire and ten by ten miles around it now hover above the earh it was pulled from. Heartland Windroar - Underside Thickshadow - Torchmarsh - Fen and bog that stretches for miles in Thickshadow, with many villages that live by their own collective rule, though they pay taxes to the king of the Thickshadow province. Named for the large stone pillars that bear huge bonfires so as to remain in contact with the other villages. If a bonfire goes out for more than a day, the village is investigated. Peoples of Grattia Overside Heartlands Underside Tredfoot Nomads - Simple people that seem to live for the sake of living, without motive. People jokingly say their gods are Hig, the Goddess of Common Sense and Gig, the God of Eating & Sleeping Well. Truth be told they believe that one God created everything from himself, in essence, everything is God and thats that. In death they join god in a sort of hive-mind, becoming part of the Byd at large and have no fear of death. |
| Admiral_Lourve03-08-08, 03:16 PM | Their late Emperor Mnolos set his sights on Grattia because his Disc was an overpopulated, even though it is a giant Disc, frosty cityscape on the Overside and dread tundra on the other. He was sure that his allies, the Disc of Horcus and Sottar would aid him in this conquest, but this was a ruse created by the pair to send the expansionist Emperor’s fleet far from home. As the tides of war turned on him in Grattia he refused venomously to return his fleet homewards, leaving them all but unaided for four years. Meanwhile on Invandent Sottar ambassadors and Horus rabble rousers stoked the flames of the paupers and laborers of the murky cities of Invandent. He lost the war, his men unable to take the Grattians on their home turf. The disgruntled peasants saw this as a point to overthrow Mnolos and the bratty nobles under him. Now Invandent is a lead by a various fractions, splitting the disc into the largest state, the Federation, run by a chaotic mob of mayors that devote their time to a same district and meet irregularly to vote on specific law change and to plan for the Federations future and the various “Corporate States”, vast areas of this urban landscape owned and maintained by old and powerful guilds. The barely explored Heartlands are now home to the disgruntled military, few are still loyal to the late Mnolos and are attack the cities with terrible expertise, however most just live as tribesmen using their military training to form a new culture and maintain stability. |
| Admiral_Lourve03-08-08, 03:17 PM | Horcus Known as the land of barbarians though those glory days are long gone. The landscape of both the Over and Underside is that of one grand sea, the Overside deep and ragous while the Underside's is shallow and filled with brittle coral. While the Overside as thousands of tiny isles unprotected from the sea's wrath, the Underside is sparse with just a few steppes rising from the waves. Led by a multifaceted council of high queens, religious leaders, speakers for the people, exemplars of differnt professions and wizened old warriors. False-allies of Invandent, they led them to believe they would be counted amoung their ranks. Though as advance in skyships as Invandent, Horcus rarely leave their homeland unless they are banished by ruling of the High Court. Though everyone considers themselves a part of Horcus and swears a oath to protect it, every area aderes to its own laws. In Horcus's distant past barbarian hordes would clash against each other daily for food, land rights and the sport of it. The legendary first High Queen Rashabeth and her nameless lover The Mouth of God forcefully joined the people together; to this day they are a people quick to anger with the strength of bears. Sottar Considered the eldest Disc, once a land of fearsome volcanic activity, now a world of lake-topped mountains coated in thick jungle juxtaposed with grand cities in decadent decline. The various kings, presidents and other leaders have grudgingly decreeded never to go to war with another Sottarite and the landscape of both sides are littered with tall walls keeping the other nations out. Their underside is still hot however and full of pits and chasms filled with diamonds and silver veins. Sottar's Heartland is unique in that it is filled with magma and travel from one side to another is difficult to a fault, there are only three known tunnels leading from one side to another, these are heavily guarded. This disc is so old it is concave somewhat. |
| Admiral_Lourve03-08-08, 03:18 PM | Shollm (Just ideas really) The endless soft rolling hills and black, black lakes of the dead. Getting anywhere is a matter of will. Kagero, The King Cavern - The only way for a mortal to enter the land of the dead, the only way for a ghost to get out. Inkama, Dunes of the Neverborn - Here in the ever shifting sands play the spirits of those that were not, they can shape the earth to their liking and every seven hundred and seventy seven years the eldest march to the Well of Renewal Nilin, City of the Damned - Made from the shadows of fallen empires, blackened bricks make way great marble arches covered with crude dawn-times markings. People that refuse to move on to the Afterlife end up in Nilin, some of the oldest dead lurk here. Moccoc, Realm of the Beasts Forgotten - Collosal swamp of monsters and other beasts that have no true Afterlife. Aesculpt, The Well of Renewal - No one but the Neverborn really know whats in here, and they never come back out to tell anyone. Most believe all who dare to jump are reborn. Thomachades, The Peak of Excaltation - To climb its peak and face the serpents that slither from its many caves is to reach the true Afterlife. Everyone sees the peak differently and enter whatever place they are fated to reach. Loanon, River of Oblivion- Beginning at Thomachades and mouthing at Minostrom, to drink from it is to forget. The current will grab even the strongest under so a traveller must search for the Ferryman. Minostrom, Ocean of Memories - Soft light rises from the bottom of this cold see, faces and names float across it like driftwood and Disc sized whales made of thoughts and lost dream swim restlessly. Estr, The Silvery Isle - A isle that sails Minostrom surrounded by mists, the sea becomes calm as it draws close. It is said Estr houses the history of all things. Siphos Overlaps the Byd from time to time, the realm of the wicked and distant Fey. As it pierces the world mountains become higher, chasms deeper, forests become a tangled mass of gripping vines and animals take on new, deadly life. The Fey are awful twisted beings that the Byd cannot stand for long, they are as powerful as Demons and affront to God. |
| Admiral_Lourve03-08-08, 06:55 PM | A quick bump to say what should the "setting" as you rps say, be called? Just Byd? Grattia? The Grattian Adventures? :P Keep it as The World Discs? |
| taradusis03-08-08, 07:21 PM | I would call it grattia. Have you checked out Spelljammer.org ? It has the old spelljammer ships and other junk. |
| Admiral_Lourve03-09-08, 05:58 AM | I would call it grattia. Have you checked out Spelljammer.org ? It has the old spelljammer ships and other junk. I have now. :P It's nice to see a similiar idea out there and I'm sure it was a cool place to play in, but a bit too sci-fi for me. :D Well thanks for reading reguardless of if you read a lot of it or just the first post! |
| Namer_and_Shaper03-09-08, 10:02 AM | Read it all. :cool: Very nice, a well thought out idea, very vivid. So the Fey world overlays Byd every now and again and elementals from there are used to power the ships? :D :D :D |
| taradusis03-10-08, 10:19 PM | I was thinking you could use the deck plans for spelljammer ships,they make good adventure sites. |
| Rinian203-13-08, 08:08 AM | I like this idea, very nice. Here's a couple of ideas for you too. Do the discs just sit there hovering? Or are they affected by something outside of themselves that can cause them to drift on the winds? If then do move around the chances are that eventually the shadow of one would fall on another. I could imagine that such an occurence would cause panic and hysteria on the benighted disc. Or if they don't move, I can imagine a wizard taking over one of the smaller discs and trying to work out how to make it move so he could make flying raids on other discs. Or even so he could flip a disc and make the Overside Under and the Underside Over. Who can unravel the insanity of meglomaniacal wizards? |
| Namer_and_Shaper03-14-08, 02:21 PM | I like this idea, very nice. Here's a couple of ideas for you too. Do the discs just sit there hovering? Or are they affected by something outside of themselves that can cause them to drift on the winds? If then do move around the chances are that eventually the shadow of one would fall on another. I could imagine that such an occurence would cause panic and hysteria on the benighted disc. Or if they don't move, I can imagine a wizard taking over one of the smaller discs and trying to work out how to make it move so he could make flying raids on other discs. Or even so he could flip a disc and make the Overside Under and the Underside Over. Who can unravel the insanity of meglomaniacal wizards? Hello!, the Admiral has told me he won't be online for a while, so your questions will go unanswered. :c |