Posts: 80
Threads: 225
Joined: Aug 2005
This thread will contain all public information about the setting of this role-playing game. Be on the lookout for updates, particulary in the sign-up phase of new Instances.
Quote:Vad's Whimsical Whimsicalisms: Men. Good stuff there.
![[Image: Viper-Mini-Sig-Piper.png]](http://i22.photobucket.com/albums/b318/ThundercatsHO/Viper-Mini-Sig-Piper.png)
Nobody can go back and start a new beginning,
but anyone can start today and make a new ending.
Posts: 80
Threads: 225
Joined: Aug 2005
All known (known to you, the Writers) locations in Erde will be listed here. These include settlements, bodies of water, forests, mountains, and any other physical landmarks. If there is continued interest in Erde, I'll draw a map to go along with this (make things a little easier to put in perspective).
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Eisenhardt - A rather old human settlement nestled between the Green Sea and Lowlands. In recent generations, the various tribes have begun to come together under a more unified leadership. This has not been without its bumps, and as a result, crimes have been on the rise in the town and its outskirts.
Vaal'nor - The largest human settlement and the densest population center on the periphery of the Lowlands. The leader of Vaal'nor is in a constant struggle with several smaller settlements to recognize him as a central human authority. Small military engagements are common, although rumors about of a much serious and wide-scale campaign.
The Green Sea - A vast forest that borders Eisenhardt on three sides. Despite the history of human settlement on the forest's edge, few maps exist to navigate through the forest or its web-like network of rivulets. As with anything old, vast, and unknown, there are numerous stories of monsters and other assorted evil things. The fact that a few people each year get lost wandering the forest does little to dispel the myths and urban legends.
The Lowlands - Flat, fertile, and well-drained land. These plains are a farmer's delight, and for as long as most humans are aware, they have nurtured the countless settlements, tribes, and towns of humankind. The majority of primarily human settlements are either within the borders or the Lowlands or at its edges. Long ago, the wild animals gave way to domestic creatures (sheep, cows, dogs, etc).
Quote:Vad's Whimsical Whimsicalisms: Men. Good stuff there.
![[Image: Viper-Mini-Sig-Piper.png]](http://i22.photobucket.com/albums/b318/ThundercatsHO/Viper-Mini-Sig-Piper.png)
Nobody can go back and start a new beginning,
but anyone can start today and make a new ending.
Posts: 80
Threads: 225
Joined: Aug 2005
02-19-2012, 08:10 AM
(This post was last modified: 02-19-2012, 08:20 AM by Piper Juunanagou.)
Overview: Unlike most fantasy settings, the three staple races don't have fantastical origins (although their current settings may draw inspiration from genre staples). Way back when, the three species all shared a common ancestor of some sort, but time and exposure to different environments has resulted in enough speciation that it has been centuries since anyone considered them to be the same species. In fact, most people just figure they've always been separate, and only the academics who care to read (a rarity) would tell you otherwise. As the three still interact, there are instances where relationships develop, and while it is not impossible for two different species to sire a kid (a taboo already), such children are sterile (like mules). Just thought I'd put that there before someone asks me if they can be a part-human, part-elf, part-troglodyte shaman.
Humans: Humanity on Erde looks exactly the same as you would expect your average person to look circa the early Middle Ages. With the exception of Vaal'nor and a few larger towns, most people live in either small villages, tribes, or as independent farmers scattered across the expansive Lowlands. Nomadic peoples are far less common when they were in earlier generations. Outside of the Lowlands and its immediate periphery, it is far less common to find human settlements. In general, human relations with elves and dwarves are relatively placid, although disputes between individual settlements are known to break out. These are more indicative of the population centers and not general animosity between the species.
Elves: Elves primarily inhabit the islands to the distant south. While their settlements are more elegant and ancient than their human or dwarven counterparts, the elves lack any central government. In the place of a unified leadership, they have a powerful aristocratic upper class. Their aristocracy, however, constantly feud with one another, making the elves the most violent of the three species.
Dwarves: (Mysteryyyyy)
General Animals: All domestic animals are present in Erde. These include dogs, cats, mice, and anything you'd see raised on a farm. While there are countless species of bird, fish, and lizards, they aren't something people would really keep as pets. Game animals, like rabbits and deer, are also abundant.
Monstrous Creatures: Rumors of monstrous creatures abound all three cultures, whether it tales of terrible cave spiders or the oversized crabs that stalk the ocean's edge. How much of these stories are truth is open to debate.
Monsters: For the most part, all non-supernatural fantasy monsters can/may appear in Erde. As there is no magic in this world, there are no reanimated corpses or animated objects/monsters. There are no conjured monsters or stuff like that. Dragons and other giant flying things, while they may exist (I haven't ruled it out), should never be used. So if you want to randomly have monster, stick to the normal staples, whether they be ogres, orcs, trolls, w/e. I myself am a fan of the 'people are the worst monsters' motif, but I won't crush dreams.
Editor Notes: I may at some point add more information to categories, if this is necessary. The moral is that this will develop as the member base requires it to.
Quote:Vad's Whimsical Whimsicalisms: Men. Good stuff there.
![[Image: Viper-Mini-Sig-Piper.png]](http://i22.photobucket.com/albums/b318/ThundercatsHO/Viper-Mini-Sig-Piper.png)
Nobody can go back and start a new beginning,
but anyone can start today and make a new ending.
Posts: 80
Threads: 225
Joined: Aug 2005
While the Writers are free to develope or incoporate as many non-player characters as they see fit, this post will list all of the most important NPCs. These are individuals of some importance to Erde, whether politically or to a given Instance. None of these characters should ever be killed by a Writer. At any point, a SG may 'hijack' one of a Writer's NPCs. Whether they do this simply to incorporate them into an update or to make them a more important figure, the Writer must respect this.
Humans:
Elder Guillermo - A venerable man in his late forties, Anastious Guillermo is one of the ranking individuals in Eisenhardt. Once a chieftain of a tribe, he now helps to govern the village with a group of other former tribal leaders. Outside of his tribe, Guillermo is undoubtedly the most popular of the leaders, because of his history of kindness and sensibility. In a recent drought, he was the first of the 'elder council' to make his tribe cut their rations and share what was left with the others in Eisenhardt. Recently, he has been the key figure in trying to solve the string of murders and thefts.
Quote:Vad's Whimsical Whimsicalisms: Men. Good stuff there.
![[Image: Viper-Mini-Sig-Piper.png]](http://i22.photobucket.com/albums/b318/ThundercatsHO/Viper-Mini-Sig-Piper.png)
Nobody can go back and start a new beginning,
but anyone can start today and make a new ending.
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