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World of Doreima


Narf the Mouse

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Re: World of Doreima

 

The following is a literal, poetic history of how thier world began, as might be told by an in-setting priest or storyteller. In addition, certain things about thier world that make it distinctly different from almost all other fantasy worlds are at least hinted at.

 

A very long time ago, before even Creation existed, were the Children of the God. And they were powerful and mighty, even to the shaking of the heavens. And they dwelt among the stars.

And they had learned and grew until there were few to challenge them. But they did not grow proud nor haughty.

And they appealed unto the Great God and said "Let us have Children of our own". And he heeded their calling and deemed it Good.

And so it was that power was given unto them. And they created all that is, that we dwell in. They created lands and seas, stars, planets and other things unknown.

And they created us in their image and likeness; each of us did they create in their image; male and female created they them.

And for a time, it was good.

But some of them grew proud and haughty and said, "They shall worship us alone." And others said them nay, "They shall worship alone the Great God; proper heed they shall give to their parents."

And from that time began a war; and the wicked were cast into their own place and the righteous placed seals upon that place, that they could not have more power than they should have.

 

 

And the mortal world began.

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Re: World of Doreima

 

Humans: In this setting, Humans are the "First-born". The shortest-lived and the longest to exist in the world.

 

Dwarves: The "Second-born". They live to a good two-fifty years of age and will be Tolkienic. That is to say, an ancient people with a deep religious history and tradition. Any inside conflicts are instantly put aside to fight against outside forces. They are also literally "Hewn from rock" - Dwarven females birth a "Seed", which is planted. The Seed grows and consumes surounding matter, eventually becoming a full-grown Dwarf, composed of whatever matter surounded the Seed. Selection of a place to plant the Seed generally involves looking for high-quality, mixed ore and rock, then digging a pit and filling it with desirable matter. The parents then tend the growing Dwarf, adding any necessary matter and keeping the child safe.

 

So yes, Dwarves *Do* spring up from holes in the ground, generally.

 

Elves: Elves are the "Third-born" and longest-lived. Beyond that, I'm not sure.

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Re: World of Doreima

 

I need help working out how Dwarves and Elves fit into all this. I am a beginner at world creation.

Continents

 

Absco

 

The Steppes of Yahlmen

 

The majority of Absco is taken up by the vast, trackless, wind-swept steppes of Yahlmen, inhabited lightly by the Horsemen of the same name, Sand Dragons and various factions.

While the Horsemen tribes produce the best light horse on the continent, by far and are a good source for trading, as the steppes border many lands, the primary source of interest are the Borahvic Ruins, a series of ruins of an ancient, magically-powerful civilization. While the civilization existed, the plains bloomed with life. However, at some point some eleven hundred years in the past, they disappeared, with no explanation.

The Yahlmen Horsemen are quite eager to take travellers to the ruins, provided they are paid well. Various factions, however, may have already laid claim to or battled over a particular ruin. The Horsemen of Yahlmen, themselves, are disinterested in the ruins – After all, "If they were so great, how come they are gone?".

The ancient Borahnian Ruins have yielded few, but nevertheless powerful, secrets. Among them, the Boral Teleporters – Two rings that, when linked and triggered, swap everything contained within their areas.

The Horsemen of Yahlmen (Yaul-men)

 

With a relaxed, humorous approach to life, the horsemen are cheerfully mercantile and practical. They are famed as both light horsemen and the third- and second-rate horses of their herds they sell, as well as their complete lack of superstitious fear of the Borahnian Ruins – Something that tends to affect even most "Civilized" people.

Other claims to fame are their honour in keeping to their word and bargains and the Yahlmen Crossbow, a curious invention which has spread beyond the steppes and plains. This crossbow has the curious feature that it is cranked by repeatedly pulling on a lever, requiring little strength to ready. The best of these are still made in the portable forges of the master Yahlmen weapon-smiths

The Free City of Karres (Kar-ez)

 

Located in the southern-most expanse of the Steppes, the Free City of Karres was originally the Duchy of Karres, a north-western expansion of the Empire of Estan-Gan. However, when the Empire began to crumble around the edges, the then-current Duke of Karres took the opportunity to declare independence and make peace with the Horsemen who had been raiding the outlying settlements.

The Free City is currently a Constitutional Duchy, in which mercantile Houses wield much power.

The Houses of Karres

 

The Houses of Karres wield much power in the City. There is constant warring between factions; the major factions being, informally, the Dukesmen, the Coinsmen and the Populists.

The Dukesmen, otherwise the Noble And Loyal Houses of Karres, are the prime supporters of the Duke.

The Coinsmen, otherwise the Firm Banking Alliance, sides with whoever offers the most long-term advantage and coin. They are not a firm alliance, although they take pains to never oppose each other too much.

The Populists, otherwise the Great Alliance of Houses, have profits firmly grounded in the populace and thus tend to listen form their opinion based on what would be benificial to the common guilds.

The House of Acturus (Dukesmen)

One of the cornerstones of the power of the Dukesmen and thus of the duke, the House of Acturus contains the majority of the alchemists and mechanists in the city. Their greatest advantage is thier discovery of the Smokepowder Handcannon, in both long and short varieties. These powerful, albiet not fully reliable weapons give the House Regiments a significant advantage in both battle and sales, especially since they are a major seller of Smokepowder – Something only Master Alchemists can make safely.

The South-Eastern Plains

 

Below the Steppes of Yahlmen, from the east-to-south coast to the middle of the bottom of the Steppes, the South-Eastern Plains are home to numerous large nations, the largest of which is the Empire of Estan-Gan

The Empire of Estan-Gan

 

Established by the marriage of the Queen of Estan to the King of Gan, the resulting Empire is seven hundred years old. It is currently being brought out of two centuries of decline by the energetic and determined forty-year old Emperor Galsan Estan-Gan. Although the reduction in corruption and bandits is welcomed in the empire, the kingdoms on the border and especially the break-away cities and territories can't help but look to the empire with trepidation.

Army

 

The Army of Estan-Gan consists of the older, corrupt Millinions (Mill-ih-nwiohns) (Troops of Thousand), generally only good for bullying and the new Millinuonions (Mill-ih-nouw-nwiohns) (Troops New of Thousand), specially commissioned by the Emperor. The Millinions were mostly destroyed in General Faldvert's failed coup attempt and Emperor Galsan is replacing them with new Millinuosions as fast as they can be trained.

Each Troop of Thousand, new or old, consists of 600 of Foot in six Centinions (Sent-ih-nwiohns) (Troop of Hundred), 200 of Heavy Horse in two Centilownons (Sent-ih-low-nawns) (Horse, Heavy of Hundred) and 200 of Light Horse in two Centinonons (Sent-ih-no-nawns) (Horse, Light of Hundred)

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