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Xenre
2014-09-01, 08:31 PM
This is as much to organize my ideas as to share them and see what you guys think.

Ilarion is based primarily in Greek/Roman inspired lands with an Oriental empire to the north, Cossacks in the west and mercantile Egypt/Arab desert kingdom to the south. The primary campaign ideas that went into the creation of Ilarion were: a caravan running a silk/spice trade over long distance (1-2 years round trip, overland); a gladiator revolt (ala Spartacus); and exploration of uninhabited/uncharted wilderness.

I have removed alignment as I wish to present a more grayscale morality. I've also ousted outsiders and replaced them with aberrations as the main ‘evil’ (or boogey monster) in the setting. They come from underground, so mining and spelunking are very dangerous.

I intend for this setting to be low magic. That does not mean I’ll be nerfing casters. It means that NPC casters will be rare and that magic items will have to be quested for or made by PCs. There will be very few magic item shops, and even then they will likely be curio shops that happen to have a few real magic items. (I always get a wish list from my players so when I put in the semi-rare magic item it isn't wasted.)


The only gods are the Sun Goddess and the Moon God. The entire world knows and acknowledges these two gods. They can be known under different names in different cultures. They are also apparently uncaring; there is no divine intervention or steering the course of mortal events. These two are often worshiped side by side, either as equals or with the Sun Goddess being slightly more important.

The dead are almost always burned, and the smoke is seen as their soul rising to the heavens. Birds are often seen as divine messengers and omens from the gods. Especially carrion birds, who are said to carry the souls of those not given a pyre to the gods.


Known as: Heliosa (hee LEE oh sah), Helis (HEE lis), Jin Feng (jin fung), Redbird, Fire, the Sun
Alone a warrior, together an army.
Our Lady of Fire, the Shieldmaiden, Mother of Us All
Goddess of the Sun
Domains Animal, Artifice, Community, Creation, Destruction, Earth, Fire, Glory, Healing, Nobility, Repose, Strength, Sun, War, Weather
Favored Weapon Shield, Spear and Sika (or any one melee weapon)
Heliosa is commonly depicted as a tall woman with dark or tan skin and golden eyes. Her hair is fire when angered, and dark brown or black with wisps of flame at any other time. Wearing anything from a full suite of plate mail to nothing at all, depending on the purpose, she is always depicted with a shield, spear and sika as well as a cloak of red feathers. In the Dao Ming she is depicted as a gold dragon.

She dwells behind the sky, peering in during the day to watch over the world. Heliosa is both creative and destructive. A patient, caring, and vigilant deity, Our Lady of Fire believes in strict discipline, order, passion and creativity. She provides stable foundations, fertile farmland, a means to warm our homes, to cook our food, and to ward of the darkness. She encourages stability, strength, growth, motivation, will power, prosperity, drive, authority and leadership.

While nearly everyone worships her special emphasis is placed on those with physical jobs; such as warriors, laborers, and athletes. She expects her followers to abide by laws (though not foolish, contradictory, or purposeless laws) and work to promote order and peace. Heliosa’s basic tenet is simple—people should strive to better themselves and their community.


Known as: Phoibus (FOY bus), Foy (foh EE), Yin Tuzi (yihng too zeye), Loudfoot, Stone, the Moon
The winds bring change
Lord of the Sea, Her Shadow, Father of Stars
God of the Moon
Domains Air, Charm, Darkness, Death, Knowledge, Liberation, Luck, Madness, Magic, Moon, Plant, Protection, Rune, Time, Travel, Trickery, Water
Favored Weapon (any one melee weapon)
Phoibus is commonly depicted as a man of average height and a slim build with fair skin and grey or silver eyes. His hair is dark brown or black with hints of grey at times or completely silver at others. He wears anything from full royal regalia to nothing at all depending on the purpose. He is usually depicted reading. In the Dao Ming he is depicted as a silver dragon.

He dwells behind the sky, peering in during at night, with his children the stars, to watch over the world. Phoibus is both a trickster and a protector. An ever changing, wise, and playful deity, the Lord of the Sea believes in individuality, freedom, knowledge and chance. He provides clean water, valuable knowledge, safe passage on land and sea, and a means to track time. He encourages change, flexibility, learning, fun, indulgence, independence and acceptance.

While few truly worship him those that do often engage in mental tasks; such as scholars and merchants. In addition he is also worshiped by lycanthropes, anyone capable of shape shifting, bards and practitioners of non divine magic that have not aligned themselves with dark forces. Phoibus expects his followers to learn, adapt and work to promote freedom and change. His basic tenet is simple—people should strive to be themselves and find their place in the world, or if they’re lucky in the stars.

(The stars are not divine beings but rather heroes honored in the night sky.)




Romanesque territorial expansionists, Aylea (eye LEE ah) is often at war with one or more of its neighbors. The kingdom is divided into three major sections: the mountain, the northernmost section surrounding the valley; the valley basin, a swampy and dangerous land at the heart of the kingdom; and the lowlands, the breadbasket of the kingdom, to the south.

Ruled by a king and highly patriarchal this nation treats women as delicate beings to be protected and provided for. Most Ayleans believe that the goddess favors men for their superior physical strength. While it is a predominantly human nation there are dwarves and minotaur in the mountainous and rough areas. Slaves, whether they are prisoners of war or debtors, are commonplace.

The kingdom’s standard is a gold centurion’s helm with a red plume on a black background. The praetors are charged with the protection of the kingdom and upholding its laws, but they are obsessed with honor and personal standing.

Traits
The following are regional traits for Aylea.
Child of a Praetor (Regional): You are a scion of one of the noble families of Aylea, and are well versed in maneuvering though the cutthroat world of politics. You gain a +1 trait bonus on Knowledge (society) and Sense Motive checks.
Freed Slave (Regional): You were either born or sold into slavery, but were freed by your master, either for good service or bought with your own coin. Your strong will helped you persevere in captivity, and gave you strength to start again from nothing in your new life. You gain a +1 trait bonus on Will saves.


The Mountain
The hills and mountains are dotted with mines and quarries as brave Ayleans work to uncover the hidden riches buried in the earth. As the men are often miners or soldiers the young and old tend to flocks of sheep and goats while the women grow gardens in clay pots. Gladiatorial arenas are common in this area, but pit fighting is looked down upon as having no honor and offering no glory.

The Valley Basin
Filled with monsters, like Catoblepas, Basilisks and Manticores, and flooding annually the valley is a difficult and dangerous place to scratch out a living. Fishing, logging and gathering wild plants make up the majority of work in the area. True gladiatorial arenas are very rare in this area, but pit fighting is quite common.

The Lowlands
Life in the lowlands is much more idyllic, with its rolling hills, lush forests and fertile farmlands. Logging, farming, and herding are among the most common professions. Gladiatorial arenas can be found in large cities, but pit fighting is almost unheard of and consider quite scandalous.


A rough, mountainous coastal land with the trappings of bronze age Greece, Crisania (cri san EE ah) is the land of Amazons. The kingdom is made up of city-states. Arenas are set up in each community for festival games and public spectacles.

Ruled by a Solitaria. The title is while somewhat hereditary, but can be won in personal combat. All Amazons serve two years in the military after turning thirteen. Anyone, of any race wishing to become a Crisanian citizen must serve two years in the military. Members of nearly any race on Ilarion can be found within this kingdom. Slavery is illegal and viewed as weakness in Crisania.

The kingdom’s standard is a gold sun on a blue field. The Legatus of each major city is charged with upholding the law and protecting the surrounding countryside.

Traits
The following are regional traits for Crisania.
Crisanian Citizen: You have served two years in the Crisanian army earning the right to call yourself a citizen. The skills you learned through daily drilling and protecting your fellow soldier gave you special insight into military life. Pick one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill and it’s always a class skill.
Spearmaiden: You’ve trained in the weapons of your people, particularly the spear. You gain a +1 trait bonus on attacks of opportunity made with spear weapons.


The Dao Ming Empire (DOW ming) is an Asian inspired meritocracy made up of nine provinces. Each province was once its own country and many still use their native language rather than the official language of the empire. A Daimyo runs each province and there are many differences between them.

There is a rigid caste system, but men may improve their station by performing well on the imperial examinations. Women share their father's social status even after marriage, and for that matter do not take their husband’s family name. Etiquette is of the utmost importance.

The empire’s standard is a gold dragon facing up or west and a silver dragon facing down or east on a red field. Slavery is illegal in the empire, however they do indentured servitude.

Traits
The following are regional traits for the Dao Ming Empire.
Traveling Merchant: You grew up in a Merchant’s caravan and learned early in life the skills of trade and travel. You gain a +1 trait bonus on Appraise and Survival checks. One of these skills (your choice) is always a class skill for you.
Well Educated: You grew up with many tutors and learned the basics in many subjects. You gain +1 trait bonus on all Knowledge skill checks. This does not allow a character to make Knowledge checks untrained.



Hong Fai
Nestled between the great rivers He Bai Yin and He Chun Heng, Hong Fai is the most northern and western province, known for producing fine healers and alchemists. is also the birthplace of black powder and firearms.
Jin Kuo
Famed throughout the empire for their horses and cattle Jin Kuo is comprised of equal parts wide open plains and steep rugged mountains.
Tung Yue
Tung Yue is littered with jade. As a result there are many artists and craftsmen in the province skilled at carving it.
Zi Bang
A small but influential province Zi Bang grows the finest teas and spices in the known world.
Feng Zhin
By far the largest province Feng Zhin is deeply religious, favoring Jin Feng almost to the execution of Yin Tuzi.
Sheng Si
An island nation with minimal contact with the rest of the empire, their loyalty to the emperor is little more than lip service.
Lien Ji
Lien Ji houses the capital city of the empire. It is a land bridge between Jun Rin, Hua Die and the rest of the empire.
Jun Rin
Jun Rin is the gate into the south. It boasts the largest army in the empire.
Hua Die
A wealthy province with many salt mines Hua Die was the first to trade with Crisania.


Halcyonea is a land of Cossacks where everyone learns to ride a horse and even the women wear pants. Horse breeding is an essential skill as keeping ones horse in good condition is a point of honor. Halcyonea Horses are prized mounts in any nation.

Halcyans prefer sprawling rural and suburban settlements to large compact cities. Much of the country is open plains. Wealth and prestige comes from holding land.

The kingdom’s standard is a silver horse with gold eyes, main, tail and hooves on a black field. The ruler of each major settlement, called a prince regardless of gender, is charged with upholding the law and protecting the surrounding countryside. They usually employ a militia to do this though some keep a proper standing army.

Traits
The following are regional traits for Halcyonea.
Born in the Saddle: You take to horseback like a duck to water. You gain a +2 trait bonus on Ride checks and the Ride skill is always a class skill for you.
Just Like New: Broken firearms are not problems—they are challenges. Your first attempt to remove the broken condition from your starting firearm and to upgrade it to a masterwork weapon costs 150 gp instead of 300 gp. In addition, when wielding a firearm that has the broken condition or is treated as if it had the broken condition, you take a -1 penalty on attack rolls made with it instead of the normal -2.


The high peaks of the Ikarus Mountains are the home to dwarves. They live atop the mountains in stone houses that are fitted together without mortar. They do not worship the gods. They mine, forge and brew. Because they often work deep in the mountains where the foul aberrations dwell dwarves tend to give their children names that mean innocuous things, like Brogan (shoe), Khol (cabbage), Alan (rock), Carrick (rock), Kraig (rock), Lana (rock), Peadar (rock), or Stein (rock).

Dwarves do not see themselves as a nation but as mining companies. Colonies are lead by foremen. They describe useless things as ‘shale’: A barrel of spoiled fruit would be referred to as a ‘shale’s bunch’; Poor things, ranging from weather to business conditions, as ‘copper,’ average things as ‘silver’ or ‘gold’ and exceptional things as ‘platinum.’

The company logo is a pickaxe crossed with a hammer on a gold field. Dwarves do not keep slaves, it is not illegal it is merely inconvenient to do so. The high altitude at which they live makes most other races ill.

Traits
The following are regional traits for Ikarus.
Iron Liver: Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs. You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Ore Guard: You worked in the mines as a guard. You know your way around a fight against aberrations. You gain a +1 trait bonus to weapon damage against aberrations.


A rocky and craggy land north of Aylea, Mecenae (me SEN aye) is less a nation and more a collection of tribes. They refer to themselves as dağ insanlar (dah in son lair), the mountain people. They call dwarves taş erkekler (tosh er kek lair), or stone men.

Brutish and aggressive, the tribes of Mecenae are loosely organized under a council of seven kings. They herd goats and sheep, and gather wild edibles. Tribes work together to survive. Particularly wealthy tribes will own one or more mine. The Mecenae tribes sell most of their ore to the dwarves; in exchange for high quality weapons and armor. A very ‘hands on’ people, they are particularly distrustful of magic.

The kingdom’s standard is a gold chevron with seven bees, four above and three below, on a silver field. It varies tribe to tribe whether or not they keep slaves, but none enslave another Mecenian.

Traits
The following are regional traits for Mecenae.
One with the Great Hunter Your tribe reveres the rage. The shaman has taught you new truths about the origins of your rage ability. You may use your rage ability for 3 additional rounds per day.
Mind of the Great Hunter Your determination allows you to hold onto a shred of your rational mind at all times. Select one of the following skills: Bluff, Escape Artist, Handle Animal, or Stealth. You may use this skill normally while raging.

Tribes
Buz Vadisi (booze vwad is i; valley of ice)
Dağ Tepe (dah tep aye; mountain peak)
Nehir Vadisi (ni hear vwad is i; river valley)
Kırmızı Kaya (ker im z ka ya; red rock)
Keskin Taşlar (kesh kin tosh lair; sharp stones)
Su Taş (sue tosh; water stone)
Kırık Pik (ker ook pick; broken peak)



Thebia is the southernmost country on the continent; a burning desert dotted with sparkling gems of civilization. Everything is for sale. A common saying to be taken both literally and figuratively is ‘I know my price.’ It means both that they have confidence in their abilities and that they know their value on the open market. It is a matter of pride to get the best deal. Contracts are taken very seriously; most of the law pertains to the forming of contracts. No contract may be for a period of time greater than five years. This includes labor, marriage and trade agreements.

There are no prisons in Thebia; punishment is either fines or execution. Execution is reserved for treason. Piracy is considered treason. Theft is the most sever crime you can commit; other crimes are often deemed unimportant. Savvy individuals will spin any crime as a form of theft. For example if a man is murdered his wife may sue for the theft of any wages he would have brought the family, his employer may sue for the theft of any work he was contracted to do, if he owed any debts the holders of the debt may sue for the unpaid portion and his children may sue for the cost of tutoring in his trade.

The kingdom’s standard is a black scarab with its wings out holding a gold coin on a greed field. Thebia is ruled by the wealthy. They make the laws and they enforce them.

Traits
The following are regional traits for Thebia.
Merchant’s Heir: You grew up at the knee of a member of the Trade Guild. You have even run a stall for them in the bizarre. As a result you start with twice the normal amount of starting gold. In addition, your reputation remains strong in the Trade Guild, and any transactions you make with its members are always beneficial to you; items you sell net you an additional 10% profit, and items you purchase are 10% cheaper than normal. This discount also applies to your starting gear.
Deal Maker: You grew up in the open air markets of Thebia and you know how to find the ‘off menu’ items. This allows you to buy and sell valuables that are otherwise too rich for the local community. Once per week, when looking for an item with a price greater than the local community’s base value, make a DC 10 Diplomacy check; add 10 to the DC for each community size category between the current community and the community size with a base value sufficient for that item. Success means (with GM approval) you’re able to sell or purchase that item as if the local community were of sufficient size. Each additional attempt (successful or otherwise) in that community increases the DC by an additional +10.

arkham618
2014-09-01, 08:47 PM
Cossacks are an anachronism in a setting inspired by the Classical world. If you simply mean horse nomads, the Scythians were contemporaneous with the Ancient Greeks.

Xenre
2014-09-01, 09:22 PM
Cossacks are an anachronism in a setting inspired by the Classical world. If you simply mean horse nomads, the Scythians were contemporaneous with the Ancient Greeks.

While I don't just mean horse nomads, it is nice to have another culture to 'borrow' from. I do intend for the Halcyans to be quite like the Cossacks. The Scythians have given me some good ideas about clothes and armor, though.

Xenre
2014-09-03, 12:25 PM
Races

http://fc09.deviantart.net/fs71/f/2014/301/1/a/ilarion_playable_races_by_xenre-d84ha32.png

In addition to humans and dwarves from the core rule book I made some races for my world.


Amazons are a strong, predominantly female race. They possess exceptional drive and a great capacity to endure. Marked by moderately sized communities with compulsorily military service, Amazon culture is one that values independence as much as cooperation.

Physical Description
Both genders of Amazons stand between 6 and 7 feet tall with powerful, lean builds. They typically have brown or black hair, although any color is a possibility. Amazons generally possess amber, green, brown, or black eyes. Their skin tends to run from tan to bronze in color.

Amazon Racial Traits
Stats: +2 Strength, +2 Intelligence, –2 Charisma: Amazons are both strong and cunning, but also blunt.
Medium: Amazons are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Amazons have a base speed of 30 feet.
Fearless: Amazons gain a +2 racial bonus on all saving throws against fear effects.
Resistant: Amazons gain a +2 racial bonus on saving throws against mind-affecting effects and poison.
Stability: Amazons receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Phalanx: Amazons are used to living and fighting communally with other Amazons. Up to two Amazons can share the same square at the same time. If two Amazons that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Weapon Familiarity: Amazons are proficient with Spears, Short swords, bows and heavy shields
Combat Ready: When Amazons wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0; and when Amazons use a tool of their trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, they do not take the improvised weapon penalty.
Languages: Amazons begin play speaking Vaak (VAY ahk). Amazons with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Kumo are 400 year old spiders that have gained the ability to transform into humans. They are found predominantly in the Dao Ming Empire.

Physical Description
Kumo are man sized spiders. They tend to range in color from reddish brown to grey and black.
Their human form has black hair and eyes and skin as pale as moonlight. They are of average height but slender build.

Kumo Racial Traits
Stats: +2 Dexterity, +2 Charisma, –2 Constitution: Kumo are both agile and charming, but also a frail.
Medium: Kumo are Medium creatures and have no bonuses or penalties due to their size.
Aberration: Kumo are aberrations.
Normal Speed: Kumo have a base speed of 30 feet.
Climb Speed: Kumo have a climb speed of 20 feet.
Darkvision: Kumo can see in the dark up to 60 feet.
Change Shape (Su): A kumo can assume the appearance of a specific single human form of the same sex. The kumo always takes this specific form when she uses this ability. A kumo in human form cannot use her web ability, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kumo does not adjust her ability scores.
Web (Ex): As per Pathfinder Bestiary 1.
Languages: Kumo begin play speaking Yun Shen. Kumo with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Minotaurs are fearsome warriors, quick to anger and just as quick to forgive. Most are fun-loving and good natured. They greatly enjoy physical competitions.

Physical Description
Minotaurs are large, bovine creatures with horns. They typically stand between seven and a half and ten feet tall and weigh as much as 650 pounds. Their horns and hooves are always white, black or brown but their fur can be any natural color. They tend to have red, brown or black eyes

Minotaur Racial Traits
Stats: +4 Strength, –2 Dexterity: Minotaurs are strong, but are not particularly agile.
Large: Minotaurs are large creatures and gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks.
Monstrous Humanoid: Minotaurs are Monstrous Humanoids.
Fast Speed: Minotaurs have a base speed of 40 feet.
Darkvision: Minotaurs can see up to 60 ft. with no light source.
Natural Cunning: Minotaurs possess immunity to maze spells and can never become lost. They are never caught flat-footed.
Natural Weapons: Minotaurs possess a gore that deals 1d6 damage, when using it they are not considered unarmed.
Weapon Familiarity: Minotaurs are proficient with Naginata, Battle axe and Great sword, and treat any weapon with the word “Minotaur” in its name as a martial weapon.
Languages: Minotaurs begin play speaking Kor. Minotaur with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Orcs are seen by most as uncultured, uncivilized, and unruly.

Physical Description
Orcs are as tall as, but wider than, humans with ruddy, brown, grey or black skin. They have yellow, orange, red or brown eyes and coarse, thick black, grey, white, red, or brown hair. They often have shorts tusks.

Orc Racial Traits
Stats: +2 Strength, +2 Dexterity, -2 Intelligent: Orcs are both strong and agile, but are not particularly bright.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision (60 ft.): Orcs can see up to 60 ft. with no light source.
Damage Reduction: Orcs get damage reduction of 2 against bludgeoning and piercing weapons due to their tough, thick skin (DR 2/slashing).
Ferocity: An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Weapon Familiarity: Orcs are proficient with short bows (including composite), daggers, and hand axes; and treat any weapon with the word “Orc” in its name as a martial weapon.
Languages: Orcs begin play speaking Orcish. Orcs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Xiulan (zhew lan) are mobile plants originally grown as royal assassins, and guards. They are members of the Dao Ming military caste.

Physical Description
The petite Xiulan stand no more than 5’6”. Their hair is generally black but may have tints or streaks that match the twin flowers growing on their heads. The flowers are usually orchids but can be any type of lily or iris and rarely lotus. They tend to have ruddy, dark, or greenish skin tones and dramatic multi-colored eyes (partial heterochromia, where one eye is two colors, like hazel; not two different colored eyes, i.e. one blue, one green).

Xiulan Racial Traits
Stats: +2 Dexterity, +2 Wisdom, –2 Charisma: Xiulan are both agile and disciplined, but are Aloof.
Medium: Xiulan are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Xiulan have a base speed of 30 feet.
Stealthy: Xiulan get a +2 bonus on all Escape Artist and Stealth skill checks.
Plant Blood: Xiulan get immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Xiulan also gain a +2 against paralysis, poison, polymorph, sleep effects, and stunning. As plants Xiulan breathe and eat, but do not sleep. They bury their bare feet in moist soil but are awake and aware.
Languages: Xiulan begin play speaking Yun Shen. Xiulan with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

jqavins
2014-09-08, 12:06 PM
Ilarion is based primarily in Greek/Roman inspired lands with an Oriental empire to the north, Cossacks in the west and mercantile Egypt/Arab desert kingdom to the south.
I'm just a small way in, but a map would be very helpful. The sentence above seems to indicate a Greek/Roman instpired land that is land-locked, unless their "Mediteeranean" is to the east. Maybe it's spelled out in the kingdom descriptions; still a picture is worth lots of words.

Xenre
2014-09-09, 04:42 PM
I'm just a small way in, but a map would be very helpful. The sentence above seems to indicate a Greek/Roman instpired land that is land-locked, unless their "Mediteeranean" is to the east. Maybe it's spelled out in the kingdom descriptions; still a picture is worth lots of words.

http://i34.photobucket.com/albums/d139/xenre/Regionroughmapwithkingdomslabeledb.png (http://s34.photobucket.com/user/xenre/media/Regionroughmapwithkingdomslabeledb.png.html)

The Gulf by Crisania is the Gulf of Lykaion (like ee on), the one west of Thebia is the Tryphonic Gulf (tree fawn ick), to its east is the Gulf of Polla Psaria (poll la P sorry ah). North of the Ikarus Mountains is the Dragon Sea. The ocean is called Ilyria (ill ear ee ah) and the continent itself is, of course, Ilarion (ill air ee on).

jqavins
2014-09-10, 07:16 PM
The Gulf by Crisania is the Gulf of Lykaion (like ee on), the one west of Thebia is the Tryphonic Gulf (tree fawn ick), to its east is the Gulf of Polla Psaria (poll la P sorry ah). North of the Ikarus Mountains is the Dragon Sea. The ocean is called Ilyria (ill ear ee ah) and the continent itself is, of course, Ilarion (ill air ee on).
Two more place names are likely to be given by mariners: the narrowest passage north of the northernmost curve of the Ikarus Mountains would be dubbed The Whachamacallit Strait, and to the west of the strait would be The Whoositz Gulf.

Xenre
2014-09-11, 06:50 PM
Two more place names are likely to be given by mariners: the narrowest passage north of the northernmost curve of the Ikarus Mountains would be dubbed The Whachamacallit Strait, and to the west of the strait would be The Whoositz Gulf.

The strait shall be Heikegani Strait (HEY key gon EE) but sailors usually refer to it as Serpent's Neck, and the gulf will be Shachihoko Gulf (sat chee hoe koh).

Thank you :smallsmile:




In the beginning there was an empty darkness. The only thing in this void was Melanthia (mel AN thee ah), a bird with black wings, sharp fangs and fur on its body. With the wind she laid a golden egg and for ages she sat upon this egg. Finally life began to stir in the egg and out of it rose Heliosa (hee LEE oh sah) and Phoibus (FOY bus), the gods. One half of the shell rose into the air and became the sky and the other became the earth. They began to furnish the earth with life and the sky with stars.

Soon the Earth lacked only two things: man and animals. Phoibus set to work forming the races of people and Heliosa worked on the animals. As Heliosa worked she gave each animal she created one gift. After Heliosa had completed her work Phoibus finally finished making men. However when he went to see what gift to give man Heliosa informed him that she had used all the gifts, and told him he should have worked faster.

Annoyed, Phoibus decided to give man fire, even though it belonged to Heliosa. After all the gifts had belonged to both of them. As the sun goddess flew out into the world the next morning Phoibus took some of her fire and brought it back to man. He taught his creation how to take care of it and then left them.

When Heliosa discovered Phoibus' deed she became furious. He laughed at her and told her that she should pay more attention to details. Then she began to devise a punishment for mankind. However, before she could the people began thanking her for the gift of fire and praising her name. Smiling she let them keep it. Heliosa is power, Phoibus is the knowledge of how to use it.


There was darkness everywhere. Everything was in a state of sleep. There was nothing, neither moving nor static. Then Jiao-long (jeow long) arose, a great dragon covered in fur, feathers and scales. It created the primordial waters first and established the seed of creation into it.

The seed grew and sprouted. From it two flowers bloomed, the sun and the moon. From them were born the gods, Jin Feng (jin fung) and Yin Tuzi (yihng too zeye). As they grew their skins cracked and fell away creating the planes. They shed their claws and teeth and they became the people and animals.


Here is the story of the beginning, when there was not one bird, not one fish, not one mountain. Here is the sun, all alone. Here is the moon, all alone. There is nothing more –no sound, no movement. Only the sun and the moon. Only Redbird, alone. Only Loudfoot, alone. These are their names, but there is no one to speak the names.

There is no one to praise their glory. There is no one to nurture their greatness.

And so Redbird thinks, "Who is there to speak my name? Who is there to praise me? How shall I make it dawn?"
Loudfoot only says the word, "Earth," and the earth rises, like a mist from the sea. He only thinks of it, and there it is. He thinks of mountains, and great mountains come. He thinks of trees, and trees grow on the land. It is a gift to her.

And so Redbird says, "Our work is going well." Now Redbird plans the creatures of the forest -birds, deer, jaguars and snakes. And each is given its home. "You the deer, sleep here along the rivers. You the birds, your nests are in the trees. Multiply and scatter," she tells them. Then Redbird says to the animals, "Speak, pray to us."

But the creatures can only squawk. The creatures only howl. They do not speak like Orcs. They do not praise Redbird nor Loudfoot. And so the animals are humbled. They will serve those who will worship Redbird and Loudfoot.

And Redbird tries again. Tries to make a giver of respect. Tries to make a giver of praise. Here is the new creation, made of mud and earth. It doesn't look very good. It keeps crumbing and softening. It looks lopsided and twisted. It only speaks nonsense. It cannot multiply. So Redbird let it dissolve away.

Now Redbird plans again. Redbird looks to Loudfoot "Determine if we should carve people from stone," commands Redbird.

He ran his hands over the rocks. He ran his hands over the stones. "What can we make that will speak and pray? What can we make that will nurture and provide?" asked Loudfoot seeking an answer for beloved Redbird. Then he gave the answer, "It is good to make people with stone. They will speak your name. They will walk about and multiply."

"So it is," replies Redbird. And as the words are spoken, it is done. The short squat people are made with faces carved from stone. But they have no blood, no sweat. They have nothing in their minds. They have no respect for Redbird. They are just digging in the earth, only mining. "This is not what I had in mind," says Redbird. And so the dwarves were left to dig the earth, tiling the planes making them fertile.

Loudfoot saw that Redbird was unhappy, so he wove a thin delicate people out of flexible reeds. But the were to afraid to come on the open plain. Then he saw the corn growing in the fertile plain. He harvest the corn, ground it and made a dough. Loudfoot formed a body out of the corn dough and wrapped the corn husks around it.

Loudfoot showed the corn doll to Redbird, but it did nothing. Redbird cried and her tears were fire. The fire baked the corn doll making it strong. The corn doll became the Orcs and spoke their names, praise their glory, and nurtured their greatness.


In the beginning there was only the swirling watery chaos, called Abraxia (uh BRAHK see ah). Then the sun goddess Heliosa emerged out of primeval chaos, she came out of a blue giant lotus flower that appeared on the surface of the water. Heliosa gave light to the universe.

Because she was all alone in the world, without a mate, she made a union with her shadow, Phoibus, the moon god. And from their union sprang the Amazon. There was no place for them to stand. So, Heliosa turned the leaves of the blue giant lotus flower into the earth. Phoibus wove the petals into a basket that became the sky. Finally, Heliosa drew all things up from their stagnant state.

VoxRationis
2014-09-21, 09:24 PM
Your map appears to be the map of the Peloponnesus from real-world geography. Is the scale meant to be the same? If so, why is there a very East-Asian culture so close to the Hellenic culture? That kind of difference implies a migration after the point of those cultures' developments.

Xenre
2014-09-22, 04:43 PM
Your map appears to be the map of the Peloponnesus from real-world geography. Is the scale meant to be the same? If so, why is there a very East-Asian culture so close to the Hellenic culture? That kind of difference implies a migration after the point of those cultures' developments.

It is, I used Greece and part of Turkey for the full world map. It looks a bit like a Final Fantasy world map (in a good way). The scale on the other hand is vastly different. Where the Peloponnesus Peninsula is only about 100 miles top to bottom Ilarion is roughly 2,400. It is 200 miles overland from the boarder of Crisania to the boarder of the Dao Ming.

VoxRationis
2014-09-22, 07:17 PM
With a geography like that, you're going to have a much different culture than the Greeks or Romans, who developed their societies in coastal areas where the sea touched nearly everything.

Xenre
2014-09-28, 01:20 PM
There are going to be differences, Greek & Roman are just starting points. And the change up in deities will be just as important as the land-locked location. If you've got any suggestions about what you think would be different I'd love to hear them. :smallsmile: