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White Nights: Diaspora (my RPG in progress) http://elementscommunity.org/forum/index.php?topic=44911.msg1018873#msg1018873
« on: December 01, 2012, 04:04:40 pm »
So a while ago I started making maps for a friend to use in his RPGs, I started by basing them off Everquest, which he and his friends had not yet played and was near and dear to my heart.  I then progressed to making my own "original" world, pieced together from my experiences with everything from Lord of the Rings to Ogre Battle and yes, even Elements.  This is still a work in progress as I have not yet finished the write up of lore for all of the continents.  It is my goal to at some point have a completed set of artwork for each character class, race, and many of the creatures of the bestiary.  I figured I would share this here in case anyone else would like to pick it apart.  Though a pipe-dream of mine is to have this fleshed out and turn into an actual standalone game.

Maps:
Spoiler for Hidden:





Class/Profession Progression:
Spoiler for Hidden:
I've always loved class trees and felt they were underused.
The tree:
Spoiler for Hidden:

The class tree and the Seven Sages:
Spoiler for Hidden:
Players in the game have a chance to drastically alter their skills and play styles throughout the game by advancing to a new rank in the class tree.  Each class has the chance to diverge into at least 2 classes.  There are Seven Sages of humanity that wander the world, there is no telling when they may come across them (pretty much open to whoever is in charge of the game).  It is not known if there are actually seven sages, or many more, or several less, as they are known to change their appearance with as little as a whisper.  Regardless, some sages are able to help train certain classes, while others are not (and may try to persuade them into training for something they may not have considered... such as the Dread Lord listed below), it is mere chance to when someone may find the trainer they are seeking.  Each sage will require a task be completed to demonstrate the mastery of the new training before the player can actually advance to that class.

First Ranks

Fighter/Mage: the players will start by indicating deciding on these two classes, a sage need not be sought to become these classes, they are innate.  Fighters simply have a slight boost to physical abilities while mages have a slight boost to mental abilities.

Doll Mage:  The first in the line of manipulation.  Doll Mages are able to enchant small objects and make them appear to move on their own.  They are known for carrying marionettes for practice, and can even use them to fight for them.

Elementalist:  The first in the line of elemental magic.  Elementalists are able to create and to a small degree control the elements of water, fire and earth.  Elementalists are beginners, and as such need to wield a staff imbued with the element they wish to utilize.

Cleric:  The first in the line of holy magic.  Clerics are able to heal woulds and to a small degree bless their allies with additional strength.  Clerics magic is limited to words of power that they must speak aloud.

Rogue:  The first in the line of light armor combat.  Rogues are more agile and dexterous than most, and able to wield and adapt to whatever weapons may be available, usually carrying throwing knives or darts on them.  They have some sneakiness, but being just a beginner, they won't hide from trained eyes.

Knight:  The first in the line of heavy armor combat.  Knights specialize in strength and power, moving naturally in heavy armor than others may not be capable of even lifting.  In combat they are agile enough to strike and sturdy enough to take a blow, but they are vulnerable to magic.

Second Ranks

Necromancer:  Following the Doll Mage, the Necromancer focuses on death enchantment.  Necromancers leave their dolls behind and instead animate a skeleton or ghoul to fight for them for a short time before the undead deteriorates.  Necromancers also begin to learn to cast spells utilizing toxins, such as generating a cloud of acid to descend on an enemy, or coating an ally's blade with a poison.

Enchanter:  Following the Doll Mage, the Enchanter focuses on living enchantment.  Enchanters evolve their dolls to become alive and independent, but fiercely loyal, creatures.  The dolls grow into unique forms that no longer resemble a simple toy, to any shape that the Enchanter and the doll wish.  Enchanters also begin to become able to manipulate the minds of others.

Druid:  Following the Elementalist, the Druid focuses on natural magic.  Druids are relatively balanced, albeit limited, in offensive and defensive capabilities.  Druids can lightning to shock enemies, as well as use restorative life magic to boost their allies defense and heal their wounds.  Druids have an innate connection to wild life, and will sometimes be aided by passing creatures, but Druids are not able to communicate or control them.

Sorcerer:  Following the Elementalist, the Sorcerer focuses on destructive magic.  Sorcerers use their mastery of water, fire and earth to fuse them into a single staff, allowing them to use the elements simultaneously.  While the use of these magics offensively is obvious, they are also learning to generate barriers around allies.

Shaman:  Following the Cleric, the Shaman focuses on primal spirit magic.  Shaman forsake power words to instead communicate with the dead and the living spirits of animals (telepathically or otherwise) to be able to gain strength for themselves and to some extent as their allies.  Shaman can call upon spirits to heal their allies or even to attack their enemies.

Templar:  Following the Cleric, the Templar focuses on holy magic.  Templars are now powerful enough to simply think power words rather than speak them.  Templars learn new words which can heal wounds as they occur, and even the ability to raise the recently deceased back to life.  Templars however are rather vulnerable and offensively challenged, given the extreme concentration it takes to recite the power words internally.

Beast Master:  Following the Rogue, the Beast Master focuses on allied combat.  Beast Masters form a spirit bond between themselves and a wolf, tiger, bear or other natural strong creature to fight alongside.  Beast Masters are savage fighters and will wear sharp claws on their hands and have no qualms with biting with their sharpened teeth.  Beast Masters only wear toughened animal pelts, however.

Assassin:  Following the Rogue, the Assassin focuses on strategic combat.  Assassins are adept at hiding in the shadows and using daggers and other light weapons for quick strikes and evasion.  Assassins wear only very light armor to not impede their movement or to generate sound.

Dragoon:  Following the Knight, the Dragoon focuses on dragon combat.  Dragoons are obsessed with the power and forms of dragons, and shape their armor to be dragon-like.  Dragoons train to be much more nimble than normal Knights, even wearing the heaviest of armor.  Their speed while wearing armor even rivals that of a Rogue in leather.  Dragoons seek more exotic weapons and armor than other classes, seeking the strongest, lightest weight arms and armaments possible.

Paladin:  Following the Knight, the Paladin focues on holy combat.  Paladins additional strength from holy light, which lifts their armor and weapons for them.  Paladins powers are mostly focused on protecting themselves from harm, but are also to help their allies to a limited extent, as well as hold their own offensively in combat.

Final Ranks

Arch Lich:  Following the Necromancer, the Arch Lich sacrifices their life to be better attuned with the undead.  The Arch Lich is a fearsome sight, being either a levitating skeleton or a hunched over ghoul, often draped in robe or cloak.  Arch Liches are capable of raising and controlling many undead simultaneously for extended periods of time.  The Arch Lich is able to perform a limited variety of magic onto the living, such as making nearby corpses explode.  Arch Liches are not very welcome almost anywhere due to their appearance and very nature.

Defiler:  Following the Necromancer, the Defiler continues their studies while in the world of the living.  The Defiler becomes a master of gruesome magic, such as draining blood from a living person, infecting an enemy with a necrotic virus, or even controlling swarms of locusts to devour the enemy alive.  Defilers are prefer to have recently deceased creatures as pets, and grant them venomous saliva and acidic blood.

Illusionist:  Following the Enchanter, the Illusionist masters the control of illusions and objects.  Aside from the obvious illusions that may be cast, Illusionists may even appear to transform themselves or others into fierce creatures and attack as if they were them for a short time.  Illusionists are also capable of generating matter into existence, should they be able to have extreme focus of concentrate long enough.

Coercer:  Following the Enchanter, the Coercer masters their controls of living minds.  Coercers are able to use their magic to either influence or control another living creature indefinitely.  The most powerful Coercers are able to control the minds of an entire army of weak-minded soldiers.  Coercers are also capable of strengthening the minds of their allies, making their magic more potent and protecting them from other schools of magic.

Preserver:  Following the Druid, the Preserver masters restorative nature magic.  The Preserver is able cast magic which harms their enemies and converts the damage done into healing for their allies.  Druids are also able to cast beneficial spells on multiple allies simultaneously.  Preservers tend to have flocks of small creatures follow them, and are at the ready to fight alongside the Preserver at all times.

Storm Warden:  Following the Druid, the Storm Warden masters destructive nature magic.  Storm Wardens are masters of wind and lightning, they will cover their entire bodies in crackling electricity and hurl continuous streams of lightning at their opponents.  Storm Wardens are able to walk on air and water as it if were solid ground using the lightning to change the state of matter when they wish, as well as enchant their allies' boots to do the same.

Evoker:  Following the Sorcerer, the Evoker focuses his attention to the destructive power of fire.  Evokers gain an allied living fire familiar that casts its own destructive spells on the enemies of the Evoker.  In addition to the offensive fire magic, the Evoker has also mastered the use of fire for defensive purposes, and will enchant themselves and allies with magic that will burn enemies which come within range, and sear them when making contact.

Arcanist:  Following the Sorcerer, the Arcanist masters the extra-planar magic beyond that of the tangible elements.  The Arcanist has learned to control aspects of time itself, speeding up allies, slowing down foes, even stopping time in some regions- which seemingly makes areas of empty air turn into a solid state, this can be very useful for shielding purposes or even trans-versing gaps.  The Arcanist has also gained access to aetheric energy, a trans-dimensional essence that can be manipulated into varying forms of matter (temporary weapons most notably), or be projected as raw energy blasts at enemies.

Earth Caller:  Following the Shaman, the Earth Caller focuses the spirits into the material realm.  The Earth Caller is distinct from other mage classes, as it becomes empowered to perform physical combat as if it were a fighter all along.  The Earth caller's skin becomes hard as granite, allowing them to neglect the use of any armor.  The spirits also grant them superhuman strength to wield massive weapons.

Mystics:  Following the Shaman, the Mystic focus themselves into the spirit realm.  Mystics are ethereal, able to change themselves to become intangible and pass through solid matter.  The Mystics are able to bring spirits into the physical realm as well, allowing spirits of wolves, bears, etc to fight alongside them, or allow those spirits to meld with themselves or their allies to empower their strength and heal their wounds.

Justicar:  Following the Templar, the Justicar utilizes their adept holy magic to rain vengeance upon their foes.  Searing holy light radiates from the Justicar, while summoned hammers of judgement can be swung or flung at opponents to stun them or even knock them unconscious.  Justicars wear heavy armor unlike the other mages and their magic is most potent when up close.

Archon:  Following the Templar, the Archon has become the embodiment of holy light.  The Archon is the supreme healer and defender, but is completely without any offensive abilities whatsoever.  Just the presence of an Archon will begin to heal wounds on others adjacent to the Archon.  Archons are able to teleport short distances in a flash of light.

Primalist: Following the Beast Master, the Primalist reverts to a primal fury state.  The Primalist uses no weapons or armor, but their hands and feet have become razor sharp claws and their jaws are stronger than that of any animal.  Primalists no longer use language to communicate, even though they retain their understanding.  The natural strength and speed of Primalists is unmatched, and they have innate healing and resistance to magic.

Savage Lord:  Following the Beast Master, the Savage Lord has strengthened their bond with animals.  Now, even larger and rarer, more powerful creatures will follow the Savage Lord, such as manticores, or gryphons.

Reaver: Following the Assassin, the Reavers bring the shadows with them into the fray.  Reavers attack up close and disappear right in front of their enemies.  The Reaver is able to wield more than just daggers and maintain their elusiveness.

Shadow Ranger:  Following the Assassin, the Shadow Ranger strikes from a distance while remaining in the shadows.  Shadow Rangers are expert marksman with a bow or crossbow, but will also use throwing knives or poisoned darts.  While stationary, Shadow Rangers are impossible for anyone or anything to detect.

Dragon Knight: Following the Dragoon, the Dragon Knight has allied with dragonkin.  The Dragon Knight has a small dragon whelp follow him, granting him extra strength, speed and also a special dragon power related to the color of the dragon whelp.  Dragon Knights are the only sentient creatures not attacked/eaten by Dragons on sight.

Dragon Slayer:  Following the Dragoon, the Dragon Slayer turn their focus on how to defeat dragons and other large creatures.  They wield large two handed weapons, often a lance or large spear, but they remain extremely fast and train to jump extremely high and strike from above or below.  Dragon Slayers cover their armor in the scales and bones of creatures they defeat, which, in addition to decor, provide the Dragon Slayer with extra speed and strength, allowing them to become more powerful with each 'exceptional' kill.

Lord Protector:  Following the Paladin, the Lord Protector is an impenetrable wall of holy might. The armor of the Lord Protector is pure holy light, impenetrable by non-magical objects.  The armor also heals any wounds, short of dismemberment, over time.  The Lord Protectors extend a barrier around their allies which provides a fraction of their own defensive capabilities to them, while diverting some of their sustained damage back to the Lord Protector themselves.

Dread Lord:  Following the Paladin, the Dread Lord forsakes the path of the righteous and twists the holy light to serve a darker purpose.  The Dread Lord is sometimes known as a Death Knight, Shadow Knight or Blackguard, but is always known for cruelty and being feared in combat.  The Dread Lords infuse their spirit into their armor, morphing it to their will, and leaving behind their flesh.  Dread Lords breath no air, eat no food, drink no water, feel no pain.  Their single focus is to kill those who oppose them.
Setting and Lore part 1:
Spoiler for Hidden:
Cúron is the setting for this map, the moon of the planet Esgal.  Cúron is Earth-like (roughly half the size of Earth), while Esgal is a luminous gas planet, similar to Saturn, but is a cloudy milky-white instead of light blue. The exothermic chemistry of the gasses of Esgal radiate heat and light, causing the nights of the moon Cúron to be only half as dark as they are here on Earth, and the temperature only drops slightly overnight.  The weather patterns still allow for drastically different climates on the moon, with the poles being frozen and the equator being generally warmer.


The Elves are currently the dominant race, and as such the names of the locations are in Elvish (the name of the moon and planet are also Elvish, on the map rough translations are provided).  Until recently, Humans had their own kingdom, shattered as it was.  It was comprised of seven loosely united city-states.

Invidia- The northernmost, and only inland city-state.  The inhabitants were known for their inferiority complex to the other city-states as a result.
Gula- The westernmost city-state.  This city-state was renown for advanced farming and agriculture, producing (and consuming) vast quantities of wine and spirits.
Acedia- On the western shore of the bay.  The inhabitants of this city-state were better known for scheming and thieving than working towards or producing anything.
Luxuria- On the mouth of the bay.  The inhabitants of this city-state were known for being impulsive and self serving, as well for their lavish pleasure palaces.
Avaritia- On the eastern shore of the bay.  This was the largest trading hub of the human city-states, the political power was literally bought and sold.
Superbia- The southernmost city-state.  This city-state often alienated themselves from the other city states, and individualism was the focus of their culture, being as strong, smart and beautiful as possible was paramount.
Ira- The north-eastern city-state.  This city-state was the instigator of every major conflict within the kingdom, every citizen, even the women, were trained for battle.

The fall of humanity began amidst a civil war within the city-states, Ira and Invidia united against Avarita and Gula, in order to obtain what they deemed 'excess supplies' from Avarita and Gula.  Luxuria sided with Avarita and Gula in order to preserve their allotted imports.  Acedia used the distraction of war to pilfer supplies indiscriminately from the other city-states, while Superbia scoffed at the conflict and stayed out altogether.  While the city-states were infighting, ranks of Elven swordsman and archers emerged from their forest home and marched onto the continent and dismantled what remained of the Human armies.  The Elven council convened over what to do with the remnants of the human race, Humans were deemed inherently 'evil', but genocide, while considered an appropriate course of action, is no less 'evil'.  It was decided that only the male Humans would be executed, and the city-states would be burned to ashes and the ground beneath salted.  As a result, pure-blood Humans are extremely rare, most of humanity survives as half-breeds.  Human females had to produce offspring from elves, dwarves, gnomes, and even giants, ogres, trolls or orcs, lest humanity go extinct outright.  And as such, players must select which half-breed they are.

Half elves- bonuses to agility and intelligence, reduced strength
Half dwarves- bonuses to strength and toughness, reduced intelligence
Half gnomes- large bonus to intelligence, reduced size and strength
Half giants/ogres- bonuses to strength and size and toughness, reduced intelligence and agility
Half trolls- bonuses to strength and agility, reduced intelligence
Half orc- bonuses to strength and toughness, reduced intelligence

Ancestry- the player also must decide which city-state their mother was from, this will form the personality of their character.

Invidia- wants what the other guy has
Gula- alcoholic
Acedia- lazy
Luxuria- easily distracted/persuaded
Avaritia- treasure seeking
Superbia- vain and superficial
Ira- short tempered


Rather than setting up a flow of where-to-go as in previous maps, this is designed to be more open, I will just describe what is located in each area of the map in the next email.  The only map-icons currently visible are the ones known to the players at the beginning of the game.  The players can decide what to do now that they have no place to call home, seeking vengeance or explore the world, or both.  The starting point is Neithan Echad (the refugee camp).

Quick note before ending this first half, Tulaf's are the continents, and the world is round, so you can see Breitha Tulaf and Hoth Tulaf connecting between on the left and right edges of the map.  So you can travel from the left edge to the right edge, but not from the top edge (north pole) to the bottom edge (south pole).

Lore and Scenario part 2:
Spoiler for Hidden:
The Sentient Inhabitants of Cúron:

Elves:  Intelligent and dexterous.  The dominant empire of the world, originating from the forests of Iaun Talaf.  Male elves have brown skin with golden hair, while females are pale with silver hair.  Elves can be found on just about any continent.

Humans:  Intelligent but flawed, were once as populous as elves, but now relatively few "pure blood" humans remain, and have set up their Final Haven on an island west of their fallen kingdom.

Trolls:  Strong and agile.  Many believe that trolls are rustic cousins to elves, and may even practice cannibalism, but they certainly don't have an issue with eating other races.  Trolls are typically a pale shade of blue or green, and frequently are completely hairless.  Trolls are predominantly found in colder climates, such as the Frozen Forest.

Ogres: Strong, large with bones are hard as steel, likely the dumbest race, and only their males are even sentient.  The temperament of each ogre varies greatly, some seem to remain childlike while others are perpetually pissed off.  Ogres tend to have dark brown skin and black hair, though many choose to remove all of their hair.  Ogres can be found in just about any warm area.

Giants: The largest race to have established any sort of civilization or cultures, the region of origin for each giant will often dictate their personality.  Giant's complections vary depending on their region.

Orcs: Strong and steel willed, the orcs live for combat.  Unfortunately for the orcs, however, it is not uncommon for them to turn on one another even in the middle of a battle, vastly limiting their conquering potential.  Orcs typically have skin coloring a range from brown to pitch black, and have black hair that grays with age, similarly to humans.  Orcs typically reside in mountains and highlands.

Dwarves: Small and tough, the dwarves are the miner of the world.  The only thing they love more than precious metals and gems is grog, and plenty of it.  Their skin tone is indicative of how much time they have spent underground recently, while their hair can be almost any color.  Dwarves can be found anywhere they can dig.

Gnomes: By far the smallest race, and most intelligent.  They are the most magically adapt race, capable of specializing in all types of the arcane, and also capable of feats of engineering that trump that of any other civilization.  Gnomes are typically pale with white hair, but frequently dye their skin and hair to be exciting and unique.  Gnomes only live in one region, in their city beneath the Steam Woods,

Lupos: Wolfmen who are strong and fast, individually reclusive and docile, but fierce when hunting in packs.  Their fur is most commonly a silvery-gray, but it is not uncommon for black or red fur.  Lupos are typically found in forests, being most numerous in the Wolf's Tail of the Savage Land and in the Dark Forest of the Sacred Land.

Sliss: Human sized snakes, with the torso and arms of a humanoid, but the head and tail of a snake.  Hostile towards every other race.  The Sliss are covered in either black or dark green scales.  The Sliss are located exclusively around the Serpent's Spine in the Broken Lands.

Cyclops: Primitive cousins of giants, less civilized and much larger.  A young cyclops is capable of fighting off a dozen giants single-handedly.  Ancient cyclops are believed to be immortal.  Cyclops are tan skinned, often bald but occasionally black tufts of hair on the back of the head are present.  The majority of their race can be found around the mountainous regions of the Savage Lands, though mountainous regions on other continents may have one or two.

Dragons: The most feared race of Cúron, innately magical and ferocious.  No two dragons appear alike, nor share the same attributes.  One dragon could walk on four legs, low to the ground with a stout body and scales harder than diamond, another may have a serpentine body with massive wings and a fiery aura.  Dragons appear to ignore one another, but will attack any other creature which is foolish enough to get within striking distance.  Dragons exclusively reside across the Savage Lands.

Satyrs: These goatmen have a innate magical ability to create invisible portals for themselves to travel from one area to another at will, and are known as the tricksters of the world.  These portals can be for harmless laughs or for springing a trap on an unfortunate victim.  This race is values its independence from formal civilization or any structure whatsoever, and are known for pursuing a course for only as long as it remains interesting to them.  Satyrs can be found anywhere in the world, but only when they want to be.

Pixies: A benevolent but reclusive race, magically attuned to restoration and growth.  Pixies hide within solid objects or even within other creatures.  Pixies are only visible as faintly glowing white auras.

Nixies: The cruel counterpart to the Pixies, and visually indistinguishable.  Nixies use poisoning and destructive magic when confronted, often vanishing in an explosion of fire.  Pixies and Nixies freely travel around the world.

Nymphs:  Also known as elementals, nymphs are immortal incarnations of the elements of magic: water (blue), air (blue-gray), fire (red), earth (brown), time (gold), life (green), death (purple), light (white), darkness (black) and aether (turquoise).  Nymphs are believed to be eternal and free from the restraint of time itself.  All nymphs, even those of fire, death and darkness, are virtuous creatures, and will interact with those that cross their paths in accordance with the virtuosity of their soul.  Nymphs are also capable or reproducing with any race, should they so choose.  As a result, there is always the possibility of a mortal elemental hybrid offspring in existence, which may or may not be as virtuous as the nymph that created it.  Nymphs wander the world wherever they desire, and are typically treated as honored guests should they pass through a city or town.

Hwand: These small monopedal mushroom creatures have a deceptively cute and innocent appearance, but should any creature foolishly approach, the hwand will reveal its razor sharp teeth and aggressive demeanor.  These mushrooms tend to hunt in packs, and reside only in the Blood Moor of the Broken Lands.


I'll start off with the most immediate areas, with the starting point being the refugee camp:

Awartha Talaf- The Foresaken Land:

The Fallen Seven City-States: Lifeless ruins all of them, the earth surrounding them desolate and barely even a cactus can be found in what remains of the human kingdoms.  There is nothing to be gained in returning, the valuables have already been looted and the wine has long since spoiled.  Additionally, restless dead, be they skeletons or ghoulish remains, have been rumored to walk the ruined roads.

The Highlands:  The northern area above the fallen city-states is a rugged, hilly and mountainous region.  Mountain lions, bears and giant chickens are the most common dangerous beasts in the area.  Giant chickens may sound amusing... and delicious, delicious they may be, but amusing they are not.  They are known to eat their prey alive after pecking at their limbs until disabled.  Hill giants can be found here, but these are the most docile of all giants, and will only fight back if provoked, it is not uncommon for hill giants to share their dwellings with passers by in exchange for little in exchange.  The weather is frequently rainy during the warm months, but typically dry in the winters.

The Whispering Woods:  North of the Highlands are the Whispering Woods, the home of the forgotten deities.  Gods of long dead religions are trapped within these woods, desperately seeking revival.  Ultimately the result is a maddening cacophony of nonsensical whispers, any sentient creature who stays within these woods for more than a few nights is likely to go (temporarily?) insane, or even become possessed by one of the wayward deities.  Giant spiders lurk within the trees, and will descend upon unwary prey which may pass beneath.  Packs of feral dogs roam the woods for scraps left by the spiders, but are willing to take on the living should they come across any.  Some hovels can be found in the woods, but are usually inhabited by a demented hermit and are best to be avoided.  The tree cover of the woods is dense, and it is rare that even a drop of rain would even reach the ground.  The large inland sea, however, is home to a bountiful variety of fish and giant crustaceans.  The giant crabs and lobsters are a large concern to anyone wishing to reap the spoils of the waters.

... originally i intended to break this down into halves, but it looks like it will be thirds, next email should be the other 3 continents and anything else I can think of.

Lore and Scenario 3
Spoiler for Hidden:
Guruthos:  Amidst the ruins of the human city states, those that were left behind became twisted and forever changed, mentally and physically.  A city of abominations, mutants and undead, with a common hatred of the elves that ruined them and the humans that left them behind in the diaspora.  Those returning to their former cities to scavenge through the remains may find more than they bargained for.

Hadhodrim:  The Dwarven capital... for the moment,  Dwarves claim their capital to be whatever is the most profitable mine at the time, and build massive underground cities as they dig.  Virtually every mountain range has at least one Dwarven mine, some abandoned former capitals after stripping the mine of all precious metals and gems, others active with the potential to be the next capital city.  Dwarves are colorblind, aside from the color red, and reserve the color for those things deemed important, such as for indicating ore or gem rich mines, and given that the capital has the most red flags, their current capital city is often referred to as 'the big red'.

Nyrn Gath:  These caverns are the ruins of one such former Dwarven capital city, the caves were infiltrated by the deities of the whispering woods as traveling Dwarves became host vessels on their way into the mines.  Many of the the Dwarves inside were driven insane and a splinter faction known as "The Lost" began to murder and drive out the dwarves who would not bend their wills to join the cult and be host to a deity.  It has been decades since anyone has left the mine, and it is unknown what is transpiring in the deep dark mines.

Gorgor Groth:  This cave connects the Whispering Woods to the shores.  While inside, any number of horrible apparitions may appear to travelers, ranging from lost family members to avatars of their own personal fears.  Other phenomena have occurred, such as permanently altering the ages, appearances or even genders of those who pass through.

Aer Dae:  The Shrine of Shadows is aptly named, as from a distance is appears to only be a flat marble surface, but once closer, the shadows of twelve pillars can be seen, but the pillars themselves cannot be found. Shadowy creatures lurk around the shrine and have been said to swallow up the living, leaving behind only bones.

Iun Talaf:

Gland: The Boundry of the elven land, a towering statue of an elf warrior stands as warning to those who enter the forest, the eleven guards issue golden feathers to those who are permitted to pass through their sacred homeland. 

Cuin Brethil: The homeland of the elves. The cities on the periphery of the forest are built atop the trees of the forest and span for miles in any given direction.  The elven capital Beraid is their only city built on the ground, with towering ivory walls that reach far above the forest canopy.  The forest itself is also home to the ents and dryads, ents being large living trees and dryads being smaller trees that are more or less centaur-like.  Both races are peaceful creatures of nature, but very capable of defending themselves or others when provoked.

Beleg Dalath: The great plains are the home of the nomadic tribal orcs.  The tribes perpetually war among themselves but have always manages to unite and ward off any elven initiatives.  The orc tribes are led by either powerful warriors or wise shaman, and the culture of each tribe reflects their leadership.

Heleg Brethil:  The homeland of the trolls, who were not as fortunate as the orcs in fending off the Elven advances.  The three ancestral cities of the trolls have all long since fallen, and are now home to orcs who sought independence from the tribal warfare, mostly consisting of roguish individuals and those who have been exiled from their tribes.  The forest itself is known as being perpetually frozen, though in actuality there are a few warm months each year.

Duath Brethil:  The densest forest on the continent is home to the diabolical experiments of Cir Daw.  Morally ambivalent gnomes and elves have been creating hybrid races with captive human survivors, merging them with lesser animals, for unknown reasons.  The experiment subjects who manage to escape, usually after having been disfigured, find refuge in the settlement of Ion Daw.

Breitha Talaf:

Echil Cirbann Methen: The final refuge for the pureblood humans, hybrids are not permitted to live on the island.  Most, if not all, of the few remaining human males reside on this island.  It has also developed into a trading hub and hosts a large market district.  There is a void of power structure or government, with several men, and women, competing for roles in leadership.

Gwaith Dor: The lone jungle environment in all of Cúron.  The most fearsome inhabitants of the forest are known as behemoths, hulking four legged carnivorous plant beasts, they lack eyes but appear to have evolved an alternative that allows them to detect life within a certain radius.  Exotic chimeras, creatures who are combinations of various beasts, can also be found within the jungle.  Few venture into the jungle, but those who do are usually seeking the ruins of the Terpin for plunder.

Grukk:  The only exposed ruined city of the Terpin, an extinct humanoid turtle people.  They were once friendly rivals with the gnomes in developing technologies.  The Terpin were developing machines that would convert arcane energy to power their constructs, unfortunately, it was the advent of this technology that lured the Sliss out from their lairs to destroy their civilization, exterminate their people.  Grukk itself still faintly hums with arcane energy from the depths below the city.

Minas Lhug: Dormant among the mountains of the Serpent's Spine for many years, the throne of the Sliss people is now a place best avoided.  The parameter of their territory is marked by their large pyramids.  The centermost structure of their civilization is an ornate tower which does not appear to have any direct entrances.  The Sliss laid dormant for centuries before the Terpin developed machines powered by arcane energy, it was their proximity to the arcane energy that irritated the anatomical sensors of the Sliss that led to their efforts to purge Breitha Talaf of other races.  The Sliss succeeded in committing genocide upon the Terpin, drove the Trolls from their only foothold on the continent, and forced the gnomes to relocate their city to be beneath the surface.  The ogres were the only race to successfully fight off the Sliss during the offensive. 

Rhevain Methel:  The ironically named home of the largest population of ogres in the world, the 'ogre's paradise' is a frozen tundra between an icy swamp in the shadow of a glacier.  The ogres were tricked into settling here by the gnomes of the island, who wanted to get the repulsive ogres as far from their homes as possible, perhaps in part due to the ogre's tendency to treat gnomes as dolls for their own amusement. 

Agar Loen:  The blood moor is the lone home of the Hwand, a savage and deceptive race of carnivorous mushroom people, and not much else.  Those who travel through the moor without knowing about the Hwand may be fooled by their mild mannered appearance and methodical movements, and end up their next meal.  The Hwand have been known to trade the materials goods of their victims in exchange for other creatures to eat, as the Hwand have more or less consumed every other species that settled in the moor.  Even the Sliss and ogres avoid traveling through the blood moor.

Hith Taur: The steam woods are a relatively peaceful, but that is mostly due to the toxic smog that is vented out from the gnome city of Ganen rendering the woods nearly uninhabitable.  The gnomes have clockwork golems patrolling the woods for signs of the Sliss or any other potential dangers, unfortunately they are wound a bit tight and tend to attack any life in the woods, even unfortunate gnomes on occasions. 

Ganen:  Within the steam woods, Ganen is the home of the gnomes.  The majority of gnomes have isolated themselves within the confines of their underground city following the loss of their kindred technological allies and rivals, the Terpin.  All is not within, though, a sinister organization has formed with intent of taking control of all of the gnomes' minds.  The Insurgent are a covenant of coercive enchanters whom have forsaken the development of machines in favor of utilizing gnomish brilliance to master and advance the magic and arcane, believing that will lead to the destruction of the Sliss.  There is word that the Insurgent have penetrated the council which heads the gnomish city.


The rest is still a work in progress.  I know what I want to write, it just takes time/effort to do so. 

That only leaves one continent left, which I have more or less in my mind as the end-of-game area.
« Last Edit: December 14, 2012, 02:13:46 am by moomoose »
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Offline Dhanzig

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Re: White Nights: Diaspora (my RPG in progress) http://elementscommunity.org/forum/index.php?topic=44911.msg1019067#msg1019067
« Reply #1 on: December 02, 2012, 04:05:01 pm »
Pretty interesting and a lot of work so far!  Had to reply so I can catch updates ;)  maybe you should have 'reserved' the first few reply's?  Hate to have my dumb response bust up all your hard work! lol

I like OP campaigns and would probably see how characters work and progress as 1/2 Magi, 1/2 Phys ... basically progress on both trees (awesome trees btw)  How long are you at any given level?  Like, say I'm a Beastmaster, for example ... is that just one level or 10 or ...?

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Re: White Nights: Diaspora (my RPG in progress) http://elementscommunity.org/forum/index.php?topic=44911.msg1019157#msg1019157
« Reply #2 on: December 03, 2012, 02:32:09 am »
i will just edit the original post and do links if need be.  as far as progressing through the classes, i pretty much leave that up to the game masters of each game.  my idea was that players had to encounter and be trained by a sage in order to progress, and that would be up to the game master to decide.  this was originally set up to fit in with runequest, as i was making this for the son of the guy who created runequest.
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Re: White Nights: Diaspora (my RPG in progress) http://elementscommunity.org/forum/index.php?topic=44911.msg1019221#msg1019221
« Reply #3 on: December 03, 2012, 10:35:15 am »
Pretty interesting stuff. Looking forward to reading more.
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Re: White Nights: Diaspora (my RPG in progress) http://elementscommunity.org/forum/index.php?topic=44911.msg1022083#msg1022083
« Reply #4 on: December 14, 2012, 02:14:27 am »
updated with part 3 of the lore/scenario
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Re: White Nights: Diaspora (my RPG in progress) http://elementscommunity.org/forum/index.php?topic=44911.msg1022504#msg1022504
« Reply #5 on: December 15, 2012, 05:24:42 pm »
How far across is each hex on the maps?

Also ... do you plan on labeling the 1st 2 maps?
« Last Edit: December 15, 2012, 05:26:32 pm by Dhanzig »
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Re: White Nights: Diaspora (my RPG in progress) http://elementscommunity.org/forum/index.php?topic=44911.msg1022645#msg1022645
« Reply #6 on: December 16, 2012, 04:31:24 am »
i didnt do the math, but i did mention the relative size to earth, it isnt terribly important

the first two are blank intentionally, the third and fourth are supposed to be for the game masters.
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Re: White Nights: Diaspora (my RPG in progress) http://elementscommunity.org/forum/index.php?topic=44911.msg1022920#msg1022920
« Reply #7 on: December 16, 2012, 11:05:18 pm »
LOL Im an idiot sometimes ... I thought several parts of the 2nd map looked like the 3rd ... DOH!
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Re: White Nights: Diaspora (my RPG in progress) http://elementscommunity.org/forum/index.php?topic=44911.msg1027844#msg1027844
« Reply #8 on: January 03, 2013, 12:47:55 am »
A project that requires lots of hard work and effort, have courage!  :) How did you come up with this title?
I ask mostly because it's a word from my native language.
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Re: White Nights: Diaspora (my RPG in progress) http://elementscommunity.org/forum/index.php?topic=44911.msg1029595#msg1029595
« Reply #9 on: January 07, 2013, 05:23:56 pm »
the word diaspora i had learned to be in relation to the jewish and massenians expulsions, i didnt know it was a commonly used greek word, though it makes sense.  i remembered there was a stage in ogre battle called 'diaspola', which i had misread as diaspora and thought it was a cool name for a stage- until i saw i had it mistaken.
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Re: White Nights: Diaspora (my RPG in progress) http://elementscommunity.org/forum/index.php?topic=44911.msg1032655#msg1032655
« Reply #10 on: January 16, 2013, 03:39:02 pm »
Diaspora in Greek means dispersion.
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Re: White Nights: Diaspora (my RPG in progress) http://elementscommunity.org/forum/index.php?topic=44911.msg1035989#msg1035989
« Reply #11 on: January 27, 2013, 11:43:02 am »
This is awsome.. very nice work, and I like the progression tree..

2 questions:

1) you seems haven't added an archer class, but just an assassin that knows  how to use bows

2) waiting to see a skill's tree


however I like role plays very much, even if I don't play them, so, if you want some suggestions ask me...  8) 8) 8)
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